Arch.Uth Postgraduate Course Postgraduate Course Postgraduate Course Arch.Uth UTH.gr Ελληνικά
TECHNOLOGIES OF REPRESENTATION(ECTS: )

 

LEARNING OUTCOMES

Design as a representation

The formulation of an architectural proposal using a representation medium isn’t just a technical choice or a business necessity for an architect, but a way of contemplating space. The different techniques aren’t simply production tools but at the same time affect the way we perceive space, time, motion, and matter. The cognitive processes set in motion during architectural design obey the restrictions of the representation tools that have been incorporated into architectural thinking.

Understanding the importance of representation codes for design isn’t without its difficulties, when the complexity and the inborn inconsistencies of the history of representation techniques are taken into consideration. However, being aware of the particularity of architectural representation is invaluable for comprehending how thought and practice have historically progressed through their bidirectional relationship with visual methods. The techniques which depict how a certain era views space have a clear cultural and ideological direction that can be seen in the architectural approaches which in turn modify these techniques. Each representation medium encompasses older aesthetic and technical quests.

The coexistence of traditional and modern technologies

Through the mixing of traditional and modern representation technologies a new visual consciousness and perception of reality has set in. Certain important aspects of the design procedure have changed due to the prevalence of the digital representation media, and gradually new systems of visual consciousness and perception of reality have been established. The digital media introduce new ways of viewing and handling space, allow for more complex morphological representations, and incorporate multiplicity, transformation, motion, change and interaction as norms rather than as exceptions.

Digital space can be divided into two big categories:

three-dimensional virtual space that adheres to the model of perspective and cinematic language
the space of interactive multimedia which has multiple layers and windows and which is built on art, typography and the moving image.

SUBJECT

The course consists of a series of lectures and presentations and is organized in three parts. The first part deals with the theoretical approach of the contribution of representation codes to architectural design. The second part is about digital visualizations, followed by a two-day workshop of digital photo editing (2D-3D mixed media). The third part is an attempt at further examining the representation media focusing on the relationship between natural and digital environment and their impact on architectural design. The first two parts cover the first half of the semester while the other half is covered by the third part.

History and theory. An introduction.
The importance of representation codes to architectural design

Lectures:

Representation codes and architectural design, G. Papakonstantinou
Perception of space and rationalization of the way we look at things, G. Papakonstantinou
The revisualization of an architectural idea as a way of controlling construction, Eleni Kalafati, historian of technology, teaching at the Postgraduate courses of the Architectural School of NTUA.
Design tools and their flexibility. Evolving Architecture, how this evolution is captured so that it can be designed.
Dimitris Papalexopoulos, teaching at the School of Architecture of NTUA.

 

Project: An essay of 3000 words must be written. [Bibliographic review, analysis of a certain topic, selection from topics offered or free selection after coming to an agreement with the instructors.] Final date for handing in the projects is the opening date of the laboratory of part B.

 

Representation Technologies Architectural Visualizations
Lectures:

Representation Technologies, Vassilis Bourdakis
Architectural Visualizations : from historical research to contemporary design practices, Joseph Robson, AVR and University of Bath

Project: Digital photo editing/ photomontage in an urban area of the city of Volos with some interventions.

 

Multimedia Representations

This third part is structured along 5 weeks of lectures and 2 weeks of corrections. According to the number of students who will select this course, the ratio of lectures to corrections could be altered and they could even be done at the same time.

Lecture
3dimensional spatial representations, Vasilis Bourdakis
Social, interactive locative media, Vassilis Bourdakis
Interactive installations, design of an interface, Maurice Benayoun, interactive artist, teaching at the universite Paris I-St Charles.
Interactive applications using open source software (mainly through Blender)
 

Project: Research on and production of a representation structure. The object, process and way of handing in the project are open. The students can hand in an essay, an interactive application, a video or even conventional constructions/ designs.

Final date for handing in this project is the day of the exams.

