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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) 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? Space Time Play(...)
Architecture numérique
octobre 2007, Basel, Berlin, Boston
Space time play:computer games, architecture and urbanism: The next level
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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) 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? Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian Kücklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others.
Architecture numérique
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Robotics is the fastest-growing and most exciting area of development in architecture and architectural education for a generation, offering new paradigms for design and fabrication. Schools and practices around the world are installing machines, but few have the experience to appreciate the full design potential of their application. "Robot house" features projects(...)
Robot House: instrumentation, representation, fabrication. Testa & Weiser
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Robotics is the fastest-growing and most exciting area of development in architecture and architectural education for a generation, offering new paradigms for design and fabrication. Schools and practices around the world are installing machines, but few have the experience to appreciate the full design potential of their application. "Robot house" features projects produced by the most advanced robotics design studio in the world, often interacting with a wide range of technologies from motion capture to material science—a realm far beyond the capabilities of 3D printing. The book has three central sections: Principles, which sets out the fields and the thinking that underlie the new uses for robotics; Projects, which offers detailed presentations that explore how these principles can be applied and augmented through interactive prototypes and working models; and Platforms, which presents the working tools used for robotic architecture through specially drawn technical illustrations. The introduction frames the current developments in the history of architectural innovation, and the reference section includes a glossary and diagrams.
Architecture numérique
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This book develops an alternative and inclusive approach –based on the hypothesis that the impact of digitalization on architectural culture is similar to the effects of the linguistic turn in philosophy– and steers clear of exclusive dichotomous approaches, without the foundational reconsideration of the discipline or its ontological conservation. The project is open and(...)
Total designer: authorship in the architecture of the postdigital age
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This book develops an alternative and inclusive approach –based on the hypothesis that the impact of digitalization on architectural culture is similar to the effects of the linguistic turn in philosophy– and steers clear of exclusive dichotomous approaches, without the foundational reconsideration of the discipline or its ontological conservation. The project is open and broad, which was a necessary condition for demonstrating the power of the turn brought about by digitalization. Most studies on the digital phenomenon carried out in the context of the discipline are focused on the more technical aspects, with expert discourses based on the standpoint of the optimization of existing processes. This text was inspired by a concern and a certain discomfort with respect to those positions, which are often underwritten by a positivist vision of reality. This concern gave way to the idea for a study rooted in a cultural approach to the phenomenon. Given the general tendency toward creating experts –a phenomenon that, on the other hand, is not exclusive to the field of architecture– and encapsulating knowledge, this text is meant to be based on a transversal vision, which can help non-specialist readers to understand certain complex phenomena.
Architecture numérique
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Bringing together pioneers in design and making within architecture, construction, engineering, manufacturing, materials technology and computation, 'Fabricate' is a triennial international conference, now in its third year (ICD, University of Stuttgart, April 2017). Each year it produces a supporting publication, to date the only one of its kind specialising in Digital(...)
Fabricate: rethinking design and construction
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Bringing together pioneers in design and making within architecture, construction, engineering, manufacturing, materials technology and computation, 'Fabricate' is a triennial international conference, now in its third year (ICD, University of Stuttgart, April 2017). Each year it produces a supporting publication, to date the only one of its kind specialising in Digital Fabrication. The 2017 edition features 32 illustrated articles on built projects and works in progress from academia and practice, including contributions from leading practices such as Foster + Partners, Zaha Hadid Architects, Arup, and Ron Arad, and from world-renowned institutions including ICD Stuttgart, Harvard, Yale, MIT, Princeton University, The Bartlett School of Architecture (UCL) and the Architectural Association.
Architecture numérique
Kerb 23: digital landscapes
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'Kerb' issue 23 examines ways in which ‘Digital Landscape’ discourse can be applied to landscape architecture. Through exploring Simulation, Fabrication, Augmentation and emerging theories of ‘Digital Ecologies’ we can navigate new horizons of what is made ‘possible’ within and through the realm of digital landscapes in regards to unlocking, transforming, storing and(...)
Architecture numérique
septembre 2016
Kerb 23: digital landscapes
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'Kerb' issue 23 examines ways in which ‘Digital Landscape’ discourse can be applied to landscape architecture. Through exploring Simulation, Fabrication, Augmentation and emerging theories of ‘Digital Ecologies’ we can navigate new horizons of what is made ‘possible’ within and through the realm of digital landscapes in regards to unlocking, transforming, storing and distributing the way we might reveal, uncover, and generate alternative modes of translation and interaction.
Architecture numérique
The second digital turn
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Almost a generation ago, the early software for computer aided design and manufacturing (CAD/CAM) spawned a style of smooth and curving lines and surfaces that gave visible form to the first digital age, and left an indelible mark on contemporary architecture. But today's digitally intelligent architecture no longer looks that way. In The Second Digital Turn, Mario Carpo(...)
