Architecture goes wild
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In his writings, architect Kas Oosterhuis bridges the gap between theory and practice. His observations are based on the principle of concrete science fiction. He is convinced that every construct - hardware or software - that can be formulated as a consistent set of rules is realizable within the social constraints of our present-day culture. In his essay(...)
Architecture goes wild
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In his writings, architect Kas Oosterhuis bridges the gap between theory and practice. His observations are based on the principle of concrete science fiction. He is convinced that every construct - hardware or software - that can be formulated as a consistent set of rules is realizable within the social constraints of our present-day culture. In his essay 'Space_Time_Volume' Kas Oosterhuis places himself in the local and temporary delamination point between the micro- and macroworlds. He speculates on a seamless continuity of these worlds where the instrumental human position is only one of many possible positions. Our perception of the universe is based on observations made by instruments. Language is seen as such an instrument. In 'Wild Bodies' Oosterhuis asserts that all true architecture inevitably will be programmed to perform in real time. This point of view is based on the observation that traditional fixed and static architecture is a highly unlikely state among all possible ones. An architectural construct is regarded as a body with real-time behaviour that is always in motion. Computer programs speak the new instrumental language in which potential new worlds are described. 'Automotive Styling' declares the human driver of the automobile to be the voluntary prisoner of the physical car-road communications network. In 'Vectorial Bodies' the human driver is nothing less than fuzzy software programming the car to lead it to his destinations. There is no place for romantic ideas such as freedom of movement, but there is the overwhelming desire of carbon-based life forms to exchange data with industrial and digital life forms.
Théorie de l’architecture
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This publication brings together the manifold, international and multidisciplinary contributions of the GameSetandMatch II conference - the architecture co-laboratory, directed by Kas Oosterhuis, professor at the Faculty of Architecture of the Delft University of technology, the Netherlands. It adresses contemporary and future changes within and across the boundaries of(...)
janvier 1900, Delft
The architecture co-laboratory : game set and match II - on computer games, advanced geometries, and digital technologies
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This publication brings together the manifold, international and multidisciplinary contributions of the GameSetandMatch II conference - the architecture co-laboratory, directed by Kas Oosterhuis, professor at the Faculty of Architecture of the Delft University of technology, the Netherlands. It adresses contemporary and future changes within and across the boundaries of digitally driven architectural and design practices. The notion of architecture as a co-laboratory accentuates this strong devotion to experimentation and collaboration. In so doing it offers a kaleidoscopic view of, rather than a defines perspective on current developments in the digital design domain. The authors of the essays and papers included in this book come from very diverse backgrounds ranging from architecture and design to technology and engineering as well as computer sciences and humanities. An interlaced series of three thematic areas - 'Play', 'Geometry ++' and 'Open Source' - will relate diverse sources of knowledge and enable the reader to cross reference, question, recontextualize, and even create new connections among the content presented. "GameSetandMatch II" includes contributions from Robert Aish, Ole Bouman, Raoul Bunschoten, Bernard Cache, Jan Edler and Tim Edler, Georg Flachbart, John Frazer, Mark Goulthorpe, Branko Kolarevic, Anne Nigten, Marcos Novak, Kas Oosterhuis, Antonino Saggio, Katie Salen, Norbert Streitz, Tom Verebes, Peter Weibel and many more.
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"Hyperbodies" are buildings and environments which can continuously change shape and content. The mutations of such buildings depend on the input coming from their user as well as from the surroundings. This interaction between user and building is determined by a data flow which the hyperbody uses and converts into a ”hypersurface” structure, which then alters our(...)
Hyperbodies : toward an e-motive architecture
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"Hyperbodies" are buildings and environments which can continuously change shape and content. The mutations of such buildings depend on the input coming from their user as well as from the surroundings. This interaction between user and building is determined by a data flow which the hyperbody uses and converts into a ”hypersurface” structure, which then alters our perception of space in and around the hyperbody. The architect programs this interaction and can thereby define the specific character of the building. In this book, the author provides a concise overview of this latest digital tool.
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