In an analogue setting, it is mostly common that Architecture, before it gets built, is designed and illustrated through sketches, drawings and models as its most common means of representation. Each medium is developed on the technology, as well as the techniques of its use [
9]. This fact further promotes the search for a theoretical basis that would also underpin the uses of contemporary technology into design.
Lewis Mumford argued that modern technology has its roots in the Middle Ages rather than the Industrial Revolution as the actual causes that made that technology possible, stating respectively that "it is the moral, economic and political choices that are made, not the machines that are used" [
10]. This socio-cultural and political background has caused the development of an industrialized machine-oriented economy, whose accomplishments serve accordingly the majority, alongside its imperfect fruits. The same may also be claimed for the field of digital technologies concerning their dominance in the current digital cultural setting. Being an advocate of the digital technologies, Malcolm McCullough observes that the love for making things need not be confined to the physical world, but its electronic form can be a practical experience that offers equal satisfaction [
11]. Similarly, Manuel de Landa has noted that he growth of computation as a means of expression and creativity rather than merely another practicality has revealed an increasing correlation between digital work and traditional craft in this investigation of the prospect of craft in the digital domain [
12].
Accordingly, the concept of virtual architecture and the use of technology in creating immersive and simulated environments has a long and varied history. In the origins of architectural design, early forms of virtual architecture can be traced back to the use of perspective drawings in the Middle Ages and Renaissance, which allowed the creation of three-dimensional representations of buildings and spaces on a flat surface [
13]. The relationship between architectural representation and its intended product (a building) has undergone profound transformation. Prior to the era of modern technology, the systematically predictable role of architectural design, now taken so much for granted, was less dominant in the progression from architectural idea to project. The era of computer-aided design brought with it a more rigorous standard of fidelity. However, contemporary architecture does not simply have to accept the inevitability of a technological necessity, at least when it comes to creative thinking and its new ends concerning the emerging virtual worlds [
14]. In fact, there have been various opinions and theories about the use and place of virtual architecture and how it has caused to shift perception of physical space. Especially the opinions on the relationship between virtual and physical space remain controversial, since to those who have embraced them in their daily lives virtual environments present with opportunities to enhance or complement physical experience, whereas to those not being familiar, they could also appear as a threat to the traditional world ‘with flesh and bones’ as they have known it to exist for ever. As technology has evolved, so has the complexity and realism of virtual environments. With the advent of computer-generated imagery and virtual reality technology, it has become possible to create highly detailed and immersive virtual spaces that the users can explore even in real time. Virtual spaces may offer new forms of freedom and action however, they may also cause someone to become isolated or disconnected, leading to a total sense of social and physical detachment. Overall, historical positions and views on virtual architecture are complex and varied, reflecting the complexity and potential of these immersive, simulated environments. As technological evolution has caused equal advancement of virtual architecture, it is important to examine and discuss the place and value of these environments in everyday life.
3.1. Technical Images, Image Composers and Devices
The relationship between humans and machines has been explored from a theoretical perspective with a focus on the impact of media to perception. In respect, Vilém Flusser presents his arguments for an upcoming universe of technical images, whose reproduction has constituted an expanded change [
15]. In the act of editing, reality is reconfigured in the virtual space and the connection between the technical image and its actual reference is reconfigured to be the target of a similar attempt at verisimilitude. According to Flusser, technically edited images such as those digitally created are different from analog ones. They are constructed by specialized devices, and they emanate from a level of consciousness that is more abstract than that of simple images. It could be said that technical images are based on texts as if they could derive straight from them. Additionally, they are not actual surfaces that depict instances of the real world, but mosaics composed of bits to the extent that they have become point elements that have a life of their own. Therefore, technical images are no longer not two-dimensional structures but zero-dimensional structures [
16].
Moreover, technical images are complex pools of information. Devices are programmed to produce improbable states, which do not correspond to errors, but ones that in the course of realization become more and more probable, because devices are programmed to create predictable outcomes. In this light, automation may cause unstoppable movement towards unintended states, which to those not being familiar is seen as a danger. However, this very fact may also consist of the real challenge in the creation of technical images, since manipulation becomes the way of creation, and so the value for the designer has shifted to the construction of methodical sequences.
These designers may be referred to as " Image Composers". Image Composers are those who attempt to manipulate automatic machines often in ways that push automation settings to their limits. The "matter" of the synthetic-artistic imagination is the point elements, which are barely visible, tangible, or conceptual, which means that meaning is practically absent. Imagination arises from designer’s constant tendency to distance him/herself from the surrounding situation in order to supervise it, to understand it, to visualize it and to move it onto a new state of being. The concentration of the point elements of the imagination is defined as the source of technical images, since it is the level of consciousness of the pictorial composition. Indeed, in Flusser's view on iconosynthesis, it is expected that in the future all humans will be iconographers, that is, all will have at their disposal keys that will allow them to compose images on computer screens along with other humans [
17]. The enthusiastic optics towards the spectrum of image composition is due to the fact that technical images are brain constructs that make sense of the world and of people themselves.
