They Come From Everywhere: An Interview with Mike Elizalde

Many of today’s most original and bizarre visions of alternative worlds and landscapes come from the workshops of Hollywood effects studios. Behind the scenes of nondescript San Fernando Valley offices and warehouse spaces (if not outside California altogether, in many of the other nodes in the ever-expanding global network of cinematic effects production, from suburban London to Wellington, New Zealand), lurk the multidisciplinary teams whose job it is to create tomorrow’s monsters.

Mike Elizalde of Spectral Motion applies make-up to actor Ron Perlman, as Hellboy.

Spectral Motion, the effects house responsible for some of the most technically intricate and physically stunning animatronic creatures seen in feature film today, is no exception. Based in a small strip of anonymous one-story warehouse spaces squeezed in between a freeway and rail tracks, and overshadowed by a gargantuan Home Depot, Spectral Motion has developed monsters, effects, and other mechanical grotesqueries that have since become household nightmares, if not names.

Since its founding, by Mike & Mary Elizalde in 1994, the firm has worked on such films as Hellboy & Hellboy II: The Golden Army, Looper, Attack the Block, Blade 2 & Blade: Trinity, X-Men: First Class, The Watch, and this summer’s highly anticipated Pacific Rim.



This winter, while out in Los Angeles on a trip for Venue, I had the enormous pleasure of stopping by Spectral Motion with Nicola Twilley in order to interview Mike Elizalde, CEO of Spectral Motion, on a cloudy day in Glendale to talk all things monstrous and disturbing. To a certain extent, this interview thus forms the second part in a series with BLDGBLOG’s earlier interview with Hellboy creator Mike Mignola, and the present conversation, reproduced below, pairs well with Mignola’s thoughts on what we might call landscapes of monstrosity.

Our conversation with Elizalde ranged from the fine line that separates the grotesque and the alien to the possibility of planetary-scale creatures made using tweaked geotextiles, via the price of yak hair and John Carpenter’s now-legendary Antarctic thriller, The Thing.

Mike Elizalde behind his desk at Spectral Motion.

Elizalde, a good-humored conversationalist, not only patiently answered our many questions—with a head cold, no less—but then took us on a tour through Spectral Motion‘s surprisingly large workshop. We saw miniature zombie heads emerging from latex molds (destined for a film project by Elizalde’s own son), costumes being sewn by a technician named Claire Flewin for an upcoming attraction at Disneyland, and a bewildering variety of body parts—heads, torsos, claws, and even a very hairy rubber chest once worn by footballer Vinnie Jones in X-Men: The Last Stand—that were either awaiting, or had already performed, their celluloid magic.

The visit ended with a screening of Spectral Motion‘s greatest hits, so to speak, with in-house photographer and archivist Kevin McTurk—a chance to see the company’s creations in their natural habitat. We walked back out into the flat light and beige parking lots of the Valley, a landscape enlivened by our heightened sense of the combination of close observation and inspired distortion required to transform the everyday into the grotesque.

• • •

Geoff Manaugh: I’d love to start with the most basic question of all: how would you describe Spectral Motion and what the company does?

Mike Elizalde: We are principally a prosthetics, animatronics, and special effects creature studio, but we are also a multifaceted design studio. We do a lot of different kinds of work. Most recently, for example, in partnership with one of my long-time colleagues, Mark Setrakian, we built anthropomorphic bipedal hydraulic robots that engage in battle, for a reality show for Syfy. It’s called RCLRobot Combat League. It’s pretty astounding what these machines can do, including what they can do to each other.

Battling it out in Robot Combat League with two robots—”eight-feet tall, state-of-the-art humanoid robots controlled by human ‘robo-jockeys,'” in the words of Syfy—designed by Mark Setrakian of Spectral Motion.

Nicola Twilley: Are the robot battles choreographed, or do you genuinely not know which robot will win?

Elizalde: Oh, no, absolutely—it’s a contest. It really is about which robot will emerge as the victorious contender.

RCL is not only one of our most recent projects, but it also shows that, here at the studio, we can do everything from a very delicate prosthetic application on an actor, to an animatronic character in a film, to something that’s completely out of our comfort zone—like building battling robots.

I always tell people that, if they come in here with a drawing of a car, we could build that car. It is a very diverse group that we work with: artists, technicians, and, of course, we use all the available or cutting-edge technologies out there in the world to realize whatever it is that we are required to make.

Mike Elizalde of Spectral Motion shows us a creature.

Manaugh: What kind of design briefs come to you? Also, when a client comes to you, typically how detailed or amorphous is their request?

Elizalde: Sometimes it is very vague. But, typically, what happens is we’re approached with a script for a project. Our job is to go through the script and create a breakdown and, ultimately, a budget based on those breakdowns. We take whatever we think we should build for that script and we make suggestions as to how each thing should look—what should move, what the design should be, and so on.

Other times, we’ll be working with a director who’s very involved and who maybe even has some technical knowledge of what we do—especially someone like Guillermo del Toro. He’s completely savvy about what we do because he used to own a creature shop of his own, so working with someone like him is much more collaborative; he comes to us with a much more clear idea of what he wants to see in his films. Lots of times, he’ll even show us an illustration he’s done. He’s the first one to say, “I’m not an artist!” But he really is. He’s quite gifted.

The creature known as Wink from Hellboy II: The Golden Army, designed by Spectral Motion, including a shot of the mechanical understructure used inside Wink’s left hand.

So he’ll bring us his illustrations and say, you know, “You tell me if it’s going to be a puppet, an animatronic puppet, or a creature suit that an actor can wear.” And that’s where our knowhow comes in. That’s how it evolves.

There are also times—with the robot show, for example—where they know exactly what they need but they don’t know how to achieve it. In those cases, they come to us to do that for them.

Twilley: Can you talk us through one of the projects you’ve worked on where you had to create your vision based solely on what’s in the script, rather than more collaborative work with the director? What’s that process like?

Elizalde: Well, I’d actually say that ninety percent of our work is that way. For most of the projects we work on, we do, in fact, just get a script and the director says, “Show me what this looks like.” But we love that challenge. It’s really fun for us to get into the artistic side of developing what the appearance of something will end up looking like.

We had a lot of fun working with a director named Tommy Wirkola, for example, who directed Hansel & Gretel: Witch Hunters. He was the director of Dead Snow, a really strange Norwegian film that involved this group of young kids who go off to a cabin where they’re hunted down by a hoard of horrifying zombie Nazi monsters. It’s really grisly.

Anyway, although Tommy did have really good ideas about what he wanted his characters to look like for Hansel & Gretel, there were certain characters whose descriptions were much more vague—also because there was such a broad scope of characters in the film. So they did rely on us to come up with a lot of different looks based on loose descriptions. In the end, the principal characters in the film were total collaborations between Tommy, myself, and Kevin Messick, the producer, and the rest of my team here at Spectral Motion, of course.

I’d say that’s a good example of both worlds, where you have some clear ideas about a few characters, but, for another group of characters, there really isn’t a whole lot of information or a detailed description. You have to fill in a lot of blanks.

Mark Setrakian, Thom Floutz , and Mike Elizalde of Spectral Motion pose with Sammael from Hellboy.

Twilley: What kinds of things do you look for in a script to give you a clue about how a character might work—or is that something that simply comes out when you’re sketching or modeling?

Elizalde: In a script, we basically know what we’re looking for: “Enter a monster.” We know that’s what we’re going be doing, so we look for those moments in the script. Sometimes there’s a brief description—something like, “the monster’s leathery hide covered in tentacles.” That kind of stuff gives us an immediate visual as to what we want to create. Then we explore it with both two-dimensional artwork and three-dimensional artwork, and both digital and physical.

In fact [gestures at desk], these are some examples of two-dimensional artwork that we’ve created to show what a character will look like. This [points to statuette above desk] is a maquette for one of the characters in Hellboy II—the Angel of Death. This was realized at this scale so that del Toro could see it and say, “That’s it. That’s what I want. Build that.” This actually began as an illustration that Guillermo did in his sketchbook, a very meticulous and beautiful illustration that he came to us with.

The Angel of Death from Hellboy II: The Golden Army.

But that’s the process: illustration and then maquette. Sometimes, though, we’ll do a 3D illustration in the computer before we go to the next stage, just to be able to look at something virtually, in three dimensions, and to examine it a little bit more before we invest the energy into creating a full-blown maquette.

The maquette, as a tool, can be very essential for us, because it allows us to work out any bugs that might be happening on a larger scale, design-wise. Practically speaking, it doesn’t give us a lot of information as to how the wings are going to work, or how it’s going to function; but it does tell us that a human being could actually be inside of it and that it could actually work as a full-scale creature. It’s essential for those reasons.

Simon, the mechanical bird from Your Highness, before paint has been applied, revealing the internal workings.

Because you can show a director a drawing, and it might look really terrific—but, when it comes to actually making it, in a practical application at scale, sometimes the drawing just doesn’t translate. Sometimes you need the maquette to help describe what the finished piece will look like.

Manaugh: You mentioned animatronics and puppeteering. We were just up at the Jet Propulsion Lab in Pasadena yesterday afternoon, talking to them about how they program certain amounts of autonomy into their instruments, especially if it’s something that they’re putting on Mars. It has to be able to act on its own, at times, because it doesn’t have enough time to wait for the command signal from us back on Earth. I’m curious, especially with something like the robot combat show, how much autonomy you can build into a piece. Can you create something that you just switch on and let go, so that it functions as a kind of autonomous or even artificially intelligent film prop?

Elizalde: It really depends on the application. For example, when we’re filming something, a lot of times there’s a spontaneity that’s required. Sometimes actors like to ad lib a little bit. If we need to react to something that an actor is saying via a puppet—an animatronic puppet—then that live performance really is required. But we always have the option of going to a programmable setup, one where we can have a specific set of parameters, performance-wise, to create a specific scene.

For live performances on a stage, we’d probably want to program that with the ability to switch over to manual, if required. But, if it’s scripted—if it’s a beat-by-beat performance—then we know that can be programmable. We can turn on the switch and let it go. In the middle of that, you can then stop it, and have a live show, with puppeteers in the background filling in the blanks of whatever that performance is, and then you can continue with the recorded or programmed performance.

It really goes back and forth, depending on what it is the people who are putting on the production need.

The mechanical skull under structure of the Ivan the Corpse from Hellboy.

Twilley: That’s an interesting point—the idea of how a live actor responds to your creatures. Have there been any surprises in how an actor has responded, or do they all tend to know what they’re getting into by the time you’re filming?

Elizalde: They do know what they’re getting into, but it’s always rewarding to have an actor go over to the thing that you built, and stare at it, and say, “Oh, my God! Look at that thing!” They can feed off of that. I think they are able to create a more layered performance, with a lot more depth in their reactions to something if it’s actually there—if it’s present, if it has life to it, and it’s tactile.

A lot of times people turn to digital solutions. That’s also good, if the application is correct. But, you know, a lot of directors that we talk to are of the mind that a practical effect is far better for exactly that reason—because the actor does have a co-actor to work with, to play off of, and to have feelings about.

That’s one of the things that keeps us going. And, the fact is, with this business, no matter what walks through that door we know that it’s going to be a completely different set of challenges from the last thing that we did.

Mechanical puppet of Drake from a Sprite commercial. Scott Millenbaugh and Jurgen Heimann of Spectral Motion are seen here making mechanical adjustments.

Manaugh: About six years ago, I interviewed a guy who did concept art for the Star Wars prequels, and he had a kind of pet obsession with building upside-down skyscrapers—that is, skyscrapers that grew downwards like stalactites. He kept trying to get them into a movie. He would build all of these amazing 3D models and show them to the director, and the director was always excited—but then he’d turn the model upside-down and say, “Let’s do it like this!” So all the upside-down skyscrapers would just be right-side up again. In any case, this artist was then working on the recent Star Trek reboot, and there’s a brief moment where you see upside-down skyscrapers on the planet Vulcan. It’s only on screen for about a second and a half, but he finally did it—he got his upside-down skyscrapers into a film.

