Pre-cyberspaces that are formed through literature, mythology, science, religion or language shape the manner in which a cyberspace is mapped and consequently simulates 'reality'. Cyberspace has unique spatial order where physical distance is no more valid and accessibility depends thoroughly on the topological linkage. It is also unique in that spaces can be, for instance, easily modified and different places can be united with each other. Specifically, cyberspace is being addressed as a spatial environment affected by social, organisational and aesthetic issues - not unlike architectural spaces.​ Space is a format for the information we receive or generate. It is an illusion based on facts of perception or cognition. Whether we regard a physical or symbolic space, they are both the result of mental activity.

The programme for a building can be interpreted as either physical or virtual space affecting the physical construction required in a project. The physical structure of a building might, to a degree, be replaced by the conceptual structure of an information system.​ Simulations based on data let cyberspaces constantly reconfigure themselves for functional or aesthetic reasons,. The lack of 'materiality' involves a change of composition of elements, but also a different interaction of the user with the surrounding.





From Textual to Visual Culture

Image processing, duplicating, transmitting

Visual to Spatial

Visual manipulation could alter the way we perceive a giving space

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