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This book shows how to best present theoretical-technical information, data and images, making this title itself a cutting-edge additon to literature on the subject. The impact of digital technology on architecture has reshaped how may architects and designers work, software and hardware developments allow a greater degree of articulation and experimentation, advance visualisation of contextual impact and use can help to solve or avoid problems, and the technical advantages of applied digitisation are many and take many forms. These issues examined and discussed fully in this volume.
But it's not just about articulating a variety of responses. Asking a question like "When is the digital in architecture?" can produce millions of stories in response and millions of digressions and redirections that narrow in focus and change geographies, producing a Tristram Shandy of the digital as the CCA continues to build its digital archive and make it increasingly accessible to researchers. If this novel of digressions is distributed across future research projects and extended with studies of new archival material, so much the better for the reader, in our opinion.
Architecture in Formation is the first digital architecture manual that bridges multiple relationships between theory and practice, proposing a vital resource to structure the upcoming second digital revolution. Sixteen essays from practitioners, historians and theorists look at how information processing informs and is informed by architecture. Twenty-nine experimental projects propose radical means to inform the new upcoming digital architecture. Featuring essays by: Pablo Lorenzo-Eiroa, Aaron Sprecher, Georges Teyssot, Mario Carpo, Patrik Schumacher, Bernard Cache, Mark Linder, David Theodore, Evan Douglis, Ingeborg Rocker and Christian Lange, Antoine Picon, Michael Wen-Sen Su, Chris Perry, Alexis Meier, Achim Menges and Martin Bressani. Interviews with: George Legendre, Alessandra Ponte, Karl Chu, CiroNajle, and Greg Lynn. Projects by: Diller Scofidio and Renfro; Mark Burry; Yehuda Kalay; Omar Khan; Jason Kelly Johnson, Future Cities Lab; Alejandro Zaera-Polo and Maider Llaguno Munitxa; Anna Dyson / Bess Krietemeyer, Peter Stark, Center for Architecture, Science and Ecology (CASE); Philippe Rahm; Lydia Kallipoliti and Alexandros Tsamis; Neeraj Bhatia, Infranet Lab; Jenny Sabin, Lab Studio; Luc Courschene, Society for Arts and Technology (SAT); Eisenman Architects; Preston Scott Cohen; Eiroa Architects; Michael Hansmeyer; Open Source Architecture; Andrew Saunders; Nader Tehrani, Office dA; Satoru Sugihara, ATLV and Thom Mayne, Morphosis; Reiser and Umemoto; Roland Snooks, Kokkugia; Philip Beesley; Matias del Campo and Sandra Manninger SPAN; Michael Young; Eric Goldemberg, Monad Studio; Francois Roche; Ruy Klein; Chandler Ahrens and John Carpenter.
FABRICATE is an international peer reviewed conference that takes place every three years with a supporting publication on the theme of Digital Fabrication. Discussing the progressive integration of digital design with manufacturing processes, and its impact on design and making in the 21st century, FABRICATE brings together pioneers in design and making within architecture, construction, engineering, manufacturing, materials technology and computation. Discussion on key themes includes: how digital fabrication technologies are enabling new creative and construction opportunities from component to building scales, the difficult gap that exists between digital modelling and its realisation, material performance and manipulation, off-site and on-site construction, interdisciplinary education, economic and sustainable contexts. FABRICATE features cutting-edge built work from both academia and practice, making it a unique event that attracts delegates from all over the world. FABRICATE 2011, 2014 and 2017 are now all available to download free from UCL Press.