Elizalde: [laughs] But, ohhh! For half-a-second! [laughter]

Manaugh: Exactly. Anyway, in the context of what you do here at Spectral Motion, I’m curious if there is something like that, that you’ve been trying to get into a movie for the last few years but that just never quite makes it. A specific monster, or a new material, or even a particular way of moving, that keeps getting rejected.

Elizalde: That’s an interesting question. [pauses] You know, I’d have to say no. I’d say it seems like the more freely we think, the better the result is. So it’s quite the contrary: most of the stuff we suggest actually does make it into the film, because it’s something that someone else didn’t think about. Or perhaps we’ve added some movement to a character, or we’ve brought something that will elicit a more visceral reaction from the audience—bubbly skin, for instance, or cilia that wiggle around.

I don’t think I’ve really encountered a situation where I thought something would look great, but, when I brought it to a director, they said, “Nah—I don’t think that’s going to go. Let’s not try that.” They always seem to say, “Let’s try it! It sounds cool!”

Mike Elizalde applies some last-minute touch-ups to actor Ron Perlman on the set of Hellboy.

We really haven’t had a whole lot of frustration—maybe only when it turns into a very large committee making a decision on the film. Then, I suppose, a certain degree of frustration is more typical. But that happens in every industry, not just ours: the more people are involved in deciding something, the more difficult it is to get a clear image of what it is we’re supposed to do.

Manaugh: When we first spoke to set-up this interview, I mentioned that we’d be touring the landfill over at Puente Hills this morning, on our way here to meet you—it’s the biggest active landfill in the United States. What’s interesting is that it’s not only absolutely massive, it’s also semi-robotic, in the sense that the entire facility—the entire landscape—is a kind of mechanical device made from methane vents and sensors and geotextiles, and it grows everyday by what they call a “cell.” A “cell” is one square-acre, compacted twenty feet deep with trash. Everyday!

But I mention this because, during our visit there, I almost had the feeling of standing on top of a mountain-sized creature designed by Spectral Motion—a strange, half-living, half-mechanical monstrosity in the heart of the city, growing new “cells” every day of its existence. It’s like something out of Hellboy II. So I’m curious about the possibilities of a kind of landscape-scale creature—how big these things can get before you need to rely on CGI. Is it possible to go up to that scale, or what are the technical or budgetary limitations?

A Tyrannosaurus rex in a bathtub in the back prep rooms of Spectral Motion.

Elizalde: We can’t build mountains yet but, absolutely, we can go way up in scale! Many times, of course, we have to rely, at least to some degree, on digital effects—but that just makes our job easier, by extending what is possible, practically, and completing it cinematically, on screen, at a much larger scale.

For example, on Pacific Rim, Guillermo del Toro’s new film that comes out this summer, we designed what are called Jaegers. They’re basically just giant robots. And we also designed the Kaiju, the monsters in the film. First, we created maquettes, just like the ones here, and we made several versions of each to reflect the final designs you’ll see in the film. Those were taken and re-created digitally so they could be realized at a much larger scale.

To that degree, we can create something enormous. There’s a maquette around here somewhere of a character we designed for the first Hellboy movie—actually, there are two of them. One of those characters is massive—about the size of a ten-story building—and the other one is much, much bigger. It’s the size of… I don’t know, a small asteroid. There really is no limit to the scale, provided we can rely on a visual effects company to help us realize our ultimate goal.

The animatronic jaws and bioluminescent teeth (top) of the alien creature (bottom) designed by Spectral Motion for Attack the Block.

But going the opposite direction, scale-wise, is also something that interests us. We can make something incredibly tiny, depending on what the film requires. There is no limit in one direction or the other as to what can be achieved, especially with the power of extension through digital effects.

Manaugh: Just to continue, briefly, with the Puente Hills reference, something that we’ve been interested in for the past few years is the design of geotextiles, where companies like TenCate in the Netherlands are producing what are, effectively, landscape-scale blankets made from high-quality mesh, used to stabilize levees or to add support to the sides of landfills. But some of these geotextiles are even now getting electromagnetic sensors embedded in them, and there’s even the possibility of a geotextile someday being given mechanical motion—so it’s just fascinating, I think, to imagine what you guys could do with a kind of monstrous or demonic geotextile, as if the surface of the earth could rise up as a monster in Hellboy III.

Elizalde: [laughs] Well, now that I know about it, I’ll start looking into it!

Twilley: Aside from scale, we’re also curious about the nature of monsters in general. This is a pretty huge question, but what is a monster? What makes something monstrous or grotesque? There seems to be such a fine line between something that is alien—and thus frightening—and something that is so alienating it’s basically unrecognizable, and thus not threatening at all.

Elizalde: Exactly. Right, right.

Twilley: So how do you find that sweet spot—and, also, how has that sweet spot changed over time, at least since you’ve been in the business? Are new things becoming monstrous?

Elizalde: Well, I think my definition of a monster is simply a distortion: something that maybe looks close to a human being, for example, but there’s something wrong. It can be something slight, something subtle—like an eye that’s just slightly out of place—that makes a monster. Even a little, disturbing thing like that can frighten you.

So it doesn’t take a lot to push things to the limit of what I would consider the grotesque or the monstrous. At that point, it runs the gamut from the most bizarre and unimaginable things that you might read in an H. P. Lovecraft story to something simple, like a tarantula with a human head. Now there’s something to make me scream! I think there’s a very broad range. But you’re right: it’s a huge question.

Mark Setrakian of Spectral Motion working on the animatronic head of Edward the Troll from Hansel and Gretel: Witch Hunters.

And sometimes the monstrous defies definition. I guess it’s more of a primal reaction—something you can’t quite put your finger on or describe, but something that makes you feel uneasy. It makes you feel uncomfortable or frightened. A distortion of what is natural, or what you perceive as natural, something outside what you think is the order of things—or outside what you think is acceptable within what we’ve come to recognize as natural things—then that’s a monster. That’s a monstrous thing.

Do you recall seeing John Carpenter’s The Thing?

Manaugh: It’s one of my favorite movies.

Elizalde: My goodness, the stuff in that film is the stuff of nightmares. It really is brilliantly executed, and it’s a great inspiration to all of the people in our industry who love monsters, and to all the fans all over the world who love monstrous things.

Actor Ron Perlman gets make-up applied for his role as Hellboy, as director Guillermo del Toro and Mike Elizalde from Spectral Motion stop in for a visit.

Twilley: Have there been trends over time? In other words, do you find directors look for a particular kind of monster at a particular moment in time?

Elizalde: I do think there are trends—although I think it’s mainly that there’s a tendency here in Hollywood where somebody hears a rumor that someone down the street is building a film around this particular creature, so that guy’s now got to write a similar script to compete. But sometimes the trends are set by something groundbreaking, like The Thing. Once that movie was released, everybody paid attention and a whole new area of exploration became available to create amazing moments in cinema.

Those are the real trends, you know. It’s a symbiosis that happens between the artistic community and the technological community, and it’s how it keeps advancing. It’s how it keeps growing. And it keeps us excited about what we do. We feed off of each other.

Technician Claire Flewin uses her hand to demonstrate how yak hair looks stretched over a mold.

Manaugh: Speaking of that symbiosis, every once in a while, you’ll see articles in a magazine like New Scientist or you’ll read a press release coming out of a school like Harvard, saying that they’ve developed, for instance, little soft robots or other transformable, remote-control creatures for post-disaster reconnaissance—things like that. I mention this because I could imagine that you might have multiple reactions to something like that: one reaction might be excitement—excitement to discover a new material or a new technique that you could bring into a film someday—but the other reaction might be something almost more like, “Huh. We did that ten years ago.” I’m curious as to whether you feel, because of the nature of the movies that you work on, that the technical innovations you come up with don’t get the attention or professional recognition that they deserve.

Elizalde: I think your assessment is accurate on both counts. There are times when we see an innovation, or a scientific development, that we think could be beneficial to our industry; in fact, that happens all the time. There’s cross-pollination like that going on constantly, where we borrow from other industries. We borrow from the medical industry. We borrow from the aerospace industry. We borrow, really, from whatever scientific developments there are out there. We seek them out and we do employ some of those methods in our own routines and systems.

In fact, one of our main designers, and a very dear friend of mine whom I’ve worked side by side with for years now, is Mark Setrakian. When he’s not working here with us, he is a designer at one of the labs you just described.

So there is a lot of crossover there.

The mechanical skull of the scrunt from Lady in the Water.

Manaugh: That’s interesting—do the people who work for you tend to come from scientific or engineering backgrounds, like Mark, or are they more often from arts schools? What kinds of backgrounds do they tend to have?

Elizalde: Generally speaking, I think they’re people like myself who just have a love for monsters. That’s honestly where a lot of people in our industry come from. There are people who started their careers as dental technicians and people who started out as mold-makers in a foundry. In all of those cases, people from those sorts of technical fields gravitate toward this work because of, first of all, a love for monsters and creatures, and, secondly, a technical ability that isn’t necessarily described as an art form per se. Electronics people love to work for us. People who design algorithms love to work for us. Even people with a background in dentistry, like I say, love to work for us.

There’s really no limit to the fields that bring people to this industry—they come from everywhere. The common thread is that we all love movies and we all love creatures. We love making rubber monsters for a living.

The shelves at Spectral Motion gives a good sense of the workshop’s range of reference. Highlights include the Third Edition of the Atlas of Clinical Dermatology (in color), The National Audubon Society: Speaking for Nature, Marvel’s Fantastic Four, The Graphic Works of Odilon Redon, and a Treasury of Fantastic and Mythological Creatures.

To go back to your previous question, there are definitely times when I think we don’t get a lot of exposure for what we do, but there is also, at some level, a kind of “don’t pay attention to the man behind the curtain” thing going on, where we don’t really want people to look backstage at what makes a movie work. We are creating a living creature for film, and that’s what we want to put across to the audience. In some ways, it’s actually better if there isn’t too much exposure as to how something was created; it’s like exposing a magic trick. Once you know the secret, it’s not that big a deal.

So we do live in a little bit of a shroud of secrecy—but that’s okay. After a film is released, it’s not unusual for more of what we did on that film to be exposed. Then, we do like to have our technicians, our artists, and what we’ve developed internally here to be recognized and shown to the public, just so that people can see how cool it all is.

I think, though, that my response to those kinds of news stories is really more of a happiness to see new technologies being developed elsewhere, and an eagerness to get my hands on it so I can see what we could do with it in a movie. And, of course, sometimes we develop our very own things here that maybe someone hadn’t thought of, and that could be of use in other fields, like robotics. And that’s kind of cool, too.

Mike Elizalde of Spectral Motion sculpting an old age Nosferatu as a personal project.

Manaugh: Finally, to bring things full circle, we’re just curious as to how Spectral Motion got started.

Elizalde: Well, I became involved in the effects industry back in 1987. It sort of just dawned on me one day that I wanted to do this for a living. I had been in the Navy for eight years when it really started getting to me—when I realized I wasn’t doing what I wanted to do with my life.

I decided that I’d come back to my home, which is Los Angeles, California, and look into becoming a creature effects guy. I was totally enamored of Frankenstein’s Monster when I was a kid. I grew up watching all the horror movies that I could see—a steady diet of Godzilla, Frankenstein, you name it. All the Universal monsters, and even more modern things like An American Werewolf in London. They just really fascinated me. That was a real catalyst for me to start exploring how to do this myself.

I also learned from books. I collected books and started using my friends as guinea pigs, creating very rudimentary makeup effects on them. And, eventually, I landed my first job in Hollywood.

Cut to fifteen years later, and I had my first experience on set with Guillermo del Toro. I was working with him on Blade II. I had done an animatronic device for the characters he was using in his film, and I was also on set puppeteering. We became very good friends. That’s when he offered me the script for Hellboy and that’s how we started Spectral Motion. I became independent. Prior to that I had worked for Rick Baker, and Stan Winston, and all the other big names in town. But this was our opportunity to make our own names—and here we are, today.

You know, this is one of those industries where you can come in with a desire and some ability, and people around you will instruct you and nurture you. That’s how it happened for me. I was taught by my peers. And it really is a great way to learn. There are schools where you can learn this stuff, as well, but my experience proved to me that the self-taught/mentored method is a very good way to go.

