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What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.
Architecture and urbanism seem to be »weak« disciplines, constantly struggling for a better understanding of their nature and disciplinary borders. The huge amount of metaphors appearing in the discourse of both not only reference to their creative nature but also indicate their weakness and the missing piece strengthening their own understanding: a definition of space for architecture and of city for urbanism. But using metaphors in this field implies a problem - though metaphors achieve to bring opposites together, there remains the question how literal they can actually become in order to relate to these subjects properly. In this volume, several authors from various fields using different approaches discuss this question.
It has been shown that spatial perception can be improved through practice. Opportunities to offer such practice are offered in this workbook, which was tested by nearly one thousand architecture students before publication, and emerged from an academic study funded by the Swiss National Science Foundation, conducted jointly by the Zurich University of Applied Sciences (ZHAW) and the ETH Zurich. The book contains 90 exercises that work with architectural elements but can be mastered without prior knowledge, plus a section with solutions and explanatory texts by experts from theory and practice by M. Berkowitz, D. Dietz, B. Emo, A. Gerber, Chr. Hölscher, P. Holgate, St. Kurath, C. Leopold, D. Schulz, Th. & N. Shipley, E. Stern, D. Uttal.
Multiple answers to the question of what design can be and achieve today. Not at Your Service: Manifestos for Design brings together the broad spectrum of beliefs, subjects and practices of designers at Zurich University of the Arts. It offers different approaches and insights on the present-day role and impact of design. It is not conceived as a finished project, but as a fluid document of its time. Collaborative design, interaction within complex systems, attention economics, the ecological shift, visual literacy, gender-neutral design, "quick and dirty" design ethnography, social responsibility, the value of ugliness, death futures, immersive technologies, identity and crises, design as a transformative discipline – all of these topics are presented for debate with passion, conviction and professional expertise. A compact collection of discursive texts on the many roles and functions of design. Contributions to the current debate on the social role of design. Statements by experts from one of the leading universities of design. All texts are in German and English.
The Plague Years collects scholarly and essayistic reflections on literary, visual, and sonic representations of the COVID-19 and other pandemics. These are placed alongside poetry and short fiction written in the first two years of quarantine or isolation. This range expresses the intellectual and imaginative struggle and ingenuity entailed in coming to terms with the rampant spread of disease and its emotional, cultural, and political consequences. The contributions are from diverse contexts: Africa (from Egypt to South Africa), China, Japan, the US, and Scandinavia. They consider some of the array of contemporary engagements: poems translated from Mandarin about the traumas of the frontli...
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
News on Ludwig Hilberseimer! Ludwig Hilberseimer (1885–1967) is regarded as one of the leading theorists of the Neues Bauen movement in pre-War Germany, and of modern, functional urbanism. This set of accomplishments still dominates the public image of the architect, urban planner, teacher and art critic to this day. His development beyond that period has long been neglected. The essays in this collection seek to fill this gap, offering an exciting and wide-ranging new perspective on the work of a central protagonist of modernism. Until now, most critical studies of Hilberseimer's work came from his place of exile in Chicago and his work in Germany/Europe and the USA tended to be viewed separately; this volume is the first to attempt to end this separation and encourage a complete overview of is work. Previously unknown archival discoveries With contributions by Alexander Eisenschmidt, Magdalena Droste, Christine Mengin, Philipp Oswalt, Robin Schuldenfrei, Charles Waldheim and others
This edited collection explores the visibility of modernization in architecture produced in different capitalist regions across the world and provides readers with a historico-theoretical and historico-geographical discussion. Focusing on a particular building type, an influential architect’s work, as well as relevant texts and documents, each chapter addresses the many facets of "delay" which are central to the problematization of capitalism’s progressive dissemination of technological and aesthetic regimes of modernism. This collection underlines the centrality of temporality for a critical understanding of colonialism, modernism, and capitalism. The book is primarily concerned with th...
Metaphors are diversly and intricately embedded in architectural practice and discourse. Precisely for this reason, this volume argues and sets out to explore, how they can be engaged to critically interrogate architecture’s social, cultural and political dimensions – past and present – and to productively challenge and intervene with established perspectives, debates and practices. Mapping out not just potentials but also addressing the challenges, limitations and dangers inherent in using metaphors in architectural research and practice, the volume prominently illustrates the ambiguity and contradictoriness inherent in both metaphors and the process of engaging and exploiting them. C...
Every year, nearly 100 billion tonnes of raw material globally is extracted from the earth – approximately half of it for construction purposes. The construction industry is responsible for an estimated third of global waste, while reuse of construction materials is not increasing fast enough. The same sector accounts for at least 40 per cent of global carbon-dioxide emissions. There is thus an urgent need to showcase how novel approaches in digital fabrication might be able to enhance thesustainability of buildings and transform construction. Featuring specialists from architecture, engineering and materials science, this AD presents innovative research and new construction systems, appro...