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This publication presents an exploration of space and spatiality in the arts, more specifically the poetry of (abstract) space and the (psychological) perception of space. With a particular focus on immersive installations, spatial sound, multi-screen projections, audiovisual performances, and the innovative artistic use of technology that often takes centre-stage at Sonic Acts, the publication provides insights into the various ways in which the arts approach and define space. Among others, the critical essays explore extremely long sound waves, volcano eruptions and Alvin Lucier, the fascinating history of dioramas, the legendary Vortex concerts of Henry Jacobs and Jordan Belson and the ways in which mobile and location-aware technology profoundly changes the use of social and public space. Interviews with artists, architects and composers shed light on how contemporary artists approach space and spatiality.
Noo-politics is most broadly understood as a power exerted over the life of the mind, reconfiguring perception, memory and attention. This volume unites specialists in political and aesthetic philosophy, neuroscience, sociology and architecture, and presents their ideas for re-thinking the city in terms of neurobiology and Noo-politics. The book examines the relationship between information and communication, calling for a new logic of representation, and shows how architecture can merge with urban systems and processes to create new forms of network that empower the imagination and change our cultural landscape.
Whilst our outside world is modifying into a more complex and hybrid networked world, our most intimate dwelling, our home, is at risk of falling behind as for many it seems to have remained the same as it has been for many decades. This book explores what it means to have a home in such a networked world. It describes what architecture can, or perhaps should, contribute to enable a more participatory role for inhabitants. This forward-thinking book will try to answer the question - What is the role and position of technology in our most intimate locations both now and what could it be like in the future?
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
A Map of Hutopolis sumarizes a research programme that extrapolates the lessons learned from the Chinese hutongs into the realm of visionary scenarios applicable to new models of urbanization. In the making of the city only an orchestra of voices and thoughts played out by a large variety of citizens, policy-makers, professionals and researchers could lead towards a balanced and sustainable living and working city, that is why the research seized upon the objectivity of foreign researchers, complemented with the knowledge of local teams, and worked to turn it into a productive exchange.
Content: New information and communication techniques have significant influences on urban life. In this book, international and interdisciplinary research, projects and considerations about the emerging 'Mediacity' are presented. Contributions from scientists, artists, and architects from 14 different countries are analyzing, researching and creatively approaching the cultural, social, political, and economical phenomena of the encounter between media and urban space. The Editor: Frank Eckardt is professor for 'Sociology of Globalization' at the Bauhaus University in Weimar, Germany. He holds a PhD in Political Science. His main field of research is urban studies. Since 2004, he ist the coordinator of the research project 'Mediacity'.
European cultural heritage is inherently complex and layered. In the past, conflicting or controversial perspectives on different historical memories and experiences have been colliding in the rich cultural landscape of Europe and continue to do so in the present. Contemporary projects of re-activation of contentious spaces seem to challenge both the traditional design parameters and the role of spatial practitioners. They require new strategies that effectively mix top-down and bottom-up impulses, through a new design approach that is still in search of a clear definition. Contested Spaces, Concerted Projects collects the stories of some selected cases of difficult built heritage, in order to highlight the most innovative methodologies of re-activation, by which architects, artists, designers and collectives have developed new participatory public interfaces.
The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.
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