
Digitalics
& Architecture
|
References: Below you find a
list of readings. This list is not exclusive or complete. It serves as initial
starting point for your theoretical reading. Please email me updates and
suggestions.
Please also refer to: ArchiText Bookshop at: http://www.architext.com.au/Cat/graph.htm#Digital%20ArchitectureBooks:
Animation by
Regine Dahmen
-Ingenhoven Animate Form, by Lynn, Greg.
(1998). Princeton: “Animate Form" is a book and interactive CD-ROM of recent
architectural projects designed by Form, the office of Greg Lynn. The
projects documented here explore the potential of time-based animation
techniques to inform architectural design. Historically, architecture has
been considered static, fixed, and inert. Through the use of state-of-the-art
animation and special-effects software, Archilab's
Future House by
Radical Experiments
in Living Space, Brayer & Simonot ArchiLab Radical Experiments in Global
Architecture, Brayer & Migayrou Architect's Eye Vilsualisation and depiction of space in architecture. Porter, T.; E & FN Spon, UK, 1997. 160 pp Architecture in the Digital Age by
Hugh Leach & Branko Kolarevic This major reference describes and analyses
the recent developments in the architectural application of the latest
digital design and fabrication technologies.
Architecture,
Technology and Process,
by Chris Abel (2004), Architectural Press.
Drawing upon a wide range of knowledge and disciplines, the author argues
that, underlying technological changes in the process of architectural
production are fundamental changes in the way we think about machines and the
world we live in. Key topics include: new patterns of urbanism in the fast
growing cities of Asia pacific; metaphorical extensions of mind and body in
cyberspace; the divergent European and North American values shaping Sir
Norman Foster's and Frank Gehry's work, and the collaborative work methods
and technologies creating the adaptable design practices of today. Architectural Laboratories by
Greg
Lynn & Hani Rashid Being Digital by Nicholas Negroponte As the founder of MIT's Media Lab and a
popular columnist for Wired, Nicholas Negroponte's text is mostly a history
of media technology rather than a set of predictions for future technologies.
In the beginning, he describes the evolution of CD-ROMs, multimedia,
hypermedia, HDTV, and more. The section on interfaces is informative,
offering an up-to-date history on visual interfaces, graphics, virtual
reality, holograms, teleconferencing hardware, the mouse and touch-sensitive
interfaces, and speech recognition. In the last chapter and the epilogue,
Negroponte offers visionary insight on what "being digital" means
for our future. Overall, Being Digital provides an informative history of the
rise of technology and some interesting predictions for its future. Bio-Architecture by Senosiain, Javier Bits
and Spaces: Architecture
& Computing for Physical, Virtual, Hybrid Realms/33 Projects by
Architecure and CAAD, ETH Blobmeister:
Digital/Real: First Built Projects Schmal P.C Editor Catalytic
Formations: Digital Design in Architecture by Ali Rahim. The
text is the first of its kind to thoroughly explore the ideas and products of
the digital revolution in architectural design. It fills an important gap in
the field by clarifying for the first time the ideas and concepts that drive
digital-based architecture, and reflecting on what distinguishes these forms
from other architectural forms, other than the way they look.Catalytic
Formations also explores the complex relationships between process,
architectural forms and their experiential influences. The authors work at
Contemporary Architecture Practice both illustrates the translation of these
concepts into architectural design and sets up a network of relationships,
both local and global, that extends throughout the book. City of http://mitpress2.mit.edu/e-books/City_of_Bits/ Digital technology is turning traditional architectural theory and
planning upside down, contends Mitchell, who teaches architecture and media
arts at MIT. In this rigorous, highly engaging study, he charts both the
architecture of cyberspace and the transformation of buildings and living
space in the information age. Examining a wide range of digital phenomena,
such as the Internet, encryption tools, the major online services and virtual
reality, he explains that the architectural paradigms put forth by civic
planners and critics, from Aristotle to Baron Haussmann and Lewis Mumford, do
not apply to cyberspace. Mitchell argues that online communities,
transcending geographic boundaries and social contexts, offer new ways of
thinking about urban design, private and public space, the separation of work
and home life and personal identity. In more speculative chapters, he walks
us through the changes in civic institutions such as libraries, hospitals,
museums, banks and bookstores, changes made possible by computer technology.
