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Space time play : computer games, architecture and urbanism : the next level

معرفی کتاب «Space time play : computer games, architecture and urbanism : the next level» نوشتهٔ Friedrich von Borries, Steffen P. Walz, Matthias Böttger, Drew Davidson, Heather Kelley, Julian Kücklich، منتشرشده توسط نشر Basel Walter de Gruyter GmbH در سال 2007. این کتاب در 20 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another? Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian KÃ1⁄4cklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others. front-matter 2 fulltext 10 front-matter_2 14 fulltext_3 16 fulltext_4 20 fulltext_5 22 fulltext_6 24 fulltext_7 26 fulltext_8 32 fulltext_9 34 fulltext_10 36 fulltext_11 38 fulltext_12 40 fulltext_13 42 fulltext_14 44 fulltext_15 48 fulltext_16 50 fulltext_17 52 fulltext_18 54 fulltext_19 56 fulltext_20 61 fulltext_21 64 fulltext_22 66 fulltext_23 68 fulltext_24 70 fulltext_25 72 fulltext_26 74 fulltext_27 78 fulltext_28 80 fulltext_29 82 fulltext_30 84 fulltext_31 86 fulltext_32 88 fulltext_33 94 fulltext_34 96 fulltext_35 98 fulltext_36 100 fulltext_37 104 fulltext_38 106 fulltext_39 108 fulltext_40 110 fulltext_41 114 fulltext_42 116 fulltext_43 118 fulltext_44 122 fulltext_45 124 fulltext_46 126 fulltext_47 128 fulltext_48 130 fulltext_49 132 fulltext_50 134 front-matter50 138 fulltext_51 140 fulltext_52 142 fulltext_53 144 fulltext_54 146 fulltext_55 150 fulltext_56 152 fulltext_57 154 fulltext_58 156 fulltext_59 158 fulltext_60 164 fulltext_61 168 fulltext_62 170 fulltext_63 172 fulltext_64 174 fulltext_65 178 fulltext_66 180 fulltext_67 182 fulltext_68 186 fulltext_69 190 fulltext_70 192 fulltext_71 194 fulltext_72 196 fulltext_73 198 fulltext_74 200 fulltext_75 206 fulltext_76 210 fulltext_77 212 fulltext_78 214 front-matter78 216 fulltext_79 218 fulltext_80 222 fulltext_81 224 fulltext_82 226 fulltext_83 228 fulltext_84 230 fulltext_85 233 fulltext_86 238 fulltext_87 242 fulltext_88 244 fulltext_89 246 fulltext_90 248 fulltext_91 251 fulltext_92 256 fulltext_93 258 fulltext_94 260 fulltext_95 262 fulltext_96 264 fulltext_97 266 fulltext_98 270 fulltext_99 272 fulltext_100 274 fulltext_101 276 fulltext_102 280 fulltext_103 282 fulltext_104 284 fulltext_105 286 fulltext_106 288 fulltext_107 290 fulltext_108 294 fulltext_109 296 fulltext_110 298 fulltext_111 300 fulltext_112 302 fulltext_113 304 fulltext_114 308 fulltext_115 310 fulltext_116 312 fulltext_117 316 fulltext_118 318 front-matter118 320 fulltext_119 322 fulltext_120 324 fulltext_121 326 fulltext_122 328 fulltext_123 332 fulltext_124 335 fulltext_125 340 fulltext_126 344 fulltext_127 346 fulltext_128 348 fulltext_129 350 fulltext_130 351 fulltext_131 352 fulltext_132 354 fulltext_133 358 fulltext_134 362 fulltext_135 364 fulltext_136 366 fulltext_137 368 fulltext_138 370 fulltext_139 372 fulltext_140 376 fulltext_141 380 fulltext_142 384 fulltext_143 388 fulltext_144 390 fulltext_145 392 fulltext_146 394 fulltext_147 396 fulltext_148 398 fulltext_149 401 fulltext_150 404 fulltext_151 407 front-matter151 410 fulltext_152 412 fulltext_153 414 fulltext_154 416 fulltext_155 420 fulltext_156 425 fulltext_157 430 fulltext_158 434 fulltext_159 436 fulltext_160 438 fulltext_161 441 fulltext_162 444 fulltext_163 450 fulltext_164 452 fulltext_165 456 fulltext_166 458 fulltext_167 460 fulltext_168 462 fulltext_169 466 fulltext_170 470 fulltext_171 472 fulltext_172 474 fulltext_173 476 fulltext_174 478 fulltext_175 480 fulltext_176 484 back-matter 488 Computer- und Videospiele verlassen den Computer und erobern als mobile Applikationen (wie GPS-Handys, etc.) den Alltagsraum neue Formen von Architektur und Stadt entstehen. Wie verndern diese Spiele unsere Wahrnehmung von realem und virtuellem Raum? Was knnen die Gestalter physischer und digitaler Welten von einander lernen? Space Time Play stellt folgende Themen Architekturgeschichte von Computer- und Videospielen; Virtuelle Metropolen und ihre sozialen Spielrume; realrumliche berlagerungen durch Computerspiele und Konvergenzen zwischen realen und imaginierten Spielrumen; Computer- und Videospiele als praktische Planungsinstrumente. Mit Beitrgen u. a. Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian Kcklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley. Friedrich von Borries (*1974) ist Architekt, u.a. Lehrttigkeit an der Akademie der Bildenden Knste Nrnberg; Forschungsstipendat 2007 des DAAD an der ETH Zrich, New York University und am Massachusetts Institute of Technology. Matthias Bttger (*1974) ist Architekt, u.a. Lehrtigkeit an der Universitt Stuttgart und der Akademie der Bildenden Knste Nrnberg. Leitet gemeinsam mit Friedrich von Borries "raumtaktik, Agentur fr rumliche Aufklrung und Intervention" in Berlin. Steffen P. Walz (*1973) ist Wissenschaftlicher Mitarbeiter und Doktorand an der ETH Zrich, Professur fr Computer Aided Architectural Design. An der Hochschule fr Gestaltung und Kunst Zrich ist Walz Mitgrnder des B.A.-Studienganges "Game Design". Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) a" the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another? Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian Kücklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others "The richly illustrated texts in "Space Time Play" cover a wide range of games paces: from milestone video and computer games to virtual metropolises to digitally-overlaid physical spaces. As a comprehensive and interdisciplinary compendium, "Space Time Play" explores the architectural history of computer games and the future of lucid space. More than 140 experts from game studies and the game industry, from architecture and urban planning, have contributed essays, game reviews and interviews. The games examined range from commercial products to artistic projects and from scientific experiments to spatial design and planning tools. "Space Time Play" is not just meant for architects, designers and gamers, but for all those who take an interest in the culture of digital games and the spaces within and modeled after them. Let's play!"--Résumé de l'éditeur "The richly illustrated texts in "Space Time Play" cover a wide range of games paces: from milestone video and computer games to virtual metropolises to digitally-overlaid physical spaces. As a comprehensive and interdisciplinary compendium, "Space Time Play" explores the architectural history of computer games and the future of lucid space. More than 140 experts from game studies and the game industry, from architecture and urban planning, have contributed essays, game reviews and interviews. The games examined range from commercial products to artistic projects and from scientific experiments to spatial design and planning tools. "Space Time Play" is not just meant for architects, designers and gamers, but for all those who take an interest in the culture of digital games and the spaces within and modeled after them. Let's play!"--Website Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications - the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? This book deals with this topic.
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