AI: Peter Pan’s Run­away Shad­ow, Dig­i­tal Twins and an Intel­li­gent­ly Arti­fi­cial Archi­tec­ture of Irony

Rhetoric and Form

Ralitza Petit

Arti­fi­cial Intel­li­gence is hot; and some archi­tects are get­ting cold feet.

Those same archi­tects would con­sid­er them­selves social­ly engaged and cul­tur­al­ly involved, and most def­i­nite­ly of their own time. While ver­i­ta­ble con­tem­po­rane­ity often eludes archi­tec­tur­al prac­tice, and some­times the­o­ry, the gap between cul­tur­al changes and archi­tec­tur­al response has been attrib­uted to the ardu­ous­ness and length of the process of con­cep­tion, design, and con­struc­tion of build­ings. The gap can fur­ther be described as the time lag between con­cep­tu­al rhetoric of desired cul­tur­al effect and real­ized in phys­i­cal mate­ri­al­i­ty of archi­tec­tur­al form; this gap — a dis­crep­an­cy between the the­o­ret­i­cal expec­ta­tion and the phys­i­cal real­i­ty of archi­tec­ture — is per­cep­ti­ble but not insur­mount­able. Most­ly, archi­tec­tur­al form catch­es up with its desired rhetoric —even­tu­al­ly. The process of catch­ing up is often revealed though irony.

The time lagged race from archi­tec­tur­al the­o­ry to prac­tice has been par­tic­u­lar­ly pro­nounced with the ultra rapid infil­tra­tion of arti­fi­cial­ly intel­li­gent tools in life, cul­ture, soci­ety, envi­ron­ment — AI is seem­ing­ly in every­thing and every­where. Such omnipres­ence is afford­ed by the rather loose def­i­n­i­tion of the term to encom­pass any dig­i­tal oper­a­tion appear­ing to be based in com­put­er expe­ri­ence, or machine learn­ing, which process is under­stood to be root­ed in pat­tern recog­ni­tion of source data; more­over, AI per­for­mance adapts and improves over time — in con­trast to dig­i­tal oper­a­tions through pre­vi­ous­ly explic­it sequen­tial computation.

The char­ac­ter­is­ti­cal­ly vast amount of source data and AI’s incred­u­lous speed of data con­sid­er­a­tion have pro­duced a new sit­u­a­tion in rela­tion to architecture’s noto­ri­ety of being slow to change. The unique prob­lem for archi­tec­ture is that this inno­va­tion has reached glob­al accep­tance and per­va­sive­ness in an unusu­al­ly short time and at an unusu­al­ly large scale. In addi­tion, the said inno­va­tion did find its place in build­ings and the­o­ry at an unprece­dent­ed scale. Pre­vi­ous­ly, it was only dur­ing major cat­a­stroph­ic moments in his­to­ry, when destruc­tion near­ly oblit­er­at­ed the phys­i­cal­i­ty of build­ings. In such moments, the ideation of a soci­etal change and its co-exist­ing archi­tec­ture were sep­a­rat­ed by a gap of such immense swift­ness that the result­ing jux­ta­po­si­tion of destroyed real­i­ty and dreamt up effect could be under­stood through irony. 

Unlike in his­tor­i­cal­ly cat­a­stroph­ic sit­u­a­tions, the AI-age is unusu­al­ly pro­duc­tive and high­ly pos­i­tive — yet, the gap between con­cep­tu­al­iza­tion and actu­al­iza­tion, zeit­geist and build­ings has appeared just as abrupt­ly. This ensu­ing iron­ic engage­ment of AI with archi­tec­ture is man­i­fest­ed in two ways: on the one hand, build­ings man­age to incor­po­rate or find them­selves endowed with the lat­est AI-ness — in the case of intel­li­gent build­ings; or on the oth­er hand, the new technology—Artificial Intelligence—finds its way into the method of design­ing which is then termed gen­er­at­ed. In both cas­es, an archi­tec­tur­al the­o­ry of irony can con­cep­tu­al­ize the con­nec­tion between ultra-fast and high­ly flex­i­ble com­pu­ta­tion and the stead­fast­ness of firm­ly ground­ed buildings. 

As an intel­li­gent build­ing case of irony, one could con­sid­er The Edge Ams­ter­dam, designed by PLP Archi­tec­ture for Edge Real­tors. The project began with the ambi­tion to show­case the real estate group’s net-zero strat­e­gy, and upon its open­ing in 2014, the forty thou­sand square meter office build­ing was, indeed, pro­nounced the most intel­li­gent build­ing in the world. Its twen­ty-eight thou­sand sen­sors, installed through­out the build­ing, direct­ly assign (arti­fi­cial) intel­li­gence by mak­ing con­tin­u­ous elec­tron­ic mea­sure­ments which in turn ini­ti­ate con­tin­u­ous adjust­ments to the func­tion­al­i­ty of its mechan­i­cal sys­tems. Such a process of obser­va­tion and opti­miza­tion of pat­terns of func­tion­al­i­ty is typ­i­cal of what is con­sid­ered an AI sys­tem. An exam­ple of a char­ac­ter­is­tic under­go­ing such AI opti­miza­tion is ener­gy con­sump­tion; and the suc­cess of reduc­ing the amount used thanks to a con­tin­u­ous cycle of mea­sure­ment and adjust­ment has con­tributed to the Edge Amsterdam’s rat­ing as the world’s green­est build­ing.[1] The appa­ra­tus of sen­sors, track­ing and chas­ing ide­al con­stel­la­tions of mea­sured pat­terns, lit­er­al­ly pins (arti­fi­cial) intel­li­gence onto the phys­i­cal­i­ty of a build­ing in much the same way that smart­ness is added to tele­phones, watch­es, toast­ers et cetera. The irony of this arti­fi­cial­ly acquired intel­li­gence is that the endeav­or side­steps the mate­ri­al­i­ty or the appear­ance of the Edge—its architecture—in order to con­tin­u­ous­ly opti­mize exter­nal and inter­nal environments.

The Edge — Amsterdam, the world’s most intelligent and greenest building. Image: Wire Collective.
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The Edge — Amsterdam, the world’s most intelligent and greenest building. Image: Wire Collective.

Envi­ron­men­tal sen­sors have exist­ed for some time, and their pre­ci­sion and ver­sa­til­i­ty has grown to mea­sure val­ues for: tem­per­a­ture, humid­i­ty, elec­tri­cal con­duc­tiv­i­ty, min­er­al com­po­si­tion, light, wind speed and direc­tion, air qual­i­ty, solar radi­a­tion, rain­fall and under­ground water lev­els, pres­sure and qual­i­ty amongst a plen­ti­tude of mea­sur­ables. In fact, almost every aspect of the envi­ron­ment can be mea­sured and mon­i­tored through sophis­ti­cat­ed sen­sors which cre­ate data that rarely if ever reach­es con­cep­tu­al archi­tec­tur­al design. Yet, these devices soon­er or lat­er make their pres­ence known and very vis­i­ble in build­ings. More­over, the expan­sive­ness and speed of AI allows dig­i­tal­ly enabled gad­get cre­ation and con­tin­u­ous reg­u­la­tion to out­pace the con­cep­tion of archi­tec­tur­al form. The often-manda­to­ry devices appear almost par­a­sit­i­cal­ly attached to build­ings of any type, non­cha­lant­ly dis­miss­ing archi­tec­tur­al morphology.

The irrel­e­vant, irrev­er­ent and iron­ic bid of AI-ing archi­tec­ture through sen­sors often falls flat due to the fact that most of these sen­sors are mea­sur­ing para­me­ters that could not mean­ing­ful­ly affect archi­tec­tur­al form. Unlike a farmer who could mea­sure the soil’s humid­i­ty and react in the direct ben­e­fit to crops, an archi­tect is often aghast at the util­i­ty of pos­si­ble mea­sure­ments as none of them relate to a building’s Vit­ru­vian oblig­a­tion for fir­mi­tas, util­i­tas or venus­tas.[2] In fact, some­times the most advanced AI-pow­ered opti­miza­tions in build­ings appear to func­tion bet­ter with­out the building’s ele­ments or the occu­pants’ actions. For exam­ple, forced air ven­ti­la­tion depends on the main­te­nance of a par­tic­u­lar inter­nal vol­ume for the main­te­nance of pres­sure bal­ance. An opened door — inter­nal or exter­nal — imme­di­ate­ly dis­rupts the care­ful­ly mea­sured bal­ance, fol­lowed by a dis­rup­tion of tem­per­a­ture expec­ta­tions, which in turn trig­ger the open­ing of more doors or win­dows while the entire opti­miza­tion process becomes iron­i­cal­ly superfluous.

Not sur­pris­ing­ly, the large num­ber of arti­cles on the most intel­li­gent build­ing in the world, the built epit­o­me of blend­ing the newest of tech­nol­o­gy with archi­tec­ture, not once so much as men­tion the built project’s archi­tec­ture. With­out excep­tion, each descrip­tion of the Edge extolls the tech­no­log­i­cal­ly savvy way of mea­sur­ing and con­tin­u­ous­ly adjust­ing char­ac­ter­is­tics per­tain­ing to the micro cli­mate or the pop­u­la­tion of the build­ing, but very lit­tle is not­ed in respect to the for­mal order of space.[3] AI opti­miza­tion was not attempt­ed through archi­tec­tur­al means — such as mate­r­i­al trans­paren­cy for the mod­u­la­tion of light, or struc­tur­al poros­i­ty for the mod­u­la­tion of air flow, as mere exam­ples; instead, the mechan­i­cal sys­tems of mod­u­la­tion are dis­con­nect­ed from the body of archi­tec­ture; the result: an envi­ron­ment in iron­ic par­al­lel to the phys­i­cal pres­ence of architecture.

