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Whatever happened to the last utopian dreams of the city? In the late 1960s the world was faced with impending disaster: the height of the Cold War, the end of oil and the decline of great cities throughout the world. Out of this crisis came a new generation that hoped to build a better future, influenced by visions of geodesic domes, walking cities and a meaningful connection with nature. In this brilliant work of cultural history, architect Douglas Murphy traces the lost archeology of the present day through the works of thinkers and designers such as Buckminster Fuller, the ecological pioneer Stewart Brand, the Archigram architects who envisioned the Plug-In City in the ’60s, as well as co-operatives in Vienna, communes in the Californian desert and protesters on the streets of Paris. In this mind-bending account of the last avant-garde, we see not just the source of our current problems but also some powerful alternative futures.
This text explores the ever-growing range of possibilities of portable, demountable, and mobile structures. The volume includes work by Office of Mobile Design, LOT/EK and Mark Fisher. Using colour images, text and detailed drawings, the contributors reveal their working methods.
The essays selected for this book, presented in chronological order, discuss various aspects of image-making technologies, geometrical knowledge and tools for architectural design, focusing in particular on two historical periods marked by comparable patterns of technological and cultural change. The first is the Renaissance; characterized by the rediscovery of linear perspectives and the simultaneous rise of new formats for architectural drawing and design on paper; the second, the contemporary rise of digital technologies and the simultaneous rise of virtual reality and computer-based design and manufacturing. Many of the contributing authors explore the parallel between the invention of the perspectival paradigm in early-modern Europe and the recent development of digitized virtual reality. This issue in turn bears on the specific purposes of architectural design, where various representational tools and devices are used to visualize bi-dimensional aspects of objects that must be measured and eventually built in three-dimensional space.
The first book-length critical and historical account of an ultramodern architectural movement of the 1960s that advocated "living equipment" instead of buildings. In the 1960s, the architects of Britain's Archigram group and Archigram magazine turned away from conventional architecture to propose cities that move and houses worn like suits of clothes. In drawings inspired by pop art and psychedelia, architecture floated away, tethered by wires, gantries, tubes, and trucks. In Archigram: Architecture without Architecture, Simon Sadler argues that Archigram's sense of fun takes its place beside the other cultural agitants of the 1960s, originating attitudes and techniques that became standard for architects rethinking social space and building technology. The Archigram style was assembled from the Apollo missions, constructivism, biology, manufacturing, electronics, and popular culture, inspiring an architectural movement—High Tech—and influencing the postmodern and deconstructivist trends of the late twentieth century. Although most Archigram projects were at the limits of possibility and remained unbuilt, the six architects at the center of the movement, Warren Chalk, Peter Cook, Dennis Crompton, David Greene, Ron Herron, and Michael Webb, became a focal point for the architectural avant-garde, because they redefined the purpose of architecture. Countering the habitual building practice of setting walls and spaces in place, Archigram architects wanted to provide the equipment for amplified living, and they welcomed any cultural rearrangements that would ensue. Archigram: Architecture without Architecture—the first full-length critical and historical account of the Archigram phenomenon—traces Archigram from its rediscovery of early modernist verve through its courting of students, to its ascent to international notoriety for advocating the "disappearance of architecture."
For as long as humans have gathered in cities, those cities have had their shining—or shadowy—counterparts. Imaginary cities, potential cities, future cities, perfect cities. It is as if the city itself, its inescapable gritty reality and elbow-to-elbow nature, demands we call into being some alternative, yearned-for better place. This book is about those cities. It’s neither a history of grand plans nor a literary exploration of the utopian impulse, but rather something different, hybrid, idiosyncratic. It’s a magpie’s book, full of characters and incidents and ideas drawn from cities real and imagined around the globe and throughout history. Thomas More’s allegorical island shares space with Soviet mega-planning; Marco Polo links up with James Joyce’s meticulously imagined Dublin; the medieval land of Cockaigne meets the hopeful future of Star Trek. With Darran Anderson as our guide, we find common themes and recurring dreams, tied to the seemingly ineluctable problems of our actual cities, of poverty and exclusion and waste and destruction. And that’s where Imaginary Cities becomes more than a mere—if ecstatically entertaining—intellectual exercise: for, as Anderson says, “If a city can be imagined into being, it can be re-imagined.” Every architect, philosopher, artist, writer, planner, or citizen who dreams up an imaginary city offers lessons for our real ones; harnessing those flights of hopeful fancy can help us improve the streets where we live. Though it shares DNA with books as disparate as Calvino’s Invisible Cities and Jane Jacobs’s Death and Life of Great American Cities, there’s no other book quite like Imaginary Cities. After reading it, you’ll walk the streets of your city—real or imagined—with fresh eyes.
How new conceptions of human–environment interaction became central to design theories and practices in the 1970s At the end of the 1960s, new models of responsiveness between humans and their environments had a profound impact on theories and practices in architecture, design, art, technology, media, and the sciences. The resulting initiatives—design philosophies, art installations, architectural projects, exhibitions, publications, and symposia—sought to bring together insights from biology, systems theory, psychology, and anthropology with modernist legacies of total design. In The Responsive Environment, Larry D. Busbea takes up this concept of environment as an object and method of design at the height of its aesthetic, technical, and discursive elaboration. Exploring emerging paradigms of environmental perception, patterning, and control as developed by Gregory Bateson, Edward T. Hall, Wolf Hilbertz, György Kepes, Marshall McLuhan, Nicholas Negroponte, Paolo Soleri, and others, he shows how living space itself was reimagined as a domain capable of modification through input from its newly sensitized inhabitants. The Responsive Environment intercuts the development of new ideas about environmental awareness with case studies of specific architecture and design projects for responsive environments. Throughout, Busbea connects these theories and practices to the contemporary obsession with “smart” things: responsive technologies, intelligent environments, biomimetic materials, and digital atmospherics.
Felicity D. Scott revisits the architectural, art, video, and intermedia practices of the experimental collective Ant Farm, self-described ¨super-radical activist environmentalists.¨ Drawing together archival material on their extended fields of practice, Ant Farm features the first full-color publication of the complete Ant Farm Timeline, as well as Allegorical Time Warp: The Media Fallout (1969) and an archival dossier on Ant Farm's Truckstop Network (1970-1972). The Ant Farm architects produced experimental works on the "fringe of architecture" (1968-1978) and were influential video artists. Felicity D. Scott is Assistant Professor of Architecture at Columbia University and a founding editor of Grey Room.