On the other hand, there is the idea that since everything can be created through automated procedures, creativity becomes a matter of chance. The Infinite Monkey Theorem states that a being who randomly presses keys on a typewriter keyboard for an infinite amount of time will type any given text, such as William Shakespeare's complete works [
18]. In fact, it would almost certainly type any possible finite text infinite number of times. Taken to this extreme, this theory challenges any need for authors or " image composers." Assuming the existence of a similar production process as the above theorem invalidates all ideas of ingenuity and planned creation. Already, any requirement of humans disappears, while everything is attributed to chance or to the way devices work. However provocative such a concept is, nevertheless, it prompts to shift the meaning of creative thinking to the management of such a device seen as a giant force that when used wisely it may create remarkable outputs.
The use of devices (apparatuses) reinforces the connection with previously invisible and inaccessible levels of perception. Such an ability lies in the synthesis of the abstract as something that has now become more concrete. In that case, the distinction between reality and virtuality, but also the differentiation between the concrete and the abstract is deemed as necessary. New design practices and digital design tools can be understood as ways of simulating and predicting the consequences of design decisions, allowing them to be better understood and addressed in view of new possible truths.
Moreover, the manipulation of the tools directly affects the outcome of digital performance. Flusser offers an explanation to why digital images and sounds are perceived as "phenomena" rather than as something "real." In doing so, he performs a kind of deconstruction of the concepts, rejecting as "hasty" the usual answer given that the digital as an "alternative world" is a phenomenon because it consists entirely of computed point elements (
Figure 9). From the perspective of modern science, the real material world is also composed of point elements of the mathematical and physical formalizations of atoms. The density of distribution of these elements can be seen as the critical difference between real and fictitious phenomena, which technological progress constantly strives to eliminate so that in a given future, it will no longer be possible to distinguish the natural data from those artificially generated.
After the development of supercomputers, analogue thinking has been replaced by computational thinking. In science, with the help of computation, life is not only analyzed, or described, in the standard languages of mathematics, physics or biology, but also synthesized producing alternative variations as new kinds of existence. For example, a generative framework may be used to optimize traditional and non-traditional materials by applying rules and algorithms as a set of constraints resulting in novel structural solutions such as a truss system [
19]. In these cases, computation is typically used to calculate structural capacity through analysis and optimization by combining geometry with material-related constraints. Other examples delve into artificial beings produced through genetic manipulation and new or synthetic materials. Reality itself is created by algorithms by incorporating real world constraints such as material’s sustainability features [
20,
21]. The applications may further expand to the interdisciplinary study of dynamic parameters describing natural phenomena as input/output algorithmic operations then translated to physical space design [
22]. The results are being suggestive of higher levels of complexity meeting challenges with broader scientific appeal related to landscape design, socio-urban upgrading, material science and marine eco-engineering. So, what is mathematically calculable becomes conceivable and then physically possible. For this reason, the original question needs to be reconsidered and one may even ask whether the whole world and every element can be included in the hyperreal digital system to interact with, what sort of variations may be created by these interactions, and how technology may lead to set of aims that were practically unattainable only a few decades ago.
3.2. Narrative in Cyberspace
Notions of the hyperreal are linked with the concept of Cyberspace. As Cyberspace was originally introduced by William Gibson in Neuromancer in 1984, represents an infinite artificial world based on information and human-computer interface [
23]. However it is defined, Cyberspace and Virtual Reality being practically synonymous to it, is one of the most innovative concepts in computing. This expanded platform has greatly affected virtual storytelling and the flow of narratives, and accordingly the way people think, play, and make sense of their lives online and in relation to the real-world experience.
In respect, Janet Murray explains how the computer is reshaping the stories people live by. She discusses the qualities being exclusive to digital environments and links them to traditional storytelling techniques [
24]. She also analyzes the forms of satisfaction participatory stories provide and considers what would be necessary to move interactive fiction from the forms of children's games and confusing mazes to mature and compelling artforms set independently from the analog medium’s constraints. Such forms may present landscapes populated by witty automated characters and role interactions, which together make up a mixture of real and hyperreal characters as well as places in a synchronized play; in a world where, as Murray puts it, “eventually all successful storytelling technologies become ‘transparent’: we lose consciousness of the medium and see neither print nor film but only the power of the story itself” [
25]. Typically, during the screening of a full feature film, the viewers begin to take for granted a representational world with convincing depth but without solidity. This pleasurable feeling when active engagement with the fictional world becomes possible is what Murray calls ‘dramatic agency’ [
26]. Similarly, the term ‘polymorphous story’ describes a written or dramatic narrative that presents a single situation or plot in multiple versions of a typical narrative experience. The virtual narratives cause to increase such notions of drama. The decomposition of story structure that is possible in the digital setting prompts the audience to meander across different patterns of historical fragments. In the participatory framing of the virtual world, the patterns of readings also echo the user’s attempts to reconstruct the past as pieces of information experienced through the character and processed to restore lost coherence. Through a blend of reality and fantasy through technology, these emerging forms of expression are set as a guide to how storytelling is shifting to new forms of cultural liberation [
27].