• • •

This interview was simultaneously published on Venue, where a long list of other interviews discussing the human relationship to the virtual, built, and natural landscapes can be found.

Landscape Futures

[Images: The cover of Landscape Futures; book design by Brooklyn’s Everything-Type-Company].

I’m enormously pleased to say that a book project long in the making will finally see the light of day later this month, a collaboration between ACTAR and the Nevada Museum of Art called Landscape Futures: Instruments, Devices and Architectural Inventions.

On a related note, I’m also happy to say simply, despite the painfully slow pace of posts here on the blog, going back at least the last six months or so, that many projects ticking away in the background are, at long last, coming to fruition, including Venue, and, now, the publication of Landscape Futures.

[Images: The opening spreads of Landscape Futures; book design by Everything-Type-Company].

Landscape Futures both documents and continues an exhibition of the same name that ran for a bit more than six months at the Nevada Museum of Art in Reno, from August 2011 to February 2012. The exhibition was my first solo commission as a curator and by far the largest project I had worked on to that point. It was an incredible opportunity, and I remain hugely excited by the physical quality and conceptual breadth of the work produced by the show’s participating artists and architects.

Best of all, I was able to commission brand new work from many of the contributors, including giving historian David Gissen a new opportunity to explore his ideas—on preservation, technology, and the environmental regulation of everyday urban space—in a series of wall-sized prints; finding a new genre—a fictional travelogue from a future lithium boom—with The Living; and setting aside nearly an entire room, the centerpiece of the 2,500-square-foot exhibition, for an immensely complicated piece of functioning machinery (plus documentary photographs, posters, study-models, an entire bound book of research, and much else besides) by London-based architects Smout Allen.

Those works joined pre-existing projects by Mason White & Lola Sheppard of Lateral Office and InfraNet Lab, whose project “Next North/The Active Layer” explored the emerging architectural conditions presented by climate-changed terrains in the far north; Chris Woebken & Kenichi Okada, whose widely exhibited “Animal Superpowers” added a colorful note to the exhibition’s second room; and architect-adventurer Liam Young, who brought his “Specimens of Unnatural History” successfully through international customs to model the warped future ecosystem of a genetically-enhanced Galapagos.

[Images: More spreads from Landscape Futures; book design by Everything-Type-Company].

But the book also expands on that core of both new and pre-existing work to include work by Rob Holmes, Alex Trevi (edited from their original appearance on Pruned), a travelogue through the lost lakes of the American West by Smudge Studio, a walking tour through the electromagnetic landscapes of Los Angeles by the Center for Land Use Interpretation, and a new short story by Pushcart Prize-winning author Scott Geiger.

These, in turn, join reprints of texts highly influential for the overall Landscape Futures project, including a short history of climate control technologies and weather warfare by historian James Fleming, David Gissen‘s excellent overview of the atmospheric preservation of artifacts in museums in New York City (specifically, the Temple of Dendur at the Metropolitan Museum of Art), and a classic article—from BLDGBLOG’s perspective, at least—originally published in New Scientist back in 1998, where geologist Jan Zalasiewicz suggests a number of possibilities for the large-scale fossilization of entire urban landscapes in the Earth’s far future.

Even that’s not the end of the book, however, which is then further augmented by a long look, in the curator’s essay, at the various technical and metaphoric implications of the instruments, devices, and architectural inventions of the book’s subtitle, from robot-readable geotextiles and military surveillance technologies to the future of remote-sensing in archaeology, and moving between scales as divergent as plate-tectonic tomography, radio astronomical installations in the the polar north, and speculative laser-jamming objects designed by ScanLAB Projects.

To wrap it all up and connect the conceptual dots set loose across the book, detailed interviews with all of the exhibition’s participating artists, writers, and architects fill out the book’s long middle—and, in all cases, I can’t wait to get these out there, as they are all conversations that deserve continuation in other formats. The responses from David Gissen alone could fuel an entire graduate seminar.

The spreads and images you see here all come directly from the book.

[Images: Spreads from Landscape Futures; book design by Everything-Type-Company].

Of course, the work itself also takes up a large section in the final third or so of the book; consisting mostly of photographs by Jamie Kingham and Dean Burton, these document the exhibition contents in their full, spatial context, including the double-height, naturally lit room in which the ceiling-mounted machinery of Smout Allen whirred away for six months. This is also where full-color spreads enter the book, offering a nice pop after all the pink that came before.

[Images: Installation shots from the Nevada Museum of Art, by Jamie Kingham and Dean Burton, including other views, from posters to renderings, from Landscape Futures; book design by Everything-Type-Company].

Which brings us, finally, to the Landscape Futures Sourcebook, the final thirty or forty pages of the book, filled with the guest essays, travelogues, walking tours, photographs, a speculative future course brief by Rob Holmes of Mammoth, and the aforementioned short story by Scott Geiger.

[Images: A few spreads from the Landscape Futures Sourcebook featured in Landscape Futures; book design by Everything-Type-Company].

Needless to say, I am absolutely thrilled with the incredible design work done by Everything-Type-Company—a new and rapidly rising design firm based in Brooklyn, founded by Kyle Blue and Geoff Halber—and I am also over the moon to think that this material will finally be out there for discussion elsewhere. It’s been a long, long time in the making.

In any case, shipping should begin later this month. Hopefully the above glimpses, and the huge list of people whose graphic, textual, or conceptual work is represented in the book, will entice you to support their effort with an order.

Enjoy!

(Thank you to all the people and organizations who made Landscape Futures possible, including the Nevada Museum of Art and ACTAR, supported generously by the Graham Foundation for Advanced Study in the Fine Arts, the National Endowment for the Arts, and the Andy Warhol Foundation for the Visual Arts).

Cross-Species Infrastructure

[Image: From “Assimilation” by Dillon Marsh].

I mentioned in the previous post the work of South African photographer Dillon Marsh, whose “Landscape Series” seeks “to find things that are out of the ordinary, picking them out of the landscape where they might otherwise blend in. I choose objects that can be found in multitude within their environment so that I can depict a family of objects in a series of photographs. By displaying each project as such, I feel I am able to show both the character of the individual members, and the characteristics that make these objects a family.”

[Image: From “Assimilation” by Dillon Marsh].

Marsh’s photos seen here were seemingly everywhere on the internet a few weeks ago, but I thought I’d post them nonetheless, as they’re not only interesting images in and of themselves, but they depict one of my favorite topics: human infrastructure claimed—or assimilated, in Marsh’s words—by nonhuman species, other builders and users of artificial environments, who construct their own homes on those underlying skeletons.

[Images: From “Assimilation” by Dillon Marsh].

It is an architecture of infestation, of creative reuse across species lines.

[Images: From “Assimilation” by Dillon Marsh].

So what is all this, more specifically? As Marsh explains, “In the vast barren landscapes of the southern Kalahari, Sociable Weaver Birds assume ownership of the telephone poles that cut across their habitat. Their burgeoning nests are at once inertly statuesque and teeming with life. The twigs and grass collected to build these nests combine to give strangely recognisable personalities to the otherwise inanimate poles.”

[Images: From “Assimilation” by Dillon Marsh].

Seen one way, these photos depict an entire form of architecture reduced to ornament, mere biological decoration; seen another, they just as powerfully reveal how the smallest and seemingly most inconsequential additions to the built environment—incremental 3D fabrics of twigs, grass, and weeds—serve to augment that built environment through inhuman architectural means.

Branch

[Image: From “Means to an End” by Dillon Marsh].

There are a few projects by the young South African photographer Dillon Marsh that seem worth a look.

[Image: From “Means to an End” by Dillon Marsh].

The first are his photos of “electricity pylons… criss-crossing the landscape around the city of Cape Town,” called “Means to an End.”

[Image: From “Means to an End” by Dillon Marsh].

Marsh is by no means the first photographer, artist, writer, architect, etc., to look at electricity pylons, but the resulting images are pretty stunning.

Meanwhile, Marsh has a variety of other series available for view on his website, but another one I want to feature briefly here is called “Limbo.”

[Image: From “Limbo” by Dillon Marsh].

In Marsh’s own words, “‘Limbo‘ is a series of photographs showing trees that have died, but not yet fallen. All these trees were photographed in various suburbs of the Cape Flats area of Cape Town, including Bridgetown, Bonteheuwel, Ruyterwacht, Windermere, and The Hague.”

The results perhaps recall the “Rise” filter, as well as the square format of Instagram, but, for me, that doesn’t take away from their visual or conceptual interest.

[Images: From “Limbo” by Dillon Marsh].

Oddly, these actually remind me of the trees in Hackney, a borough of London where I briefly lived more than a decade ago; the branches of almost every tree along the streets that I walked each morning to the local bus stop had been cut—or hacked, as it were—by the Council, apparently out of a mathematically impossible fear of liability should the branches someday fall and hit a car, a pedestrian, or a baby in a stroller, lending the neighborhood an even drearier feel of grey-skied Gothic horror than it would have had already on its own.

[Images: From “Limbo” by Dillon Marsh].

Somewhere between portraits and landscape photography, these two projects of Marsh’s go well together, depicting the starkly exposed branching peculiar to these two types of structures.

They are also both in Marsh’s “Landscape Series” of photographs, a series that, in his words, seeks “to find things that are out of the ordinary, picking them out of the landscape where they might otherwise blend in. I choose objects that can be found in multitude within their environment so that I can depict a family of objects in a series of photographs. By displaying each project as such, I feel I am able to show both the character of the individual members, and the characteristics that make these objects a family.”

I’ll do one more quick post about Marsh’s work, showing my favorite series of all.

London Laocoön

[Image: Machines slide beneath the streets, via Crossrail].

The Crossrail tunnels in London—for now, Europe’s largest construction project, scheduled to finish in 2018—continue to take shape, created in a “tunneling marathon under the streets of London” that aims to add 26 new miles of underground track for commuter rail traffic.

It’s London as Laocoön, wrapped in tunnel-boring machines, mechanical snakes that coil through their own hollow nests beneath the city.

[Image: Looking down through shafts into the subcity, via Crossrail].

What interested me the most in all this, however, was simply that fact that the first tunneling machine put to work in this round of excavation is called Phyllis—

[Image: Phyllis, via Crossrail].

—named after Phyllis Pearsall, widely (but incorrectly?) mythologized as the founder of the legendary A-Z book of London street maps.

There’s something very Psychogeography Lite™ in this, weaving your city together from below with a giant machine-needle named after the woman who (supposedly) first walked the streets of the capital, assembling her book of maps, as if the only logical direction to go, once you’ve mapped the surface of your city, is down, passing through those surfaces to explore larger and darker volumes of urban space.

Floating Cities and Site Surveys

[Image: Photo by Mark Smout of a photo by Mark Smout, for the British Exploratory Land Archive].

I’m delighted to say that work originally produced for the British Pavilion at last summer’s Venice Biennale will go on display this week at the Royal Institute of British Architects in London, beginning tomorrow, 26 February.

This will include, among many other projects, from studies of so-called “new socialist villages” in China to floating buildings in Amsterdam, to name but a few, the British Exploratory Land Archive (BELA) for which BLDGBLOG collaborated with architects Smout Allen in proposing a British version of the Center for Land Use Interpretation in Los Angeles. BELA would thus survey, catalog, explore, tour, document, and archive in one location the huge variety of sites in Britain altered by and used by human beings, from industrial sites to deserted medieval villages, slag heaps to submarine bases, smuggler’s hideouts to traffic-simulation grounds. A few of these sites have already been documented in massive photographs now mounted at the RIBA, also featuring architectural instruments designed specifically for the BELA project and assembled over the summer in Hackney.

[Image: From the British Exploratory Land Archive].

However, if you’re curious to know more and you happen to be in London on Thursday, 28 February, consider stopping by the Architectural Association to hear Smout Allen and I speak in more detail about the project. That talk is free and open the public, and it kicks off at 6pm; I believe architect Liam Young will be introducing things. Meanwhile, the aforementioned study of floating architecture in Amsterdam will be presented by its collaborative team—dRMM—at the RIBA on Tuesday night, 26 February, so make your calendars for that, as well (and check out the full calendar of related talks here).