Notwith­stand­ing its unre­mark­able archi­tec­ture, The Edge has been pro­claimed as noth­ing short of a cul­tur­al rev­o­lu­tion” on the basis of its unusu­al occu­pa­tion style: each day desks and offices are redis­trib­uted. The human occu­pant, through their sub­jec­tive pres­ence in archi­tec­ture, becomes key to an archi­tec­tur­al con­cep­tu­al­iza­tion of space, the sub­ject-object rela­tion­ship that is in a per­ma­nent repo­si­tion­ing and track­ing becomes the mode of spa­tial def­i­n­i­tion. In the age of dig­i­tal­iza­tion, the con­tin­u­ous­ly tracked rela­tion­ship between sub­ject and object is par­tial­ly or whol­ly dig­i­tal­ized. Under­stand­ing the method of dig­i­tal­iza­tion requires revis­it­ing of the his­tor­i­cal posi­tion­ing of the human sub­ject while com­pre­hend­ing architecture’s object. 

Archi­tec­ture as a spa­tial orga­ni­za­tion, a for­mal archi­tec­tur­al order, ensu­ing from the direc­tion­al rela­tion­ship subject—object, is a the­o­ret­i­cal stance plac­ing the sub­ject in the posi­tion of under­stand­ing archi­tec­ture through vision. This geo­met­ri­cal rela­tion­ship of the sub­ject to the object is defin­able through opti­cal laws of per­spec­ti­val pro­jec­tion. The aware­ness of per­spec­ti­val pro­jec­tion is often traced to the rep­re­sen­ta­tion of archi­tec­ture in paint­ing dur­ing the Renais­sance, notably described in Alberti’s trea­tise On Paint­ing[4]. Even more impor­tant­ly, it became pos­si­ble for the reverse con­struc­tion of per­spec­ti­val pro­jec­tion to be used as a design tool — allow­ing the assump­tion of per­spec­ti­val pro­jec­tion to effec­tive­ly mod­u­late the per­cep­tion of phys­i­cal three-dimen­sion­al space. For exam­ple, Borromini’s well-known visu­al enlarge­ment” of Palaz­zo Spa­da[5] is achieved by con­scious­ly using the opti­cal illu­sion of per­spec­ti­val pro­jec­tion as a design tool.[6] A gallery in the palaz­zo appears more than four-times longer that its actu­al length — a per­cep­tion of a larg­er scale which is achieved by slop­ing the floor and vary­ing the height of ceil­ings, col­umn size and spac­ing. Spec­tac­u­lar as it may be, this illu­sion of an enlarged space only works if the view­ing sub­ject is stand­ing with­in a spe­cif­ic opti­mal view­ing posi­tion. Only from that posi­tion can one con­jure a sub­jec­tive opin­ion about the height and dis­tance of the per­spec­ti­val­ly fore­short­ened space based on pre­vi­ous­ly encoun­tered sim­i­lar spaces and the aware­ness of his or her own height and dis­tance from the implied flat com­pos­ite image of a view. Thus, three-dimen­sion­al phys­i­cal space is clear­ly depen­dent on the con­cep­tion afford­ed by the two-dimen­sion­al image — through the con­struc­tion of a per­spec­tive view. The human subject’s aware­ness of his or her own fig­ure and pro­por­tions gives mea­sure and ref­er­ence to the spa­tial order – the architecture.

Palazzo Spada, section along the gallery axis showing perceived space in dashed lines.
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Palazzo Spada, section along the gallery axis showing perceived space in dashed lines.

An exten­sion of the con­cep­tion of spa­tial order in dig­i­tal terms became quick­ly neces­si­tat­ed by the advent and pop­u­lar­i­ty of video games. The urgency of the resolv­ing over­laps and inter­sec­tions of inter­act­ing co-play­ers neces­si­tat­ed an order of dig­i­tal spa­tial­i­ty. Geo­met­ri­cal pro­jec­tion-based visu­al rep­re­sen­ta­tion of dig­i­tal­ly defined and ideat­ed space opened the pos­si­bil­i­ty to imag­ine inter­ac­tion with­in a dig­i­tal­ly invent­ed space, as if it were an opti­cal illu­sion of anoth­er world. The resound­ing expan­sion of dig­i­tal worlds through online gam­ing came short­ly after the online game World of War­craft was intro­duced in 2004[7]; the pop­u­la­tion of active pay­ing sub­scribers quick­ly reached twelve mil­lion play­ers. What hap­pened in the ear­ly 2000s, and over­whelm­ing­ly so in 2004 with the launch of World of War­craft, is that online com­mu­ni­ca­tion — for busi­ness or leisure — evolved into an idea of space due to the per­sis­ten­cy of the gam­ing dig­i­tal sub­ject which con­tin­ues to exist, and be seen by oth­er logged-in play­ers, after the subject’s human play­er is no longer con­nect­ed to the dig­i­tal world.

Character creation in an online game, Example from World of Warcraft. Image: Blizzard Entertainment, 2025.
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Character creation in an online game, Example from World of Warcraft. Image: Blizzard Entertainment, 2025.

Even if dig­i­tal­ly defined space were to be accept­ed as spa­tial by its the­o­ret­i­cal def­i­n­i­tion though math­e­mat­i­cal coor­di­nates, the human sub­ject could only be imag­ined with­in this Carte­sian space through math­e­mat­i­cal def­i­n­i­tion of vir­tu­al­i­ty— as a Vir­tu­vian Man. This Vir­tu­vian Man — not a mis­spelling but rather a vir­tu­al ren­di­tion of Leonardo’s Vit­ru­vian Man, has been known by a few names already — an avatar, a char[acter], an emo­ji­con, recent­ly and most over­whelm­ing­ly: a skin. What makes the Vir­tu­vian sub­ject, and his or her cor­re­spond­ing dig­i­tal envi­ron­ment equiv­a­lent­ly anthro­pocen­tric — or avataro­cen­tric — is that this sub­ject is inscribed in math­e­mat­i­cal­ly mea­sured terms, algo­rith­mi­cal­ly defined and geo­met­ri­cal­ly rep­re­sent­ed by coor­di­nate-based terms in exact­ly the same way as the environment’s archi­tec­ture. Gam­ing engines, i.e. cod­ed com­put­er soft­ware, often with the use of AI, in effect define Carte­sian coor­di­nates and then con­tin­u­ous­ly check the verac­i­ty of this alge­bra­ic con­struc­tion by con­vert­ing (trans­lat­ing) the coor­di­nates into a two-dimen­sion­al rep­re­sen­ta­tion of per­spec­ti­val pro­jec­tion which in turn is under­stood by the human eye as spatial.

While phys­i­cal archi­tec­tur­al order can be per­ceived and under­stood through a flat two-dimen­sion­al rep­re­sen­ta­tion there­of, for exam­ple through per­spec­tive of a sim­i­lar pre­vi­ous­ly encoun­tered pro­jec­tion as is the case in Palaz­zo Spa­da, the dig­i­tal def­i­n­i­tion of space is already three-dimen­sion­al­ly con­ceived. In oth­er words, dig­i­tal space’s only mode of exis­tence is in the form of math­e­mat­i­cal­ly for­mu­lat­ed coor­di­nates — that is, its con­cep­tion is already three-dimen­sion­al by def­i­n­i­tion and two-dimen­sion­al pro­jec­tive rep­re­sen­ta­tions on screens or VR devices are only a sec­ondary rep­re­sen­ta­tion, how­ev­er indis­pens­able in access­ing” the real­i­ty of dig­i­tal space.

Hence, geom­e­try, and par­tic­u­lar­ly per­spec­tive, becomes the basis of the spa­tial com­pre­hen­sion which gives the pos­si­bil­i­ty of con­cep­tu­al­iza­tion of alge­braical­ly defined objects in much the same way that the mech­a­nism of real space per­cep­tion is explained as an opti­cal geo­met­ri­cal sketch of how the brain inter­prets the infor­ma­tion cap­tured by the eyes. In oth­er words, the vir­tu­al gam­ing space is actu­al­ly three-dimen­sion­al by def­i­n­i­tion since it exists only as a con­cept defined through three dimen­sion­al coor­di­nates. Under­stand­ing and access­ing this sci­en­tif­i­cal­ly described three-dimen­sion­al­i­ty, how­ev­er, neces­si­tates a two-dimen­sion­al pro­jec­tion, con­struct­ed using the same rules as if it were show­ing phys­i­cal archi­tec­tur­al space. The Vir­tu­vian and Vit­ru­vian sub­jects, the skin and the human impose ref­er­enc­ing con­trol on their respec­tive envi­ron­ments through the rules of pro­jec­tive geom­e­try and with the premise of a subject’s scale and proportions.

The World of War­craft char­ac­ter remained in that world,” it also did not dis­ap­pear upon a player’s exit from the game. How­ev­er, with the pro­lif­er­a­tion of gam­ing worlds, a human could define mul­ti­ple char­ac­ters as mul­ti­ple iter­a­tions and repli­ca­tions of a dig­i­tal sub­ject. More­over, many of these char­ac­ters can exist in more than one dig­i­tal world. The char­ac­ter can fur­ther assume aspects of the appear­ance of their human and as alter-egos in the form of dig­i­tal fig­urines; the char­ac­ters can start to inhab­it maps cor­re­spond­ing to real loca­tions.[8] AI-gen­er­at­ed alter­ations to the rep­re­sen­ta­tions of the fig­urines adapt their appear­ance to reflect a real location’s speci­fici­ty. These adjust­ments to rep­re­sen­ta­tion are often inde­pen­dent of the subject’s per­cep­tion but in direct response to the object of the dig­i­tal­ly mea­sured environment.

