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Goes through all aspects of town life including banks, police station activities and more.
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture, building and planning, which will we hope replace existing ideas and practices entirely." The three books are The Timeless Way of Building, The Oregon Experiment, and this book, A Pattern Language. At the core of these books is the idea that people should design for themselves their own houses, streets, and communities. This idea may be radical (it implies a radical transformation of the architectural profession) but it comes simply from the observation that most of the wonderful places of the world were not made by architects but by the people. At the core of the books, too, is the point that in designing their environments people always rely on certain "languages," which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a forma system which gives them coherence. This book provides a language of this kind. It will enable a person to make a design for almost any kind of building, or any part of the built environment. "Patterns," the units of this language, are answers to design problems (How high should a window sill be? How many stories should a building have? How much space in a neighborhood should be devoted to grass and trees?). More than 250 of the patterns in this pattern language are given: each consists of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seemly likely that they will be a part of human nature, and human action, as much in five hundred years as they are today.
The classic work on the evaluation of city form. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion—imageability—and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!
Develops a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure. This book represents an effort to rethink cultural theory from the perspective of a concept of cultural materialism, one that radically redefines postmodern formulations of the body.
This book is the first coherent presentation of the latest research and practices concerned with how recent advances in mobile information and communication technology (ICT) and the Internet of Things (IoT) are utilized to enhance the value of the city and change the way that city planning and management are carried out. Its salient feature is the pursuit of the individual-oriented evaluative point of view regarding the city. This view considers the value of the city to be the total of visit-values individuals feel and appreciate when they visit the city. The visit-value is conceptualized as the intangible asset value of the attractiveness of the city that visitors form in their minds based on their experiences and activities in the city, transactions with city space, and communications with other people. Visitors to the city may well be quite heterogeneous individuals with different motives and preferences. Thus, to enhance the value of the city, quite different visit values of heterogeneous individuals should be enhanced simultaneously, which necessitates the use of ICT and IoT in living spaces. Based on this view, the city utilizing ICT and IoT to enhance the value of the city is called the social city. Whereas many other books deal with the impacts of the advances in mobile ICT on the city, they only discuss how these advances change the infrastructure of the city but do not discuss how these technological advances can be utilized to enhance the city’s value. This book first develops the concept of the social city based on an individual micro-behavioral approach. Then, it presents the latest studies on technological components of the social city, such as the human-sensing technology for estimating individual behavior, decision making, and mood; the visualizing technology of the thermal 3-dimensional environment of the city; and the social-sensing technology using social networking service (SNS) for measuring and creating an atmosphere of city space. Finally, it envisages the future of the social city.
This book starts, by explaining briefly the origins of wind. It then proceeds to the normal forms of presentation for wind data, and explains how each is used in the appropriate analysis. The general aerodynamics of bluff bodies is explained in Chapter 2.Wind loading, wind environment, rain, ventilation, fire and effluent from chimneys are considered in the following chapters. Experimental methods are discussed in the penultimate chapter. Up to this point, theory and practice are discussed, and no design data are presented.Necessary statistics insofar as they concern the earlier chapter material are presented in the last chapter. This is not a theoretical study, but simply pointing the reader to the appropriate statistical technique and presents the relevant expressions.
Computing the Environment presents practical workflows and guidance for designers to get feedback on their design using digital design tools on environmental performance. Starting with an extensive state-of-the-art survey of what top international offices are currently using in their design projects, this book presents detailed descriptions of the tools, algorithms, and workflows used and discusses the theories that underlie these methods. Project examples from Transsolar Klimaengineering, Buro Happold ́s SMART Group, Behnish Behnisch Architects, Thomas Herzog, Autodesk Research are contextualized with quotes and references to key thinkers in this field such as Eric Winsberg, Andrew Marsh, Michelle Addington and Ali Malkawi.