The RIBA is at 66 Portland Place and the AA is in Bedford Square.

San Andreas: Architecture for the Fault

[Image: Lebbeus Woods, from San Francisco Project: Inhabiting the Quake, Quake City (1995)].

I thought I’d upload the course description for a studio I’ll be teaching this spring—starting next week, in fact—at Columbia University’s GSAPP on the architectural implications of seismic energy and the possibility of a San Andreas Fault National Park in California. The images in this post are just pages from the syllabus.

The overall idea is to look at architecture’s capacity for giving form to—or, in terms of the course description, its capacity to “make legible”—seismic energy as experienced along the San Andreas Fault. As the syllabus explains, we’ll achieve this, first, through the design and modeling of a series of architectural “devices”—not scientific instruments, but interpretive tools—that can interact with, spatially mediate, and/or augment the fault line, making the tectonic forces of the earth visible, audible, or otherwise sensible for a visiting public. From pendulums to prepared pianos, seismographs to shake tables, this invention and exploration of new mechanisms for the fault will fill the course’s opening three weeks.

The larger and more important impetus of the studio, however, is to look at the San Andreas Fault as a possible site for a future National Park, including all that this might entail, from questions of seismic risk and what it means to invite visitors into a place of terrestrial instability to the impossibility of preserving a landscape on the move. What might a San Andreas Fault National Park look like, we will ask, how could such a park best be managed, what architecture and infrastructure—from a visitors’ center to hiking way stations—would be appropriate for such a dynamic site, and, in the end, what does it mean to enshrine seismic movement as part of the historical narrative of the United States, suggesting that a fault line can be worthy of National Park status?

I’m also excited to say that we’ll be working in collaboration with Marc Weidenbaum’s Disquiet Junto, an online music collective who will be developing projects over the course of the spring that explore the sonic properties of the San Andreas Fault—a kind of soundtrack for the San Andreas. The results of these experiments will be uploaded to Soundcloud.

[Images: Lebbeus Woods, from San Francisco Project: Inhabiting the Quake, Quake City (1995) and an aerial view of the San Andreas Fault, looking south across the Carrizo Plain at approximately +35° 6′ 49.81″, -119° 38′ 40.98″].

Course: Columbia University GSAPP Advanced Studio IV, Spring 2013
Title: San Andreas: Architecture for the Fault
Instructor: Geoff Manaugh

The San Andreas Fault is a roughly 800-mile tectonic feature cutting diagonally across the state of California, from the coastal spit of Cape Mendocino, 200 miles north of San Francisco, to the desert shores of the Salton Sea near the U.S./Mexico border. Described by geologists as a “transform fault,” the San Andreas marks a stark and exposed division between the North American and Pacific Plates. It is a landscape on the move—“one of the least stable parts of the Earth,” in the words of paleontologist Richard Fortey, writing in his excellent book Earth: An Intimate History, and “one of several faults that make up a complex of potential catastrophes.”

Seismologists estimate that, in just one million years’ time, the two opposing sides of the fault will have slid past one another to the extent of physically sealing closed the entrance to San Francisco Bay; at the other end of the state, Los Angeles will have been dragged more than 15 miles north of its present position. But then another million years will pass—and another, and another—violently and unrecognizably distorting Californian geography, with the San Andreas as a permanent, sliding scar.

In some places today, the fault is a picturesque landscape of rolling hills and ridges; in others, it is a broad valley, marked by quiet streams, ponds, and reservoirs; in yet others, it is not visible at all, hidden beneath the rocks and vegetation. In a sense, the San Andreas is not singular and it has no clear identity of its own, taking on the character of what it passes through whilst influencing the ways in which that land is used. The fault cuts through heavily urbanized areas—splitting the San Francisco peninsula in two—as well as through the suburbs. It cleaves through mountains and farms, ranches and rail yards. As the National Park Service reminds us, “Although the very mention of the San Andreas Fault instills concerns about great earthquakes, perhaps less thought is given to the glorious and scenic landscapes the fault has been responsible for creating.”

[Images: (left) A “fault trench” cut along the San Andreas for studying underground seismic strain; photo by Ricardo DeAratanha for the Los Angeles Times. (right) A property fence “offset” nearly eight feet by the 1906 San Francisco earthquake; a similar fence is now part of an “Earthquake Trail” interpretive loop “that provides visitors with information on the unique geological forces that shape Point Reyes and Northern California.” “Interpretive displays dot the trail,” according to the blog Weekend Sherpa, “describing the dynamic geology of the area. The highlight is a wooden fence split and moved 20 feet by the great quake of 1906.” Photo courtesy of the U.S. Geological Survey].

This is not a class about seismic engineering, however, nor is it a rigorous look at how architects might stabilize buildings in an earthquake zone. Rather, it is a class about making the seismic energies of the San Andreas Fault legible through architecture. That is, making otherwise imperceptible planetary forces—the tectonic actions of the Earth itself—physically and spatially sensible. Our goal is to make the seismic energy of the fault experientially present in the lives of the public, framing and interpreting its extraordinary geology by means of a new National Park: a San Andreas Fault National Park.

For generations, the fault has inspired equal parts scientific fascination and pop-cultural fear, seen—rightly or not—as the inevitable source of the “Big One,” an impending super-earthquake that will devastate California, flattening San Francisco and felling bridges, houses, and roads throughout greater Los Angeles.

From the 1985 James Bond film, A View to a Kill, in which the San Andreas Fault is weaponized by an eccentric billionaire, to the so-called Parkfield Experiment, “a comprehensive, long-term earthquake research project on the San Andreas fault” run by the U.S. Geological Survey to “capture” an earthquake, the fault pops up in—and has influence on—extremely diverse contexts: literary, poetic, scientific, photographic, and, as we will explore in this studio, architectural.

Indeed, the fault—and the earthquake it promises to unleash—is even psychologically present for the state’s residents in ways that are only vaguely understood. As critic David L. Ulin suggests in his book The Myth of Solid Ground, on the promises and impossibilities of earthquake prediction, the constant threat of potentially fatal seismic activity has become “part of the subterranean mythos of people’s lives” in California, inspiring a near-religious or mystical obsession with “finding order in disorder, of taking the random pandemonium of an earthquake and reconfiguring it to make unexpected sense.”

For this class, each student must make a different kind of unexpected (spatial) sense of the San Andreas Fault by proposing a San Andreas Fault National Park: a speculative complex of land forms, visitors’ centers, exhibition spaces, hiking paths, local transportation infrastructure, and more, critically rethinking what a National Park—both a preserved landscape, no matter how mobile or dynamic it might be, and its related architecture, from campsites to trail signage—is able to achieve.

Important questions here relate back to seismic safety and the limits of the National Park experience. While, as we will see, there is a jigsaw puzzle of literally hundreds of minor faults straining beneath the cities, towns, suburbs, ranches, vineyards, farms, and parks of coastal California—and much of the state’s water infrastructure, in fact, crosses the San Andreas Fault—there are entirely real concerns about inviting visitors into a site of inevitable and possibly massive seismic disturbance.

For instance, what does it mean to frame a dangerously unstable landscape as a place of aesthetic reflection, natural refuge, or outdoor recreation, and what are the risks in doing so? Alternatively, might we discover a whole new type of National Park in our designs, one that is neither reflective nor a refuge—perhaps something more like a San Andreas Fault National Laboratory, a managed landscape of sustained scientific research, not personal recreation? Further, how can a park such as this most clearly and effectively live up to the promise of being National, thus demonstrating that seismic activity has played an influential role in the shared national history of the United States?

Meanwhile, each student’s San Andreas Fault National Park proposal must include a Seismic Interpretive Center: an educational facility within which seismic activity will be studied, demonstrated, explained, or even architecturally performed and replicated. The resulting Seismic Interpretive Center will take as one of its central challenges how to communicate the science, risk, history, and future of seismic activity to both the visiting public and to resident scientists or park rangers.

Finally, the San Andreas Fault National Park must, of course, be located on the fault itself, at a site (or sites) carefully chosen by each student; however, the Seismic Interpretive Center could remain physically distant from the fault, although still within park boundaries, thus reflecting its role as a mediator between visitors and the landscape they are on the verge of entering.

[Images: (left) John Braund, Cartographer for the U.S. Coast and Geodetic Survey, March 1939, demonstrates a “new process expected to revolutionize map making… showing all the details of topography in a form true to nature.” His machine chisels topographic details using “a specially-designed electric hammer.” What new mapping devices might be possible for the San Andreas Fault, for a landscape unpredictably on the move? (right top) From Piano Tuning by J. Cree Fischer (1907). (right bottom) Bernard Tschumi, Parc de la Villette, Paris (1989). Can—or how do—we extract a site-logic from the San Andreas Fault itself?].

The first design challenge of the semester, due Monday, February 18, will be a set of architectural instruments for the San Andreas Fault. These “instruments” should be thought of as architectural devices for registering, displaying, amplifying, dampening, resonating in tune with, or otherwise studying seismic energy in the San Andreas Fault zone.

These devices should serve as seismic translators, we might say, or terrestrial interfaces: instructional devices that inhabit the metaphorically rich space between human beings and the volatile surface of the planet they stand on. Importantly, though, students should not expect these mechanisms to function as realistic scientific tools; rather, this initial project should be approached as the design of experimental architectural objects for communicating and/or making sensible the seismic complexities of an unstable landscape, interpreting an Earth always on the verge of violent transformation.

Students should begin working through a series of drawings and desktop models, developing ideas for the devices, follies, and instruments in question; one of these devices or instruments should then be chosen for physical modeling in detail, including accurate functioning of parts. This model should then be photographed for presentation at the midterm review, though the resulting photographs can be embellished and labeled as display boards. Each student must also write a short explanatory text for the instrument (no longer than 150 words).

Finally, all of this material should be saved for later documentation in a black & white pamphlet to be made available at the GSAPP End-of-Year Show.

For precedents and inspiration, we will look at, among other things, the work of Shin Egashira and David Greene, whose 1997 booklet Alternative Guide to the Isle of Portland will serve as a kind of project sourcebook; the U.S. Geological Survey’s Parkfield Experiment, in particular the Parkfield Interventional EQ Fieldwork (PIEQF) by artist D.V. Rogers; the “prepared” or “adapted” instruments and other musical inventions of avant-garde composers such as John Cage and Harry Partch; Bernard Tschumi’s fragmented half-buildings and other grid-based follies for the Parc de la Villette in Paris (recast, in our context, as an organizational collision between designed objects and the illogic of the fault they augment); and the speculative machines catalogued by architect C.J. Lim in his book Devices: A Manual of Architectural + Spatial Machines.

[Images: From Shin Egashira & David Greene, Alternative Guide to the Isle of Portland (1997)].

As Lim points out, devices share “a long and complex history with architecture.” He adds that “the machines of Vitruvius and Leonardo da Vinci,” among others, can be seen as functional compressions of architectural space, connecting large-scale building design to the precise engineering of intricate machinery. Lim’s highly imaginative examples range from Victorian-era phantasmagoria and early perspectival drawing instruments to navigation tools, wearable toolkits, and even sensors for detecting lost rivers in underground London.

[Images: From Shin Egashira & David Greene, Alternative Guide to the Isle of Portland (1997)].

One question for us here will also be in reference to scale: how large does a “device” have to be before it becomes a “building”—or a landscape, or a city—and how can architects work effectively across these extremes of space (from a portable gadget to an inhabitable building to a landscape park to a continent) and extremes of time (from the real-time motion of a mechanism to the imperceptible million-year grind of plate tectonics)?

[Images: D.V. Rogers, Parkfield Interventional EQ Fieldwork (PIEQF), 2008. According to Rogers, PIEQF was “a geologically interactive, seismic machine earthwork temporarily installed in the remote township of Parkfield, Central California, USA. During ninety-one days of intervention, between the 18th [of] August and 16th [of] November 2008, the installation reflected 4000-4500 Californian seismic events. PIEQF interfaced with the US Geological Survey seismic monitoring network and was triggered by near real-time reported earthquake waves from magnitude (M) 0.1 and above… Surrounding the earthquake shake table and buried within the excavation at north, south, east, and west co-ordinate points, an array of vertical motion sensors were installed. These sensors (Geophones) were excited when walked over or jumped upon, causing the shake table to become mechanically active. Visitors to PIEQF engaged interactively with the installation becoming seismic events themselves when interacting with these sensors.”].