Bitmoji avatars positioned geographically and their Snapchat appearance modified accordingly to reflect a solar eclipse in 2017. Image: Alex Heath/Business Insider/Snapchat.
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Bitmoji avatars positioned geographically and their Snapchat appearance modified accordingly to reflect a solar eclipse in 2017. Image: Alex Heath/Business Insider/Snapchat.

The absorp­tion of real humans into rep­re­sen­ta­tions, via dig­i­tal­ly mea­sured rela­tion­ships to the envi­ron­ment — such as loca­tion, speed, prox­im­i­ties, frequency—has coin­cid­ed with the rel­a­tive loss of inter­est in tra­di­tion­al games — those with a pre­de­ter­mined quest to be ful­filled or a score to be bet­tered. The online games of the 2020s have moved away from the quest sce­nar­ios in favor of open-end­ed worlds. Pop­u­lar titles, such as Fort­nite, Minecraft and Roblox, which play out in open worlds, fall into a new cat­e­go­ry of sand­box games” to sig­ni­fy both the absence of a pre­ex­ist­ing goal and the pos­si­bil­i­ty of mod­i­fy­ing the envi­ron­ment. The term sand­box” is apt­ly derived from the con­cept of a child's sandbox—a play area where kids can build, destroy, and exper­i­ment with­out caus­ing any real-world dam­age. Sim­i­lar­ly, a dig­i­tal sand­box allows exper­i­men­ta­tion and test­ing with­out reper­cus­sions out­side its con­fined space.”[9]

In 2008, the cre­ator of TheS­ims game—one of the two games that start­ed the sand­box genre—Will Wright dis­cussed gam­ing as a way to define pos­si­bil­i­ty space, build mod­els of expe­ri­ences, and col­lect ref­er­ence knowl­edge called 'schema' that bet­ter enable us to suc­cess­ful­ly nav­i­gate through our real­i­ty.”[10]

The subject’s engage­ment with a sand­box environment’s object is simul­ta­ne­ous­ly lim­it­ed by the clear bound­ary of what con­sti­tutes the box, i.e. dig­i­tal pro­jec­tive rep­re­sen­ta­tion, but also freed by the count­less mul­ti­tude of dig­i­tal objects to be cre­at­ed in the sand — dig­i­tal­ly alge­braical­ly defined objects that can be per­spec­ti­val­ly pro­ject­ed like the sub­ject. The verac­i­ty of rep­re­sen­ta­tion and cred­i­bil­i­ty of per­sis­tence of the dig­i­tal­ly described sub­ject is made pos­si­ble through the geo­met­ri­cal pro­jec­tion and shared time dura­tion. In oth­er words: the human sub­ject is repli­cat­ed into a sub­ject who is math­e­mat­i­cal­ly defined in time. The repli­cate is fur­ther kept into exis­tence and con­tin­u­ous, often autonomous, evo­lu­tion by the many ver­sions (var­i­ous worlds) of an inter­con­nect­ed dig­i­tal envi­ron­ment, con­tin­u­ous­ly rede­fined into per­sis­tence. Some of these open dig­i­tal worlds are refer­ring to geo­graph­i­cal­ly deter­mined loca­tions, i.e., phys­i­cal places on Earth that have been dig­i­tal­ly pro­ject­ed as to become acces­si­ble to the dig­i­tal subject.

Grad­u­al­ly, with the aban­don­ment of the demand for a quest and the adop­tion of the open world sand­box mod­el on the one hand, and the nat­u­ral­iza­tion of skins into social media inter­ac­tions — com­plete with the geo­graph­i­cal posi­tion­ing of the skin, also called a bit­mo­ji, dig­i­tal rep­re­sen­ta­tion has trans­formed into open mul­ti­pli­ca­tion in the cre­ation of a dig­i­tal enti­ty, a subject-skin.

The dig­i­tal sub­ject was con­ceived in a mode of avataro­cen­tric con­trol of the dig­i­tal spa­tial­i­ty through the reliance on pro­jec­tive two-dimen­sion­al rep­re­sen­ta­tions, such as per­spec­tive. With the dig­i­tal subject’s con­tin­ued repli­ca­tion, or spawn­ing, to use the gam­ing term, and the mul­ti­ple entries into dig­i­tal­iza­tions, and marked pro­lif­er­a­tion of dig­i­tal two-dimen­sion­al rep­re­sen­ta­tions of phys­i­cal envi­ron­ment — tracked and pieced togeth­er through the many games and dig­i­tal medias that are con­nect­ed — the def­i­n­i­tion of the sub­ject has become less pre­cise. While visu­al rep­re­sen­ta­tion of the sub­ject, through pro­jec­tion such as per­spec­tive, was intend­ed to con­cep­tu­al­ize dig­i­tal inter­ac­tions as tak­ing place in visu­al­ized space, over­whelm­ing dig­i­tal rep­re­sen­ta­tion of phys­i­cal space has allowed the dig­i­tal sub­ject to be scat­tered across phys­i­cal and dig­i­tal, lead­ing to an ambigu­ous iron­ic posi­tion­ing of the sub­ject in rela­tion to phys­i­cal or dig­i­tal space.[11] The human sub­ject under­went a com­plete re-def­i­n­i­tion to be spawned” in the form of an avatar — entire­ly in dig­i­tal terms. Sub­se­quent­ly, the semi-autonomous dig­i­tal repli­cas, the bit­mo­ji sub­jects re-entered the phys­i­cal world through actu­al geo­graph­i­cal posi­tion­ing ref­er­enced from the phys­i­cal world. Mean­while, the phys­i­cal, solid­ly built, environment’s response to dig­i­tal­iza­tion has been to either exist entire­ly as a dig­i­tal mod­el rep­re­sent­ed sim­i­lar­ly to the sub­ject, or alter­na­tive­ly — to incor­po­rate some elec­tron­ic means of ref­er­enc­ing the phys­i­cal object, some dig­i­tal con­nec­tiv­i­ty as a com­mon ref­er­ence system. 

The fist appli­ance pur­port­ed to have been con­nect­ed to the inter­net (called ARPANET at the time) was a Coca-Cola vend­ing machine locat­ed in a build­ing on Carnegie-Mel­lon University’s cam­pus — at some time dur­ing 1982. As the sto­ry goes, a grad­u­ate stu­dent unnerved by the vend­ing machine’s loca­tion four min­utes away from his office, and its irreg­u­lar stock­ing, devised a way of check­ing on the avail­abil­i­ty of drinks with­out mak­ing the walk to the machine. After some cre­ative wiring of the indi­ca­tor lights and some pro­gram­ming, the com­put­er sci­ence depart­ment fel­low stu­dents were able to check the sta­tus of the vend­ing machine from their respec­tive com­put­ers. From the point of view of these stu­dents that sure­ly appeared as a case of sub­ject ref­er­enc­ing object, a human sub­ject describ­ing, defin­ing and ulti­mate­ly con­trol­ling the inan­i­mate object. Con­sid­er­ing the man­ner of ref­er­ence, how­ev­er, the vend­ing machine had to com­mu­ni­cate’ with the inter­net by send­ing the same kind of sig­nals, or pack­ets, in the same for­mat, or pro­to­cols, as the human stu­dents did while exchang­ing thoughts via ARPANET-sent mes­sages. That is the inan­i­mate machine was behav­ing in a man­ner iden­ti­cal to the live humans. The objects in human envi­ron­ments able to com­mu­ni­cate in a sim­i­lar way will come to be described as par­tic­i­pat­ing in the Inter­net of Things (IoT) and by 2008–2009 close to thir­teen bil­lion such objects exist­ed, which meant that more things than peo­ple were con­nect­ed through IoT. 

And while the Coke machine at Carnegie Mel­lon may have been a sin­gle device with a straight­for­ward com­mu­ni­ca­tion vocab­u­lary of full’ or emp­ty’, the IoT would evolve and amass into an entire typol­o­gy of smart build­ings’, smooth­ly allow­ing for the grad­ual loss of the hier­ar­chi­cal con­cep­tion of sub­ject refer­ring to object, where the sub­ject-object or sub­ject-envi­ron­ment con­nec­tion deeply embed­ded in the cen­ter of past archi­tec­tur­al trea­tis­es becomes ambigu­ous: IoT allows things’ — appli­ances, fur­ni­ture, entire build­ings and urban spaces to be inter­con­nect­ed in a sim­i­lar way and with sim­i­lar weight as peo­ple being inter­con­nect­ed, i.e., the inter­net is an equal­iz­ing inter-net where things and humans have equal­ly defined access to an equal­ly shared real­i­ty. The con­cep­tu­al dual­i­ty of coex­is­tent dig­i­tal and phys­i­cal ref­er­ent sys­tems that equal­ize the descrip­tion of sub­ject and object through both rep­re­sen­ta­tion sys­tem (com­put­er gen­er­at­ed per­spec­tive) and ref­er­ent con­nec­tiv­i­ty sys­tem (the Inter­net) aims at inten­tion­al ambi­gu­i­ty and ren­ders the attempt­ed ambi­gu­i­ty iron­ic and the sub­ject-object phys­i­cal­ly and dig­i­tal­ly ref­er­enced rela­tion­ships as exist­ing in par­al­lel rather than in a com­pli­men­ta­ry or equiv­a­lent way.