Complete with architectural blueprints, illustrations of digital gadgetry and
an index of related Internet "surf sites," this is a particularly
clever and evocative look at the "soft cities" of the 21st century. Contemporary
Processes in Architecture AD No145 Rahim, Ali Ed Cyberspace
- the world of digital architecture Digital Art of Christiane Paul As far as I know, this is the only current
book dedicated to a discussion and survey of digital art — rather than
broader topics like “art and technology” or “information arts.” It’s
essential reading, and not simply because it’s a source of information not
coherently collected elsewhere. Paul (who curates new media art for the Developing Digital Architecture: Far Eastern International
Digital Design Award Liu Y. (Ed) Digital Culture Gere, Charlie Gere Digital Hadid:
Landscape in Motion, by Patrick Schumacher, Birkhauser, Switz,
2004 Even in her very early work, Zaha Hadid made innovative use of graphic
techniques such as penetration, distortion, curvature, strongly reduced
perspectives, to portray her architectural designs from a refreshing new
angle. In this way her unmistakeable concepts of architectural space
originated, and it is no surprise that the London architect makes full use of
the full range of possibilities afforded by today's electronic design tools
to create her inimitable forms. This present publication documents the most
important of her recent projects, revealing how Zaha Hadid has risen to the
digital challenge. Digital
Places: Building Our City of Digital Places presented an ideas of an idealistic world, where
'computers' can be integrated into human's life. The Author proposed many interesting
ideas of how our society (cities) can be 'connected' with a ever-changing
technology. He also comments on human evolution to be 'connect' with the
'digital' world. This will require great length of dedication and effort from
both the government and the private sector. Overall, this book reflect very
interesting points where our society can be 'wired' and enhance our life. In
the last chapter, the author also present a very intersting and helpful '7
Actions' to lead us to the new height in the 'digital world'. Maybe?, this is
the genesis of our 'Brave New World'. Digital
Tectonics by Neil Leach, David Turnbull, Chris Williams The old opposition between a digital culture of sensuous, ephemeral images
and a tectonic culture of pragmatic building has given way to a new
collaboration between the two domains, a 'digital tectonics'. Computer linked
fabrication techniques of many kinds have become an integral part of the
design process, while new digital tools are allowing engineers and architects
to understand in far more detail the behaviour of load carrying surfaces, and
to generate new architectural forms. Digital
Ground: Architecture, Pervasive Computing, and Environmental Knowing by Malcolm McCullough 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. Designing
for a Digital World Leach, Neil (Ed) Earth Moves: The Furnishing of Territories by Cache Bernard, Earth Moves, Bernard Cache's first major
work, conceptualizes a series of architectural images as vehicles for two
important developments. First, he offers a new understanding of the
architectural image itself. Following Gilles Deleuze and Henri Bergson, he
develops an account of the image that is non-representational and
constructive--images as constituents of a primary, image world, of which
subjectivity itself is a special kind of image. Second, Cache redefines
architecture beyond building proper to include cinematic, pictoral, and other
framings. Complementary to this classification, Cache
offers what is to date the only Deleuzean architectural development of the
"fold," a form and concept that has become important over the last
few years. For Cache, as for Deleuze, what is significant about the fold is
that it provides a way to rethink the relationship between interior and
exterior, between past and present, and between architecture and the urban. E-Crit :
Digital Media, Critical Theory, and the Humanities by Marcel
O'Gorman E-Crit is a bold attempt to redefine scholarly communication in an era
characterized by the arrival of digital media. The problem that the author
addresses is this: New technologies of communication and representation (the
Internet, computer graphics) seem to be implicated in fundamental shifts in
popular media forms and in the delivery of scientific and even scholarly
texts. Many critics in the humanities are exploring these issues in their
work. However, the form of the work itself remains largely unchanged and
unexplored. This is the paradox that O’Gorman seeks to confront, and his
approach is both radical and practical. He attempts both explain and
exemplify his E-Crit approach - to understand how digital writing can be
different from linear writing for print, and to train his students in a new
form of digital representation. E-topia Mitchell, J. William Future Perfect by Davis, S. M. (1987). In our aging
postindustrial era, we're witnessing a technological explosion notes Game
Zone - Playgrounds between Virtual Scenarios and Reality Iacovoni,A Hybrid
Space New
Forms in Digital Architecture. Zellner, P Hyper-Realistic Computer Generated
Architectural Renderings. Ojeda, O. Guerra, L. + CD Hypersurface
Architecture AD Profile No133 ed Toy, M. Hypersurface
Architecture II AD Profile 141 Guest Ed. Perella, Stephen, Academy Editions, Impossible
Worlds: The
Architecture of Perfection, Coates, Stephen & Stetter, Alex The Language of New Media by
Lev Manovich; http://www.manovich.net/ “In this book I analyze the language of new
media by placing it within the history of modern visual and media cultures.