Our own devices will be performative, interactive, interpretive, and instrumental. They will amplify, distribute, reproduce, offset, counterbalance, prolong, delay, hasten, measure, survey, direct, deform, induce, or spectacularize even the most imperceptible seismic events.

[Images: Daniel Libeskind, Writing Machine (1980s). As Lebbeus Woods has written, describing Libeskind’s work: “Elaborately constructed and enigmatic in purpose, Libeskind’s machines are striking and sumptuous manifestations of ideas that were, at the time he made them, of obsessive interest to academics, critics, and avant-gardists in architecture and out. Principal among these was the idea that architecture must be read, that is, understood, in the same way as a written text.” In terms of our studio, what would a machine be that could “read,” “write,” or “translate” the San Andreas Fault?].

Again, these “instruments” should not be approached as realistic scientific tools, but rather as poetic, spatial augmentations of the San Andreas Fault. Students are being asked to use the problem-solving techniques of architectural design to imagine hypothetical devices at a variety of scales that will translate this unique site—a fault line between tectonic plates and an elastic zone of origin for millions of years of future terrain deformation—into a new kind of spatial and intellectual experience for those who encounter it.

[Images: Harry Partch, various stringed, percussive, and resonating instruments (1940s/1950s)].

Upon completing these devices, the second, most important, and largest project of the semester, due Wednesday, April 17, will be the San Andreas Fault National Park proposal and its associated Seismic Interpretive Center.

The Seismic Interpretive Center should be an educational facility, equivalent to 30,000 square feet. Here, seismic activity will be studied, demonstrated, interpreted, and otherwise explained to the visiting public and to a seasonal crew of scientist-researchers who use the facility in their work. It might be useful to think of the Seismic Interpretive Center as a direct outgrowth of the instruments developed in the previous project, either by housing or emulating those devices. In other words, the Center could passively display seismic instruments for public use but simultaneously operate as an active, building-scale mechanism for engaging with or tectonically explaining the San Andreas Fault.

In practical terms, the proposed Center should be a fully developed three-dimensional building or landscape project, no matter how speculative or straight-forward its underlying premise might be, whether it is simply a museum of the fault or something more provocative, such as a partially underground public test-facility for generating artificial earthquakes. In all cases—circulation, materials, program, site—students must demonstrate thorough knowledge of their own project in the form of, but not limited to, the appropriate use of plans, sections, elevations, axonometrics, physical models, and 3D diagrams.

[Images: (left) Harry Partch, two instruments, 1940s/1950s. (right) Doug Aitken’s “Sonic Pavilion” (2009), courtesy of the Doug Aitken Workshop].

To help develop ideas for the Seismic Interpretive Center, we will look at such precedents as artist Doug Aitken’s “Sonic Pavilion” in Brazil, where, in the words of The New York Times, Aitken “buried microphones sensitive to vibrations caused by the rotation of the planet,” or the artist’s own house in Venice, California, where, again quoting The New York Times, “geological microphones… amplify not just the groan of tectonic plate movements but also the roar of the tides and the rumble of street traffic. Guests can listen in on this subterranean world without putting an ear to the ground. Speakers installed throughout the house bring its metronomic clicks and extended drones to them whenever Aitken turns up the volume.”

More abstractly, students could perhaps think of the Center as a variation on “Solomon’s House,” a proto-scientific research facility featured in Sir Francis Bacon’s 17th-century utopian sci-fi novel The New Atlantis. In Solomon’s House, natural philosophers operate vast, artificial landscapes and complex machines—rivaling anything we read about in Dubai or China today—to examine the world in fantastic detail. Bacon offers a lengthy inventory of the devices available for use: “We have… great and spacious houses where we imitate and demonstrate meteors… We have also sound-houses, where we practice and demonstrate all sounds, and their generation… We have also engine-houses, where are prepared engines and instruments for all sorts of motions… We have also a mathematical house, where are represented all instruments, as well of geometry as astronomy, exquisitely made…”

The larger San Andreas Fault National Park proposal within which this Interpretive Center will sit must include all aspects of an existing park in the National Park Service network of managed sites; however, students must push the National Park typology in new directions, taking seriously the prospect of preserving and framing a landscape that moves.

[Images: (left top) AllesWirdGut Architektur, a Roman quarry in St. Margarethen, Austria, converted into public venue, park, and auditorium, 2006-2008. In a private email, responding to the image seen on the left, landscape blogger Alexander Trevi from Pruned suggested that perhaps it would be more interesting for us to think of the San Andreas Fault not in terms of a detached viewer—like the so-called Rückenfiguren (or figures seen from behind) in the paintings of Caspar David Friedrich—but, as Trevi suggested, more like dancer Fred Astaire, physically and whimsically engaging in a choreographed state of delight with the Earth’s shifting topography. (left bottom) “Ice Age Deposits of Wisconsin” (1964) and a photo, taken from Flickr, of an Ice Age National Scenic Trail marker (2007). (right top) National Tourist Route Geiranger-Trollstigen, Norway. Architect: Reiulf Ramstad Arkitekter. Photo: Per Kollstad. (right bottom, left to right, top to bottom, within grid) National Tourist Route Rondane. Architect: Carl-Viggo Hølmebakk. Photo: Vegar Moen. National Tourist Route Geiranger-Trollstigen, Norway. Architect: Reiulf Ramstad Arkitekter. Photo: Jarle Wæhler. National Tourist Route Aurlandsfjellet. Architect: Todd Saunders / Saunders-Wilhelmsen. Photo: Vegar Moen. National Tourist Route Ryfylke. Architect: Haga Grov / Helge Schjelderup. Photo: Per Kollstad. Courtesy of National Tourist Routes in Norway].

This means students must propose a working combination of such features as trails, lodging, visitors’ centers, educational programming, parking/camping, and other facilities that differentiate National Parks from their less developed counterparts, National Monuments, but with the addition of new types of structures and innovative landscape management techniques that might reveal future opportunities for the U.S. National Park system.

Here, we will look at a variety of precedents, including current plans for a “Manhattan Project National Park” (a National Park that will preserve three geographically diverse sites key to the development of nuclear weapons during World War II); a proposal by photographer Richard Misrach for a “Bravo 20 National Park” (a former U.S. Navy bombing range that would be preserved as a recreational landscape); the High Line here in New York City; an entirely underwater National Park Service “Maritime Heritage Trail” in Biscayne Bay, Florida; the extraordinary, multi-sensory “Taichung Gateway Park” proposal by landscape architects Catherine Mosbach and Philippe Rahm; the “Ice Age National Scenic Trail” in Wisconsin; and, of course, a handful of already existing state parks and recreation areas in California—such as the Los Trancos Open Space Preserve and the 206,000-acre Carrizo Plain National Monument—that feature hiking trails and other recreational facilities that cross the San Andreas Fault.

The “Ice Age National Scenic Trail” is what we might call a planetary interpretive trail: “More than 12,000 years ago,” we read, “an immense flow of glacial ice sculpted a landscape of remarkable beauty across Wisconsin. As the colossal glacier retreated, it left behind a variety of unique landscape features… The Ice Age National Scenic Trail is a thousand-mile footpath—entirely within Wisconsin—that highlights these Ice Age landscape features while providing access to some of the state’s most beautiful natural areas.”

However, no less useful in this context are the “National Tourist Routes” that now criss-cross the geologically rich landscapes of Norway. In essence, these are new scenic routes for automobiles constructed through extraordinary natural landscapes, including coastal fjords and precipitous mountain valleys; however, these routes have also been peppered with signature architectural interventions, including lookout towers, roadside picnic areas, trail infrastructure, geological overlooks, and more.

But how do we define—let alone locate—a park on the scale of a fault line? Landscape architect James Corner suggests that the virtue of a “large park”—which he defines as a park “greater than 500 acres”—is that it “allows for dramatic exposure to the elements, to weather, geology, open horizons, and thick vegetation, all revealed to the ambulant body in alternating sequences of prospect and refuge—distinctive places for overview and survey woven with more intimate spots of retreat and isolation.” He calls such parks “huge experiential reserves”—in terms of the San Andreas, we might say a kind of seismic commons.

Further, thinking about—let alone designing—architecture on this scale requires close attention to what landscape theorist Julia Czerniak calls legibility. “The concept of legibility,” she writes in her edited collection Large Parks, “extends from park design to the design process. In other words, to be realized, parks have to be legible to the people who pay for and use them.” After all, she adds, “in addition to questions of a park’s legibility that stem from recognizing its limits—‘where is the park?’—large park schemes with unconventional configurations provoke other uncertainties—‘how does it look?’ and ‘what can it do?’”

[Images: (left) One of only a few sites where the San Andreas Fault is designated with road signs; photographs by Geoff Manaugh. (right) Satellite view of the San Andreas Fault, rotated 90º (north is to the right)].

Complicating matters even more, we will also examine how National Park infrastructure—from interpretive trails to hotels and viewing platforms—function as immersive projects of landscape representation, even above, and possibly rather than, places of embodied physical experience. In other words, as Richard Grusin reminds us in his book Culture, Technology, and the Creation of America’s National Parks, “just as Yellowstone and Yosemite were created as national parks in accordance with late-nineteenth-century assumptions about landscape and representation, so a national park today (whether scenic or historic) must be created according to present-day assumptions about media, culture, and technology.” Indeed, he adds, “national parks have functioned from their inception as technologies for reproducing nature according to the scientific, cultural, and aesthetic practices of a particular historical moment—the period roughly between the Civil War and the end of the First World War.” How, then, would a 21st-century San Andreas Fault National park both represent and preserve the landscape in question?

To help us sort through these many complex questions, and to ease our transition from thinking and designing at the scale of a device or building to the scale of an entire landscape, we will be joined for one class by GSAPP’s Kate Orff, a landscape architect and co-editor of Gateway: Visions for an Urban National Park. Her experience with Gateway will be invaluable for all of us in conceptualizing what a San Andreas Fault National Park might be.

Finally, students must spend the last week of the semester, leading up to our final day of class on Wednesday, April 24, revisiting and refining all of their work produced over the term and, in the process, collecting all of their relevant project documentation. This project documentation will then be collected and published as a small black & white pamphlet, forming a kind of speculative architectural guide to the San Andreas Fault.

In addition to any boards and models necessary for explaining the resulting proposals, this black & white pamphlet will be produced in small quantities for guest critics and other attendees of our final review. It will also be made available to attendees of the GSAPP Year-End Show. Specific requirements—including number of images and length of accompanying descriptive texts—will be discussed during the semester. 

One of the main inspirations for this course is architect Lebbeus Woods, who passed away during Hurricane Sandy in October 2012. In order both to honor Woods’s extraordinary influence but also to demonstrate the breadth of ideas and themes available to us as we explore the architectural implications of seismic energy, this syllabus will end with a few examples of Woods’s work that will serve as points of reference throughout the term.

[Images: (left top and bottom) Lebbeus Woods, from Underground Berlin (1988). From deep inside the Earth, Woods writes, “come seismic forces that move the inverted towers and bridges in equally subtle vibrations.” (right) Lebbeus Woods, two seismically “completed” houses from his San Francisco Project: Inhabiting the Quake, Quake City (1995)].

In his 1989 book OneFiveFour, Woods describes a city all but defined by the seismic events surging through the Earth below it. It is a city ornamented on nearly every surface by “oscilloscopes, refractors, seismometers, interferometers, and other, as yet unknown instruments, measuring light, movement, force, change.”

In this city of instruments—this city as instrument—“tools for extending perceptivity to all scales of nature are built spontaneously, playfully, experimentally, continuously modified in home laboratories, in laboratories that are homes,” exploring the moving surface of an Earth in flux.

Woods imagines even the towers and bridges acting in geomechanical synchrony, riding out the shocks and resonance from the volatile geology below: “Like musical instruments, they vibrate and shift in diverse frequencies, in resonance with the Earth and also with one another… Indeed, each object—chair, table, cloth, examining apparatus, structure—is an instrument; each material thing connects the inhabitants with events in the world around him and within himself.”