For exam­ple, lest this loss of direc­tion­al­i­ty or weight in the sub­ject-object rela­tion­ship remains lost on archi­tec­ture, a pop­u­lar sit­com cap­i­tal­ized on the comedic aspects of a now com­mon­place sit­u­a­tion — con­vers­ing with a refrig­er­a­tor. A high­ly dis­cussed episode of the sit­com Mod­ern Fam­i­ly”[12] showed one of its main char­ac­ters, Cameron, lit­er­al­ly singing a duet with his smart fridge (named Brigette) — a sit­u­a­tion fol­lowed by an infu­ri­at­ed part­ner, Mitchell, final­ly resort­ing to unplug­ging of the intel­li­gent appli­ance in a jeal­ous fit of com­pe­ti­tion with the afore­men­tioned device. The mem­o­rable scene is an instance of the con­trari­ness of this rela­tion­ship in a build­ing to a sub­ject-object rela­tion­ship con­struct­ed through the com­mand­ing gaze of the human sub­ject, as in the per­spec­tive-derived anthro­pocen­tric tra­di­tion of archi­tec­ture, or in the orthog­o­nal­ly derived jux­ta­po­si­tion and clear dif­fer­en­ti­a­tion (but not mutu­al nega­tion) of the mod­ernist sub­ject-object relationship.

Sim­i­lar­ly, a scene in the ani­mat­ed film The Mitchells against the Machines alludes to the con­cept of the inver­sion of object and sub­ject. The oper­at­ing sys­tem of what appears to be every con­sumer object imag­in­able has gone rogue and turned preda­to­ry towards humans. Toys, toast­ers, laun­dry machines, refrig­er­a­tors, devices of any kind have come to life” and the live humans are in the cen­ter. While the premise of the film focus­es on the con­trol and pow­er of an oper­at­ing sys­tem, the image of cen­tral­i­ty alludes to the repo­si­tion­ing of the sub­ject in an observed spot. The sub­ject is not pro­ject­ing the gaze, the sub­ject is being objec­ti­fied, it is being stud­ied, mea­sured, con­tained. The for­mer objects, on the oth­er hand, are final­ly orbit­ing around the stud­ied humans — in a ref­er­ence to dig­i­tal mod­el­ing and dig­i­tal twin­ning, the human sub­jects are dig­i­tal­ly repo­si­tioned in the focus of a con­trol­ling omni view of objec­ti­fy­ing data col­lec­tion devices and revealed as a twin mod­el to be destroyed and reconfigured. 

Final­ly, the premise of the IoT rests with an idea of geo­met­ri­cal rep­re­sen­ta­tion of the Things con­nect­ed, regard­less of the para­me­ters report­ed, as it is the per­cep­tion of the Thing’s pres­ence that is being man­i­fest­ed to the subject’s self-loca­tion on the out­side of the object, i.e., mea­sured para­me­ters are being trans­mit­ted to the Inter­net in order to ascer­tain their vis­i­bil­i­ty in con­nec­tion to a human sub­ject vis­i­ble to a shared inter­net, as a sys­tem of geo­met­ri­cal projection.

The rep­re­sen­ta­tion of a phys­i­cal envi­ron­ment, the archi­tec­tur­al object, becomes indis­pens­able for the object of architecture’s entry into a rela­tion­ship to the dig­i­tal sub­ject. Enter the con­cept of the Dig­i­tal Twin.

A dig­i­tal twin was first intend­ed as an insur­ance pol­i­cy for an object in crisis.

Build­ing phys­i­cal mod­els of var­i­ous scales is not a nov­el design prac­tice. The use of such mod­els is uni­di­rec­tion­al — from mod­el object to real object — and any change in a rep­re­sen­ta­tion­al mod­el is ini­ti­at­ed from out­side the object and actu­at­ed uni­di­rec­tion­al­ly towards the even­tu­al real design prod­uct. The orig­i­nal and the copy are clear­ly defined, where­as the mod­el, even if his­tor­i­cal­ly pre­ced­ing the real, is con­sid­ered a repli­ca. More­over, the uni­di­rec­tion­al con­nec­tion is main­tained only for the dura­tion of the design process. A dig­i­tal twin is con­cep­tu­al­ized in an entire­ly dif­fer­ent way, made evi­dent by the adopt­ed term. Twins are not repli­cas; one twin may be iden­ti­cal to anoth­er but nei­ther one is the copy, nor is either one an orig­i­nal. Twins are their own selves. Con­sid­er­ing a phys­i­cal and a dig­i­tal enti­ty as twins assumes their equivalency.

Apollo Mission Simulator. Image: NASA.
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Apollo Mission Simulator. Image: NASA.

While the actu­al term dig­i­tal twin came in use in prac­tice through a NASA report from 2010, the con­cept has been deployed by astro­nauts for at least the past fifty years. The dig­i­tal twin’s use­ful­ness, how­ev­er, was high­light­ed dur­ing the nar­row avert­ing of dis­as­ter dur­ing the Apol­lo 13 mis­sion. The char­ac­ter­is­tics of the sim­u­la­tors of the air­craft mod­ules, which qual­i­fied these par­tic­u­lar sim­u­la­tors as the first dig­i­tal twins are as fol­lows: the phys­i­cal object twinned is out of reach (for exam­ple in out­er space, but can also be oth­er­wise inac­ces­si­ble) but also con­tin­u­ous­ly con­nect­ed.[13] Fur­ther, dig­i­tal twins are adapt­able and respon­sive to which two char­ac­ter­is­tics are rel­a­tive­ly easy to achieve in a dig­i­tal mod­el; the lunar aircraft’s more than a dozen mod­els and sim­u­la­tors were phys­i­cal­ly changed and re-engi­neered mul­ti­ple times dur­ing the three day dura­tion of the crisis.

While a sequen­tial record of the events is fea­si­ble, it was the pos­si­bil­i­ty to main­tain a con­tin­u­ous two-way con­nec­tion between an aircraft’s changes far away in space and the mul­ti­ple re-engi­neered respons­es of the for­mer dupli­cates housed in a build­ing in Texas, on Earth, that makes the dupli­cates for­mat of exis­tence com­pa­ra­ble to dig­i­tal twin­ning. The remote con­nec­tion between air­craft and con­trol cen­ter required both devices and cod­ing to make the con­tin­u­ous re-ref­er­enc­ing pos­si­ble — dig­i­tal twins con­struct a rela­tion­ship as an enti­ty in itself; fur­ther, the object of the link as a per­sist­ing ele­ment becomes essen­tial for the con­tin­u­ous intel­li­gent (AI) exis­tence of both the dig­i­tal twin and the twinned real­i­ty. If indeed, it was a Coca-Cola vend­ing machine that intro­duced the IoT, it is not sur­pris­ing then that the pos­si­bil­i­ty to con­cep­tu­al­ize a link as an enti­ty, a func­tion, a ser­vice such as vend­ing, out­side of both sub­ject and object, that would allow the IoT to facil­i­tate dig­i­tal twinning. 

Since the con­nec­tion between phys­i­cal and dig­i­tal twins does not need to be rigid­ly pre­de­ter­mined, it is a con­nec­tion that is based on learn­ing between the two enti­ties in what would be described as arti­fi­cial­ly intel­li­gent way of obser­va­tion, how­ev­er lim­it­ed or expand­ed the sim­i­lar sit­u­a­tions could be found. A smart build­ing, like the Edge, then is per­form­ing sim­i­lar­ly to sand­box online game, like Fort­nite. Both the build­ing and the game claim as their main pur­pose accom­mo­dat­ing peo­ple, for work or enter­tain­ment, both claim inge­nu­ity and inno­va­tion based on a sim­i­lar dig­i­tal sys­tem of geo­met­ri­cal pro­jec­tion as a twin­ing rela­tion­ship and math­e­mat­i­cal posi­tion­ing. Archi­tec­tur­al exper­i­men­ta­tion in the ear­ly 2000s relied heav­i­ly on the use of sen­sors to pro­voke spon­ta­neous respon­sive change in build­ings. Build­ing ele­ments con­nect­ed to a par­tic­u­lar mon­i­tor­ing sen­sor per­formed a func­tion pre­de­ter­mined by the algo­rithm embed­ded in that sys­tem — most often the actu­at­ed alter­ations con­cerned the actu­al geom­e­try of the build­ing in ques­tion. It was only through the use of sen­sors through AI-pow­ered twin­ning that alter­ations did not need to be actu­at­ed: an action became based on sim­i­lar sit­u­a­tions. Most impor­tant­ly, and most iron­i­cal­ly, in both the build­ing and the game, func­tion­al­i­ty of the work place or the gam­ing expe­ri­ence is not com­pro­mised vast­ly because of the indi­vid­ual com­pli­ance of par­tic­i­pa­tion — whether an employ­ee opts out of track­ing or a gamer takes a break — the building/gaming place per­se­vere in phys­i­cal­i­ty and as dig­i­tal twins, and the miss­ing par­tic­i­pants in work/game are smoothened over by the best guess of the dig­i­tal intel­li­gent­ly gen­er­at­ed com­pen­sa­tion. Iron­i­cal­ly, this flex­i­ble inde­ter­mi­na­cy is achieved by the fastest and most pre­cise of con­tem­po­rary tools — the arti­fi­cial­ly intel­li­gent ones.

Non-iron­ic archi­tec­ture, on the oth­er hand, is an object of deter­mi­na­cy and cer­ti­tude; it is the antithe­sis of an object in cri­sis — it solemn­ly acknowl­edges its own heav­i­ness rather than hide or ques­tion it. Non-iron­ic archi­tec­ture is mon­u­men­tal, it echoes and reflects a sub­jec­tive pres­ence with­out re-instan­ti­at­ing it — instead of repli­cat­ing, it reaf­firms. Light and shad­ow in such mon­u­men­tal archi­tec­ture become the mea­sure­ment and val­i­da­tion of pres­ence and solid­i­ty. The human sub­ject in the con­text of mon­u­men­tal archi­tec­ture, for exam­ple in a Louis Kahn build­ing, is ground­ed; his or her shad­ow stretch­ing across the sur­faces and fol­low­ing the out­lines of heavy archi­tec­tur­al form. Anal­o­gous­ly to an avatar estab­lish­ing ref­er­ence mea­sure in gam­ing space, rely­ing on the assump­tion of a player’s knowl­edge of per­spec­tive of one’s own dimen­sions. A Kahn­ian shad­ow[14] estab­lish­es the bound­ary and ref­er­ence between human and archi­tec­ture through the explic­it pro­jec­tion of shad­ows on the solid­i­ty of a build­ing. In both cas­es, the pro­jec­tive mech­a­nisms are used to recon­firm cred­i­bil­i­ty and stability. 

