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Xenoculture is a term coined by Iranian writer and philosopher Reza Negarestani that describes the need for embracing and exploring the unexpected, the alien. In this issue we borrow the idea and explore the realm of Architecture Xenoculture — the work of architects and designers who detach from everything that architecture is supposed to be and look like, including preconceived forms and aesthetics, to look into new architectural and design possibilities. An architectural form that emerges from mathematical processes and new material explorations and proposes something never before seen — an aesthetic yet to be determined. Some of the work showcased has been produced by leading architecture practitioners and academics worldwide including: Hernan Diaz Alonso, Servo, Francois Roche, Marc Fornes, Kokkugia, Zaha Hadid, Volkan Alkanoglu, and Rafael Lozano among others. Architecture Xenoculture is the problematization of work produced by embracing the proliferation of this mist of fear. It argues for the harnessing of this aesthetic of fear towards a yet-to-be determined end – intensifying its practice towards new thresholds, those that unleash the potential of the alien in the world beyond the limited imaginary we have become anesthetized to, conjuring insecure material and behavioral manifestations of the xeno-gene and its ability to adapt, mutate, survive and fight.
Boat, airplane, and automobile design tools and software are now applied to architectural projects using robotics and high-strength, low-weight, carbon fiber composites. Greg Lynn's studio and Mark Foster Gage's seminar at Yale—with participants Frank Gehry, Lise Ann Couture, Chris Bangle, and Greg Foley, among others—generated a lively dialogue invigorating the future of design.
Digital And Parametric Architecture explores the development of the latest digital tools including advance modeling software and computer aided design in the production of architecture. It is a journey through the most fascinating projects, digitally designed and fabricated, during the second decade of the 21st century. The book highlights the use of these technologies to explore tectonic operations such as sectioning, folding, contouring, and tessellating. A wide variety of projects that range in scale and location offer an insight into the architecture of the future.
Paradigms in Computing: Making, Machines, and Models for Design Agency in Architecture brings together critical, theoretical, and practical research and design that illustrates the plurality of computing approaches within the broad spectrum of design and mediated practices. It is an interrogation of our primary field of architecture through the lens of computing, and yet one that realizes a productive expanding of our métier’s definition and boundaries. It is a compilation that purposefully promotes architecture’s disciplinary reach and incorporations beyond the design and construction of buildings and cities. The book offers a glimpse into the wide range of positions and experiences that are shaping practice and discourse today. The work included in Paradigms in Computing is evidence that models for enquiry are many and proliferating. As digitalization and computation continue to infuse our processes with new tools and new design environments, some of the trends collected in this book will continue to be central to the production and speculation of architecture, and others will, in retrospect, be recognized as the seeds of new, or perhaps multiple, paradigms. Included are essays and projects, from; Alisa Andrasek, Rachel Armstrong, Philip Beesley, Tom Bessai, Shajay Bhooshan, Brad Cantrel, Matias Del Campo, Pablo Eiroa, Marc Fornes, David Jason Gerber, Maria Paz Gutierrez, Alvin Huang, Jason Kelly Johnson, Simon Kim, Neil Leach, Greg Lynn, Elena and Anna Maria Manferdini, Alex McDowell, Phillippe Morel, Nick Puckett, Casey Reas, Alex Robinson, Jenny Sabin, Jose Sanchez, Patrik Schumacher, Kyle Steinfeld, Satoru Sugihara, Orkan Telhan, Kathy Velikov and Geoffrey Thun, Tom Verebes, Leire Asensio Villoria and David Mah, Jenny Wu, Eric Howeler and Meejin Yoon, and Zaha Hadid Architects.
A dizzying trip through the mind(s) of the provocative and influential thinker Nick Land. During the 1990s British philosopher Nick Land's unique work, variously described as “rabid nihilism,” “mad black deleuzianism,” and “cybergothic,” developed perhaps the only rigorous and culturally-engaged escape route out of the malaise of “continental philosophy” —a route that was implacably blocked by the academy. However, Land's work has continued to exert an influence, both through the British “speculative realist” philosophers who studied with him, and through the many cultural producers—writers, artists, musicians, filmmakers—who have been invigorated by his uncompromising and abrasive philosophical vision. Beginning with Land's early radical rereadings of Heidegger, Nietzsche, Kant and Bataille, the volume collects together the papers, talks and articles of the mid-90s—long the subject of rumour and vague legend (including some work which has never previously appeared in print)—in which Land developed his futuristic theory-fiction of cybercapitalism gone amok; and ends with his enigmatic later writings in which Ballardian fictions, poetics, cryptography, anthropology, grammatology and the occult are smeared into unrecognisable hybrids. Fanged Noumena gives a dizzying perspective on the entire trajectory of this provocative and influential thinker's work, and has introduced his unique voice to a new generation of readers.
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
The Art of Dead Space is the ultimate gallery of the Dead Space universe, with over 300 images including sketches and concept art by acclaimed artists from breathtaking spacescapes to terrifying necromorphs, character designs to creating a religion, plus commentary from the artists themselves. Includes art from Dead Space, Dead Space: Extraction, Dead Space: Ignition, and Dead Space 2.
Cthulhu Confidential is a roleplaying game designed for one player and one game master. Its powered by the GUMSHOE One-2-One game system which retunes, rebuilds and reimagines the acclaimed GUMSHOE investigative rules set, as seen in such hit roleplaying games as Trail of Cthulhu and Nights Black Agents, for one player and one GM. Together, you create a story that evokes the classic solo protagonist mystery format. Cthulhu Confidential drops your hero into the noir nightscape of hardboiled-era Los Angeles, New York or Washington, DC. Meet powerbrokers and politicians, rub shoulders with Hollywood studio bosses and fiery evangelists. Face narrow-eyed G-Men, bent cops and dangerous crime lords. But beneath it all, under the scrim of all this human endeavor, lives corruption so old and inhuman youll need all your courage and resourcefulness to face it. Choose one of three heroes with their own settings and adventures: Langston Wright is an African-American war veteran and scholar in WW2-era DC with a keen intellect. Dex Raymond is a hard-boiled private detective in 1930s Los Angeles with a nose for trouble. And Vivian Sinclair is The New York Heralds most determined scoop-hound. Each is a lone investigator, equipped with smarts, fists, and just maybe a code of honor, uncovering their towns secret truths. But what happens when you scratch the veneer of human malfeasance to reveal an eternal evilthe malign, cosmic indifference of HP Lovecrafts Cthulhu Mythos? Made in the U.S.
Temporal Architecture documents the latest architectural works designed for temporary use. The list includes pavilions, installations, and pop-up structures with a novel use of materials and cutting-edge design and fabrication processes. The book analyzes the role of these structures in the development of new ideas in architectural design. The relative small scale of the projects allow for forward-thinking concepts to be developed and materialized. Featured architects/designers in Temporal Architecture includes; John Frane, Aaron Neubert, Dora Epstein Jones, Monika Grzymala, Selgascano Architects, Judith Vrancken, Alisa Andrasek, José Sanchez, Zaha Hadid Architects, Directed Research Studio, Loom Studio, Baumgartner + Uriu, Andrew Saunders, Ramiro Díaz Granados, AFJD Studio, Yale School of Architecture, Sus&Hi Office, Dean McMurry, Qastic, Alvin Kung, MDLAB, and SOMA among others.