In a closely related project—an unproduced film treatment called Underground Berlin, also documented in the book OneFiveFour—Woods describes the discovery of a fictional network of government seismic labs operating beneath the surface of Berlin, a distributed facility known as the Underground Research Station.

Woods explains as part of this scenario that, deep inside the Station, “many scientists and technicians are working on a project for the government to analyze and harness the tremendous, limitless geological forces active in the earth… a world of seismic wind and electromagnetic flux.” They are pursuing nothing less than “a mastery”—that is, a sustained weaponization—of these “primordial earth forces.”

The film’s protagonist thus descends into the city by way of tunnels and seemingly upside-down buildings—“inverted geomechanical towers,” in his words—inside of which dangerous seismic experiments are already underway.

Elsewhere, describing the origin of his so-called San Francisco Project, partially inspired by the 1989 Loma Prieta earthquake in Northern California, Woods asked: “What is an architecture that accepts earthquakes, resonating with their matrix of seismic waves—an architecture that needs earthquakes, and is constructed, transformed, or completed by their effects—an architecture that uses earthquakes, converting to a human purpose the energies they release, or the topographical transformations they bring about—an architecture that causes earthquakes, triggering microquakes in order that ‘the big one’ is defused—an architecture that inhabits earthquakes, existing in their space and time?”

[Image: A map in four sections (see below three images) shows the San Andreas Fault stretching from northern to southern California. The San Andreas “is just one of several faults that make up a complex of potential catastrophes,” paleontologist Richard Fortey writes in Earth: An Intimate History. It is “the flagship of a fleet of faults that run close to the western edge of North America… In places, maps of the interweaving faults look more like a braided mesh than the single, deep cut of our imagination.” Here, we see the San Andreas come to an end in Northern California at the so-called Mendocino Triple Junction. Maps courtesy of the U.S. Geological Survey, from The San Andreas Fault System, U.S.G.S. Professional Paper 1515 (PDF); see original paper for higher resolution].

Readings & References

Online (Required Reading)

USGS Earthquake Hazards Program:
earthquake.usgs.gov

The San Andreas Fault System, U.S. Geological Survey Professional Paper 1515:
pubs.usgs.gov/pp/1990/1515/pp1515.pdf

The San Andreas Fault:
pubs.usgs.gov/gip/earthq3/contents.html

“San Andreas System and Basin and Range,” from Active Faults of the World by Robert Yeats (Cambridge University Press):
dx.doi.org/10.1017/CBO9781139035644.004

Where’s the San Andreas Fault? A Guidebook to Tracing the Fault on Public Lands in the San Francisco Bay Region:
pubs.usgs.gov/gip/2006/16/gip-16.pdf

Of Mud Pots and the End of the San Andreas Fault:
seismo.berkeley.edu/blog/seismoblog.php/2008/11/04/of-mud-pots-and-the-end-of-the-san-andre

U.S. Geological Survey Fault and Volcano Monitoring Instruments:
earthquake.usgs.gov/monitoring/deformation/data/instruments.php

[Image: Map courtesy of the U.S. Geological Survey, from The San Andreas Fault System, U.S.G.S. Professional Paper 1515 (PDF)].

Online (Reference Only)

California Integrated Seismic Network and Southern California Seismic Network:
cisn.org | www.scsn.org

California Strong Motion Instrumentation Program:
conservation.ca.gov/cgs/smip/Pages/about.aspx

California Geotour Online Geologic Field Trip:
conservation.ca.gov/cgs/geotour/Pages/Index.aspx

Carrizo Plain National Monument maps and brochures:
blm.gov/ca/st/en/fo/bakersfield/Programs/carrizo/brochures_and_maps.html

Ken Goldberg, Mori and Ballet Mori:
memento.ieor.berkeley.edu | goldberg.berkeley.edu/art/Ballet-Mori

Doug Aitken, Sonic Pavilion:
dougaitkenworkshop.com/work/sonic-pavilion

[Image: Map courtesy of the U.S. Geological Survey, from The San Andreas Fault System, U.S.G.S. Professional Paper 1515 (PDF)].

Offline (Required Reading)

Smout Allen, Pamphlet Architecture 28: Augmented Landscapes (Princeton Architectural Press, 2007)

Ethan Carr, Wilderness by Design: Landscape Architecture and the National Park Service (University of Nebraska Press, 1999) — Introduction, Chapter 1, and Chapter 4

Julia Czerniak and George Hargreaves, eds., Large Parks (Princeton Architectural Press, 2007) — Foreword, Introduction, and Chapter Seven

Shin Egashira & David Greene, Alternative Guide to the Isle of Portland (Architectural Association, 1997)

Richard Fortey, Earth: An Intimate History (Vintage, 2004) — Chapter 9: “Fault Lines”

John McPhee, Assembling California (Farrar, Straus & Giroux, 1993)

David L. Ulin, The Myth of Solid Ground: Earthquakes, Prediction, and the Fault Line Between Reason and Faith (Penguin, 2004) — “The X-Files,” “A Brief History of Seismology,” and “Earthquake Country” (though entire book is recommended)

Lebbeus Woods, OneFiveFour (Princeton Architectural Press, 1989)

Offline (Reference Only)

Alexander Brash, Jamie Hand, and Kate Orff, eds., Gateway: Visions for an Urban National Park (Princeton Architectural Press, 2011)

C. J. Lim, Devices: A Manual of Architectural + Spatial Machines (Elsevier/Architectural Press, 2006)

Lebbeus Woods, Radical Reconstruction (Princeton Architectural Press, 2001) — “Radical Reconstruction” (pp. 13-31) and “San Francisco” (p. 133-155)

[Image: Map courtesy of the U.S. Geological Survey, from The San Andreas Fault System, U.S.G.S. Professional Paper 1515 (PDF)].

Film and Games (Entertainment Value Only!)

A View To A Kill, dir. John Glen (1985)

Fracture, LucasArts (2008)

Music (Required Listening)

Our work this Spring will be paralleled by a series of musical experiments led by Bay Area sound artist Marc Weidenbaum’s Disquiet Junto, an online music collective. The Disquiet Junto will be developing projects that explore the sonic properties of the San Andreas Fault and uploading the results of these seismic-acoustic experiments to Soundcloud. Students will be required to leave comments on these audio tracks as part of regular homework over the course of the Spring term.

The Disquiet Junto, a satellite operation of disquiet.com, “uses formal restraint as a springboard for creativity. In 2012, the year it launched, the Disquiet Junto produced over 1,600 tracks by over 270 musicians from around the world. Disquiet.com has operated at the intersection of sound, art, and technology since 1996.”

[Image: (left) A Rückenfigur looks at a highway cut through the San Andreas Fault in Palmdale, southern California; photograph by Nicola Twilley. (right) Aerial rendering of the San Andreas Fault, courtesy of NASA’s Shuttle Radar Topography Mission (2000). If an earthquake presents us with a turbulent condition similar to waves in the ocean or a storm at sea, is the ship a more appropriate structural metaphor than the building—even if it’s an ocean that only exists for sixty seconds? What does orientation mean for the minute-long intensity of an earthquake—the becoming-ocean of land—and how do we learn to navigate a planet that acts like the sea?].

Project Sanguine and the Dead Hand

[Image: One of the stations of Project ELF, via Wikipedia].

Further exploring the radio-related theme of the last few posts, Rob Holmes—author and co-founder of mammoth—has pointed our attention to something called Project Sanguine, a U.S. Navy program from the 1980s that “would have involved 41 percent of Wisconsin,” turning that state into a giant “antenna farm” capable of communicating with what Wikipedia calls “deeply-submerged submarines.”

Each individual antenna would have been “buried five feet deep” in the fertile soil of the Cheese State, the New York Times explains, creating a networked system with nearly 6,000 miles’ worth of cables and receiving stations.

The Navy was hoping, we read, for a system “that could transmit tactical orders one-way to U.S. nuclear submarines anywhere in the world, and survive a direct nuclear attack.” This would “normally… require an antenna many hundreds of miles in length,” according to the NYT, but Naval strategists soon “realized that a comparable effect could be achieved by using a large volume of the earth’s interior”—that is, “looping currents deep in the Earth”—”as part of the antenna.” The hard and ancient rock of the Laurentian Shield was apparently perfect for this.

[Image: From Roy Johnson, “Project Sanguine,” originally published in The Wisconsin Engineer (November 1969)].

In other words, the bedrock of the Earth itself—not a mere island in the Antarctic—could be turned into a colossal radio station.

A similar system, installed for preliminary tests in North Carolina and Virginia, “apparently flickered lightbulbs in the area and caused spurious ringing of telephones,” like some regional poltergeist or a technical outtake from Cabin in the Woods.

At least two things worth pointing out here are that a “scaled-down version” of Project Sanguine was, in fact, actually constructed, becoming operational in the northern forests of Michigan and Wisconsin from 1989-2004; called Project ELF (for Extremely Low Frequency), it arrived just in time for the Soviet Union to collapse…

[Image: Inside Project Sanguine; photo from Roy Johnson, The Wisconsin Engineer (November 1969)].

…which brings us to the second point worth mentioning: a strangely haunting program known as “The Dead Hand,” a doomsday device constructed by the Soviet Union.

In his Pulitzer Prize-winning book of that title, historian David Hoffman writes about a (still active) weapon of retaliation. The “Dead Hand” was built such that, if nuclear field commanders ever lost touch with military leaders back in Moscow during a time of war, a constellation of cruise missiles would automatically launch. This would happen not in spite of a lack of living military leaders, but precisely because everyone had been killed. That is, a machine would take over—thus the name “dead hand.”

Each cruise missile, however, flying over the lands of the USSR, would emit launch commands to all of the missile silos it passed over. Missile after missile would soon soar—thousands of them—arcing toward the United States, which would soon be obliterated, along with the rest of the world, in a nuclear holocaust controlled and commanded by nothing but preprogrammed machines.

In any case, Project Sanguine was its own version of an end-times radio, an “immense subterranean grid” transmitting to distant submarines by way of the Earth itself, humans using an entire planet as an apocalyptic radio device.

Antarctic Island Radio

[Image: Deception Island, from Millett G. Morgan’s September 1960 paper An Island as a Natural Very-Low-Frequency Transmitting Antenna].

Yesterday’s post reminded me of an interesting proposal from the 1960s, in which an entire Antarctic island would be transformed into a radio-conducting antenna. Signals of international (or military submarine) origin could thus be bounced, relayed, captured, and re-transmitted using the topographical features of the island itself, and naturally occurring ionospheric radio noise could be studied.

[Image: A map of Deception Island, taken from an otherwise unrelated paper called “Upper crustal structure of Deception Island area (Bransfield Strait, Antarctica) from gravity and magnetic modelling,” published in Antarctic Science (2005)].

In the September 1960 issue of IEEE Transactions on Antennas and Propagation, radio theorist Millett G. Morgan, a “leading researcher in the field of ionospheric physics” based at Dartmouth, speculated that he could generate artificial “whistlers”—that is, audial electromagnetic effects that are usually caused by lightning—if only he could find the right island.

“In thinking about how to generate whistlers artificially,” Morgan’s proposal leisurely begins, “it has occurred to me that an island of suitable size and shape, extending through the conducting sea, may constitute a naturally resonant, VLF slot antenna of high quality.”

[Image: Deception Island, from “Upper crustal structure of Deception Island area (Bransfield Strait, Antarctica) from gravity and magnetic modelling,” Antarctic Science (2005)].

He looked far and wide for this “naturally resonant, VLF slot antenna,” eventually settling on a remote island in the Antarctic. “Following this line of reasoning,” he explains, “I thought first of the annular Pacific atolls, but knowing of the fresh-water lenses in them”—that is, aquatic features that would destructively interfere with radio transmissions—”[I] rejected them as being too pervious to water to be satisfactory insulators. Also, of course, they are not found in suitable latitudes for generating whistlers.”

