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This book explores computation as a medium for drawing. Exercises, essays, algorithms, diagrams, and drawings are woven together to offer instruction, insight, and theories that are valuable to practicing architects, artists, and scholars.
Drawing Futures brings together international designers and artists for speculations in contemporary drawing for art and architecture.Despite numerous developments in technological manufacture and computational design that provide new grounds for designers, the act of drawing still plays a central role as a vehicle for speculation. There is a rich and long history of drawing tied to innovations in technology as well as to revolutions in our philosophical understanding of the world. In reflection of a society now underpinned by computational networks and interfaces allowing hitherto unprecedented views of the world, the changing status of the drawing and its representation as a political act ...
Impossible and Hyper-Real Elements of Architecture addresses how and why architects, artists, and designers manipulate reality. Front and center in this discourse is the role of rendering. Most often, to render is to engage a thick software interface, to accept a photographic framework of variables and effects, and to assume an unquestioned posture of articulating material, mass, and color. But like drawing, rendering is an interdisciplinary, algorithmic, historically rooted cultural practice as much as it is a digital vocation. The elements explored in this book are labeled "impossible" because they avoid a fixed relationship to a singular built reality. Digital bonsai trees, pixels, video game levels, grids, and dioramas extend like skewers through multiple media and formats. Through work that looks very real and can't possibly exist, representation becomes the territory of speculation, ambiguity, and curiosity.
Digital Media and the Creative Process, as the title suggests, provides a topic to discuss the challenges and the possibilities that designers en- counter as they integrate digital tools in their daily workflow. It features a number of high quality submissions of articles that insightfully address the subject.
An architect's defense of drawing as a way of thinking, even in an age of electronic media. Why would an architect reach for a pencil when drawing software and AutoCAD are a click away? Use a ruler when 3D-scanners and GPS devices are close at hand? In Why Architects Still Draw, Paolo Belardi offers an elegant and ardent defense of drawing by hand as a way of thinking. Belardi is no Luddite; he doesn't urge architects to give up digital devices for watercolors and a measuring tape. Rather, he makes a case for drawing as the interface between the idea and the work itself. A drawing, Belardi argues, holds within it the entire final design. It is the paradox of the acorn: a project emerges from...
In a world that is missing a central theoretical voice in architecture, now more than ever it is time to solicit emergent voices on the topic of‘alternative formalisms’(Alt-Form). This issue of AD aims to reach peripheral disciplines in order to support an architecture that no longer operates as a standalone field of study, and is rather one that responds to broader, urgent and pluralistic cultural shifts. In the existing contemporary landscape of visually oriented fields of study, casual compositions and other formless expressions have begun to re-emerge, particularly in the disciplines of art, architecture and popular image culture. In architecture, with the rise of the digital, the la...
Portals: Pedagogy, Practice, and Architecture’s Future Imaginary considers the COVID-19 pandemic and the remote pedagogy it occasioned globally in schools of architecture, as a critical threshold to future architectural pedagogy, practice, and spatial imaginaries. Given that the conceit of a “return to normal” is neither desirable nor possible, this book speculates upon possible futures for the discipline of architecture, through the lens of the Thesis and Directed Research projects of the RISD Architecture class of 2020. This book documents an interregnum, a pause, a moment of self-reflection in which architects, imperiled by the COVID-19 pandemic and all of the forms of inequity that...
An in-depth exploration of the interaction between mind and material world, mediated by language, image, and making—in design, the arts, culture, and science. In Material and Mind, Christopher Bardt delves deeply into the interaction of mind and material world, mediated by language, image, and the process of making. He examines thought not as something “pure” and autonomous but as emerging from working with material, and he identifies this as the source of imagination and creative insight. This takes place as much in such disciplines as cognitive science, anthropology, and poetry as it does in the more obvious painting, sculpture, and design. In some fields, the medium of work is, in f...
While it is undeniable that architectural practices have been transformed with the advent of digital technologies, they nevertheless continue to occupy an ambiguous or even problematic place within the design process. The underlying premise of this book on architectural design instruments is not to see them simply as means to an autonomous end, one that is pure and detached from any other technological aspect, but instead to see these instruments and their formative abilities as a different way in which architects can approach design. We maintain that it is through the very act of experimentation with these instruments that their various potentials are revealed and established. It is through such repeated experimentation, which is constantly being revised and consolidated, that practice is successfully and sustainably transformed. This view is less of a wish than it is an observation, and as such, it can be seen in the various practices that are analyzed in this book.
This book is part of a two-volume work that constitutes the refereed proceedings of the 11th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2007, held in Rio de Janeiro, Brazil in September 2007. It covers tangible user interfaces and interaction; cultural issues in HCI; safety, security, privacy and usability; visualizing social information; online communities and e-learning; children, games, and the elderly; as well as software engineering and HCI.