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Generating form is one of the most fundamental aspects of architectural education and practice. While new computational tools are enabling ever more unpredictable forms, critics argue that this leads to a disconnection between architectural output and its context. This attractive, pocket-sized book uses 11 different architectural projects to explore how generative design processes can integrate digital as well as physical design tools and techniques to produce innovative forms that cohere with structural and material principles, performance and context. Illustrated with drawings, computer images and models, this stimulating, accessible handbook of ideas provides a guide for students as well as an inspiration for practising architects.
Architectural design --- Design --- Structural design --- Data processing. --- Computer simulation. --- 72.012/013 --- 7.012 --- 72.02 --- Architectonisch ontwerp --- Architectuurontwerp --- CAAD --- Computer aided architectural design --- Digitale architectuur --- Ontwerp (architectuur) --- CAD --- Computer aided design --- Digitaal design --- Digitaal ontwerp --- Ontwerp (techniek) --- Ontwerptechniek --- 72.011 --- Ontwerpen ; creatieve ideeen --- Ontwerppraktijk --- Ontwerpproces --- Digitale architectuurontwerpen --- Computer Aided Design ; CAD --- Architectuur ; vormgeving, ontwerp, compositie --- Design architectural. --- Architecture --- Esthétique. --- Design architectural --- Esthétique
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In Architectural Intelligence, Molly Wright Steenson explores the work of four architects in the 1960s and 1970s who incorporated elements of interactivity into their work. Christopher Alexander, Richard Saul Wurman, Cedric Price, and Nicholas Negroponte and the MIT Architecture Machine Group all incorporated technologies-including cybernetics and artificial intelligence-into their work and influenced digital design practices from the late 1980s to the present day. Alexander, long before his famous 1977 book A Pattern Language, used computation and structure to visualize design problems; Wurman popularized the notion of "information architecture"; Price designed some of the first intelligent buildings; and Negroponte experimented with the ways people experience artificial intelligence, even at architectural scale. Steenson investigates how these architects pushed the boundaries of architecture-and how their technological experiments pushed the boundaries of technology. What did computational, cybernetic, and artificial intelligence researchers have to gain by engaging with architects and architectural problems? And what was this new space that emerged within these collaborations? At times, Steenson writes, the architects in this book characterized themselves as anti-architects and their work as anti-architecture. The projects Steenson examines mostly did not result in constructed buildings, but rather in design processes and tools, computer programs, interfaces, digital environments. Alexander, Wurman, Price, and Negroponte laid the foundation for many of our contemporary interactive practices, from information architecture to interaction design, from machine learning to smart cities.
Architecture and technology --- Design --- Human-computer interaction --- Architecture et technologie --- Interaction homme-ordinateur --- Technological innovations --- Innovations technologiques --- Architecture and technology. --- Human-computer interaction. --- Technological innovations. --- Innovations --- cybernetics --- artificial intelligence --- Artificial intelligence. Robotics. Simulation. Graphics --- Architecture --- architecture [discipline] --- Architecture et technologie. --- Interaction homme-ordinateur. --- Innovations technologiques. --- KI (kunstmatige intelligentie) --- 72.012/013 --- 7.012 --- 72.036 --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Creation (Literary, artistic, etc.) --- Technology and architecture --- Technology --- Computer aided architectural design --- Digitaal design --- Computer aided design --- Digitaal ontwerp --- 20ste eeuw (architectuur) --- Twintigste eeuw (architectuur) --- ARCHITECTURE/General --- COMPUTER SCIENCE/Human Computer Interaction --- DESIGN/General --- Interaction humain-machine. --- Effets des innovations technologiques. --- technologische innovatie --- AI (artificiële intelligentie)
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Product strategy --- Architecture --- architecture [discipline] --- 373.67 --- 745.4 --- 72.012/013 --- 7.012 --- 72.02 --- 69 --- 69.01 --- 681.5 --- 72.037 --- 69(035) --- 72.039(494) --- 692(03) --- Constructie ; van gebouwen ; i.s.m.productontwikkeling --- Constructie-elementen o.a. 3D Printing --- Ontwerpmethodiek --- Digitale architectuur ; 2000-2010 ; technieken ; ontwerpen --- Architectuurontwerpen ; 21ste eeuw ; handboeken --- Architecture, Western (Western countries) --- Building design --- Buildings --- Construction --- Western architecture (Western countries) --- Art --- Building --- Technological innovations --- Onderzoek (architectuur) --- Productontwikkeling --- Architectonisch ontwerp --- Architectuurontwerp --- Digitale architectuur --- Ontwerp (architectuur) --- Digitaal design --- Digitaal ontwerp --- Ontwerp (techniek) --- Ontwerptechniek --- Bouwtechniek --- Constructiesystemen --- Constructie --- CAM (computer aided manufacturing) --- CNC (computer numerical control) machines --- Eenentwintigste eeuw (architectuur) --- 21ste eeuw (architectuur) --- Bouwwezen. Constructie ; handboeken --- Architectuurgeschiedenis ; 2000 - 2050 --- Constructie-elementen van gebouwen ; naslagwerken --- Design and construction --- Architecture, Primitive --- productontwikkeling
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