Virtual Vernacular
Auteur : Bonser Sarah
Learn to see the patterns and relationships in visual mediums and buildings as you push the boundaries of design. Sarah Bonser?s Virtual Vernacularbreaks the barriers between architectural theory and game design. The text explores the way in which architecture can convey history, culture, and emotion to occupants, audience members, and players. Divided into three sections, the text guides the reader on how to tackle creative problem solving and development strategy.
Key Features:
- Architectural theory is hard to navigate, and this approach is an accessible way to start learning it.
- Learn more specifically how pop culture parodies these design theories.
- Find ways to solve abstract design problems by using the built environment as a case study.
Learn about technical limitations on the built environment that visually impact the look and feel of spaces.
- Each piece of architectural theory comes with abstracts and applications, which is a more organized and network-style way to teach an otherwise long-winded subject.
Acknowledgments. About the Author. Introduction. Part I Concept. 1 Narrative. 2 Canon versus Vernacular. 3 Considering the Built Environment. Part II Massing. 5 Function. 6 Form. 7 Space. Part III Materiality. 8 Dimensions. 9 Materials. Part IV Character. 10 Detailing. 11 Composition. 12 Affectations in Architecture. Index.
Sarah Bonser is a Seattle-based Architect with a passion for gaming and an interest in technology. Her thesis, while pursuing an M.Arch degree at The Ohio State University, focused on making architectural theory accessible to a general public. She is interested in allowing architects to demonstrate the value of a design through technology.
Date de parution : 04-2020
15.2x22.9 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 58,78 €
Ajouter au panierDate de parution : 04-2020
15.2x22.9 cm
Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).
Prix indicatif 160,25 €
Ajouter au panierThèmes de Virtual Vernacular :
Mots-clés :
Minimum Viable Product; Arhitecture; Howl's Moving Castle; Virtual environments; DMV; Level design; Vertical Circulation Cores; Worldbuilding; Virtual Architecture; Environment art; Circuitous; Visual communication; Sponge; game design; Doom II; vernacular style; Phenomenal Transparency; virtual reality; Game Designers; architectural theory; Clips; Wo; Ico; Persona; Follow; Post-war; Baroque; Schematic Design Level; Context Specific Adjustments; Donkey Kong Country; Common Language; International Building Code; Terra Cotta; OSHA Policy; Wayfinding Tools