Shad­ows have been used to indi­cate the pass­ing of time, they have also been cul­ti­vat­ed to artic­u­late space through dis­tance, scale and form and to sharp­en and inten­si­fy atmos­pheres of place. There is also a par­tic­u­lar case of a shad­ow in cri­sis and the ensu­ing iron­ic read­ing of a spa­tial sub­ject-object rela­tion­ship as seen with the fic­tion­al per­sona of Peter Pan, espe­cial­ly in the lat­ter one’s capac­i­ty as an antecedent of the avatar in dig­i­tal space. 

Vintage illustration of Peter Pan Story - Wendy Sewing on Peter's Shadow. Image: Michelle Bridges / Alamy Stock Photo
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Vintage illustration of Peter Pan Story - Wendy Sewing on Peter's Shadow. Image: Michelle Bridges / Alamy Stock Photo

First intro­duced in 1902 by the Scot­tish nov­el­ist and play­wright J. M. Bar­rie, Peter Pan is most famous­ly endowed with eter­nal youth and an abil­i­ty to fly. While per­pet­u­al child­hood has been dis­cussed at length in lit­er­ary, psy­cho­log­i­cal and philo­soph­i­cal stud­ies, it is the abil­i­ty to fly that sets Peter Pan’s pres­ence inside a house that is at odds with the house’s inhab­i­tants. Build­ings being ground­ed, and archi­tec­ture con­cep­tu­al­ized through the expe­ri­ence of a sim­i­lar­ly ground­ed human sub­ject, Peter’s inde­pen­dence from grav­i­ty dur­ing inter­ac­tions with oth­er chil­dren in the house dis­places the sta­bil­i­ty of the sub­ject-object rela­tion­ship. The shad­ow of the fly­ing child is expect­ed­ly dis­con­nect­ed from his body — while in flight. It stands as a ref­er­ence to the sur­round­ing space and a mark­er of the solid­i­ty of the walls and the dis­tance between the body and the envi­ron­ment the length between sub­ject and object. The nat­u­ral­ness of a body-shad­ow con­nec­tion, how­ev­er, is over­turned when Peter touch­es the floor, a chair or a win­dowsill while his shad­ow does not con­nect to his body and alludes to a dis­em­bod­ied expe­ri­ence — a detach­ment of the sub­ject ref­er­ence mark­er to the object. The con­tin­ued pres­ence of a shad­ow, nonethe­less, attempts to estab­lish this mark­er of the sub­ject as an enti­ty in and of itself — while the idea of a sub­ject with­out a vis­i­ble ref­er­ence to the object, a crea­ture with­out a shad­ow is not nov­el —- Bar­rie must have been well-versed in his native Celtic lore describ­ing demons as crea­tures with­out a shad­ow, or a reflec­tion for that mat­ter, as an allu­sion that those non-cor­po­re­al beings might exist only with­in the mind of the behold­er. Return­ing to an avatar’s reliance on per­spec­tive as a tool in ascrib­ing sub­jec­tiv­i­ty to the dig­i­tal object by sim­u­lat­ing Borromini’s tech­nique of immer­sion, it is note­wor­thy that the rela­tion­ship between Peter Pan and his shad­ow only enters the realm of irony by virtue of that ref­er­en­tial object momen­tar­i­ly tak­ing the subject’s role and space — thus allow­ing for the shad­ow to become both a mea­sure of space and a cre­ator of an alter­na­tive space — a dig­i­tal twin so to speak. Curi­ous­ly, the excerpt intro­duc­ing the free will of Peter Pan’s shad­ow reas­sures of its nor­mal­i­ty” as a mere pro­jec­tion and simul­ta­ne­ous­ly nor­mal­izes the pos­si­bil­i­ty of relat­ing to that pro­jec­tion as a phys­i­cal enti­ty in its own right — the shad­ow can be fold­ed” and put away in a drawer”:

“…You may be sure Mrs. Darling examined the shadow carefully, but it was quite the ordinary kind.
…She decided to roll the shadow up and put it away carefully in a drawer.”

“If he thought at all, but I don’t believe he ever thought, it was that he and his shadow, when brought near each other, would join like drops of water, and when they did not he was appalled. He tried to stick it on with soap from the bathroom, but that also failed.
…[after the shadow has been sewn to the soles of Peter Pan’s shoes]…
And he clenched his teeth and did not cry, and soon his shadow was behaving properly, though still a little creased.”[15]

The inde­pen­dent move­ment of a shad­ow which is both made acces­si­ble to per­cep­tion by adher­ing to build­ing sur­faces and inac­ces­si­ble by defy­ing the geo­met­ri­cal prin­ci­ple of light pro­jec­tion as well as gravity’s force on the sub­ject cast­ing the shad­ow. The run­away state of Peter Pan’s shad­ow con­jures up alter­na­tive modes of inhab­it­ing archi­tec­ture, as well as alter­na­tive ways of sub­ject projection.

In Peter Pan’s case, the mark­er of body in space appears to be only tem­porar­i­ly detach­able, fold­able and even trap­pable. The shad­ow, as a pure sig­ni­fi­ca­tion of a rela­tion­ship between a sub­ject and an object, is behav­ing as an enti­ty which alter­nates between ref­er­enc­ing the space and ref­er­enc­ing the sub­ject, or behav­ing as a copy and behav­ing as an inde­pen­dent run­away sub­ject. The iden­ti­fi­ca­tion of a rela­tion­ship between a sub­ject and an object as an enti­ty allows the con­struc­tive use of iron­ic ten­sion between inten­tion and real­i­ty. Iden­ti­fy­ing this rela­tion­ship as an enti­ty out­side the sub­ject or the object defines an entry into the con­cept of the dig­i­tal twin.

While the sim­u­la­tors at hand dur­ing the Apol­lo 13 cri­sis can be ret­ro­spec­tive­ly the­o­rized as dig­i­tal twins, it was only in 2010 that the idea took shape and was named. Dur­ing a Uni­ver­si­ty of Michi­gan con­fer­ence, the NASA sci­en­tist John Vick­ers pre­sent­ed a Tech­nol­o­gy Roadmap” that would intro­duce the idea and imple­men­ta­tion of some­thing called a dig­i­tal twin. In that report, Vick­ers defines the con­cept as a set of vir­tu­al infor­ma­tion con­structs that ful­ly describe a poten­tial or actu­al phys­i­cal man­u­fac­tured prod­uct from the micro atom­ic lev­el to the macro geo­met­ri­cal lev­el”. Dig­i­tal mod­els had exist­ed for sev­er­al decades before 2010. What dif­fers in the con­cept of a dig­i­tal twin’s imple­men­ta­tion is the third com­po­nent: orig­i­nal, copy, and link. The link between the phys­i­cal and the dig­i­tal twins is con­tin­u­ous­ly main­tained and, more­over, it is a two-way link that per­mits the dig­i­tal twin to actu­ate changes in the phys­i­cal one. Most of the time this link is cre­at­ed as an AI entity.

Return­ing to the exam­ple of The Edge Ams­ter­dam to re-exam­ine the sub­ject-object rela­tion­ship in the con­text of dig­i­tal twins. 

“[The Edge Amsterdam] uses machine learning algorithms [i.e. A.I.] that are focused on optimizing not only for energy consumption and performance but also for user comfort and productivity. The building uses only about 30% of the energy of a conventional office building of the same size. The network measures and manages a range of things that affect people’s comfort in the space: lighting, temperature, C02 levels, and humidity.

The Edge also employs an app as part of its IoT network: through their phones, workers can find parking spaces, open desks, report issues to facilities management, and see their own energy consumption while within the building.”[16]

As dis­cussed, the Edge sen­sors con­tin­u­ous­ly mea­sure and mon­i­tor any para­me­ter prone to change — tem­per­a­ture, humid­i­ty, occu­pan­cy, light, air flow, water usage and local cli­mate con­di­tions, func­tion­al­i­ty, paper stock in print­ers and even the readi­ness of cof­fee machines and assign­ments of desks while the occu­pants are free to move around and change their work­day spot with the help of a ded­i­cat­ed tele­phone app:

“The Edge has unparalleled vision into the behavior of its inhabitants and an artificial intelligence-like ability to provide them whatever is needed when it is needed. For instance, The Edge uses a mobile app to track when an employee leaves their house to go to work so when they arrive it can direct them into an open parking spot. It also sees when fewer employees are expected in certain areas of the building so sections can be shut down if deemed not in use, cutting lighting and heating costs. At every location the building will adjust lighting and temperature to an individual’s preference. For example, if someone is more sensitive to bright lighting, The Edge can dim the lights to a predetermined point the moment they enter a new location.”[17]

