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Hyperbodies: Toward an E-motive Architecture [Pehme köide]

  • Formaat: Paperback / softback, 95 pages, kõrgus x laius: 190x120 mm, kaal: 180 g, 29 Illustrations, black and white; 47 Illustrations, color
  • Sari: The Information Technology Revolution in Architecture
  • Ilmumisaeg: 25-Aug-2003
  • Kirjastus: Birkhauser Verlag AG
  • ISBN-10: 3764369698
  • ISBN-13: 9783764369699
Teised raamatud teemal:
  • Formaat: Paperback / softback, 95 pages, kõrgus x laius: 190x120 mm, kaal: 180 g, 29 Illustrations, black and white; 47 Illustrations, color
  • Sari: The Information Technology Revolution in Architecture
  • Ilmumisaeg: 25-Aug-2003
  • Kirjastus: Birkhauser Verlag AG
  • ISBN-10: 3764369698
  • ISBN-13: 9783764369699
Teised raamatud teemal:
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. Kaas Oosterhuis is Professor at the Technical University Delft and is a well-known Dutch architect.
1. The Information Architect in Society Today 5(1)
2. The Innovative Architect 5(2)
3. The Architect's New Data-driven Practice 7(3)
4. The New Responsibilities of the Architect 10(4)
5. The Laboratory 14(1)
6. Architectural Education Revisited 15(2)
7. Building Bodies 17(5)
8. Data Carriers 22(1)
9. Information Theory 23(4)
10. Input > output Devices 27(4)
11. Information Flow 31(1)
12. Direct Access to the Project Data 32(4)
13. Distributed Being 36(2)
14. Artificial Intuition 38(1)
15. Split Second 39(3)
16. PC Computation Power 42(4)
17. Distributed Project Database 46(1)
18. Data-driven Process 47(2)
19. Communication 49(2)
20. Senders & Receivers 51(4)
21. Sensors and Actuators 55(3)
22. The Swarm 58(4)
23. Multi-player Interface 62(1)
24. Do not Kill the Process 63(2)
25. Connected Hyperbodies 65(2)
26. Instrumental Hyperbodies 67(2)
27. Transaction Spaces 69(1)
28. E-motive Bandwidth 70(4)
29. The Nature of the Game 74(1)
30. The Rules of the Game 75(1)
31. The Scale-free Networks of Buildings 76(2)
32. Bi-directional Connectors 78(2)
33. The Scale-free Networks of the Design Process 80(2)
34. Build Prototypes 82(8)
35. Direct Democracy 90
36. Architecture in the Information Economy 83(8)
Glossary of Terms 91(2)
Credits 93