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Walter Pichler foresaw the future nearly 60 years ago. His “TV-Helmet (Portable Living Room)” anticipated technologies akin to today’s cyber glasses. At the time, this vision was nothing short of revolutionary. Today, such concepts are not only a reality but have advanced significantly. Virtual and digital realities are now integral to designing, planning, and(...)
Detail 1/2 2025 : Digital and sustainable
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Walter Pichler foresaw the future nearly 60 years ago. His “TV-Helmet (Portable Living Room)” anticipated technologies akin to today’s cyber glasses. At the time, this vision was nothing short of revolutionary. Today, such concepts are not only a reality but have advanced significantly. Virtual and digital realities are now integral to designing, planning, and constructing spaces – far more than mere devices for experiencing them. Lengthy construction workflows, optimised designs, and the complex coordination of planning, cost control, and project management are increasingly digitalised. We can now program buildings to meet parametric specifications, construct homes using 3D printing, and create detailed 3D models of existing buildings to analyse them before renovation even begins. While landscape has transformed dramatically, digitalisation in architecture is clearly still in its early stages. To begin the year, this issue shines a spotlight on the digital present and future of architecture, exploring how digital tools can enhance sustainability. Our project documentations showcase an array of approaches, from digital material passports to parametric models and BIM applications for existing structures. Experts offer insight on the complexities of planning and construction processes.
Magazines
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As digital technology advances at breakneck speed, images are circulating quicker than ever before. But what is the status of the image in the digital era? In this publication, art historian Hubert Burda (born 1940) examines the "iconic turn" in ten themed chapters and conversations with leading cultural theorists. In the first chapter, "The View Through the Window,"(...)
The digital wunderkammer : 10 chapters on the iconic turn
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As digital technology advances at breakneck speed, images are circulating quicker than ever before. But what is the status of the image in the digital era? In this publication, art historian Hubert Burda (born 1940) examines the "iconic turn" in ten themed chapters and conversations with leading cultural theorists. In the first chapter, "The View Through the Window," Burda traces the connection between perspectival painting and the television, demonstrating in the second chapter how the image requires a frame, which in turn requires a material vehicle - the topic of the third chapter - that in our era has become a non-material vehicle with its own formal parameters. In the fourth chapter, "The Mobile Image," Burda shows how images have always been linked to portability, but now migrate to an unprecedented degree, so that anyone with a personal device can globally disseminate, say, footage from a concert via Youtube. A discussion of the capacity of individual images to placate or ennervate leads to a seventh chapter on the appetite for the Sublime and the rhetoric and representation of power throughout art history. Following a discussion of the democratization of celebrity culture, Burda proposes that the Google search box is perhaps the most interesting "interface" of our times, analogous to the seventeenth-century cabinet of curiosities (or wunderkammer). Conversations with Friedrich Kittler, Peter Sloterdijk, Bazon Brock, Horst Bredekamp and Hans Belting further extend this imaginative debate on the "iconic turn."
Epistemology
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Featuring work produced since 2000, "Graphic Design: Now in Production" explores the worlds of design-driven magazines, newspapers, books and posters; the entrepreneurial spirit of designer-produced goods; the renaissance in digital typeface design; the storytelling potential of film and television titling sequences; and the transformation of raw data into compelling(...)
Graphic Design and Typography
November 2011
Graphic design: now in production
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Featuring work produced since 2000, "Graphic Design: Now in Production" explores the worlds of design-driven magazines, newspapers, books and posters; the entrepreneurial spirit of designer-produced goods; the renaissance in digital typeface design; the storytelling potential of film and television titling sequences; and the transformation of raw data into compelling information narratives. The catalogue features important original essays by leading designers that tackle themes such as the changing roles of reading and writing within the context of new technologies and self-publishing; the nature of design labor and production, from blue-collar handcraft and making to white-collar design thinking and strategy; and the impact and influence design programs and schools have had on shaping the direction of contemporary graphic design.
Graphic Design and Typography
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At last architects have discovered the free form shape – multiple curved surfaces, which do not exist in Cartesian geometry. What has long been usual in product design is now being adopted in architecture, these shapes are being generated by special software, and then they are subsequently built. Some young and innovative architectural firms have seized the(...)
Architecture since 1900, Europe
August 2001, Basel
digital / real – blobmeister, first built projects
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At last architects have discovered the free form shape – multiple curved surfaces, which do not exist in Cartesian geometry. What has long been usual in product design is now being adopted in architecture, these shapes are being generated by special software, and then they are subsequently built. Some young and innovative architectural firms have seized the opportunity to expand the boundaries of architectural space, showing a willingness to experiment with the new technology, and these young architects, or "blobmeister" as Wes Jones rather negatively called them, are now moving on to built examples. In this book, 11 examples from Europe, the USA and Japan are presented, showing that far from being out of touch with reality, cyber-architects do transform their dreams into actual buildings, thus concluding the endless alternatives and possibilities implicit in every design. For it is only built architecture which shows true mastery. This volume extensively documents the complex design process, from the digital conception of the designs, the creation of models, to the final photographs of the building sites and the finished structures. Thematic essays give the reader an insight into the history of the digital scene, assessing its influence on architectural culture to date and evaluating its future potential. The accompanying CD-ROM shows dynamic animations.
books
August 2001, Basel
Architecture since 1900, Europe
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"Digital Ground" is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace(...)
Digital ground : architecture, pervasive computing, and environmental knowing
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"Digital Ground" is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation. Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode.
Architectural Theory
books
Information as Material Leeds Beckett University 2020
books
Information as Material Leeds Beckett University 2020
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The latest issue is now available at the bookstore.
Detail 11 2021 : digital processes
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The latest issue is now available at the bookstore.
Magazines
audio
Description:
1 online resource.
[Place of publication not identified] : Art Stations Foundation CH, 2020., [Place of publication not identified] : FHNW HGK, 2020.
audio
[Place of publication not identified] : Art Stations Foundation CH, 2020., [Place of publication not identified] : FHNW HGK, 2020.
books
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In recent architecture theory and practise there has been a tendency to refer to exteriors as a skin concealing an interior, as opposed to the traditional and more physical concepts of(...)
New flatness : surface tension in digital architecture
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In recent architecture theory and practise there has been a tendency to refer to exteriors as a skin concealing an interior, as opposed to the traditional and more physical concepts of surface, flatness, and depth. The computer now enables the architect to call his design into life, free from the rigid material form, and view it as a flexible and interactive creation. In this book, the concepts of flatness and surface tension are examined in the light of virtual design and built reality. A selection of projects are presented to show how architects regard space and surfaces in modern architectural practice in the digital age.
books
January 1900, Basel
small format
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Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace(...)
Digital ground : architecture, pervasive computing, and environmental knowing
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Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation. Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode. Drawing on arguments from architecture, psychology, software engineering, and geography, writing for practicing interaction designers, pervasive computing researchers, architects, and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, "Expectations," explores our technological predispositions -- many of which ("situated interactions") arise from our embodiment in architectural settings. Part II, "Technologies," discusses hardware, software, and applications, including embedded technology ("bashing the desktop"), and building technology genres around life situations. Part III, "Practices," argues for design as a liberal art, seeing interactivity as a cultural -- not only technological -- challenge and a practical notion of place as essential. Part IV, "Epilogue," acknowledges the epochal changes occurring today, and argues for the role of "digital ground" in the necessary adaptation.
Architectural Theory