The rela­tion­ship between build­ing and occu­pants, object and sub­ject, is designed to achieve extreme pre­ci­sion of coor­di­na­tion by repli­cat­ing phys­i­cal real­i­ty into a dig­i­tal­ly defined iden­ti­cal mod­el”, a Dig­i­tal Twin; the impos­si­bil­i­ty of a pre­cise rela­tion­ship or an accu­rate repli­ca­tion becomes clear when occu­pan­cy pro­duces iron­ic inco­heren­cies: to facil­i­tate the link between build­ing and dig­i­tal twin, the building’s client and main ten­ant, Deloitte Nether­lands, dis­trib­uted smart­phones with a pre-installed Mapiq app to all employ­ees. The ded­i­cat­ed app can be used before any activ­i­ty is under­tak­en — apart from find­ing a suit­able work­day spot, it can also locate col­leagues, read a meeting’s loca­tion from one’s online cal­en­dar and sug­gest the route to that loca­tion, check the sched­ule of trains for after the meet­ing, track progress in the on-site gym, order food and oth­er­wise con­tin­u­ous­ly micro-coor­di­nate life in the build­ing for over 2800 employ­ees. Rather than archi­tec­ture reveal­ing and order­ing the space of the human sub­ject, the move­ment and the view of the lat­ter are engaged and guid­ed through a dig­i­tal device sys­tem that ref­er­ences the build­ing and the humans in a delib­er­ate­ly non-archi­tec­tur­al man­ner. Accord­ing to a case study pro­duced by researchers from the Archi­tec­ture Depart­ment at the Uni­ver­si­ty of Cam­bridge,[18] not every­thing in the build­ing can func­tion by sen­sor com­mand alone. The clash between the intend­ed effect of opti­mal occu­pan­cy — dig­i­tal­ly defined and opti­mized by AI learn­ing from exist­ing data­bas­es of build­ing usage — and the real­i­ty of spon­ta­neous humans at work can be described in iron­ic terms. For exam­ple, since the exist­ing num­ber of desks avail­able to be assigned with­in the build­ing are only half of the num­ber of employ­ees — pre­sum­ing meet­ings, home-office days, vaca­tions, etc. — some days, most often Fri­days, the mass of sur­plus” employ­ees arrive look­ing for a desk only to find them­selves crowd­ed in non-work­ing areas like the cafe, gym, and lob­by. While the full con­vivial cafes might enhance the expe­ri­ence of the build­ing, the unin­tend­ed dis­tri­b­u­tion is clear­ly at odds with the pre­cise­ly mon­i­tored opti­mized spaces exact­ly because of the pre­ci­sion of the intend­ed occu­pa­tion. More­over, in anoth­er prob­lem in this com­plex orches­tra­tion of archi­tec­tur­al expe­ri­ences through dig­i­tal devices is that the sen­sors embed­ded in the build­ing can only com­mu­ni­cate with will­ing’ smart­phones; Deloitte’s employ­ees can select, and often do, to not be tracked by their Mapiq apps.”[19] Con­se­quent­ly, the respon­sive fea­tures of the build­ing are not able to be accu­rate­ly adjust­ed to the real­i­ty of phys­i­cal humans. Iron­i­cal­ly, the per­cep­tion of dig­i­tal mark­ers that the build­ing seeks would be most accu­rate at the times when the build­ing is entire­ly emp­ty as track­ing non­com­pli­ance would be the­o­ret­i­cal­ly impos­si­ble only at those times. The phys­i­cal and the dig­i­tal real­i­ties, the build­ing and its dig­i­tal twin, bypass each oth­er even if con­ceived and con­cep­tu­al­ized as identical.

Dig­i­tal­iza­tion has allowed repli­ca­tion process­es to achieve a speed and accu­ra­cy unat­tain­able in pre­vi­ous times. The change of ter­mi­nol­o­gy from repli­ca­tion to twin­ning,” how­ev­er, is not a casu­al one. The dig­i­tal copies are likened to iden­ti­cal twins inas­much as these become enti­ties of their own — the phys­i­cal orig­i­nal and the dig­i­tal equiv­a­lent. Unlike iden­ti­cal copies of the indus­tri­al age, dig­i­tal copies are iden­ti­cal only in def­i­n­i­tion and not in mate­r­i­al com­po­si­tion. The pre­ci­sion of repli­ca­tion is greater but the copies are enti­ties of their own exist­ing only through math­e­mat­ics and per­ceiv­able only through geom­e­try. It is then nat­ur­al that AI meth­ods would attempt to lose the cir­cle of repli­ca­tion and base fur­ther math­e­mat­i­cal def­i­n­i­tion, i.e., fur­ther enti­ty cre­ation, on the basis of per­cep­ti­ble visu­al­iza­tion only — the AI approach is not unlike a pro­jec­tive geom­e­try sys­tem. Yet, per­spec­tive and axonom­e­try assumed either a sin­gle, mono vision con­struc­tion of per­spec­tives space with a sin­gle point focus or the omni vision par­al­lel pro­jec­tion of axono­met­ri­cal space with a focus on infin­i­ty. AI pro­jec­tion foci are dis­persed and mul­ti­plic­i­tous, but definable. 

The process of cre­at­ing dig­i­tal copies of the envi­ron­ment, i.e. to objects, extends to defin­ing dig­i­tal copies of humans. Many copies. Both sub­jects and objects are twinned, dupli­cat­ed and inter­linked through mul­ti­tudes of sen­sors and algo­rithms. Unlike the IoT which equal­izes sub­jects and objects through attribut­ing smart­ness” by a process of access and con­nec­tion, dig­i­tal twin­ning equal­izes by attribut­ing intel­li­gence by a process of ref­er­enc­ing, con­trol­ling, adjust­ing, cor­rect­ing and mon­i­tor­ing any poten­tial dif­fer­ence. Con­tin­u­ous­ly. The Edge Ams­ter­dam is tout­ed as the world’s smartest and most intel­li­gent build­ing in part thanks to its more than twen­ty-eight thou­sand sen­sors con­trol­ling the capac­i­ty of rooms, tables, park­ing spots, bath­room usage and clean­ing staff, occu­pants’ loca­tion and per­son­al habits down to indi­vid­ual humid­i­ty pref­er­ences, solar ener­gy usage among oth­er con­trolled val­ues. Per­fect twin­ning of all imag­in­able cri­te­ria is the ambi­tion. The emer­gent actu­al dis­par­i­ty between twins and dupli­ca­tion process­es, espe­cial­ly the dis­par­i­ty between intent and result as in irony, occurs when the indi­vid­u­als sup­posed to be observed and tracked in order to enhance the occu­pied build­ing by lit­er­al­ly becom­ing a part of a sym­bi­ot­ic organ­ism refuse to adhere or par­tic­i­pate[20]. Hence, smart build­ings can open to con­struc­tive­ly actu­at­ed jux­ta­po­si­tions of the scat­tered sub­ject to the archi­tec­tur­al envi­ron­ment, the iron­ic rela­tion­ships of sim­u­lat­ed dis­creet­ness or incom­plete­ness of a sub­ject to a sim­i­lar­ly uneven­ly defined environment.

With the con­cep­tion and actu­al­iza­tion of reals” as human sub­jects and copies” as inan­i­mate dig­i­tal sub­jects in inter­ac­tion, suc­ceed­ed by things and beings inter­act­ing over the IoT—which hap­pens to also be the Inter­net of humans—thus ani­mate and inan­i­mate inter­net-con­nectees are equal­ly dig­i­tized, the equal­iz­ing smooth­ness of AI pro­lif­er­a­tion is dif­fer­ent from the scal­ing of the Indus­tri­al Rev­o­lu­tion, rather than being expan­sive by means of mul­ti­pli­ca­tion, the dig­i­tal AI rev­o­lu­tion is den­si­fy­ing with­in cre­ative bound­aries of exist­ing archi­tec­ture by means of proliferation.

A Pro­vi­sion­al Con­clu­sion with respect to the irony in archi­tects’ fear of tech­no­log­i­cal­ly anachro­nis­tic archi­tec­ture: Tech­nol­o­gy is the answer but what was the ques­tion?”[21]

If AI is used for opti­miza­tion in dig­i­tal twins, espe­cial­ly in large mod­els like smart build­ings and smart cities, then gen­er­a­tive AI would have to antic­i­pate rather than react and optimize.

On the back of the pre-his­to­ries of dig­i­tal twins inter­con­nect­ed with their orig­i­nals through the IoT, ambi­gu­i­ty has befall­en architecture’s form since 2022 when Chat­G­PT and oth­er visu­al gen­er­a­tive AI tools were intro­duced — seem­ing­ly at everyone’s dis­pos­al. Iron­i­cal­ly, what would nor­mal­ly be data flow­ing from phys­i­cal objects or sub­jects to be used in opti­miza­tion func­tion­al­i­ty test­ed on dig­i­tal twins, has become data acces­si­ble mid­stream” and uti­lized for the free gen­er­a­tion of not opti­mized but fan­ta­sized rep­re­sen­ta­tion of essen­tial­ly a dig­i­tal twin.

The avail­abil­i­ty of eas­i­ly acces­si­ble meth­ods of dig­i­tal visu­al gen­er­a­tion, even cre­ation, is an avail­abil­i­ty that has reached the top of the Gart­ner hype curve[22] and it appears that every aspect of life is eager to claim some AI-ness; the speed, ease and sheer sleek­ness of par­tic­u­lar­ly of AI-gen­er­at­ed images has been noth­ing short of amaz­ing. Nev­er­the­less, it is the AI images’ two-dimen­sion­al nature which makes them rel­e­vant to archi­tec­ture, and it is the arti­fi­cial­ly or rather super­fi­cial­ly intel­li­gent way of sur­fac­ing with immense pre­ci­sion and speed, with­out the help or the need of depth or even trans­la­tion of any three-dimen­sion­al­i­ty defined math­e­mat­ics as with pre­vi­ous dig­i­tal images. AI gen­er­at­ed images are per­spec­tives that are not revealed through con­struc­tion, move­ment that is not expressed through vec­tors and they are dis­con­nect­ed from both sides of dig­i­tal twin­ing from sub­ject and object to achieve ulti­mate lightness.