The second digital turn
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Almost a generation ago, the early software for computer aided design and manufacturing (CAD/CAM) spawned a style of smooth and curving lines and surfaces that gave visible form to the first digital age, and left an indelible mark on contemporary architecture. But today's digitally intelligent architecture no longer looks that way. In The Second Digital Turn, Mario Carpo explains that this is because the design professions are now coming to terms with a new kind of digital tools they have adopted—no longer tools for making but tools for thinking. In the early 1990s the design professions were the first to intuit and interpret the new technical logic of the digital age: digital mass-customization (the use of digital tools to mass-produce variations at no extra cost) has already changed the way we produce and consume almost everything, and the same technology applied to commerce at large is now heralding a new society without scale—a flat marginal cost society where bigger markets will not make anything cheaper. But today, the unprecedented power of computation also favors a new kind of science where prediction can be based on sheer information retrieval, and form finding by simulation and optimization can replace deduction from mathematical formulas. Designers have been toying with machine thinking and machine learning for some time, and the apparently unfathomable complexity of the physical shapes they are now creating already expresses a new form of artificial intelligence, outside the tradition of modern science and alien to the organic logic of our mind.
Architecture numérique
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In 1854, the British mathematician George Boole presented the idea of a universe the elements of which could be understood in terms of the logic of absence and presence: 0 and 1, all and nothing—the foundation of binary code. The Boolean digits 0 and 1 do not designate a quantity. In the Boolean world, x times x always equals x; all and nothing meet in the formula x = xn.(...)
All and nothing : a digital apocalypse
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In 1854, the British mathematician George Boole presented the idea of a universe the elements of which could be understood in terms of the logic of absence and presence: 0 and 1, all and nothing—the foundation of binary code. The Boolean digits 0 and 1 do not designate a quantity. In the Boolean world, x times x always equals x; all and nothing meet in the formula x = xn. As everything becomes digitized, God the clockmaker is replaced by God the programmer. This book–described by its authors as “a theology for the digital world”—explores meaning in a digital age of infinite replication, in a world that has dissolved into information and achieved immortality by turning into a pure sign.
Architecture numérique
Active matter
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The past few decades brought a revolution in computer software and hardware; today we are on the cusp of a materials revolution. If yesterday we programmed computers and other machines, today we program matter itself. This has created new capabilities in design, computing, and fabrication, which allow us to program proteins and bacteria, to generate self-transforming wood(...)
Active matter
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The past few decades brought a revolution in computer software and hardware; today we are on the cusp of a materials revolution. If yesterday we programmed computers and other machines, today we program matter itself. This has created new capabilities in design, computing, and fabrication, which allow us to program proteins and bacteria, to generate self-transforming wood products and architectural details, and to create clothing from “intelligent textiles” that grow themselves. This book offers essays and sample projects from the front lines of the emerging field of active matter.
Architecture numérique
The fabric of interface
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In The Fabric of Interface, Stephen Monteiro argues that our everyday digital practice has taken on traits common to textile and needlecraft culture. Our smart phones and tablets use some of the same skills—manual dexterity, pattern making, and linking—required by the handloom, the needlepoint hoop, and the lap-sized quilting frame. Monteiro goes on to argue that the(...)
The fabric of interface
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In The Fabric of Interface, Stephen Monteiro argues that our everyday digital practice has taken on traits common to textile and needlecraft culture. Our smart phones and tablets use some of the same skills—manual dexterity, pattern making, and linking—required by the handloom, the needlepoint hoop, and the lap-sized quilting frame. Monteiro goes on to argue that the capacity of textile metaphors to describe computing (weaving code, threaded discussions, zipped files, software patches, switch fabrics) represents deeper connections between digital communication and what has been called “homecraft” or “women’s work.”
Architecture numérique
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De 1970 à 1973, la présidence de Salvador Allende (1908-1973) entendit gérer la transition de l'économie chilienne du capitalisme vers le socialisme. Sous la direction du Britannique Stafford Beer (1926-2002), « père de la gestion cybernétique » adoubé par Norbert Wiener, une équipe interdisciplinaire conçut les modèles cybernétiques d'usines du secteur nationalisé de(...)
Le projet cybersyn: la cybernétique socialiste dans le Chili de Salvador Allende
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De 1970 à 1973, la présidence de Salvador Allende (1908-1973) entendit gérer la transition de l'économie chilienne du capitalisme vers le socialisme. Sous la direction du Britannique Stafford Beer (1926-2002), « père de la gestion cybernétique » adoubé par Norbert Wiener, une équipe interdisciplinaire conçut les modèles cybernétiques d'usines du secteur nationalisé de l'économie, et créa un réseau informatique de collecte et transmission rapides des données économiques entre le gouvernement et les ateliers de production. Bien que jamais activée, sa salle de contrôle dessinée au sein du Palais présidentiel par Gui Bonsiepe (1934- ), étudiant de l'école de design d'Ulm (où il enseigna de 1960 à 1968), constituait la partie visible de ce dispositif...
Architecture numérique