Additionally, as digital art has reached the same level of expressiveness as analog media, there will no longer be a concern about the method of receiving information. Since the 1970s when computers were first introduced to the consumer audience, they have become cheaper, faster and more interconnected at exponential rates of improvement, merging existing communication and representation technologies into a single medium. Consequently, all the main forms of representation have now been translated into digital form and there is nothing that human beings have created that is not represented in this multimodal environment [
28,
29]. Digital space is continually assimilating greater forces of representation as researchers seek to build within it a virtual reality that is as deep and rich as the physical world [
30].
The technical and economic cultivation of this fertile new medium of communication has led to many new varieties of narrative entertainment. This wide spectrum of narrative art forms promises a new medium of expression that is as broad as the printed book or the motion picture. Complex video games and intricate web pages make up today's digital environments. Digital objects from simple devices to databases permeate life and influence all sorts of interaction. All objects whether they are part of games, websites, virtual robots or new applications, are made of points and belong to the same hyper narrative structure set by the digital medium, consequently affecting how architectural space is perceived.
3.3. Architectural Narratives; or, Architecture as Liquid Structure
The introduction of the computer and the logic of information processing that they entail in the work of the architect have had a profound impact on the discipline. With the use of software, the act of design is better described as bringing calculations into plays and sums that modify the computer model. As the model is developed, the designer as part of the team needs to “blend insights from software, mathematics, materials and morphology onto a variety of materially anchored digital ecologies, selectively integrating different layers of information and logic to establish the space within which to explore solutions” [
31]. This conception of architecture amounts to the creation of relationships that continually reconstruct the project according to the patterns of thought and information that emerge during the analysis and further processing of the project. A project is defined as an active system, which integrates and interweaves the various aspects of the architectural program, the physical properties and behaviors of both the materials used and the environment. In other words, architecture becomes a hybrid and interactive complex that responds to a holistic yet open structure. As such, the elaboration of a project from conception to realization is part of a horizontal and vertical continuum of data that reconstructs interconnected electronic units to a proposal and can be taken back into its inputs. Architecture, thus, opens up to innovative procedures and offers a set of various unique constructs linked with the same system. Such a back-and-forth interplay between information from analysis through the system to the final form outlines the design process as a flux by which the designer gains control of the result through input variation and coordinated actions.
As an attempt to historically address this shift to more dynamic rather than prescribed routines, the design process set above may be compared to the term ‘liquid architecture’ introduced by Marcos Novak in the early 1990s. With that term, Novak aimed to indicate something moving, and metamorphic, as well as the crossing within the architectural discipline of many categorical boundaries [
32]. Movement suggests that entities in their conception may not be set as fixed or rigid references but instead through a dynamic tendency to express behaviour. An understanding of spatial entities through their behavioural potential was a consequence of combining a series of observations and relationships between architecture, cyberspace and virtuality, all designed for a then-new virtual public realm. ‘Liquid architecture’ thus represents a subjective reality, where the composition of space is a new reality brought up as a construct of the mind [
33].
A liquid architecture is one whose form is determined by the viewer's interests; it is an architecture that “opens to welcome and closes” to defend, where "the next room is always where it should be and what it should be.” [
34]. At the same time, it is an architecture that moves according to the requirements by interacting with the environment. Consequently, liquid architecture creates liquid cities that change as a value changes, where visitors from different backgrounds see different landmarks, and neighborhoods vary with shared ideas and evolve as ideas mature or dissolve [
35]. This process is suggestive of an ongoing symphony where space redefines itself in an ever-evolving and never-repeating format that never ceases to evolve. Thus, as Novak proposes, architecture becomes “an extension of our bodies, shelter and actor for the fragile self [where] liquid architecture is that self in the act of becoming its own changing shelter… [whose] identity is only revealed fully during the course of its lifetime” [
36].
Novel ideas on the interaction between human and space in the greater framing of Cyberspace developed in the era when the Internet was emerging have nurtured further conceptions about spatial experience, also the content and the structure of physical space. Advanced electronics and digital media technologies have caused to separate realities from the physical constraints of the body and have turned experiences into ubiquitous virtual events. The discourse of architecture, once largely a discourse of form and style, has transcended these limitations and has encountered, in the territories of information, new ways of thinking with a transitory character. Novak emerges in this multimedia context as an innovative figure whose understanding of architecture as a liquid informational structure has caused a break within the traditional discourse on architecture as a solid construct equally expanding our common sense of physical experience in the potential realm virtuality. Following the analysis of philosophical and theoretical discussion about the place of humans in virtual environments, this study aims to present applied examples of virtual architecture use.