783,836 research outputs found

    Play in the city: Parkour and architecture

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    The ability to play freely in our cities is essential for sustainable wellbeing. When integrated successfully into our cities, Urban Play performs an important role; physically, socially and culturally contributing to the image of the city. While Urban Play is essential, it also finds itself in conflict with the city. Under modernist urban approaches play activities have become progressively segregated from the urban context through a tripartite of design, procurement and management practices. Despite these restrictions, emergent underground play forms overcome the isolation of play within urban space. One of these activities (parkour) is used as an evocative case study to reveal the hidden urban terrains of desire and fear as it re-interprets the fabric of the city, eliciting practice based discussions about procurement, design and management practice along its route

    Facade Identification of colonial buildings in the city of Bandung

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    Colonial architecture was present in Indonesia through the work of Dutch architects and was intended for the Dutch who lived in Indonesia around the beginning of the 17th century until 1942. At first, Europeans came to Indonesia to trade, then they built houses and settlements in several cities close to ports in Indonesia. Their houses generally have walls made of boards and wood with roof coverings made of palm fiber, but conflicts often occur, so the fortress begins. Inside, several buildings were built from brick materials imported from European countries. After that, they built many houses, churches, and public buildings with urban planning and architecture similar to their home countries. The story of colonial houses in Bandung began around 200 years after the Dutch East Indies government built a connecting road between Bandung and Batavia, Bandung was nominated as the capital of the Dutch East Indies, by moving Batavia to Bandung. The preparatory steps include building government buildings and settlements with a good spatial plan. So that at that time, the city of Bandung experienced intensive development. Gemeente-werken Bandung with the command of Ir. F.J.L. Ghijsels built 750 modern buildings for the current size, as part of the preparation for the capital\u27s move. The development also made Bandung save a lot of Indo-European-style architectural works. This made Bandung at that time nicknamed The Most European City in the East Indies. The method used in this study is qualitative with more emphasis on the analysis of several colonial buildings in the city of Bandung, especially the front facade consisting of the shape of the facade, doors, windows, roofs and ornaments. analysis by taking several examples of colonial buildings in the city of Bandung then in the analysis of the front view of the building. Keywords Architecture, Colonial, Conservatio

    Software Platforms for Smart Cities: Concepts, Requirements, Challenges, and a Unified Reference Architecture

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    Making cities smarter help improve city services and increase citizens' quality of life. Information and communication technologies (ICT) are fundamental for progressing towards smarter city environments. Smart City software platforms potentially support the development and integration of Smart City applications. However, the ICT community must overcome current significant technological and scientific challenges before these platforms can be widely used. This paper surveys the state-of-the-art in software platforms for Smart Cities. We analyzed 23 projects with respect to the most used enabling technologies, as well as functional and non-functional requirements, classifying them into four categories: Cyber-Physical Systems, Internet of Things, Big Data, and Cloud Computing. Based on these results, we derived a reference architecture to guide the development of next-generation software platforms for Smart Cities. Finally, we enumerated the most frequently cited open research challenges, and discussed future opportunities. This survey gives important references for helping application developers, city managers, system operators, end-users, and Smart City researchers to make project, investment, and research decisions.Comment: Accepted for publication in ACM Computing Survey

    Star Architecture as Socio-Material Assemblage

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    Taking inspiration from new materialism and assemblage, the chapter deals with star architects and iconic buildings as socio-material network effects that do not pre-exist action, but are enacted in practice, in the materiality of design crafting and city building. Star architects are here conceptualized as part of broader assemblages of actors and practices ‘making star architecture’ a reality, and the buildings they design are considered not just as unique and iconic objects, but dis-articulated as complex crafts mobilizing skills, technologies, materials, and forms of knowledge not necessarily ascribable to architecture. Overcoming narrow criticism focusing on the symbolic order of icons as unique creations and alienated repetitions of capitalist development, the chapter’s main aim is to widen the scope of critique by bridging culture and economy, symbolism and practicality, making star architecture available to a broad, fragmented arena of (potential) critics, unevenly equipped with critical tools and differentiated experiences

    Sustainable City: architecture, art and machine.