ASSESSMENT

The following add up to give the final grade of the course:

essay 30%,

workshop of part B 20% and

final project 50%.

In order for the students to successfully complete the course, they are required to hand in all their projects which must receive a pass grade.

INDICATIVE BIBLIOGRAPHY

Dreyfus H. On the Internet, Kindle Edition

Βεργόπουλος Σ., Καλφόπουλος Α. (επιμ), Αρχιτεκτονικός Σχεδιασμός και Ψηφιακές Τεχνολογίες 2, Θεσσαλονίκη: Τμήμα Ατχιτεκτόνων ΑΠΘ, Εκκρεμές 2005.

Τροβά.B, Μανωλίδης.K, Παπακωνσταντίνου Γ. (επιμ). Η αναπαράσταση ως όχημα αρχιτεκτονικής σκέψης. Αθήνα: Τμήμα Αρχιτεκτόνων Παν.Θεσσαλίας-Futura, 2006

Anders, P. Envisioning Cyberspace McGraw Hill, 1998.

Von Borries, F., Walz, S. Bottger, M. Space, Time Play, Birkhauser, 2007.

Card, S., Mackinlay, J and Shneiderman, B. Readings in Information Visualisation- Using Vision to Think, Morgan Kaufmann, 1999.

Couchot Edmond, Images, de l optique au numérique, Paris: Hermes, 1988

Coyne, R. Designing Information Technology in the Postmodern Age, MIT Press, 1995

Cray J. The techniques of the observer. Cambridge Mass.: MIT Press

Damich H., L’origine de la perspective. Paris : Flammarion, 1987 (Damisch H., The origin of Perspective. Cambridge Mass.: 1994.

Elkin J., The poetics of perspective. Ithaca: Cornel University Press, 1994.

Ellis, S. R. Pictorial Communication: Pictures and the Synthetic Universe, Pictorial Communication in Virtual and Real Environments, 2nd ed., Taylor & Francis, 1993

Friedberg Anne, The virtual window, from Alberti to Microsoft, Cambridge Mass.: MIT Press, 2006

Hayward, P. Wollen, T. (eds), Future Visions: New Technologies of the Screen, London: BFI Publishing, 1993.

Johnson, S. Interface Culture, Basic Books, 1997.

Kitchin, Rob Cyberspace: The World in the Wires, John Wiley & Sons, 1998

Laurel, Brenda (ed), The Art of Human-Computer Interface Design, Boston: Addison-Wesley, 1990,

Lindberg D., Theories of vision from Al-Kindi to Kepler. Chocago: Chicago University Press, 1976.

Mandel, T. Elements of user interface design, Wiley, 1997

Manovich, Lev, The Language of New Media, Cambridge Mass: MIT Press, 2001

McLuhan, M. Understanding Media, Routledge, London, 1964, 2000-4.

Mitchell, W., The Reconfigured Eye: Visual Truth in the Post-photographic Era, Cambridge Mass: MIT Press, 1992.

Mitchell, W., City of bits: Space,Place and the Infobahn, Cambridge Mass.: MIT Press, 1995.

Packer, R. and Jordan, K. (eds)  Multimedia: From Wagner to Virtual Reality, W.W.Norton, New York, 2001.

Pérez-Gόmez A., Pelletier L. Architectural Representation and the Perspective Hinge. Cambridge Mass.: MIT Press, 2000.

Picon A, Ponte A. (eds), Architecture and the Sciences, Exchanging metaphors. New York: Princeton Architectural Press, 2002

Picon A., La Ville territoire des cyborgs, Besançon: Les éditions de l’Imprimeur, 1998.

Pottman, H., Asperl, A., Hofer, M. Kilian, A. Architectural Geometry, Bentley Institute Press, Exton. Pennsylvania.

Shneiderman, B. Leonardo’s Laptop, MIT Press, 2003

Venturi, R. Iconography and Electronics upon a Generic Architecture, MIT Press, 1996.

Whyte, J.  Virtual Reality and the Built Environment, Architectural Press, 2002.