Organic Design in Twentieth-Century Nordic Architecture

Organic Design in Twentieth-Century Nordic Architecture PDF Author: Erik Champion
Publisher: Routledge
ISBN: 1351849301
Category : Architecture
Languages : en
Pages : 275

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Book Description
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 PDF Author: Erik M. Champion
Publisher: Indiana University Press
ISBN: 0253058376
Category : Computers
Languages : en
Pages : 224

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Book Description
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 PDF Author: Erik Champion
Publisher: Springer Nature
ISBN: 3031109325
Category : Computers
Languages : en
Pages : 241

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Book Description
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 PDF Author: Erik Champion
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111253279
Category : Games & Activities
Languages : en
Pages : 276

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Book Description
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.

Communicating the Past in the Digital Age

Communicating the Past in the Digital Age PDF Author: Sebastian Hageneuer
Publisher: Ubiquity Press
ISBN: 1911529862
Category : Social Science
Languages : en
Pages : 223

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Book Description
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 PDF Author: Erik Champion
Publisher: Taylor & Francis
ISBN: 100082635X
Category : Business & Economics
Languages : en
Pages : 282

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Book Description
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 PDF Author: Erik Malcolm Champion
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153

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Book Description
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 PDF Author: Chan Sin-wai
Publisher: Taylor & Francis
ISBN: 1040005829
Category : Language Arts & Disciplines
Languages : en
Pages : 389

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Book Description
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 PDF Author: Fabio Gramazio
Publisher: John Wiley & Sons
ISBN: 1118918959
Category : Architecture
Languages : en
Pages : 136

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Book Description
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.

Difficult Heritage and Immersive Experiences

Difficult Heritage and Immersive Experiences PDF Author: Agiatis Benardou
Publisher: Taylor & Francis
ISBN: 1000830187
Category : Art
Languages : en
Pages : 182

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Book Description
Difficult Heritage and Immersive Experiences examines the benefits involved in designing and employing immersive technologies to reconstruct difficult pasts at heritage sites around the world. Presenting interdisciplinary case studies of heritage sites and museums from across a range of different contexts, the volume analyzes the ways in which various types of immersive technologies can help visitors to contextualize and negotiate difficult or sensitive heritage and traumatic pasts. Demonstrating that some of the most creative applications of immersive experiences appear in and at museums and heritage sites, the book showcases how immersive technologies offer the possibility of confronting and disputing presumptions and prejudices, triggering responses, delivering new knowledge, initiating dialogue and challenging preexistingnotions of collective identity. The book provides a conceptual, as well as a hands-on, approach to understanding the use of immersive technologies at sensitive sites around the globe. Difficult Heritage and Immersive Experiences is essential reading for researchers and students who are interested in, or engaged in the study of, cultural heritage, memory, history, politics, dark tourism, design and digital media or immersive technologies. The book will also be of interest to museum and heritage practitioners.