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    Abstract: The use of digital technology in architecture and art is associated often with the collaboration of interdisciplinary teams in participatory and experimental spaces, especially in the Media Lab model or its variants, such as the City Lab, Living Lab, the New Media Art and even the World Wide Lab. This is a model that combines the premises of the technological and innovation hand advanced users and whose clear precedents are, on the one hand, Russian Constructivism, and decades later the MIT hand Nicholas Negroponte. In the first case, in the Constructivism, there may be mentioned emblematic examples such as the Experimental Laboratory Building Kinetics of Proletkult in Moscow, Workshops Higher Education Arts and Techniques (VKHUTEMAS) founded in 1920, or the Group of Constructivists in Action the Institute of Artistic Culture (1921). The second case, the model Media Lab, Media Laboratory English acronym, translated as "Media Lab", originated in 1985 within the "Group of Architecture and Machines". The group has its immediate precedent in the draft Computer Aided Design (1959-1967), funded to maximize military power and whose director was Douglas T. Ross; it was addressing the man-machine complementary binding and design computationally, with a direct applicability of the technology. This model will be adopted by the architects of the Institute to raise new urban proposals based on component technology and social utopias. Also within the Media Lab, emerged in the late nineties, the term Living Lab hand WJ Mitchell and referred to urban planning using digital tools and with the involvement of the people themselves, albeit with different "degrees of citizen participation". This ever-closer union between man and machine is the direct consequence of the unstoppable digital revolution that is transforming the ways of city planning. Resumen: El uso de tecnología digital en arquitectura y arte va asociado, con frecuencia, a la colaboración de equipos interdisciplinares en espacios participativos y experimentales, especialmente en el modelo Media Lab o sus variantes, como el City Lab, el Living Lab, el New Media Art e incluso el World Wide Lab. Se trata de un modelo que aúna las premisas de lo tecnológico y la innovación, de la mano de usuarios avanzados y cuyos precedentes claros son, por un lado, el Constructivismo ruso, y décadas después el MIT de la mano de Nicholas Negroponte. En el primer caso, dentro del Constructivismo, pueden citarse ejemplos emblemáticos como el Laboratorio Experimental de Construcciones Cinéticas del Proletkult en Moscú, los Talleres de Enseñanza Superior de las Artes y las Técnicas (VKHUTEMAS) fundados en 1920, o el Grupo de Constructivistas en Acción del Instituto de Cultura Artística (1921). El segundo caso, el modelo Media Lab, acrónimo del inglés Media Laboratory, traducido como “Laboratorio de medios de comunicación”, tiene su origen en 1985 en el seno del “Grupo de Arquitectura y Máquinas”. Dicho grupo tiene su precedente inmediato en el Proyecto de Diseño Asistido por Computador (1959-67), financiado para maximizar el poderío bélico y cuyo director fue Douglas T. Ross; se trataba de abordar la unión complementaria hombre-máquina y el diseño en términos computacionales, con una aplicabilidad directa de la tecnología. Este modelo será adoptado por los arquitectos del Instituto para plantear nuevas propuestas urbanas basadas en la componente tecnológica y en utopías sociales. También en el seno del Media Lab, surge, a finales de los noventa, el término Living Lab de la mano de W. J. Mitchell y referido a planificación urbana mediante herramientas digitales y con la implicación de los propios habitantes, si bien con diferentes “grados de participación ciudadana”. Esta unión cada vez más estrecha entre hombre y máquina es la consecuencia directa de la imparable revolución digital que está transformando los modos de planificación de las ciudades.Universidad del País Vasco/Euskal Herriko Unibertsitatea

    Foreigners and the City: An Historiographical Exploration for the Early Modern Period

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    This paper will focus on the physical traces left by different minorities in the European city of the early modern age. Looking to the urban context in the main important ports and commercial centers we can find violent conflicts, traditional uses, as well as new urban strategies by the governors to keep together (for economic and social purposes) city-dwellers and foreigners. The invention of specific buildings and the effect on the architectural language is often quite visible and a mean of cultural exchanges.City, History of Architecture, Modern Age, Foreigners, Minorities
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