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It is unlikely that you have ever found yourself trapped inside a burning skyscraper or entombed within an Egyptian pyramid. Nonetheless, you probably have some idea of these and many other places because of their portrayal on screen. The movies have overcome the constraints of time and place by bringing us images of diverse and otherwise unfamiliar settings. This work covers the many applications of art and architecture appearing in the movies produced in Hollywood from the very beginning until the fifties. The first chapters deal with the process of design, construction, physical characteristics and immediate functions of a wide variety of architectural sets. The remaining chapters examine the great number of styles shown in those movies and take the reader up to the final triumph of modernist architecture in the aftermath of the Second World War.
'The Architecture of the Screen' examines the relationship between the visual language of film and the onscreen perception of space and architectural design, revealing how film's visual vocabulary influenced architecture in the twentieth century and continues to influence it today.
An examination of the ways in which architecture and architects are treated on screen and how these depictions filter and shape the ways we understand the built environment. There are essays from contributors from a range of disciplines and interviews of those working behind the scenes.
Architecture on Display is a research initiative by Aaron Levy and William Menking that consists of interviews with each of the living directors of the Venice Biennale for Architecture.
This new paperback combines traditional drawing techniques with those from CAD renderings to guide practitioners from their first impression of a site through concept, construction, and site drawings. Across design disciplines, drawing by hand has largely become a lost art. With digital tools at their disposal, the majority of designers create while sitting at their computer screens. Attitudes are changing, however. Eager to push the boundaries of their creative processes and spurred by a sense of being disconnected from their briefs, today’s designers seek a greater and more immediate connection with their projects. There is no better way to stimulate the imagination than by learning to draw what one sees, and in the fluid, living world of landscape architecture, it is particularly important. This essential publication reintroduces the importance of learning to “see by hand,” to visualize large-scale design schemes and explain them through drawing, before using the digital tools that are time- and cost-efficient building solutions. Combining traditional drawing techniques with those from CAD rendering, Drawing for Landscape Architecture guides practitioners from their very first impression. This expanded edition includes a new chapter on the relationship between landscape design and architecture, along with a selection of updated images.
Salary surveys worldwide regularly place software architect in the top 10 best jobs, yet no real guide exists to help developers become architects. Until now. This book provides the first comprehensive overview of software architecture’s many aspects. Aspiring and existing architects alike will examine architectural characteristics, architectural patterns, component determination, diagramming and presenting architecture, evolutionary architecture, and many other topics. Mark Richards and Neal Ford—hands-on practitioners who have taught software architecture classes professionally for years—focus on architecture principles that apply across all technology stacks. You’ll explore software architecture in a modern light, taking into account all the innovations of the past decade. This book examines: Architecture patterns: The technical basis for many architectural decisions Components: Identification, coupling, cohesion, partitioning, and granularity Soft skills: Effective team management, meetings, negotiation, presentations, and more Modernity: Engineering practices and operational approaches that have changed radically in the past few years Architecture as an engineering discipline: Repeatable results, metrics, and concrete valuations that add rigor to software architecture
What is the place of materiality—the expression or condition of physical substance—in our visual age of rapidly changing materials and media? How is it fashioned in the arts or manifested in virtual forms? In Surface, cultural critic and theorist Giuliana Bruno deftly explores these questions, seeking to understand materiality in the contemporary world. Arguing that materiality is not a question of the materials themselves but rather the substance of material relations, Bruno investigates the space of those relations, examining how they appear on the surface of different media—on film and video screens, in gallery installations, or on the skins of buildings and people. The object of visual studies, she contends, goes well beyond the image and engages the surface as a place of contact between people and art objects. As Bruno threads through these surface encounters, she unveils the fabrics of the visual—the textural qualities of works of art, whether manifested on canvas, wall, or screen. Illuminating the modern surface condition, she notes how façades are becoming virtual screens and the art of projection is reinvented on gallery walls. She traverses the light spaces of artists Robert Irwin, James Turrell, Tacita Dean, and Anthony McCall; touches on the textured surfaces of Isaac Julien’s and Wong Kar-wai’s filmic screens; and travels across the surface materiality in the architectural practices of Diller Scofidio + Renfro and Herzog & de Meuron to the art of Doris Salcedo and Rachel Whiteread, where the surface tension of media becomes concrete. In performing these critical operations on the surface, she articulates it as a site in which different forms of mediation, memory, and transformation can take place. Surveying object relations across art, architecture, fashion, design, film, and new media, Surface is a magisterial account of contemporary visual culture.
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.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.