What are the ways in which new media relies on older cultural forms and
languages and what are the ways in which it breaks with them? What is unique
about how new media objects create the illusion of reality, address the
viewer, and represent space and time? How do conventions and techniques of
old media—such as the rectangular frame, mobile viewpoint and montage—operate
in new media?” Me++ : The
Cyborg Self and the Networked City by William J. Mitchell With Me++ the author of City of Thus, Mitchell proposes, the "trial separation" of bits (the
elementary unit of information) and atoms (the elementary unit of matter) is
over. With increasing frequency, events in physical space reflect events in
cyberspace, and vice versa; digital information can, for example, direct the
movement of an aircraft or a robot arm. In Me++ Mitchell examines the effects
of wireless linkage, global interconnection, miniaturization, and portability
on our bodies, our clothing, our architecture, our cities, and our uses of
space and time. Computer viruses, cascading power outages, terrorist
infiltration of transportation networks, and cellphone conversations in the
streets are symptoms of a dramatic new urban condition--that of ubiquitous,
inescapable network interconnectivity. He argues that a world governed less
and less by boundaries and more and more by connections requires us to
reimagine and reconstruct our environment and to reconsider the ethical
foundations of design, engineering, and planning practice. Media
House Project - The house is the computer, the structure is the network. The
Metapolis Dictionary of Advanced Architecture: city, technology & society
in the information age Move Imagination,
Techniques, Effects. van Berkel. B & Bos. C Organic Approach to Architecture (The) Gans, Deborah, Kuz, Zehra Release 2.1 by Esther Dyson Geared to the Net newbie, Dyson discusses
the changes that the Internet has imposed on many areas of our lives, such as
work, communities, and education. She is optimistic about the growth of the
Internet and addresses skeptics' concerns about the future of online privacy
and security issues, ownership of online content, governance of cyberspace,
and more. Rendering
Real and Imagined Buildings The Art of Computer Modelling from the Signs: lettering in the environment Dixon C. & Baines P. Trigger Happy by Steven Poole This substantial examination of the world
inside your console, combines an exhaustive history of the games industry
with a more subtle look at what makes certain kinds of games more engaging
than others. For example, what works in which genres--the RPG (role-playing
game) versus the god game--and the relationship of video games to other forms
of media. A writer and composer, The
Virtual Dimension Architecture Representation and Crash Culture Cache.Beckmann. J (ed.) The War of
Desire and Technology at the Close of the Mechanical Age by Allucquère
Rosanne Rosanne Stone examines the myriad ways modern technology is challenging
traditional notions of gender identity. Face-to-face meetings, and even
telephone conversations, involuntarily reveal crucial aspects of identity
such as gender, age, and race. However, these bits of identity are completely
masked by computer-mediated communications; all that is revealed is what we
choose to reveal -- and then only if we choose to tell the truth. The rise of
computer-mediated communications is giving people the means to try on
alternative personae -- in a sense, to reinvent themselves -- which, as Stone
compellingly argues, has both positive and potentially destructive
implications. Not a traditional text but rather a series of intellectual
provocations, the book moves between fascinating accounts of the modern
interface of technology and desire: from busy cyberlabs to the electronic
solitude of the Internet, from phone sex to "virtual
cross-dressers," and from the trial of a man accused of having raped a
woman by seducing one of her multiple personalities to the Vampire Lestat. Warped
Space: Art,
Architecture and Anxiety in Modern Culture. Vidler, Anthony Other books and references include: ·
Building
·
Catalogues of Ars
Electronica ·
David Rokeby's texts: http://homepage.mac.com/davidrokeby/articles.html ·
Digital
Architectures. In Proceedings of the ACADIA 2000 Conference, eds. M. Clayton
and G. Vasquez. ·
Frazer,
John. (1995). Evolutionary Architecture. ·
Giovannini,
J. (1997). Fred and Ginger Dance in ·
Giovannini,
J. (2000b). Building a Better Blob. In Architecture 89(9): 126-128. ·
Howe, A. Scott (2000) Designing for automated construction, Automation
in Construction 9 (3) (2000) pp. 259-276 http://cumincad.scix.net/cgi-bin/works/Show?2711
·
Kelly,
K. Out of Control: The New Biology of Machines, Social
Systems and the Economic World, 4th Estate publ, 1995 ·
Ken
Sanders, The Digital Architect: A Common-Sense Guide to Using Computer
Technology in Design Practice, ·
Kochan,
D. (1993). Solid Freeform Manufacturing: Advanced Rapid Prototyping. ·
Kvan,
T. and B. Kolarevic. (2001). Rapid Prototyping and Its Application in
Architectural Design. In Automation in Construction, ·
Le
Corbusier. (1931). Towards a new architecture, tr. F. Etchells, ·
Linn,
C., 2000. Creating Sleek Metal Skins for Buildings; Architectural Record,
October 2000: 173-178. ·
Lindsay,
B. Digital Gehry (IT revolution in architecture), Birkhauser, Switz, 2004 ·
Lynn,
Greg. (1993). Architectural Curvilinearity: The Folded, the Pliant and the
Supple. In AD ·
Negroponte,
Nicholas. (1970). Architecture Machine. ·
Novitski,
B.J. (2000). Scale Models from Thin Air. In Architecture Week, 2 August 2000.
