INTERACTIVE ARCHITECTURE BOOK

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kaz-news.info: Interactive Architecture (): Michael Fox, Miles Kemp: Books. When we received the book Interactive Architecture by Michael Fox and Miles Kemp (published by PA Press), I thought it would be just another. Interactive Architecture book. Read 3 reviews from the world's largest community for readers. Every year, a bevy of new phones, games, televisions, and e.


Interactive Architecture Book

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Interactive Architecture by Michael Fox, , available at Book Depository with free delivery worldwide. This book is available in a different edition · Tweet In Interactive Architecture, authors Michael Fox and Miles Kemp introduce us to a brave. kaz-news.info: Interactive Architecture () by Michael Fox; Miles Kemp and a great selection of similar New, Used and Collectible Books.

Even if the actual projects or trends shown on the book render obsolete, the concepts, processes and workflows described here will not.

Every year, a bevy of new phones, games, televisions, and electronic reading devices ride into our lives on a tidal wave of interactive hype. These i-products, while handy, primarily confine their interactivity to the surfaces of screens. In Interactive Architecture , authors Michael Fox and Miles Kemp introduce us to a brave new world where design pioneers are busy creating environments that not only facilitate interaction between people, but also actively participate in their own right.

These spaces—able to reconfigure themselves in response to human stimuli—will literally change our worlds by addressing our ever-evolving individual, social, and environmental needs. Interactive Architecture is a processes-oriented guide to creating dynamic spaces and objects capable of performing a range of pragmatic and humanistic functions.

These complex physical interactions are made possible by the creative fusion of embedded computation intelligence with a physical, tangible counterpart kinetics. A uniquely twenty-first century toolbox and skill set—virtual and physical modeling, sensor technology, CNC fabrication, prototyping, and robotics—necessitates collaboration across many diverse scientific and art-based communities.

Interactive Architecture includes contributions from the worlds of architecture, industrial design, computer programming, engineering, and physical computing.

These remarkable projects run the gamut in size and complexity. If it had this book would have been amazing. Nonetheless it offers a concise review of interactive architecture and for that is a great springboard for this relatively new interdisciplinary field. Jul 17, Moses rated it did not like it. Thought this book would be better, but it's just a ton of rambling.

Interactive Architecture

There's a ton of example projects, but they're not even clearly referenced nor explained. Vinod Kumar rated it liked it May 31, John rated it really liked it Feb 12, Akshara rated it did not like it Oct 04, Ryan rated it really liked it Jan 22, Dexter Mosul rated it it was amazing Nov 18, Arturo rated it it was amazing Dec 22, Afsheen rated it it was amazing Nov 25, Pati added it Feb 06, Matt Bumgardner marked it as to-read Jul 28, Robin added it Jul 28, David marked it as to-read Aug 03, Roger marked it as to-read Aug 04, Vincent Farquharson added it Nov 18, Ray O'neill marked it as to-read Feb 23, Mary Phillips marked it as to-read Jan 09, M Duncan marked it as to-read Jan 31, Drew Moxon marked it as to-read Apr 04, John Marshall added it Jun 08, Ryan James marked it as to-read Aug 08, Rana marked it as to-read Sep 19, Nermeen Almadani marked it as to-read Oct 27, Brooks added it Dec 12, Andrew Lovett-barron marked it as to-read Dec 28, Zahra marked it as to-read Dec 29, Ysh Cabana marked it as to-read Jan 25, Franklin marked it as to-read Feb 18, Hideo Yamaguchi marked it as to-read May 19, In the s.

For the first time, wireless networks, embedded computation, and sensor effectors became both technologically and economically feasible to implement by computer science.

This feasibility fueled experimentation with many of the ideas of the previously mentioned visionary architects and theoreticians, who had been stifled by the technological and economic hurdles of their day.

Interactive Architecture / Michael Fox and Miles Kemp

We are now at a time when the economics of affordable computational hardware and increased aptitude for integrating computational intelligence into our environments has become accessible to architects.

The Internet of Things IoT has quite rapidly come to define the technological context of interactive design as all-inclusive, existing within this connectedness in a way that affects essentially everything, from graphics to objects to buildings to cities. To use an architectural analogy, the theoretical foundations have a structure that resides in the connected worlds of Web and mobile and spatial interfacing, and they are still evolving. Theories of a connected architectural world existed long before mobile devices and Web-interface technologies changed every aspect of our lives and created the discipline of interaction design.

While the first wave of connectivity focused on human-to-human communication, the current focus is on connected things and devices, which extends naturally to buildings, cities, and global environments.

There are approximately one billion websites and about five billion mobile phones, For the time being, most of them are weakly connected at best. Today the Internet supports hundreds of protocols, and it will support hundreds more. The important difference between them lies in the distinction of application or the class of use. Devices must communicate with each other D2D ; device data must then be collected and sent to the server infrastructure D2S.

That server infrastructure has to share device data S2S , possibly providing it back to devices, to analysis programs, or to people. There are a number of companies currently vying for position; their approaches range from cloud-based software with precedent in things like vending-machine inventory and engine maintenance to ultra-narrowband radio transmissions.

More than likely, the familiar tech trend will prevail: The goal of these big companies is to lock everything into their powerful existing systems. There is currently a need for standardization to avoid having one of the big companies determine. The point is that every existing company needs to rally behind a common standard—and do it soon.

PAPress — surprising, inspiring, and informing those curious about the visual world.

These technologies are used not only for collecting and providing data, but also as a way to animate and collectively augment the world around us. Much of the work at iMAP has been focused on creating interactive architectural environments in which the buildings themselves become storytelling characters.

