Technologies of the Virtual Other: Bodies, Users, and Avatars

Research output: Contribution to journalArticlepeer-review

1 Scopus citations

Abstract

Architecture today is most often produced and represented in virtual interfaces: proprietary apps, CAD/BIM programs, image editors, and scripting environments. But these instruments, designed for designing, often make certain assumptions about who architecture’s subjects are. For whom, for instance, is BIM made? What makes an ideal user? In representations such as scale figures, users, and avatars, software applications imagine subjects through their orchestration of behaviors and configuration of identities. Setting aside space-, form-, and object-making, this essay unpacks various means through which othering practices occur in virtual design environments and the values represented in the contexts of architectural software.

Original languageEnglish
Pages (from-to)237-249
Number of pages13
JournalJournal of Architectural Education
Volume74
Issue number2
DOIs
StatePublished - Jul 2 2020

Bibliographical note

Publisher Copyright:
© 2020 Association of Collegiate Schools of Architecture.

Keywords

  • architecture
  • ethics
  • information systems
  • modeling

ASJC Scopus subject areas

  • Architecture
  • Education
  • Visual Arts and Performing Arts

Fingerprint

Dive into the research topics of 'Technologies of the Virtual Other: Bodies, Users, and Avatars'. Together they form a unique fingerprint.

Cite this