28,856 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

    An overview of virtual city modelling : emerging organisational issues

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Virtual cities management and organisation

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Virtual reality urban modelling - an overview

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    This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model

    Analysing the visual dynamics of spatial morphology

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    Recently there has been a revival of interest in visibility analysis of architectural configurations. The new analyses rely heavily on computing power and statistical analysis, two factors which, according to the postpositivist school of geography, should immediately cause us to be wary. Thedanger, they would suggest, is in the application of a reductionist formal mathematical description in order to `explain' multilayered sociospatial phenomena. The author presents an attempt to rationalise how we can use visibility analysis to explore architecture in this multilayered context by considering the dynamics that lead to the visual experience. In particular, it is recommended that we assess the visualprocess of inhabitation, rather than assess the visibility in vacuo. In order to investigate the possibilities and limitations of the methodology, an urban environment is analysed by means of an agent-based model of visual actors within the configuration. The results obtained from the model are compared with actual pedestrian movement and other analytic measurements of the area: the agents correlate well both with human movement patterns and with configurational relationship as analysed by space-syntax methods. The application of both methods in combination improves on the correlation with observed movement of either, which in turn implies that an understanding of both the process of inhabitation and the principles of configuration may play a crucial role in determining the social usage of space

    ARCHITECTURAL MODELS AS LEARNING TOOLS

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    ARCHITECTURAL MODELS AS LEARNING TOOLS

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    This book shows a variety of educational experiments that explore the use and meaning of ‘Architectural models as learning tools in education’both practically and theoretically
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