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Second Life is an ongoing investigation into the role of architecture inside online communities, and how these conditions and particularities form a new internet-inspired architecture.
When you design buildings in these communities like Second Life and previously Active Worlds, by default you are blurring the boundaries between design and construction: Your design begins to be inhabited even before you are finished working on it, while there is no construction phase: What you design is already built, instantly realized. |
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Building typologies are also redefined in Second Life because not all buildings translate well. Offices are not useful in, because simulating sitting on a computer is boring. The avatars tend to prefer “experience” buildings or fun places. A place where you test-drive cars can be interesting because driving a car gives you a new screen experience. Nightclubs are fun because you can animate your avatar to dance, and that transfers some idea of fun or pleasure to the human behind the avatar. |
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More than just blurring the boundaries between design and construction, these communities offer the architect the chance to interact with a new typology of client: Easily bored, he or she can just click away and never see your building again, if it does not manage to capture their very short attention and fickle interest. |
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To attract this new user and to keep them interested, a new architecture is need, one that is immediate, subconscious, metaphysical and pop, neen and inspiring. |
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This is the architecture they will look for when they leave their computers and exit onto First Life. Second Life is an ongoing investigation into all this and much more. |
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| The project exists in video documentaries DIY 3D prints and more. |
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