If indeed, archi­tec­ture relied on the con­nec­tion between mind and eye and the con­cep­tion of space occurred in a mechan­i­cal geo­met­ri­cal man­ner, which expli­cates the three-dimen­sion­al order onto a two-dimen­sion­al plane, then com­put­ing is dif­fer­ent because dig­i­tal space is already three-dimen­sion­al­ly rep­re­sent­ed through coor­di­nates, alge­braical­ly rep­re­sent­ed in matri­ces. The pos­si­bil­i­ty for a human to access” com­pu­ta­tion­al or alge­braical­ly expressed space is only through a graph­ic rep­re­sen­ta­tion. The appear­ance of per­spec­tive is, on the one hand, the men­tal expec­ta­tion of a geo­met­ri­cal­ly con­struct­ed monoc­u­lar per­fect per­spec­tive and, on the oth­er hand, the alge­bra­ic matrix divid­ed by a as a depth coef­fi­cient which pro­vides a way of under­stand­ing” and touch­ing of the two conceptions.

More­over, it appears that the very instan­ta­ne­ity of tran­si­tion from con­cep­tu­al­ized respon­sive archi­tec­ture, which con­sti­tut­ed an archi­tec­tur­al con­cep­tu­al search for respon­sive form, to a near-total aban­don­ment of for­mal ideation and giv­ing in to the seduc­tion of singing with a fridge, might have also sus­pend­ed architecture’s rhetoric. Such an iron­ic sus­pen­sion of archi­tec­ture is pre­cip­i­tat­ed and actu­at­ed by the dishevel­ing of its subject’s integri­ty in a more pro­found way than ever before — rather than a Franken­stein­ian recom­pos­ing of the enti­ty or the idea of the sub­ject from parts, that sub­ject — in parts and as a whole — is simul­ta­ne­ous­ly mul­ti­pli­cat­ed and scattered. 

The sub­ject is no longer observ­ing but being observed while data is extract­ed” from the human, for­mer­ly act­ing as a sub­ject, by the object. Each of the data extrac­tions, in turn gives the pos­si­bil­i­ty of a dig­i­tal­ly defined sub­ject — def­i­n­i­tions are mul­ti­plied as many times as the num­ber of data set types. The dig­i­tal twins of the human sub­ject are mul­ti­pli­cat­ed; they are also scat­tered to respond to the tem­po­ral or posi­tion­al opti­miza­tions ini­ti­at­ed by the dig­i­tal­ly twinned object.

Thus, in the dig­i­tal era rela­tion­ship between sub­ject and object, the mul­ti­pli­cat­ed scat­tered state of the subject(s) is being ref­er­enced by a mul­ti­tude of twinned objects. Such a reit­er­at­ed sub­ject-object dig­i­tal con­tin­u­um is depen­dent on the opti­miz­ing process­es of func­tion­al pat­tern detec­tion, i.e. arti­fi­cial intel­li­gence. The equalizing—optimizing—agency of arti­fi­cial­ly intel­li­gent process­es link­ing twinned subject(s) and object(s) oper­ate with­in a bound­ary around” all accept­able sources which are dig­i­tal­ly ref­er­enced and can be used to gen­er­ate new com­bi­na­tions, AI-gen­er­at­ed form. In the con­text of AI’s man­ner of oper­a­tion from and with­in a bound­ary of pos­si­bil­i­ties, it is impor­tant to notice here the con­tri­bu­tion of Alan Tur­ing who cre­at­ed the very con­cept of arti­fi­cial intel­li­gence, or in his words, machines capa­ble of think­ing — at the time only as a the­o­ret­i­cal con­jec­ture. Tur­ing devised a method for ascer­tain­ing the intel­li­gence of machines, where the ulti­mate test con­sist­ed of the abil­i­ty to under­stand and gen­er­ate human speech, the Tur­ing Test.[23] The test, con­ceived as a play­ful con­ver­sa­tion sce­nario, was orig­i­nal­ly called the imi­ta­tion game” in ref­er­ence to the com­put­ers’ pat­tern-based deci­sion mak­ing — sig­nif­i­cant­ly in the dis­cus­sion of a bound­ary around pos­si­ble data, around the same year, 1948–51, Tur­ing co-pro­grammed an exam­ple of machine learn­ing — Tur­ochamp[24] which can be con­sid­ered the first dig­i­tal game…a chess game. While the pro­gram proved too com­plex to be run suc­cess­ful­ly by the com­pu­ta­tion­al devices of the time, it is note­wor­thy that this ear­ly form of an AI method was applied to a form of gam­ing and solu­tions were sought in a finite pool of pos­si­ble moves, a sand­box open to inter­nal pro­gres­sive com­plex­i­fi­ca­tion.

Because the source data pos­si­bil­i­ties are finite in quan­ti­ty — regard­less of the vast­ness of the bound­aries around the avail­able pool of data — an even­tu­al sat­u­ra­tion of AI derived out­comes can be the­o­ret­i­cal­ly reached. In antic­i­pa­tion of such sat­u­ra­tion, AI process­es lead to a smoothen­ing of all results and vari­abil­i­ty being sought in unusu­al” com­bi­na­tions from with­in. This antic­i­pa­to­ry sat­u­ra­tion of AI nor­mal­i­ty appears to have been tak­en up by a cul­ture of col­labs — super­sed­ing the both/and” cre­do of post­mod­ernism from frag­ments to an amal­ga­ma­tion of for­mer­ly sin­gu­lar enti­ties — super­heroes like Bat­man and Super­man, Godzil­la and King Kong begin to fea­ture togeth­er in films, for­mer fash­ion adver­saries like Guc­ci and Balen­ci­a­ga team up to rebrand in col­lec­tive and col­lectible items. The col­lab­o­ra­tions have even become more desir­able than the sin­gle ori­gin” enti­ties — accord­ing­ly, it appears that archi­tec­ture is steadi­ly attempt­ing a for­mal col­lab with com­put­ing.[25]

The irony of such a col­lab, how­ev­er, is revealed as not only are the sub­ject and object in a rela­tion­ship with con­tin­u­ous­ly switch­ing direc­tion­al­i­ty and ques­tioned ends, but the plen­ti­tude of phys­i­cal sen­sors, or AI-ready data, which should pro­duce this col­lab” con­spic­u­ous­ly do not include any archi­tec­tur­al gen­er­a­tion sourced from intrin­si­cal­ly archi­tec­tur­al data and [A]Intelligent build­ings’ archi­tec­ture intel­li­gent­ly con­tin­ues to react to the ever sta­ble sen­sor” for grav­i­ty show­ing 9.8m/s2 and [A]Intelligently gen­er­at­ed archi­tec­tur­al design con­tin­ues to be depen­dent on 2D rep­re­sen­ta­tion and geo­met­ri­cal projection.

Final­ly, the object itself, the archi­tec­tur­al envi­ron­ment, which has most recent­ly been through the con­se­quences of rhetor­i­cal purifi­ca­tion (mod­ernism), recom­po­si­tion (post­mod­ernism), dema­te­ri­al­iza­tion (para­metri­cism) appears to be in a rela­tion­ship with a nat­u­ral­ly arti­fi­cial” sub­ject through an AI-induced dig­i­tal smoothen­ing. The smooth AI-gen­er­at­ed images often appear retro” and nos­tal­gic, as a roman­tic vision of an easy life from the past which is co-lin­ear with the promised eas­i­ness of the present, this out­come is a ready-for con­sump­tion imagery. But if irony is an act rather than a sig­nif­i­cance, then archi­tec­ture which is acti­vat­ed” through AI is about to come into being through con­struc­tive irony. 

The scat­tered self, mea­sured and tracked, defined con­tin­u­ous­ly with pre­ci­sion — not only geo­met­ri­cal­ly described but defined by mea­sur­able para­me­ters — and the change mea­sured in time is relat­ed to a frag­ment­ed and lay­ered envi­ron­ment. The intel­li­gence of learn­ing from obser­va­tion, as opposed to expe­ri­ence, is only as thor­ough as the view, hence the visu­al nature of arti­fi­cial intel­li­gence as well. All the infor­ma­tion or thoughts that fall out­side the view are out­side of con­sid­er­a­tion, all gen­er­at­ed arti­fi­cial” knowl­edge” is added to the pile of examples.

AI gen­er­a­tive tools — cre­at­ing some­thing new in tex­tu­al, graph­i­cal, spa­tial form — rely on the super-fast exam­i­na­tion of super vast data­bas­es of past exam­ples (to learn” from) but the mul­ti­ple dupli­ca­tion, repli­ca­tion, mul­ti­pli­ca­tion, re-equal­iza­tion and twin­ning already described is cre­at­ing a pool of exam­ples that are already quite sim­i­lar to each oth­er. In this rel­a­tive homo­gene­ity, archi­tec­ture is left with the iron­ic task of find­ing order by search­ing for hier­ar­chies and pro­por­tions in the same­ness. Enact­ments of arti­fi­cial intel­li­gence rely on a mim­ic­ry of a process rather than prod­uct — i.e. AI tools let the data do the pro­gram­ming” ; and while irony stems from a dis­par­i­ty of inten­tion and effect in the process of dupli­ca­tion, it is the mix­ing of the dif­fer­ent kinds of dupli­cates dur­ing in the dig­i­tal twin­ning, and their sub­se­quent acces­si­bil­i­ty through the IoT that allows a smooth­ing over” and the legit­imiza­tion of instances of new­ness as prod­ucts of gen­er­a­tive AI that are non-trace­able sim­u­la­tions. Is it pos­si­ble that an AI cave can­not be exit­ed?[26]

The par­al­lel exis­tence of tech­nol­o­gy and build­ings, as in the intel­li­gent build­ing approach, has pre­clud­ed a mean­ing­ful co-rela­tion of the AI opti­mized envi­ron­ment of a build­ing and its struc­ture and image. For exam­ple, the mechan­i­cal sys­tems in any con­tem­po­rary build­ing that can be, and are, con­trolled by sen­sors to make that build­ing intel­li­gent and can be con­tin­u­ous­ly opti­mized and adjust­ed through arti­fi­cial­ly intel­li­gent solu­tions are not nec­es­sar­i­ly a part of that same intel­li­gent building’s archi­tec­ture. The cre­ation of dig­i­tal dou­bles has pro­duced an entire­ly new lay­er of devices asso­ci­at­ed with a build­ing — quite inde­pen­dent of the form, style or archi­tec­ture of said build­ing. In such case, archi­tec­ture might not have to ques­tion its own con­cep­tion and order in response to the AI world but rather con­scious­ly dis­as­so­ci­ate from all the IoT mea­sur­ing equip­ment and rethink itself?

