134,539 research outputs found

    The changing patterns of architectural design education

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    Digital technologies have been introduced to students of architecture for over two decades and at present it could be argued that students are producing some of the highest quality designs, and some of the most interesting forms ever to come from University Schools. The value of computer aided design (CAD) is also being demonstrated in architectural practice, with high profile, large budget, bespoke and iconic buildings designed by internationally renowned architects. The value of computer aided design (CAD) is also being demonstrated in architectural practice, with high profile, large budget, bespoke and iconic buildings designed by internationally renowned architects. This paper reviews the changing patterns of architectural design education and considers the contribution digital technologies could make to buildings with more commonplace uses. This paper reviews the changing patterns of architectural design education and considers the contribution digital technologies could make to buildings with more commonplace uses. The study offers a perspective on different kinds of buildings and considers the influence that emerging technologies are having on building form. The study offers a perspective on different kinds of buildings and considers the influence that emerging technologies are having on building form. It outlines digital technologies, alongside students application for architectural design and considers the role they could play in the future, in developing a shared architectural language. It outlines digital technologies, alongside students application for architectural design and considers the role they could play in the future, in developing a shared architectural language. It is suggested that some of the biggest opportunities for future research will be in the design of external spaces, often a neglected part of architectural design education. It is suggested that some of the biggest opportunities for future research will be in the design of external spaces, often a neglected part of architectural design education

    Portmerion, Proportion and Perspective

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    The holiday village of Portmerion was created by Bertram Clough Williams-Ellis (1883 1978) over a period of fifty-one years, starting in 1926. It was grade II listed in 1971. However, Portmerion has become a part of western popular culture rather than of mainstream architectural history. Its use as the setting for the cult 1967 television series “The Prisoner” ensures continued worldwide interest and a constant stream of visitors. Williams Ellis’ design methods were empirical, initial designs being adjusted by eye on site in close collaboration with trusted builders. This paper analyses the development of Portmerion as a gesamtkunstwerk; considering the experience of movement through the village as a dynamic composition of shifting vistas, focussing the visitor on a series of constructed views. Through this analysis, Portmerion is revealed as both a manifestation of the architecture of pleasure and an exercise in the pleasure of architecture

    Qualitative Research on Youths’ Social Media Use: A review of the literature

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    In this article we explore how educational researchers report empirical qualitative research about young people’s social media use. We frame the overall study with an understanding that social media sites contribute to the production of neoliberal subjects, and we draw on Foucauldian discourse theories and the understanding that how researchers explain topics and concepts produces particular ways of thinking about the world while excluding others. Findings include that 1) there is an absence of attention to the structure and function of social media platforms; 2) adolescents are positioned in problematic, developmental ways, and 3) the over-representation of girls and young women in these studies contributes to the feminization of problems on social media. We conclude by calling for future research that can serve as a robust resource for exploring adolescents’ social media use in more productive, nuanced ways

    Progressive Development of Timber Gridshell Design, Analysis and Construction

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    Sonic fields

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    Experimental archeology and serious games: challenges of inhabiting virtual heritage

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments

    Learning through prefabrication

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    The use of prefabrication in design exemplar houses has escalated in Australia in the past decade. The same level of design quality has not been applied to the design of prefabricated school buildings. As CADCAM technology becomes more prevalent within the construction industry and greener, smarter materials are developed, new opportunities arise in the design of learning spaces. What can be learnt from bespoke prefabrication techniques being developed in other industries and overseas in order to advance the design and delivery of learning spaces within Australia? This research investigates whether industrial design methodologies might be strategically adopted into architectural design in order to incorporate mass production techniques. Learning environments need to be designed to be environmentally efficient, place specific and better suited to user needs. By including both macro and micro oriented scenarios, the research aims to clarify the challenges for using prefabrication in the design of learning environments. While this ambitious research is in its infancy, the complex framework and support from industry is relevant for other researchers who are seeking to have an impact on design practice using an action research methodology. The research is timely. Following in the footsteps of the United Kingdom, Australian state and federal governments have committed to reinvigorate our aging school stock. This research led by an interdisciplinary team is being developed in partnership with Departments of Education in three Australian states. The aim is to align designers with experts in prefabricated construction and delivery. The research proposal is positioned within current knowledge as demonstrated through a literature review. Its focus is in response to needs expressed by providers of school buildings in three Australian states. The key innovation is to undertake research concurrently as micro and macro scale in order to capture the potential for industry wide change. Keywords: Learning spaces, school design, bespoke prefabrication, prefabrication in architecture, design research, CADCAM.</p

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings
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