Monday, October 12, 2009

The LED

Thursday, April 10, 2008

redCellSpace

Red Cube as Cellspace

The Poetics of Augmented Space: Learning from Prada


Augmented Architecture

In the 1990s, computer hardware manufacturers and computer game industry drove the development of applications that use 3-D interactive virtual spaces such as computer games. While today’s PC are already too fast for practically all the applications needed for a typical home or business user, real time rendering of the detailed simulated worlds still can use faster machines; it also requires special graphics cards.

The Poetics of Augmented Space: Learning from Prada


Augmented Space

The 1990s were about the virtual. We were fascinated by new virtual spaces made possible by computer technologies. The images of an escape into a virtual space that leaves the physical space useless and of cyberspace – a virtual world that exists in parallel to our world – dominated the decade.




Quasi Objects and Design Education in Architecture

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"Design education is motivated, “powered” we could say, by design problems and, much more, by the design’s problematic situation as it changes through Information Technologies. In such a context, Architecture must reconciliate with the idea of continuous redefinition of her identity and boundaries. She has to accept a changing reality and house a tension leading to new ways of perceiving, thinking and designing space. With no reference to a "flexible" architecture, trying to form a predefined system responding to all possible future changes, architecture has to accept her continuous transformation, her future actualization towards spaces not included in a priori design schemes. Accordingly, design has to deal with spaces that have an identity related to the topos and the activities of a given moment, but also disposed to be transformed. The construction of the “quasi-object” concept appears to be useful in order to think and practice architecture in movement, not without any identity, but with an ever-changing identity. It permits to see design as transformation of the existing towards the not yet conceived. Design education refers though to the destabilization of the existing, teaching how to react to an ever changing context. Towards that direction, ubiquitous computing environments offer multiple research and practice directions, not only because they see artefacts as “quasi-objects”, but also because they operate in space in a way calling us to rethink architectural design.

Keywords: Quasi-object, design, architecture, diagrams, linking space, mobility, translocality."Δ. Παπαλεξόπουλος

Wednesday, November 28, 2007

Χάρτες των Αθηνών του Ι. Τραυλός



Tuesday, November 13, 2007

surface computing



perceptive pixel





10 + 5 = God: Cool Interactive Art!






interactive floor

Tuesday, October 9, 2007

Aperture facade installation

Bernard Tschumi, Σμιλεύοντας της όψεις.


Alesia museum. Αttractive.




Rouen concert hall. Η όψη καλύπτει το κτίριο προστετεύοντας το από τις φυσικές συνθήκες.








Limoze concert hall. Το κάλυμμα ή φάκελος όπως το αποκαλεί, προστατεύει και φιλτράρει το φως, ενώ το βράδυ, μεταμορφώνει το κτίριο.




Richard E. Lindner Athletics center. Η όψη έχει και δομικό ρόλο.