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

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,...

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Bibliographic Details
Published in:Journal of Architectural Education Vol. 74; no. 2; pp. 237 - 250
Main Author: Canizares, Galo
Format: Article
Published: Taylor & Francis Ltd Fall2020
Subjects:
Online Access:View this record in EBSCOhost
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        10.1080/10464883.2020.1790933
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        atl: Technologies of the Virtual Other: Bodies, Users, and Avatars.
      aug:
        au: Canizares, Galo
        affil: Ohio State University
      su:
        Avatars (Virtual reality)
        Application software
        Virtual reality
        Virtual design
        Technology
      sug:
        subj:
          Avatars (Virtual reality)
          Application software
          Virtual reality
          Virtual design
          Technology
      keyword:
        architecture
        ethics
        information systems
        modeling
      ab: 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.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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