Through the development of an Extended Environmental Markup Language EEML , the platform handles both Web-based and mobile applications for the sharing of sensory and environmental data in real time. Pachube was acquired by COSM, then acquired by Xively LogMeIn , which encourages open digital ecosystems, connecting more than million devices, including electricity meters, weather stations, building-management systems, air-quality stations, and biosensors, to name just a few.

Architectural applications are iterative in such a connected context.

The sensors and robotic components are now both affordable and simple enough for the design community to access; and all of the parts can easily be digitally connected to each other. Designing interactive architecture in particular is not inventing so much as understanding what technology exists and extrapolating from it to suit an architectural vision.

In this respect, the designers of buildings, cities, and larger interconnected ecosystems have learned a great deal from the rapidly developing field of tangible interaction, essentially an alternate vision for interfacing that was developed to bring computing back into the real world.

Tangible user interfaces were envisioned as an alternative to graphical displays—an alternative that would bring some of the richness of the interaction we have with physical devices back into our interaction with digital content. Tangible interaction is a highly interdisciplinary area. It spans a variety of perspectives, among them human-computer interaction HCI and interaction design, but specializes in interfaces or systems that are in some way physically embodied.

Furthermore, it has connections with product and industrial design, arts, and architecture. In a sense, interactive architecture falls under the umbrella of tangible interaction along with environments and physicalartifact, product, and industrial design, only the scale is often much larger.

Although tangible interaction typically deals with the interfacing of objects and artifacts, the connected capabilities have opened up a wealth of possibilities not only at the scale of the building, but also in the city and beyond.

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The lab has done extensive research into how real-time data generated by sensors, mobile phones, and other ubiquitous technologies can teach us how cities are used and how new technologies will ultimately redefine the urban landscape.

Ratti argues that urban planning is not just about cities, but about understanding the combination of physical and digital. The city has become the interface—to retrieve information, to meet other people, to do all the things happening now with this mixing of bits and atoms. The initiative, which emerges from architecture as opposed to computer science, takes into account the social dimension of ubiquitous computing.

It is impossible to predict how quickly interactive architecture will be widely executed or what standards and protocols will work their way to the fore. Yet the projects in this book illustrate that such standards and protocols are becoming an inevitable and completely integral part of how we will make our buildings environments and cities in the future. The platform is ripe to foster unique applications tied to our living trends, which both affect and are affected by digital technology.

The chapters that follow document a select number of pioneering projects that are defining the future of interaction. The projects, which are illuminated firsthand by images and text from the architects and designers who brought them to life, give insight into the technology and construction that will be an inevitable and integral part of how we think about architecture.

Within a profession recently dominated by a discourse of style, we have begun to detect a shift away from questions of representation and images toward processes and behaviors. Therefore the projects are organized not by how they are made or how they look, but rather according to what they do: Michael Fox, Stein, Radical Craft. The projects in this chapter highlight the emotive possibilities of interactive architecture.

There is a great deal of built precedence in interactive applications geared toward the evocation of feeling, ranging from those that simply provide pleasure to those that enable social engagement and contribute educational benefits. In the public realm, artistic structures such as sculptures, fountains, and facades have adopted interactivity as a vital component, inherent to the works in order to capture an audience. Museums as well have rapidly embraced interactivity with respect to the demands of presenting and viewing exhibits and artifacts.

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Many applications incorporate an educational component whereby kinesthetic learning is combined with entertainment experiences. Such applications enable users to utilize their bodies as well as their minds in collaborative ways. Children seem happy to learn when an entertaining interactive component is involved; being able to control the narrative engages them.

While interactive entertainment is rapidly moving into the physical realm, it is a concept born of electronic media.

Looking at the projects that follow, we see four very different installations that all work successfully to exhilarate. All of the projects express a critical dimension of time and transformation brought about by.

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An expanding, contracting, pulsating, changing architecture would reflect life as it is today and therefore be part of it. The integration of motion into the built environment, and the impact of such results upon the aesthetics, design, and performance of buildings, may be of great importance to the field of architecture: The architect Cheng-An Pan states: At an architectural scale, projects often must do both.

And yet, as principal Rob Ley points out, the artwork also serves very pragmatically as a visual screen for the ordinary parking structure behind, masking the everyday things one might see there, such as cars, concrete beams, columns, and guardrails.

It was required that the piece allow for substantial ventilation, which, as a necessity, worked naturally with the concept. The data from the noise influences the intense visual screen both conceptually and as a functional driver in the image creation. States Ley: In the same way that grain can impart a tonal contribution to a photographic image, it can also be synthesized into a numeric data set in such a way that obscurity is controlled.

Translation is also a central theme in the two projects in this section created by Ned Kahn and Charles Sowers. Their work hinges on illuminating unnoticed or invisible phenomena, where the drivers are not only illuminating and, indeed, exhilarating, but are all the more powerful because they teach us about something we might not have been aware of or could not in fact perceive through our senses alone.

In some cases this practice involves scaling up the phenomena; in others, it simply means adding a field of passive agents that can be manipulated by forces, making it possible for us to understand.

Many if not most of the projects in this book rely on a data set of some kind that is sensed and then translated back to the participants.Through such Interactive Architecture is a processes-oriented guide to creating dynamic spaces and objects capable of performing a range of pragmatic and humanistic functions. Full-scale built examples include a house in Colorado that programs itself by observing the lifestyle of the inhabitants, and then learns to anticipate and accommodate their needs.

Even if the actual projects or trends shown on the book render obsolete, the concepts, processes and workflows described here will not. About this author.