No Matter: Theories and Practices of the Ephemeral in Architecture

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A01=Anastasia Karandinou
Acropolis Rock
ambience
Arie Graafland
Augmented Environment
Author_Anastasia Karandinou
binary
brian
Bus Arrives
Category=AMA
Contemporary Society
digital
Digital Media Function
digital media influence
ephemeral design
eq_art-fashion-photography
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Gps System
Heidegger's Void
Heidegger’s Void
Henri Bergson's Concept
Henri Bergson’s Concept
hybrid spatiality
IBM Computer
Kengo Kuma
massumi
media
multisensory architectural analysis
Non-visual Sensations
opposition
performative
performative environments
Post Cards
Rational Analytic System
Reverse Link
sensory perception in space
Sensuous Incentives
Smart Phones
sonic
Sonic Ambience
Sonic Field
Sonic Mappings
Sonic Track
spatial experience research
Suzhou River
Term Performative
utterances
Vice Versa
View Point

Product details

  • ISBN 9781409466284
  • Weight: 630g
  • Dimensions: 174 x 246mm
  • Publication Date: 23 Oct 2013
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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How do digital media (mobile phones, GPS, iPods, portable computers, internet, virtual realities, etc.) affect the way we perceive, inhabit and design space? Why do architects traditionally design, draw and map the visual, as opposed to other types of sensations of space (the sound, the smell, the texture, etc.)? Architecture is not only about the solid, material elements of space; it is also about the invisible, immaterial, intangible elements of space. This book examines the design, representation and reception of the ephemeral in architecture. It discusses how architects map and examine the spatial qualities that these elements create and questions whether - and if so, how - they take them into account in the designing process. Karandinou argues that current interest in the ephemeral in contemporary culture and architecture is related to the evolution of digital media; and that it is related to the new ways of thinking about space and everyday situations that new media enables. With sound and video recording devices now being embedded in everyday gadgets and mobile phones, capturing sounds or ephemeral situations and events has become an everyday habit. New animation techniques allow designers to think about space through time, as they are able to design dynamic and responsive spaces, as well as static spaces explored by someone over time. Contemporary video games are no longer based on a simple visual input and a keyboard; they now involve other senses, movement, and the response of the whole body in space. This book therefore argues that the traditional binary opposition between the sensuous and the digital is currently being reversed. Subsequently, new media can also function as a new tool-to-think-with about space. Designers are now able to think through time, and design spaces accordingly. Time, temporality, ephemerality, become central issues in the designing process. The notion first claimed by Marshall McLuhan in the 1960s, that the emergence of new di
Anastasia Karandinou, School of Architecture, University of Portsmouth, UK

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