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9783764369699

Hyperbodies : Toward an E-motive Architecture

by
  • ISBN13:

    9783764369699

  • ISBN10:

    3764369698

  • Format: Paperback
  • Copyright: 2003-11-01
  • Publisher: Springer Verlag
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Summary

Kas Oosterhuis repositions the architect in society today as a well-trained hyperconscious idiot savant. Audacious intuition must be trained to decide in split seconds, like the Formula I driver. Today's architect is an information architect, able to act intuitively and to process rationally at the same time. He naturally investigates and practises architecture as a realtime transaction space, buildings are seen as processes running in real time. Building components communicate with other building components. All are members of the swarm, members of the hive. Swarm architecture implies that all building elements operate as intelligent agents, data-carriers and data-processing devices. Swarm architecture feeds on data generated by social transactions in the new transformation economy. In the process of collaborative design and engineering the participants work in the communication flow of the swarm. The collaborative work is based on parametric, generic and genetic design principles, on scripts and formulas with a multitude of variables. The modern informed architect is the designer of intelligent vehicles, executing a game of life and death. Architecture becomes the art of building prototypes for fluid dynamic structures and environments running in real time. Architecture no longer has the hidden agenda to resist external and internal forces. Buildings are pro-active hyperbodies displaying real time behaviour. Buildings are familiar but unpredictable like the weather. Architecture goes wild and e-motive. Book jacket.

Author Biography

Kaas Oosterhuis is Professor at the Technical University Delft.

Table of Contents

1. The Information Architect in Society Today 5(1)
2. The Innovative Architect 5(2)
3. The Architect's New Data-driven Practice 7(3)
4. The New Responsibilities of the Architect 10(4)
5. The Laboratory 14(1)
6. Architectural Education Revisited 15(2)
7. Building Bodies 17(5)
8. Data Carriers 22(1)
9. Information Theory 23(4)
10. Input > output Devices 27(4)
11. Information Flow 31(1)
12. Direct Access to the Project Data 32(4)
13. Distributed Being 36(2)
14. Artificial Intuition 38(1)
15. Split Second 39(3)
16. PC Computation Power 42(4)
17. Distributed Project Database 46(1)
18. Data-driven Process 47(2)
19. Communication 49(2)
20. Senders & Receivers 51(4)
21. Sensors and Actuators 55(3)
22. The Swarm 58(4)
23. Multi-player Interface 62(1)
24. Do not Kill the Process 63(2)
25. Connected Hyperbodies 65(2)
26. Instrumental Hyperbodies 67(2)
27. Transaction Spaces 69(1)
28. E-motive Bandwidth 70(4)
29. The Nature of the Game 74(1)
30. The Rules of the Game 75(1)
31. The Scale-free Networks of Buildings 76(2)
32. Bi-directional Connectors 78(2)
33. The Scale-free Networks of the Design Process 80(2)
34. Build Prototypes 82(8)
35. Direct Democracy 90
36. Architecture in the Information Economy 83(8)
Glossary of Terms 91(2)
Credits 93

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