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Sökning: AMNE:(HUMANITIES Arts Architecture) > Naturvetenskap

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1.
  • Orru, Anna Maria, 1976, et al. (författare)
  • AHA! festival 2016
  • 2016
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • For the third year, the AHA festival investigates the meeting between art and science in a three-day event at the Chalmers University of Technology hosted by the Department of Architecture and the Department of Physics. An international festival intended to provide enlightening experiences, staging surprises, new thoughts and displaced perspectives that lead to alternative modes of thinking about exploring the world through art and science. We invite scientists (physicists, historians, astronomers, engineers), artists (dancers, musicians, painters, poets, acrobats) who reside in these borderlands and wish to share their vision and work. The key intention is to celebrate both art and science as key knowledge building devices.The first year’s theme ’Embodiment’ (2014) explored the body as our anchor in the world, followed by the 2015 theme on ’Numbers’, a delightful net we cast over the world. This year's theme is ’Uni-verse,’ again a natural consequence of our interest in the relation between art and science. The elemental force that drives science as well as art is curiosity. Come be curious with us! During the festival we have chosen to divide the word universe into three: uni and "-" and verse. Uni means that something is combined into a whole. Verse means that we are turned in a direction, the origin of the word tells us that it is the plow that turns at the end of the field. And the dash "-" is all the spaces and cracks where new discoveries can grow. Art and science unfolds in the gap between what we know and what we want to know.
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2.
  • Orru, Anna Maria, 1976, et al. (författare)
  • AHA! festival 2015
  • 2015
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • The AHA festival investigates the borders between art and science in a three-day event at the Chalmers University of Technology hosted by the Department of Architecture. An international festival intended to provide enlightening experiences, staging surprises, new thoughts and displaced perspectives that lead to alternative modes of thinking about the space between art and science. We invite scientists (physicists, historians, mathematicians, medical students), artists (dancers, musicians, painters, poets, chefs) and not least architects, who reside in these borderlands and wish to share their vision and work. The key intention is to celebrate both art and science as key knowledge building devices.
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3.
  • The Face of God - Making Narratives #2
  • 2017
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • The Face of God, an antology of essays about the fictive Czech entomologist and artist Milka Havel's life and works. A partially lost text about the search for order in chaos, forms the basis for a book and an exhibition at the art museum Vandalorum. The artist is made alive by texts, images and artifacts.
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4.
  • Zboinska, Malgorzata, 1981, et al. (författare)
  • Expressing and Sensing the Hybrid Materiality: Voluminous Interactive Architectural Substance
  • 2019
  • Ingår i: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : ACM. ; , s. 483-489
  • Konferensbidrag (refereegranskat)abstract
    • In this architectural research exploration, we challenge the notion of an interactive architectural surface as a single-layered, two-dimensional interaction interface. Instead, we propose the notion of an Interactive Voluminous Substance, which moves the interaction experience into four dimensions, shifting it from far-field, proximity-based interaction to a near-field, tactile one. We present four features of architectural expression that could potentially sustain the embodiment of this Substance: spatial positioning, geometry, expression, hybrid material composition and interaction design. If the future architectural interiors and exteriors are made from the Voluminous Architectural Substance, how would it be to dwell with it? We propose two physical prototypes and two interaction stories as speculative objects probing this question.
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5.
  • Trotto, Ambra, 1978-, et al. (författare)
  • Shaping the Absence : An Architectural Perspective for Interaction Design
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Through the course Dense Spaces 2012—i.e. designing small, intelligent spaces such as elevators—carried out together with a group of architecture students at Umeå School of Architecture, Umeå University, Sweden, we report on, exemplify, and discuss how architectural theories, skills, and attitudes can come to complement and provide new food for thought for other design fields, including interaction design. We present the course, discuss some resulting spaces, and reflect on feedback from the participants. Then, we discuss some outcomes of the course that have broader implications. Unlike a more traditional technology-centered perspective, an architectural approach seems more prone to focus on designing what we term dynamic absence, i.e. design also concerned with what is not there. In a similar vein, an architectural approach also seems to address complexity by not fragmenting design challenges into smaller problems. The more holistic architectural attitude provides the opportunity to treat technology as a design material, along with the other architectural design materials the design situation offers, including structures, light, space, and absence. In this way, the architectural approach seems to shift the attention away from the design of representations and metaphors to instead focus on designing meaningful engagements in these spaces. 
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6.
