Studio - Beyond Memory
© HEAD – Genève
Classroom: professional integration space, Audrey Besanceney - Oxana Streit
© HEAD – Genève
Classroom: conflict mediation space, Audrey Besanceney - Oxana Streit
© HEAD – Genève
Therapist space, Juliette Colomb - Etienne Ponce
© HEAD – Genève
Midwife space, Juliette Colomb - Etienne Ponce
© HEAD – Genève
Microengineer space, Kirill Vinokurov - Tomislav Levak
© HEAD – Genève
Microengineer space, Kirill Vinokurov - Tomislav Levak
© HEAD – Genève
Conductor space, Nora Rhyner - Gyeonghwan Hwang
© HEAD – Genève
Musician space, Nora Rhyner - Gyeonghwan Hwang
© HEAD – Genève
Social worker space, Shana Benett - Antoine Matta
© HEAD – Genève
Social worker space, Shana Benett - Antoine Matta
© HEAD – Genève
Hydraulic engineer space, Tania Bersier - Astrid Mayer
© HEAD – Genève

Studio - Beyond Memory

March 2021

Simon Husslein’s studio at the department of interior architecture of HEAD – Genève explores the potential of virtual environments created beyond the visual vocabulary of physical representation. With the use of state-of-the-art software and hardware, the workshop creates entirely new typologies of space. These spaces are designed as working environments and might be described as “abstract”. They are easily identifiable as “virtual” and can therefore be accepted and appreciated for what they are.

The results of the workshop will be presented in the form of an exhibition during HES-SO Geneva’s presentation at the Cité des Métiers in 2021. Work applications in virtual reality are projected to become part of numerous professions. It has been suggested that the use of VR tools for activities such as training, development, presentation, communication or leisure will increase efficiency and quality. As virtual reality is becoming more and more affordable and easier to integrate, applications within various fields of work are increasing rapidly.

Work applications in VR are typically presented inside environments that copy known archetypes of physical spaces. Aside from applications that purposefully aim to simulate real world scenarios, VR experiences seem to lack authenticity as they take place within fake architectural structures that integrate fake materials, fake lights etc. This has much to do with constraints relating to the aesthetics of VR environments.
 

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