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Architects who engaged with cybernetics, artificial intelligence, and other technologies poured the foundation for digital interactivity. In Architectural Intelligence, Molly Wright Steenson explores the work of four architects in the 1960s and 1970s who incorporated elements of interactivity into their work. Christopher Alexander, Richard Saul Wurman, Cedric Price, and Nicholas Negroponte and the MIT Architecture Machine Group all incorporated technologies—including cybernetics and artificial intelligence—into their work and influenced digital design practices from the late 1980s to the present day. Alexander, long before his famous 1977 book A Pattern Language, used computation and str...
Winner of the Urban Design Group's 2014 Book of the Year Award! In the past, spatial masterplans for cities have been fixed blueprints realized as physical form through conventional top down processes. These frequently disregarded existing social and cultural structures, while the old modernist planning model zoned space for home and work. At a time of urban growth, these models are now being replaced by more adaptable, mixed use plans dealing holistically with the physical, social and economic revival of districts, cities and regions. Through today’s public participative approaches and using technologically enabled tools, contemporary masterplanning instruments embody fresh principles, gi...
Presents an introduction to the open-source electronics prototyping platform.
This volume reveals the extent to which aural perception influences our spatial awareness. Spanning various fields and practices, from psychology to geography, and from zoology to urban planning, it covers a range of environments in which sounds contribute to forming our sense of space and place. The contributions gathered here lead from the mother’s womb, through the habitats of insects and owls, to the resonating bodies of buildings and the city, to artistic endeavours that aim to consciously reveal the spatiality of sound. In this progression, the book demonstrates the profoundly constitutive role of hearing and listening at all stages of our biological and social development, as well a...
How to design a world in which we rely less on stuff, and more on people. We're filling up the world with technology and devices, but we've lost sight of an important question: What is this stuff for? What value does it add to our lives? So asks author John Thackara in his new book, In the Bubble: Designing for a Complex World. These are tough questions for the pushers of technology to answer. Our economic system is centered on technology, so it would be no small matter if "tech" ceased to be an end-in-itself in our daily lives. Technology is not going to go away, but the time to discuss the end it will serve is before we deploy it, not after. We need to ask what purpose will be served by th...
Interior design can be considered a discipline that ranks among the worlds of art, design, and architecture and provides the cognitive tools to operate innovatively within the spaces of the contemporary city that require regeneration. Emerging trends in design combine disciplines such as new aesthetic in the world of art, design in all its ramifications, interior design as a response to more than functional needs, and as the demand for qualitative and symbolic values to be added to contemporary environments. Cultural, Theoretical, and Innovative Approaches to Contemporary Interior Design is an essential reference source that approaches contemporary project development through a cultural and theoretical lens and aims to demonstrate that designing spaces, interiors, and the urban habitat are activities that have independent cultural foundations. Featuring research on topics such as contemporary space, mass housing, and flexible design, this book is ideally designed for interior designers, architects, academics, researchers, industry professionals, and students.
The architectural awareness and experience of space, and the creative use can profit greatly from certain aspects of "games" and the related technology. Here the author investigates a fascinating contribution of avant-garde art to the construction of space in the field of electronic games and arcades, beginning with New Babylon, moving through the radical suggestions of the 1960s and 1970s to the commercial and experimental examples of contemporary amusement arcades. Also considered are the virtual worlds of video games which are growing increasingly complex. The book reveals in a critical yet impressive way how important the element of "play" has become in today's digital architectonic designs. The Italian architect Alberto Iacovoni is one of the founding members of the Studio maO which specializes on architecture and media. He is also a member of the office for urban planning, Stalker.