Morgan’s reasoning continued: “The Pacific atolls are built upon submerged volcanic cones and this led me to think of Deception Island in the SubAntarctic, a remarkable, similarly shaped, volcanic island in which the volcanic rock extends above the surface; and which is located in the South Shetland Islands where the rate of occurrence of natural whistlers has been found to be very great.”

Perhaps the island could be the geologic radio antenna he was looking for.

[Image: Deception Island, from “Upper crustal structure of Deception Island area (Bransfield Strait, Antarctica) from gravity and magnetic modelling,” Antarctic Science (2005)].

Morgan points out in detail that mathematical ratios amongst the island’s naturally occurring landscape features, including its ring-shaped lagoon, are perfect for supporting radio transmissions (even the relationship between the length of the island and the radio wavelengths Morgan would be using seems to work out). And that’s before he looks at the material construction of the island itself, consisting of volcanic tuff, which would help the terrain act as an “insulator.”

There is even the fact that the island’s small lagoon is coincidentally but unrelatedly named “Telefon Bay” (alas, named after a ship called the Telefon, not for the island’s natural ability to make telephone calls).

[Image: Deception Island, from “Upper crustal structure of Deception Island area (Bransfield Strait, Antarctica) from gravity and magnetic modelling,” Antarctic Science (2005)].

Morgan’s “proposed island antenna” would thus be a wired-up matrix of transmission lines and natural landscape features, bouncing radio wavelengths at the perfect angle from one side to the other and concentrating broadcasts for human use and listening.

You could tune into the sky, huddling in the Antarctic cold and listening to the curling electromagnetic crackle of the ionosphere, or you could use your new radio-architectural set-up, all wires and insulators like some strange astronomical harp, “to generate whistlers artificially,” as Morgan’s initial speculation stated, bursting forth with planetary-scale arcs of noise over a frozen sea, a wizard of sound alone and self-deafened at the bottom of the world.

(Deception Island proposal discovered via Douglas Kahn, whose forthcoming book Arts of the Spectrum: In the nature of electromagnetism looks fantastic, and who also gave an interesting talk on “natural radio” a few years ago at UCLA).

Tree Receivers

[Image: “The Trees Now Talk” cover story in The Electrical Experimenter (July 1919); image via rexresearch].

Way back in 1919, in their July 14th issue, Scientific American published an article on the discovery that trees can act “as nature’s own wireless towers and antenna combined.”

General George Owen Squire, the U.S. Army’s Chief Signal Officer, made his “strange discovery,” as SciAm phrases it, while sitting in “a little portable house erected in thick woods near the edge of the District of Columbia,” listening to signals “received through an oak tree for an antenna.” This realization, that “trees—all trees, of all kinds and all heights, growing anywhere—are nature’s own wireless towers and antenna combined.”

He called this “talking through the trees.” Indeed, subsequent tests proved that, “[w]ith the remarkably sensitive amplifiers now available, it was not only possible to receive signals from all the principle [sic] European stations through a tree, but it has developed beyond a theory and to a fact that a tree is as good as any man-made aerial, regardless of the size or extent of the latter, and better in the respect that it brings to the operator’s ears far less static interference.”

Why build a radio station, in a sense, when you could simply plant a forest and wire up its trees?

[Images: From George Owen Squire’s British Patent Specification #149,917, via rexresearch].

So how does it work? Alas, you can’t just plug your headphones into a tree trunk—but it’s close. From Scientific American:

The method of getting the disturbances in potential from treetop to instrument is so simple as to be almost laughable. One climbs a tree to two-thirds of its height, drives a nail a couple of inches into the tree, hangs a wire therefrom, and attaches the wire to the receiving apparatus as if it were a regular lead-in from a lofty copper or aluminum aerial. Apparently some of the etheric disturbances passing from treetop to ground through the tree are diverted through the wire—and the thermionic tube most efficiently does the rest.

Although “40 nails apparently produce no clearer signals than half a dozen,” one tree can nonetheless “serve as a receiving station for several sets, either connected in series with the same material or from separate terminals.”

[Image: Researching the possibility that whole forests could be used as radio stations—broadcasting weather reports, news from the front lines of war, and much else besides—is described by Scientific American as performing “tree radio work.” Image via IEEE Transactions on Antennas and Propagation (January 1975)].

In a patent filing called “British Patent Specification #149,917,” Squire goes on to explore the somewhat mind-bending possibilities offered by “radio transmission and reception through the use of living vegetable organisms such as trees, plants, and the like.” He writes:

I have recently discovered that living vegetable organisms generally are adapted for transmission and reception of radio or high frequency oscillations, whether damped or undamped, with the use of a suitable counterpoise. I have further discovered that such living organisms are adapted for respectively transmitting or receiving a plurality of separate trains of radio or high frequency oscillations simultaneously, in the communication of either or both telephonic or telegraphic messages.

This research—the field of “tree radio work”—has not disappeared or been forgotten.

[Image: A tree in the Panamanian rain forest wired up as a sending-receiving antenna; from IEEE Transactions on Antennas and Propagation (January 1975)].

In the January 1975 issue of IEEE Transactions on Antennas and Propagation, we read the test results of several gentleman who went down to the rain forests of the Panama Canal Zone to test “the performance of conventional whip antennas… compared with the performance of trees utilized as antennas in conjunction with hybrid electromagnetic antenna couplers.”

The authors specifically cite Squire’s work and quote him directly: “‘It would seem that living vegetation may play a more important part in electrical phenomena than has been generally supposed… If, as indicated above in these experiments, the earth’s surface is already generously provided with efficient antennae, which we have but to utilize for communications…’ These words were written in 1904 by Major George 0. Squire, U.S. Army Signal Corps, in a report to the Department of War in connection with military maneuvers in the Pacific Division.”

The authors of the IEEE Transactions report thus establish up a jungle-radio “Test Area” in a remote corner of Panama, complete with trees wired-up as dual senders & receivers. There, they think they’ve figured out what’s occurring on a large scale, as signals propagate through the forest canopy, writing that we should consider “the jungle as a maze of aperture-coupled screen rooms. In the jungle case, the screens, in the form of vertical tree and fern trunks, and the horizontal forest canopy are of variable thickness, have variable shaped apertures, and are composed of diverse substances that contain mostly water.”

[Image: Inside the Panamanian jungle-radio Test Zone; image via IEEE Transactions on Antennas and Propagation (January 1975)].

The design implication of all this is that an ideal radio-receiving forest could be planted and maintained, complete with spatially tuned “aperture-coupled screen rooms” (trees of specific branch-density planted at specific distances from one another) to allow for the successful broadcast of messages (and/or music) through the “living vegetable organisms” that Squire wrote about in his patent application.

What other creatures—such as birds, bats, wandering children, foxes, or owls—might make of such a landscape, planted not for aesthetic or ecological reasons, but for the purpose of smoothly relaying foreign radio transmissions and encrypted spy communications, is bewildering to contemplate.

In any case, this truly alien vision of forests silently crackling inside with unexploited radio noise is incredible, implying the existence of undiscovered “broadcasts” of biological noise, humming trunk to trunk amongst groves of remote forests like arboreal whale song, inaudible to human ears, as well as suggesting a near-miraculous venue for future concerts, where music would be played not through wireless headsets or hidden speakers lodged in the woods but through the actual trees, music shimmering from root to canopy, filling trees branch and grain with symphonies, drones, rhythms, songs, sounds occasionally breaking through car radios as they speed past on roads nearby.

[All links found via an old message from Shawn Korgan posted to the Natural Radio VLF Discussion Group of which I am a non-participating member. Vaguely related: The Duplicative Forest and Pruned’s Graffiti as Tactical Urban Wireless Network. See also a follow-up post: Antarctic Island Radio].

Books Received

[Image: The Wiederin bookshop in Innsbruck, Austria; photo by Lukas Schaller, courtesy of A10].

Barely in time for the holidays, here is a quick look at some of the many new or recent books that have passed through the home office here at BLDGBLOG.

As usual, I have not read all of the books listed here, but this will be pretty clear from the ensuing descriptions; those that I have read, and enjoyed, I will not hesitate to recommend.

And, as always, all of these books are included for the interest of their approach or subject matter as it relates to landscape, spatial sciences, and the built environment more generally.

1) Map of a Nation: A Biography Of The Ordnance Survey by Rachel Hewitt (Granta).

2) The Measure of Manhattan: The Tumultuous Career and Surprising Legacy of John Randel, Jr., Cartographer, Surveyor, Inventor by Marguerite Holloway (W.W. Norton).

These two fantastic books form a nice, if coincidental, duo, looking at the early days of scientific cartography and the innovative devices and mathematical techniques that made modern mapping possible. In Rachel Hewitt’s case—a book I found very hard to put down, up reading it till nearly 2am several nights in a row—we trace the origins of the UK’s Ordnance Survey by way of the devices, tools, precision instruments, and imperialist geopolitical initiatives of the time.

Similarly, Marguerite Holloway introduces us to, among many other things, the first measured imposition of the Manhattan grid. I mentioned Holloway’s book the other day here on BLDGBLOG, and am also very happy to have been asked to blurb it. Here’s my description: “This outstanding history of the Manhattan grid offers us a strange archaeology: part spatial adventure, part technical expedition into the heart of measurement itself, starring teams of 19th-century gentlemen striding across the island’s eroded mountains and wild streams, implementing a grid that would soon enough sprout skyscrapers and flatirons, Central Park and 5th Avenue. Marguerite Holloway’s engaging survey takes us step by step through the challenges of obsolete land laws and outdated maps of an earlier metropolis, looking for—and finding—the future shape of this immeasurable city.”

For anyone at all interested in cartography, these make an excellent and intellectually stimulating pair.

3) The Old Ways: A Journey on Foot by Robert Macfarlane (Viking).

4) Weeds: In Defense of Nature’s Most Unloved Plants by Richard Mabey (Ecco).

I’ve spoken highly of Robert Macfarlane’s writing before, and will continue to do so. His Wild Places remains one of my favorite books of the last few years, and I was thus thrilled to hear of his newest: a series of long walks (and a boat ride) through the British landscape, from coastal mudflats to chalk hills and peat bogs, following various kinds of well-worn routes and paths, the “old ways” of his book’s title. Macfarlane’s writing can occasionally strain for rapture when, in fact, it is precisely the mundane—nondescript earthen paths and overlooked back woods—that makes his “journeys on foot” so compelling; but this is an otherwise minor flaw in a highly readable and worthwhile new book.

Meanwhile, Richard Mabey has written an almost impossibly captivating history of weeds, “nature’s most unloved plants.” Covering invasive species, overgrown bomb sites in WWII London, and abandoned buildings, and relating stories from medieval poetry and 21st-century agribusiness to botanical science fiction, Mabey’s book is an awesome sweep through the world of out-of-place plant life.

5) The Maximum of Wilderness: The Jungle in the American Imagination by Kelly Enright (University of Virginia Press).

6) In Search of First Contact: The Vikings of Vinland, the Peoples of the Dawnland, and the Anglo-American Anxiety of Discovery by Annette Kolodny (Duke University Press).

7) The Swamp: The Everglades, Florida, and the Politics of Paradise by Michael Grunwald (Simon & Schuster).

These three books variously describe encounters with the alien wilderness of a new world. Kelly Enright’s look at “the jungle in American imagination” reads a bit too much like a revised Ph.D. thesis, but its central premise is fascinating, looking not only at the complex differences between the meaning of a jungle and that of a rain forest, but exploring, as she phrases it, “some of the consequences of expanding an American image and ideology of wilderness beyond American shores,” from Theodore Roosevelt to the early days of tropical anthropology.

Annette Kolodny’s review of what can more or less be summarized as the Viking discovery of North America is incredibly rich. Quoting from the cover, Kolodny “offers a radically new interpretation of two medieval Icelandic tales, known as the Vinland Sagas. She contends that they are the first known European narratives about contact with North America.” However, in addition to these tales of “first contact,” Kolodny examines rock carvings in Maine and Canada, as well as Native American folktales, to try to geographically and historically locate the moment when Europeans first arrived in North America, sailing up the small coastal rivers and setting foot on foreign land. Kolodny convincingly demonstrates, in the process, that the Viking discovery of North America was more or less widely accepted by 19th-century historians, but that, she argues, following a large influx of Italian immigrants toward the end of that century and into the 20th, the national importance of Christopher Columbus—an Italian—began to grow. From this emerged, she shows, a kind of narrative contest in which rugged northerners from a stoic, military culture (the Norse) were pitted against royalist Catholic Mediterranean family men as the true cultural progenitors of the United States. It is also interesting here to note that Kolodny assigned these early Icelandic contact narratives to her English literature class, asking students “to consider the possibility that American literature really began in these early ‘contact’ narratives that constructed a so-called New World and its peoples through and for the contemporary cultural understandings of the European imagination.”