  • Säwén, Toivo, 1993 (författare)
  • Early Stage Architectural Design Practice Perspectives on Life Cycle Building Performance Assessment
  • 2023
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Architectural practitioners can avoid negative social and environmental impacts of new construction by making decisions supported by impact quantification during design processes. However, most software tools developed for such quantification see little use in practice, especially in early design stages when decisions have the greatest influence. To identify ways for software developers to overcome this situation, a thorough literature meta-review of previously performed tool reviews was combined with interviews applying a practice lens. The first key finding is that a possible explanation for the low tool uptake in practice could be a missing practice perspective in previous tool development efforts. In a literature meta-review of publications on life cycle building performance tools identifying previously applied perspectives, most previous tool reviews were found to support tool development and selection, while disregarding how tools can be integrated in existing practices and design processes.  As a proposed solution, a framework for defining software requirements using a practice perspective was developed. The second key finding is that a practice perspective could be applied during software development by implementing qualitative methodologies. Nine architectural practitioners in Sweden, Norway and France were interviewed using the interview to the double, a projective technique in which the interviewee is asked to describe their next workday in detail so that their tasks can be assumed by an imagined body double. The design activities described by the respondents were sequenced into user narratives which could serve as starting points for participatory software development processes within the architectural practice. The outcomes - a proposed framework for practice-centric software requirements, and a proposed methodology for collecting these requirements using a practice lens - indicate a research direction toward software development efforts which aligns with design process, architectural practice, and tool user needs. In the next stage of the research this direction will be pursued through application of the developed methodologies in participatory development case studies in early-stage architectural design practice.
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7.
  • Adiels, Emil, 1989 (författare)
  • Geometry linking the art of building and the Universe: Geometric patterns on shells and grid shells
  • 2021
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Geometry links the art of building and the physics of space-time. Mathematical breakthroughs in geometry have led to new ways of designing our structures and our ability to visualise and describe the world, phenomena in nature and the universe. However, in contemporary architecture and structural engineering, a more profound understanding of geometry has been forgotten. This thesis aims to resurrect geometry in architecture and engineering in connection with the rapid development of new digital tools for design and production—particularly the connection between the structural action related to the design of the geometrical patterns on shells structures are treated. A brief historical overview of geometry is conducted, and with an emphasis on its applications in architecture in terms of structural design and economic production. Furthermore, the connection to a sustainable building culture from the standpoint of the Davos declaration 2018, calling for a high-quality Baukultur is investigated. The concept of Baukultur (building culture in English) defined in the Davos declaration is related to architectural quality but has a broader meaning as it concerns the final product and the associated processes and its effect in society. Moreover, the concept of craftsmanship and workshop culture is examined, and how it is already present in computer code development and contemporary innovative research cultures combining architectural design and technology. Taking departure from the 18th-century experimental scientist Joseph Plateau and the contemporary artist Andy Goldsworthy, the connection between scientific and artistic research is investigated. Four articles are included; all connected to various ways of architectural applications of geometry in the design process. The first article describes a way to interpret empirically derived brick patterns, specifically the bed joints, using differential geometry. Two methods to apply this in the design processes of new brick vaults are presented. The first is purely geometrical and can be applied on an arbitrary shape with the possibility to apply several patterns; the second is an iterative method of generating a funicular shape and its pattern simultaneously. The second and third paper describes the design and construction process of two different wooden structures built of straight planar laths. Both studies examine the possibilities of using geometry as a link between various parameters in a design process using digital tools to achieve complex forms using simple elements and production methods. The fourth paper examines an appropriate form for a shell, that can balance aesthetics, structural performance and build-ability, with a proposal for the use of surfaces with constant solid angle. In this paper, the surface was generated with a Delaunay triangulation. Thus, future studies would include incorporation of other types of patterns facilitating buildability.
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8.
  • Favero, Federico (författare)
  • Light Rhythms : Exploring the Perceptual and Behavioural Effects of Daylight and Artificial Light Conditions in a Scandinavian Context
  • 2024
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This compilation thesis collects multidisciplinary work on the study of the impact of light rhythms on perception and behaviour. The thesis was structured to answer and discuss the questions: “How does a person feel and behave inan illuminated space?” and “Do variable light conditions influence perception, appraisal and motion?”. In order to answer the questions, I applied methods from design, psychology and behavioural science, conducted literature reviews and performed two experimental studies. In response to the first question, the outcome of the five papers included in the thesis show that light and lighting rhythms elicit specific acute and long-term effects. These effects impact on these categories of aspects: visual and perceptual, appraisal and experience, behavioural and physiological. To structure and visualize these diverse aspects, I introduce the CLAPP framework: Context Light(ing) Action (behaviour), Perception, Person. The framework highlights the complex interplay between light, environment, and human response, by displaying features related to spatial and light rhythms, effects of light on mind and body, and personal features. The framework can provide structure and direction for education and research activities within the scope of Architectural Lighting Design. In response to the second research question, results from the experimental studies reveal that, even after eliminating view and sunlight, variable daylight conditions elicit better mood, higher pleasure, and influence motion, compared to artificial light conditions. The results of this thesis may contribute to achieving the UN sustainability goals, specifically to improve the well-being of the population (SDG3), to design a built-environment that is safe and resilient (SDG 11), and to promote the uses of affordable and clean energy (SDG 7). Building on the experience gained during this thesis work, I am confident that multidisciplinary collaboration will enable to integrate the diverse aspects included in the CLAPP framework, paving the way for the design of spaces that are both resilient and supportive of health.
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9.
  • Johansson, Michael (författare)
  • The City of Abadyl
  • 2011
  • Ingår i: Metaplasticity in Virtual Worlds. - : IGI Global. - 9781609600778 ; , s. 251-265
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.
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