{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title":"Bodies in code  interfaces with digital media","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","uuid":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title":"Bodies in code  interfaces with digital media","normalized_title":"bodiesincodeinterfaceswithdigitalmedia","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","isbns":["0415970164","0415970156","9780415970167","9780415970150"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":348,"navigation_url":"https://workshop.closeclaw.top/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title_url":"https://workshop.closeclaw.top/ai/title/Bodies%20in%20code%20%20interfaces%20with%20digital%20media","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","page_url":"https://workshop.closeclaw.top/api/ai/books/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page","search_url":"https://workshop.closeclaw.top/api/ai/books/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/search"},"page":{"printed_page":201,"pdf_page":214,"physical_index":214,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"88ed4930b9ad2057593b0b137b5d3e68b751caffe9200cade158c6c3c08910df"},"chapter":"bodies in code","content":"The “abstract machine\" of Virtual House comprises two components arbitrarily constrained by parameters introduced by the architectural team. Thus, in a first operation, two of the original nine cubes are isolated from the rest and placed “side by side”; the computer reads each side of each cube from corner to corner, recording the traces of each reading. In a second operation, this process is repeated with the same two cubes “constrained\" by one another; here the computer reads each process of constraint, again recording their traces. In this way, the interrelations between cubes become vectorial expressions of their potential connections within each operation and, importantly, across the two operations.\n\nThis process could be repeated for all permutations of the nine cubes and indeed (so long as new constraints could be found) potentially to infinity; however, the arbitrary selection of two cubes and two operations serves the architectural team's stated purpose to constitute “a single moment in the multiplicity of virtuality.\" This single moment bears witness to the possibility of deploying vector modelization to supersaturate a space with interstitial or figural relations because, despite its primary function as a theoretical exercise, what is at stake here is the machinic enumeration of potential connections within a spatial field or, put another way, a demonstration that space (at least as modeled with the aid of the computer) necessarily enfolds its virtual permutations (see Figure 4.7).\n\nWEARABLE SPACE\n\n201","previous_page":200,"next_page":202}