(Online at http://www.architectureweek.com/2000/0802/tools_1-1.html)
·
Perrella,
Stephen (ed.). (1998). AD Profile 133: Hypersurface Architecture. ·
Piegl,
Les, and Wayne Tiller. (1997). The NURBS Book, 2nd ed. ·
Profile
102: Folding in Architecture. ·
Rotheroe,
K. C. (2000). Manufacturing Freeform Architecture. In Architecture Week, 18
October 2000. (Online at http://www.architectureweek.com/2000/1011/tools_1-1.html)
·
Russell,
J. S. (2000). The Experience Music Project. In Architectural Record, August
2000: 126-137. Slessor, C. (1997). Atlantic Star. In Architectural Review
102(1210): 30-42. ·
Saarinen,
Aline (ed.). (1968). Eero Saarinen on His Work. ·
Schmitt.G,
,Information Architecture Basis and Future of
CAAD, Birkhauser, Switz.,
1999. ·
Slessor,
C. (2000). Digitizing ·
Stephens,
S. (1999). The Links
· http://cumincad.scix.net/cgi-bin/works/Home · http://home.kimo.com.tw/yyu2005/ · http://www.centrifuge.org/marcos/ · http://www.glform.com/church.htm · http://www.newitalianblood.com/ · http://www.nai.nl/www_riq/expo_notes.html · http://www.asymptote-architecture.com/ · http://www.guggenheim.org/exhibitions/virtual/virtual_museum.html · http://www.franken-architekt.de · http://sun3.lib.uci.edu/~scctr/hri/postmodern/eisenman.html · http://sun3.lib.uci.edu/~scctr/hri/postmodern/gehry.html#xtocid213156 · http://www.aliaswavefront.com · http://www.gehrytechnologies.com/products.html ·
http://www.archigram.net/index.html ·
http://www.f-o-a.net ·
http://www.fosterandpartners.com ·
http://en.wikipedia.org/wiki/Rapid_prototyping Games:
· Gran Turismo 4, http://www.us.playstation.com/Content/OGS/SCUS-97328/Site/ ·
Myth:
http://en.wikipedia.org/wiki/Myth_(computer_game) ·
Max
Payne 2, www.maxpayne.com ·
Second
life: http://secondlife.com/ Animations and Documentaries:
·
Apple
Seed; http://www.appleseedthemovie.com/ ·
Ghost in
the Shell 1 and 2; http://www.manga.com/ghost/ & http://www.gofishpictures.com/GITS2/main.html ·
Neon
Genesis Evangelion; http://www.evangelion.co.jp/ ·
Metropolis
; http://www.sonypictures.com/cthv/metropolis/ ·
Architectural
Animations: http://dropbox.arch.usyd.edu.au/ARCH5201/Animations/ ·
Akira;
http://en.wikipedia.org/wiki/Akira_%28film%29 ·
Renaissance;
http://www.renaissance-movie.com/ ·
Sketches
of Frank Gehry; www.apple.com/trailers/
sony/sketchesoffrankgehry/trailer/ ·
Building
the Gherkin; http://www.buildingthegherkin.com/ september 2006 - arch5201 - dr marc aurel schnabel |