In the case of intel­li­gent build­ings, arti­fi­cial intel­li­gence glides past the object of archi­tec­ture, con­cern­ing itself with con­cur­rent opti­miza­tion of expe­ri­ence that may not be archi­tec­tur­al. The object of archi­tec­ture and (arti­fi­cial) intel­li­gence are side­step­ping each oth­er through the cre­ation of a dig­i­tal twin. The cre­ation of the arti­fi­cial” archi­tec­ture of the dig­i­tal twin, defined by tracked val­ues, arguably removes phys­i­cal archi­tec­ture, in body and con­cept, by the track­ing process.

Con­verse­ly, but no less iron­i­cal, in the case of archi­tec­tur­al design through intel­li­gent­ly gen­er­a­tive arti­fi­cial” space, which is acces­si­ble in rep­re­sen­ta­tion only, the nec­es­sary step of 2d pro­jec­tive geom­e­try such as per­spec­tive for the re-instan­ti­a­tion of a dig­i­tal-space-depen­dent avatar sub­ject, arguably removes the human sub­ject out­side of the time depen­dent trac­ing process of dig­i­tal sub­ject-to-sub­ject rela­tion­ships. In both cas­es, the AI-ntel­li­gent imple­men­ta­tions in build­ings and AI-gen­er­at­ed archi­tec­tur­al design, the dialec­tic of irony in archi­tec­ture is expressed in that the sophis­ti­ca­tion of the dig­i­tal twin and the capa­bil­i­ty of arti­fi­cial intel­li­gence appear to be focused in a direc­tion that does not direct­ly alter archi­tec­tur­al con­cep­tion or per­cep­tion — yet.

  1. 1

    BRE Group, The Edge, Ams­ter­dam receives BREEAM Award for new office construction.”

    BREEAM, stand­ing for Build­ing Research Estab­lish­ment Envi­ron­men­tal Method is a British agency act­ing as a lead­ing Euro­pean asses­sor and reg­u­la­tor of sus­tain­abil­i­ty. The Edge Ams­ter­dam as assessed to be 98.4% sus­tain­able at the time of its open­ing in 2015— the high­est score ever record­ed at the time.

  2. 2

    Vit­ru­vius, On Archi­tec­ture, III.

  3. 3

    The only strict­ly archi­tec­tur­al com­ments refer to the ori­en­ta­tion of the build­ing with respect to sun­light and the trans­par­ent mate­r­i­al of the glaz­ing. The glaz­ing mate­r­i­al is fre­quent­ly extolled for its func­tion­al­i­ty in har­vest­ing solar energy.

  4. 4

    Ack­er­man, Dis­tance Points.

    While Brunelleschi is cred­it­ed with being the first to out­line the con­struc­tion of lin­ear per­spec­tive, the method was described in print by Leon Batista Alber­ti in Del­la Pit­tura (On Paint­ing) which was writ­ten in 1435. Notably, Alberti’s De re aed­i­fi­ca­to­ria (On Build­ing) is pre­sumed to have been writ­ten in the decade after 1443 and does not con­cern itself with rep­re­sen­ta­tion but rather the under­stand­ing of architecture.

  5. 5

    Otto, "Francesco Borromini."

  6. 6

    Evans, Trans­la­tions from Draw­ing to Build­ing. The sub­ject-object con­nec­tion with respect to archi­tec­ture and per­spec­tives has been dis­cussed in much detail by Robin Evans as a con­cep­tu­al con­nec­tion between archi­tec­ture and math­e­mat­ics, geom­e­try in par­tic­u­lar. Fur­ther­more, he describes a direc­tion­al­i­ty from draw­ing towards build­ing. Trans­la­tions from Draw­ing to Build­ing,” 165.

  7. 7

    Reil­ly, "World of War­craft Reach­es 12 Mil­lion Subscribers."

    World of War­craft is one of the old­est and most pop­u­lar games simul­ta­ne­ous­ly con­nect­ing mil­lions (over 9M in Feb­ru­ary 2024 and report­ed­ly more than 140M over time) of par­tic­i­pants at a moment in time in a dig­i­tal envi­ron­ment the rep­re­sen­ta­tion of which is shared amongst the dig­i­tal repli­cas while the phys­i­cal human play­ers are geo­graph­i­cal­ly dispersed.

  8. 8

    The overt­ly pop­u­lar social app Snapchat main­tains a bit­mo­ji (avatar) con­tin­u­ous­ly and ref­er­ences the real geo­graph­i­cal loca­tion of the human sub­ject asso­ci­at­ed with the bitmoji.

  9. 9

    The term sand­box’ is apt­ly derived from the con­cept of a child’s sandbox—a play area where kids can build, destroy, and exper­i­ment with­out caus­ing any real-world dam­age. Sim­i­lar­ly, a dig­i­tal sand­box allows exper­i­men­ta­tion and test­ing with­out reper­cus­sions out­side its con­fined space.” via Proof­point cyber secu­ri­ty indus­try leader.

  10. 10

    Game Devel­op­er (online pub­li­ca­tion on gam­ing) report­ing on Will Wright’s talk in Van­cou­ver (June 9, 2008).

  11. 11

    A relat­ed sociological/philosophical study on the ques­tion of iden­ti­ty in the age of social media was devel­oped by Sher­ry Turkle. That study ques­tions the idea of self from a Lacan­ian premise. Turkle, "Who Am We?," 148–152.

  12. 12

    The episode dis­cussed aired in 2019. By this date the num­ber of IoT con­nect­ed objects has reached 9.5 bil­lion, while the entire Earth’s pop­u­la­tion has remained under 8 billion.

  13. 13

    Fer­gu­son, Apol­lo 13: the first dig­i­tal twin.” The con­di­tions for a sim­u­la­tor to be con­sid­ered a dig­i­tal twin are list­ed by Siemens (the pro­duc­er of the light­ing ele­ments in the Apol­lo 13 air­craft). While unlike con­tem­po­rary dig­i­tal twin which rely on IoT, the air­craft was in con­stant con­tact with the mis­sion cen­ter in Texas through two-way data transfers.”

  14. 14

    Unwin, Shad­ow. The archi­tec­tur­al pow­er of with­hold­ing light, Rout­ledge 2020. As an acknowl­edged mas­ter of shad­ow, Louis Kahn has been known to pro­nounce Our work is of shadow.”

  15. 15

    Bar­rie, Peter Pan and Wendy, Hodder&Stoughton, UK, 1911. Bold­face type is added to high­light references.

  16. 16

    LAIIER inc, What is a Smart Build­ing,” Sep­tem­ber 2022. http://blog.laiier.io/what-is-a-smart-building-the-edge-amsterdam

  17. 17

    Tra­cy, Meet the world’s most intel­li­gent smart build­ing: The Edge in Ams­ter­dam,” RCR Wire­less News, Novem­ber 10, 2016.

  18. 18

    Julia, The Edge, Ams­ter­dam: show­cas­ing an Exem­plary IoT Build­ing,” Dept of Archi­tec­ture, Uni­ver­si­ty of Cam­bridge, 2018.

  19. 19

    Idem.

  20. 20

    Idem.

  21. 21

    The excla­ma­tion belongs to Cedric Price, made dur­ing a lec­ture in 1966. Cedric. Tech­nol­o­gy is the answer, but what was the ques­tion?. (Lon­don: Pid­geon Audio Visu­al, 1979).

  22. 22

    Hype cycle for gen­er­a­tive AI,” Gart­ner Research, Sep­tem­ber 11, 2023. The Gart­ner hype curve for AI in 2023 shows gen­er­a­tive AI at the peak of what is known as inflat­ed expec­ta­tions, where­as AI areas like anno­ta­tion” and com­put­er vision” are approach­ing the plateau of productivity.

  23. 23

    Tur­ing, Com­put­ing Machin­ery and Intel­li­gence,” Mind: A Quar­ter­ly Review of Phi­los­o­phy, Vol­ume LIX, Issue 236, pp433-460, Oxford Uni­ver­si­ty Press, 1950.

  24. 24

    Tur­ing, 'Chess (1953)', in B J Copeland (ed.), The Essen­tial Tur­ing, Oxford, 2004.

  25. 25

    A col­lab with com­put­ing here would refer to the embed­ding of sen­sor-dri­ven IoT objects are acti­vat­ed by AI-tooled dig­i­tal opti­miza­tion that finds expres­sion in the phys­i­cal­i­ty of the build­ing — for exam­ple, by chang­ing light, col­or, and oth­er appear­ance of build­ing elements.

  26. 26

    In ref­er­ence to Plato’s alle­go­ry of the cave, described in his Repub­lic. Eyer, Trans­la­tion from Plato’s Republic.”

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