Been awhile since BLDGBLOG showed up here, and this has been on my mind for the last month or so.
McElhinney went on to build his own full-scale “switching labyrinth” near London’s Euston Station. Participants in this experiment “animated” McElhinney’s switching labyrinth by way of “a stepper motor and slide mechanism” that, together, were “able to periodically shift, ‘switching’ openings to offer alternative entrance and exit paths.”
After watching all this unfold, McElhinney suggested that further research along these lines could help to reveal architectural moments at which there is an “emergence of labyrinthine, or familiar, spatialities within an unknown or changing maze framework.”
The labyrinthine caverns of Zork and the non-visual structure of Infocom games are mentioned, and I would love to see a visualization comparing human traversals of real-world maze-like spaces and navigations of those same spaces using virtual interfaces– both text-based and those rendered with state of the art first-person-shooter engines.