Architects who engaged with cybernetics, artificial intelligence, and other technologies poured the foundation for digital interactivity. In Architectural Intelligence, Molly Wright Steenson explores the work of four architects in the 1960s and 1970s who incorporated elements of interactivity into their work. Christopher Alexander, Richard Saul Wurman, Cedric Price, and Nicholas Negroponte and the MIT Architecture Machine Group all incorporated technologies—including cybernetics and artificial intelligence—into their work and influenced digital design practices from the late 1980s to the present day. Alexander, long before his famous 1977 book A Pattern Language, used computation and structure to visualize design problems; Wurman popularized the notion of “information architecture”; Price designed some of the first intelligent buildings; and Negroponte experimented with the ways people experience artificial intelligence, even at architectural scale. Steenson investigates how these architects pushed the boundaries of architecture—and how their technological experiments pushed the boundaries of technology. What did computational, cybernetic, and artificial intelligence researchers have to gain by engaging with architects and architectural problems? And what was this new space that emerged within these collaborations? At times, Steenson writes, the architects in this book characterized themselves as anti-architects and their work as anti-architecture. The projects Steenson examines mostly did not result in constructed buildings, but rather in design processes and tools, computer programs, interfaces, digital environments. Alexander, Wurman, Price, and Negroponte laid the foundation for many of our contemporary interactive practices, from information architecture to interaction design, from machine learning to smart cities.
With the increasing sophistication of CAD and other design software, there is now a wide array of means for both designing and fabricating architecture and its components. The proliferation of advanced modelling software and hardware has enabled architects and students to conceive and create designs that would be very difficult to do using more traditional methods. The use of CAD technologies in the production of physical models, prototypes and individual elements is increasingly widespread through processes such as CAD/CAM, CNC milling and rapid prototyping. This translation of computer-generated data to physical artefact can also be reversed with devices such as a digitiser, which traces the contours of physical objects directly into the computer. This book focuses on the inspiring possibilities for architecture that can be explored with all the different technologies and techniques available for making complete designs or their components.
A theory of place for interaction design.
Presenting the hottest architectural visionaries from around the world, Digital Architecture Now celebrates the conceptual architects who are pushing digital design and software to their limits. In his introduction and concluding essay, Neil Spiller places this contemporary work in the context of recent developments and considers the future direction of digital architecture. The heart of the book features architects' best projects, presented in vivid, colourful and breathtaking detail through texts, plans and renderings that challenge our assumptions about 3-D space and redefine the future of architecture.
Digital Fabrications, the second volume in our new Architecture Briefs series, celebrates the design ingenuity made possible by digital fabrication techniques. Author Lisa Iwamoto explores the methods architects use to calibrate digital designs with physical forms. The book is organized according to five types of digital fabrication techniques: tessellating, sectioning, folding, contouring, and forming. Projects are shown both in their finished forms and in working drawings, templates, and prototypes, allowing the reader to watch the process of each fantastic construction unfold. Digital Fabrications presents projects designed and built by emerging practices that pioneer techniques and experiment with fabrication processes on a small scale with a do-it-yourself attitude. Featured architects include AEDS/Ammar Eloueini, Atelier Manferdini, Brennan Buck, MOS, Office dA, Florencia Pita/MOD, Mafoomby, URBAN A+O, SYSTEMarchitects, Andrew Kudless/Matsys, IwamotoScott, Atelier Hitoshi Abe, Chris Bosse, Tom Wiscombe/EMERGENT, Thom Faulders Architecture, Jeremy Ficca, SPAN, GNUFORM, Heather Roberge, PATTERNS, Ruy Klein, and servo.
Holistic Mobile Game Development with Unity: An All-In-One Guide to Implementing Mechanics, Art Design and Programming for iOS and Android Games Master mobile game design and development in this all-in-one guide to creating iOS and Android games in the cutting-edge game engine, Unity. By using Penny de Byl's holistic method, you will learn about the principles of art, design, and code and gain multidisciplinary skills needed to succeed in the independent mobile games industry. In addition, hands-on exercises will help you throughout the process from design to publication in the Apple App Store and Google Play Store. Over 70 practical step-by-step exercises recreating the game mechanics of contemporary mobile games, including Angry Birds, Temple Run, Year Walk, Minecraft, Curiosity Cube, Fruit Ninja, and more. Design principles, art, and programming in unison - the one-stop shop for indie developers requiring interdisciplinary skills in their small teams. An introduction to essential two- and three-dimensional mathematics, geometry and physics concepts. A portfolio of royalty free reusable game mechanics and assets. Accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and teaching resources. Challenge questions and lesson plans are available online for an enhanced learning experience.