Organic Design in Twentieth-Century Nordic Architecture

Organic Design in Twentieth-Century Nordic Architecture
Author :
Publisher : Routledge
Total Pages : 275
Release :
ISBN-10 : 9781351849302
ISBN-13 : 1351849301
Rating : 4/5 (02 Downloads)

Synopsis Organic Design in Twentieth-Century Nordic Architecture by : Erik Champion

Organic Design in Twentieth-Century Nordic Architecture presents a communicable and useful definition of organic architecture that reaches beyond constraints. The book focuses on the works and writings of architects in Nordic countries, such as Sigurd Lewerentz, Jørn Utzon, Sverre Fehn and the Aaltos (Aino, Elissa and Alvar), among others. It is structured around the ideas of organic design principles that influenced them and allowed their work to evolve from one building to another. Erik Champion argues organic architecture can be viewed as a concerted attempt to thematically unify the built environment through the allegorical expression of ongoing interaction between designer, architectural brief and building-as-process. With over 140 black and white images, this book is an intriguing read for architecture students and professionals alike.

Rethinking Virtual Places

Rethinking Virtual Places
Author :
Publisher : Indiana University Press
Total Pages : 224
Release :
ISBN-10 : 9780253058379
ISBN-13 : 0253058376
Rating : 4/5 (79 Downloads)

Synopsis Rethinking Virtual Places by : Erik M. Champion

How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.

Playing with the Past: Into the Future

Playing with the Past: Into the Future
Author :
Publisher : Springer Nature
Total Pages : 241
Release :
ISBN-10 : 9783031109324
ISBN-13 : 3031109325
Rating : 4/5 (24 Downloads)

Synopsis Playing with the Past: Into the Future by : Erik Champion

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

›Assassin’s Creed‹ in the Classroom

›Assassin’s Creed‹ in the Classroom
Author :
Publisher : Walter de Gruyter GmbH & Co KG
Total Pages : 276
Release :
ISBN-10 : 9783111253275
ISBN-13 : 3111253279
Rating : 4/5 (75 Downloads)

Synopsis ›Assassin’s Creed‹ in the Classroom by : Erik Champion

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

The Routledge Companion to Digital Humanities and Art History

The Routledge Companion to Digital Humanities and Art History
Author :
Publisher : Routledge
Total Pages : 575
Release :
ISBN-10 : 9780429999130
ISBN-13 : 0429999135
Rating : 4/5 (30 Downloads)

Synopsis The Routledge Companion to Digital Humanities and Art History by : Kathryn Brown

The Routledge Companion to Digital Humanities and Art History offers a broad survey of cutting-edge intersections between digital technologies and the study of art history, museum practices, and cultural heritage. The volume focuses not only on new computational tools that have been developed for the study of artworks and their histories but also debates the disciplinary opportunities and challenges that have emerged in response to the use of digital resources and methodologies. Chapters cover a wide range of technical and conceptual themes that define the current state of the field and outline strategies for future development. This book offers a timely perspective on trans-disciplinary developments that are reshaping art historical research, conservation, and teaching. This book will be of interest to scholars in art history, historical theory, method and historiography, and research methods in education.

Communicating the Past in the Digital Age

Communicating the Past in the Digital Age
Author :
Publisher : Ubiquity Press
Total Pages : 223
Release :
ISBN-10 : 9781911529866
ISBN-13 : 1911529862
Rating : 4/5 (66 Downloads)

Synopsis Communicating the Past in the Digital Age by : Sebastian Hageneuer

Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.

Screen Tourism and Affective Landscapes

Screen Tourism and Affective Landscapes
Author :
Publisher : Taylor & Francis
Total Pages : 282
Release :
ISBN-10 : 9781000826357
ISBN-13 : 100082635X
Rating : 4/5 (57 Downloads)

Synopsis Screen Tourism and Affective Landscapes by : Erik Champion

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland. How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations. This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

Virtual Heritage

Virtual Heritage
Author :
Publisher : Ubiquity Press
Total Pages : 153
Release :
ISBN-10 : 9781914481017
ISBN-13 : 1914481011
Rating : 4/5 (17 Downloads)

Synopsis Virtual Heritage by : Erik Malcolm Champion

Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.

Routledge Encyclopedia of Technology and the Humanities

Routledge Encyclopedia of Technology and the Humanities
Author :
Publisher : Taylor & Francis
Total Pages : 389
Release :
ISBN-10 : 9781040005828
ISBN-13 : 1040005829
Rating : 4/5 (28 Downloads)

Synopsis Routledge Encyclopedia of Technology and the Humanities by : Chan Sin-wai

Routledge Encyclopedia of Technology and the Humanities is a pioneer attempt to introduce a wide range of disciplines in the emerging field of techno-humanities to the English-reading world. This book covers topics such as archaeology, cultural heritage, design, fashion, linguistics, music, philosophy, and translation. It has 20 chapters, contributed by 26 local and international scholars. Each chapter has its own theme and addresses issues of significant interest in the respective disciplines. References are provided at the end of each chapter for further exploration into the literature of the relevant areas. To facilitate an easy reading of the information presented in this volume, chapters have been arranged according to the alphabetical order of the topics covered. This Encyclopedia will appeal to researchers and professionals in the field of technology and the humanities, and can be used by undergraduate and graduate students studying the humanities.

Made by Robots

Made by Robots
Author :
Publisher : John Wiley & Sons
Total Pages : 136
Release :
ISBN-10 : 9781118918951
ISBN-13 : 1118918959
Rating : 4/5 (51 Downloads)

Synopsis Made by Robots by : Fabio Gramazio

Although highly ambitious and sophisticated, most attempts at using robotic processes in architecture remain the exception; little more than prototypes or even failures at a larger scale. This is because the general approach is either to automate existing manual processes or the complete construction process. However, the real potential of robots remains unexploited if used merely for the execution of highly repetitive mass-fabrication processes: their capability for serial production of non-standard elements as well as for varied construction processes is mostly wasted. In order to scale up and advance the application of robotics, for both prefabrication and on-site construction, there needs to be an understanding of the different capabilities, and these should be considered right from the start of the design and planning process. This issue of AD showcases the findings of the Architecture and Digital Fabrication research module at the ETH Zurich Future Cities Laboratory in Singapore, directed by Fabio Gramazio and Matthias Kohler, which explores the possibilities of robotic construction processes for architecture and their large-scale application to the design and construction of high-rise buildings. Together with other contributors, they also look at the far-reaching transformations starting to occur within automated fabrication: in terms of liberation of labour, entrepreneurship, the changing shape of building sites, in-situ fabrication and, most significantly, design. Contributors: Thomas Bock, Jelle Feringa, Philippe Morel, Neri Oxman, Antoine Picon and François Roche. ETH Zurich contributors: Michael Budig, Norman Hack, Willi Lauer and Jason Lim and Raffael Petrovic (Future Cities Laboratory), Volker Helm, Silke Langenberg and Jan Willmann. Featured entrepreneurs: Greyshed, Machineous, Odico Formwork Robotics, RoboFold and ROB Technologies.