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GENERATIVE PROCESSES OF ARCHITECTURAL CONFIGURATIONS

机译:建筑构造的生成过程

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The space we experience is three-dimensional. Yet, by and large, it is with two-dimensional media that we design space and communicate about space. Especially in architectural or urban design, we have little choice but to start from two-dimensional diagrams. The modern building plan in particular comes with a table of areas and set functions that has caused our thinking to become rather limited and unoriginal. Can we handle three-dimensional space three-dimensionally? This was the inspiration behind the ongoing development of the Space Block design system, started in 1994 by the Kojima Laboratory at the Tokyo University of Science. The aim was to capture and extract space, preserving everything inside, from the activity going on therein to the condition of the air. Picture if you will a fishbowl - goldfish, seaweed and all - instantly frozen, then shed of its glass, so that what remains is a block of ice that you can hold in your hands. This was the image we had in mind as we set about amassing a database of two-dimensional Drawing Exchange Format (DXF) and QuickTime Virtual Reality (QTVR) files, a collection of real, unique pieces of space familiar to many, such as the courtyard in front of the Centre Pompidou or the cylindrical space of the Stockholm Public Library.
机译:我们体验的空间是三维的。但是,总的来说,我们是利用二维媒体设计空间并就空间进行交流的。特别是在建筑或城市设计中,我们别无选择,只能从二维图开始。尤其是现代建筑计划附带了一张区域表和一组设定的功能,这使我们的思维变得十分局限和独创。我们可以三维处理三维空间吗?这是由东京科学大学小岛实验室于1994年开始不断开发空间块设计系统的灵感。目的是捕获和提取空间,保留内部的一切,从其中正在进行的活动到空气状况。试想一下,如果要制作一个鱼缸-金鱼,海藻和所有这些-立即冷冻,然后掉下它的玻璃杯,那么剩下的就是一块冰块,可以握在手中。这是我们着手建立一个二维绘图交换格式(DXF)和QuickTime虚拟现实(QTVR)文件数据库的想法,这是许多人熟悉的真实,独特空间的集合,例如蓬皮杜中心前面的庭院或斯德哥尔摩公共图书馆的圆柱空间。

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