I read Michael Grunwald’s The Swamp under particular circumstances—traveling around Florida as part of Venue, along with Smout Allen and a group of students from the Bartlett School of Architecture (photos of that trip can be seen here and here)—which might have added to its appeal. But, either way, I was riveted. Grunwald’s book presents, in effect, all of Florida south of Orlando as a massive series of ecologically misguided—but, from an economic perspective, often highly successful—terraforming projects. Speaking only for myself, the book made it impossible not to notice waterworks everywhere, on all sides and at every scale: every canal, storm sewer, water retention basin, highway overpass, levee, reservoir, drainage ditch, coastal inlet, and flood gate, all parts of an artificially engineered peninsula that wants to—and should—be swamp. Environmentally sensitive without being a screed, and written at the pace of a good New Yorker article, The Swamp was easily one of my favorite discoveries this year, a book I’d place up there with Marc Reisner’s classic Cadillac Desert; it deserves the comparison for, if nothing else, its clear-eyed refocusing of attention onto a region’s hydrology and onto civilization’s larger attempts to manage wild lands (and waters), from the Seminole Wars to George W. Bush. Grunwald also makes clear something that I had barely even considered before, which is that south Florida is actually one of the most recently settled regions of the United States, far younger than the new states of the American West. South Florida, in many senses, is an event that only just recently happened—and Grunwald shows both how and why.

8) Petrochemical America by Richard Misrach and Kate Orff (Aperture Foundation).

9) Gateway: Visions for an Urban National Park edited by Alexander Brash, Jamie Hand, and Kate Orff (Princeton Architectural Press/Van Alen Institute).

Here are two new books, each connected to the work of landscape architect and Columbia GSAPP urban planner, Kate Orff.

The first is a split project with photographer Richard Misrach, looking both directly and indirectly at petrochemical infrastructure and the landscapes it passes through in the state of Louisiana. Misrach’s photos open the book with nearly 100 pages’ worth of views into the rapidly transforming nature of Louisiana’s so-called Cancer Alley, “showcasing the immediate plight of embattled local communities and surrounding industries.” Orff’s work follows in the second half of the book with what she calls an “Ecological Atlas” of the same region, mapping what currently exists, more thoroughly annotating Misrach’s photos, and proposing new interventions for ecologically remediating the spoiled landscapes of the region.

The second book is an edited collection of essays and proposals for New York’s Gateway National Recreational Area. Gateway is a strange combination of protected lands and artificial dredgescapes, at the border between ocean and land at the very edge of New York City. Photographs by Laura McPhee join essays by Ethan Carr, Christopher Hawthorne, and others to suggest a new role for parks in American urban life, and a new type of park in general, one that is distributed over discontinuous parcels of marginal land and includes large expanses of active waters.

10) Cities Without Ground: A Hong Kong Guidebook by Adam Frampton, Jonathan D. Solomon, and Clara Wong (ORO Editions).

11) Oblique Drawing: A History of Anti-Perspective by Massimo Scolari (MIT Press).

12) Bulwark & Bastion: A Look at Musket Era Fortifications with a Glance at Period Siegecraft by James R. Hinds and Edmund Fitzgerald (Pioneer Press).

13) On the Making of Islands by Nick Sowers (self-published).

Cities Without Ground: A Hong Kong Guidebook was inspired by the revelation that a person can navigate the city of Hong Kong over great distances without ever leaving architecture behind, meandering through complex networks of internal space, from walkways and shopping malls to escalators and covered footbridges. Indeed, one can explore Hong Kong without really setting foot on the surface of the earth at all, making it a “city without ground.” The resulting labyrinthine spatial condition—consisting of “seemingly inescapable and thoroughly disorienting sequences” that cut through, around, between, and under nominally separate megastructures—has led the book’s authors to produce a series of visually dense maps dissecting the various routes a pedestrian can take through the city. A particular highlight comes toward the end, where they focus solely on the city’s air-conditioning, suggesting a kind of thermal cartography of indoor space and implying that temperature control and even humidity are better metrics for evaluating the success of a given project than mere visual or aesthetic concerns.

Massimo Scolari’s Oblique Drawing also pursues the idea that there are other, less well-explored methods for representing the built environment. Although I was disappointed to find that the chapters are, in effect, separate, not always related papers that happen to share a common interest in architectural representation, the book manages to tie together everything from ancient Egyptian hieroglyphs to the military drawings of Leonardo da Vinci, from medieval Christian landscapes to Chinese painting techniques and the Tower of Babel. Scolari’s book was also mentioned here on the blog last week in the context of architectural espionage.

I was actually given a copy of Bulwark & Bastion while out at the surreal and extremely remote site of Fort Jefferson, in the Dry Tortugas of Florida, and I read it on the 2-hour boat ride back to Key West. No more than a stapled pamphlet, like something you’d make at Kinko’s, it is, nonetheless, an extremely interesting look at built landscapes of warfare and defense. Unsurprisingly, it includes a history of walled cities and forts from Europe; but—and this topic alone deserves a full-length book from a publisher like Princeton Architectural Press—it discusses in detail the landscape defenses of the American Civil War, including massive brick citadels in Alabama, Maryland, South Carolina, and New York City. Star forts, bastions, casements, field works, and other geometries of assault and counter-attack are all illustrated and diagrammed, and they’re followed by a glossary of architectural defensive terms. Thoroughly enjoyable, in particular for anyone interested in military history.

Many of you will know Nick Sowers from his blogging at Archinect, where he explored the niche field of military landscapes and sound recordings. Nick was a deserving recipient of UC-Berkeley’s generous Branner Fellowship, which gave him the resources to travel the world for nearly a year, visiting overseas military bases, old battlefields, and urban fortresses from Japan and the South Pacific to Western Europe, including even the legendary Maunsell Towers in London’s Thames Estuary. At all of these sites, he made field recordings. Nick and I first met, in fact, down in Sydney, Australia, as part of Urban Islands back in 2009. This self-published book tells the story of those travels, including sketches and models from Nick’s own final thesis project at Berkeley, black & white photos from his long circumambulations of closed U.S. bases overseas, and a consistently interesting series of observations on the spatial implications of sound in landscape design. Weird visions of limestone caves being vibrated into existence by the tropical sonic booms of military aircraft give the book a dream-like feel as it comes to a close. Congrats to Nick not only for putting this book together, but for organizing such an interesting, planet-spanning trip in the first place.

14) Architecture for Astronauts: An Activity-based Approach by Sandra Häuplik-Meusburger (Springer Praxis).

15) The Textual Life of Airports: Reading the Culture of Flight by Christopher Schaberg (Continuum).

16) Urban Maps: Instruments of Narrative and Interpretation in the City by Richard Brook and Nick Dunn (Ashgate).

Sandra Häuplik-Meusburger’s Architecture for Astronauts has an accompanying website where we read that a “number of extra-terrestrial habitats have been occupied over the last 40 years of space exploration by varied users over long periods of time. This experience offers a fascinating field to investigate the relationship between the built environment and its users.” Häuplik-Meusburger goes on to definite extra-terrestrial habitat as “the ‘houses and vehicles’ where people live and work beyond Earth: non-planetary habitats such as a spacecraft or space station; and planetary habitats such as a base or vehicle on the Moon or Mars. These building types are set up in environments different from the one on Earth and can be characterized as ‘extreme environments.’ Multiple requirements arise for the architecture and design of such a habitat.” These requirements include different lines of sight, a shifted posture for humans in low-gravity, and different needs for visual clarity and even thermal insulation—a very different architecture, indeed. Her book is thus organized as an activity guide for thinking through things like sleep, food, and hygiene, and how architects can reimagine the spatial requirements of each for the “extreme environments” into which these houses and vehicles might go.

Christopher Schaberg’s Textual Life of Airports looks at the airport as a new kind of cultural space, one with its own emerging literature and its own untold stories, including what he calls “the secret stories of airports—the disturbing, uncomfortable, or smoothed over tales that lie just beneath the surface of these sites.” Citing Marc Augé and ambient music, the “airport screening complex” and Steven Spielberg, his book tries to clarify some of the “spatial ambivalence” travelers feel in an airport’s interconnected spaces. In the context of Häuplik-Meusburger’s book, one wonders what future literatures will emerge for the transitional sites of offworld infrastructure, the spaceports and gravity-free hotels that may or may not be forthcoming for the human future.

For Urban Maps, Richard Brook and Nick Dunn “use the term ‘map’ loosely to describe any form of representation that reveals unseen space, latent conditions or narratives in and of the city.” Their examples come from Google Street View, the photographs of urban explorers, advertisements, contemporary film, surveillance, and the art world, to name but a few.

17) Belgrade, Formal/Informal: A Research on Urban Transformation by ETH Studio Basel Contemporary City Institute (Scheidegger & Spiess).

18) The Waters of Rome: Aqueducts, Fountains, and the Birth of the Baroque City by Katherine Wentworth Rinne (Yale University Press).

Using an awesome font called Warsaw Book/Poster, Belgrade, Formal/Informal zeroes in on “a city that was isolated on the European periphery, a city a long history that was as significant as it was turbulent,” to find what parts of a metropolis with such locally specific circumstances have managed to stay more or less the same, through both war and economic estrangement, and what parts were fundamentally transformed by larger, pan-European events and processes. Further, within this, and as the book’s title suggests, they break the city into formal and informal sectors, the generic and the specific. The book is extensively illustrated, and attractively designed by Ludovic Balland.

Katherine Rinne teaches architecture at the CCA in Oakland, though her online project on the waters of Rome is hosted by the University of Virginia. Her book, The Waters of Rome, coalesces much of that work into a detailed study of the city’s hydrological infrastructures, from the ancient to the nearly modern, with a particular emphasis on the city in its Baroque age. Her approach is “largely topographic,” she explains in the book’s introduction, tying even the innermost fountains and waterworks to the landscapes of hills and rivers outside the city. As she writes, “Rome’s fountains are so dazzling that it is easy for even dedicated to overlook the profound changes that their construction initiated in the social, cultural, and physical life of the city. The transformation was systematic and structural, reaching from ancient springs outside the city walls to include aqueducts, fountains, conduits, drains, sewers, streets, and the Tiber. Because of gravity, which dictated distribution, the water’s flow was constrained or encouraged by the existing topography, which influenced in part how the water was displayed or made available for use, who controlled it and who was served by it, what it cost, and obligations that attached to the people who were allowed to access it.” The book is a vital addition to any syllabus or library on hydraulic urbanism.

19) Foodprint Papers, Volume 1 by Nicola Twilley & Sarah Rich (Foodprint Project).

Last not but least, the Foodprint Papers, Volume 1 have been released, edited by Nicola Twilley (my wife) and Sarah Rich, documenting Foodprint NYC from back in 2010, “the first in [a] series of international conversations about food and the city.”

From a cluster analysis of bodega inventories to the cultural impact of the ice-box, and from food deserts to peak phosphorus, panelists examined the hidden corsetry that gives shape to urban foodscapes, and collaboratively speculated on how to feed New York in the future. The free afternoon program included designers, policy-makers, flavor scientists, culinary historians, food retailers, and others, for a wide-ranging discussion of New York’s food systems, past and present, as well as opportunities to transform our edible landscape through technology, architecture, legislation, and education.

The pamphlet is self-published through Lulu, and all purchases help Nicola & Sarah throw more such events in the future. And, while we’re on the subject of food, don’t miss Sarah’s own recent book, Urban Farms.

Happy reading!

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All Books Received: August 2015, September 2013, December 2012, June 2012, December 2010 (“Climate Futures List”), May 2010, May 2009, and March 2009.