Quasi Reāle
In the past, replication of architecture has been limited. The experience pre-ordained. Words can only describe, not replicate. Images are fixed- their perspectives immutable. Video decides the montage of architecture- robbing the viewer of agency.
Last year, a new medium for visual media was introduced that provides unparalleled immersion and threatens to blur the lines between what we consider to be true, first hand experience and mere imitation. The Oculus Rift is one of many virtual reality headsets now being produced and sold that allow the user to experience visual media through the full range of vision. An individual wearing the headset can tilt, turn and move their eyes to look where they desire. In practice, this grants the agency that other forms of digital replication have lacked. A user can decide to navigate digitally replicated 3d space and control their interaction with it. A fully replicated building could allow users to walk its corridors at their desired pace and along their chosen path.
While this new medium grants agency, it does not achieve full immersion. When using VR (virtual reality) technology, the user is, as of now, forced to remain stationary, sitting or standing as a form of controller is used to navigate the replicated space. A keyboard or joystick may move your avatar through space, however, it lacks the sense of real motion. Your limbs are not moving- you aren’t walking. But your eyes tell you otherwise. The illusion is convincing, though not definite. Walking the halls of Westminster Palace, you feel the weight of the tile floors through your shoes and the give of the wooden floorboards as you travel. In a simulation, if the mind realizes these details are absent, the experience can be disorienting.
The truth is that while we are now closer than ever to meaningful replication of 3d space, the days of the “Holodeck” from Star Trek are still a little ways away. VR technology seems to occupy what is referred to in robotics as “the Uncanny Valley”. The replication is convincing. So much, in fact, that it is momentarily possible to believe the illusion and consider it as a true-to-life experience- something I challenge any other digital replication to achieve.
As Benjamin claims, the aura is undoubtedly disturbed. There is an enforced opportunity cost of time and energy to bring one’s self to the steps of the Parthenon. A sense of pilgrimage is inherent to visiting buildings and art to observe them in their respective contexts. Value exists in first hand experience. Where VR technology succeeds, though, is in providing the closest thing to reality a computer system can give us, and with all the inherent benefits to portability and convenience that other forms of replication posses.
-Alex Chojnacki
















