Virtual Spaces Master Studio: 16m2 labyrinths

Master design studio module. Institute of Architecture and Media, TU Graz, 2017

Table of Contents

Outline

Course designer and lead teacher for the Virtual Spaces Master Studio module (16 ECTS) at the Institute of Architecture and Media, TU Graz, during the summer semester of 2017. The objective of the studio was to introduce virtual reality as a medium for experimental design, and to explore designing virtual environments in both space and time. At the end of the semester each student produced, presented, and exhibited a VR experience for the HTV Vive.

Course outline
TypeMaster studio module; academic; master level
Module coursesMaster design studio
Digital Form and Motion elective
Interdisciplinary Media elective
ContextInstitute of Architecture and Media, TU Graz
Module credits16 ECTS
DurationFull semester (summer semester 2017)
Participants13 architecture students
DeliverablesIndividual VR application (HTC Vive); video presentation; documentation booklet
ExhibitionsGraz Open Architecture Day; VR Playful Art at Kunsthaus Graz

Course information

Course Description

Virtual Spaces Master Studio: 16m2 Labyrinths is an intensive and experimental master design studio module offered by the Institute of Architecture and Media, Faculty of Architecture, TU Graz. As with VSMS 2016, the course developed as final output interactive Virtual Reality applications in the format of videogames, focusing on perceptible and immaterial spatial concepts and experiences. The 2017 VSMS is titled “16m2 Labyrinths” given the physical space constraints (4x4m tracking space) of the HTC Vive VR system.

The aim of the studio is to approach Virtual Reality as a choropoietic medium, instead of a representational one, and explore from an architectural perspective, the possibility of designing spatial experiences that don’t rely on physical materiality but are however sensible. Our focus of exploring the architectural aesthetic potential of this medium was pursued by a wide variety of methods implemented in the student projects, ranging from the design of spatial narratives to navigable non-euclidean spaces and more abstract experiences.

Starting from the concept of the Labyrinth the studio investigated the geometrical, formal, and organizational aspects of labyrinths and mazes, and through key readings from both architecture and game studies, how such concepts can be applied to spatio-temporal interactive environments, as an intention of approaching the videogame medium with an architectural sensibility, for developing novel architectural experiences.

Course details

The course is going to work primarily with Unity 3D, 3D Max, and Premiere Pro. All course assignments and outputs are in digital form. No previous programming experience is necessary. Fluency with conventional 3D modelling, raster, and vector graphics software though is required.
The course includes the electives Digital Form and Motion taught by Oliver Reischl, and Interdisciplinary Media taught by Constantinos Miltiadis. The course is coordinated through a Slack group, collective readings performed through Hypothes.is.

Course language

The studio as well as the electives are taught in English and are open to exchange students.

Reading assignments

  1. Ernest Adams – The role of architecture in videogames (2002)
  2. Espen J. Aarseth – Computer Game Studies Year One (2001)
  3. Bernard Tschumi – Architecture Paradox (1975)
  4. Espen J. Aarseth – Allegories of space (2007)
  5. Espen J. Aarseth – The narrative theory of games (video lecture 2009)
  6. Umberto Eco – Function and sign, the semiotics of architecture (1980)
  7. Penelope Reed Doob – The idea of the labyrinth from classical antiquity through the Middle Ages (1992)
  8. Henry Jenkins  – Game design as narrative architecture (2004)
  9. Italo Calvino – Invisible Cities (1972)
  10. Raph Koster – Theory of fun for game design (2013)
  11. Jorge Luis – The garden of forking paths (1941)
  12. Alex McDowell – Prejudicial Narratives: Building Tomorrow’s World Today (2015)
  13. Tzvetan Todorov – The two principles of narrative (1971)
  14. Lev Manovich – Navigable Space (1998)
  15. Ian Bogost – The rhetoric of videogames (2008)

Review jury

  • Midterm review: Johannes Mücke (Wideshot Entertainment) and Pierre Cutellic (CAAD ETHz)
  • Final review: Prof. Milica Tomic (IZK TU Graz), Dejan Markovic (IZK TU Graz) Lorenz Jäger (ICG TU Graz), Volker Settgast (CGV TU Graz), and Gerriet K. Sharma (IEM KU Graz)

Student projects

Auxiliary events

Studio excursion

Travel to Linz on the 23rd-24th of March, organized by Julian Jauk. The first day starts with a visit to the University of Arts in Linz, and a presentation of the work of Johannes Braumann, followed by a visit to the Ars Electronica Center with a tour by AEC Director Andreas Bauer, and participation to the event “Human bodies – the universe in itself” at the Deep Space 8K. The second day includes a tour of the city and a visit to the Lentos Museum, Schloss Museum, Höhen Rausch, and Museums Quartier.

Guest lectures

Exhibitions

  • Public exhibition at the Graz Open Architecture Day on June 30, and July 1, 2017.
  • Public exhibition at the event VR Playful Art at Kunsthaus Graz, September 1, 2017.

Teaching team

Teaching assistants

  • Ludwig Grimm
  • Julian Jauk

Teachers

  • Constantinos Miltiadis (course leader; design studio; Interdisciplinary Media elective)
  • Prof. Urs Hirschberg (design studio team)
  • Oliver Reischl (Digital Form & Motion elective)

Project posters

Graz Open Architecture Day 2017

Constantinos Miltiadis
Constantinos Miltiadis
Transdisciplinary architect & design researcher