Wolfgang Lefèvre (ed.): Picturing Machines 1400-1700 (2004)

21 November 2009, dusan

“Technical drawings by the architects and engineers of the Renaissance made use of a range of new methods of graphic representation. These drawings—among them Leonardo da Vinci’s famous drawings of mechanical devices—have long been studied for their aesthetic qualities and technological ingenuity, but their significance for the architects and engineers themselves is seldom considered. The essays in Picturing Machines 1400-1700 take this alternate perspective and look at how drawing shaped the practice of early modern engineering. They do so through detailed investigations of specific images, looking at over 100 that range from sketches to perspective views to thoroughly constructed projections.

In early modern engineering practice, drawings were not merely visualizations of ideas but acted as models that shaped ideas. Picturing Machines establishes basic categories for the origins, purposes, functions, and contexts of early modern engineering illustrations, then treats a series of topics that not only focus on the way drawings became an indispensable means of engineering but also reflect the main stages in their historical development. The authors examine the social interaction conveyed by early machine images and their function as communication between practitioners; the knowledge either conveyed or presupposed by technical drawings, as seen in those of Giorgio Martini and Leonardo; drawings that required familiarity with geometry or geometric optics, including the development of architectural plans; and technical illustrations that bridged the gap between practical and theoretical mechanics.”

Publisher MIT Press, 2004
ISBN 0262122693, 9780262122696
347 pages

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Sherry Turkle: Simulation and Its Discontents (2009)

17 September 2009, dusan

“Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle’s description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more “real” than experiments in physical laboratories.

Echoing architect Louis Kahn’s famous question, “What does a brick want?”, Turkle asks, “What does simulation want?” Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as “drunk with code.” Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors’ tacit knowledge of buildings and bodies. From both sides of a generational divide, there is anxiety that in simulation, something important is slipping away.

Turkle’s examination of simulation over the past twenty years is followed by four in-depth investigations of contemporary simulation culture: space exploration, oceanography, architecture, and biology.”

With Additional Essays by William J. Clancey, Stefan Helmreich, Yanni A. Loukissas and Natasha Myers
Foreword by John Maeda
Publisher The MIT Press, 2009
ISBN 0262012707, 9780262012706
208 pages

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Joseph Nechvatal: Immersive Ideals / Critical Distances. A Study of the Affinity Between Artistic Ideologies Based in Virtual Reality and Previous Immersive Idioms (1999)

1 August 2009, dusan

This thesis researches into the ideals behind Virtual Reality technology (and its central property of total-immersion) by looking at VR through the prism of a philosophy of visual art. Its conclusive understanding is achieved through a broad formulation of an aesthetic theory of immersive consciousness (indicative of an emerging immersive culture) by joining choice immersive examples of simulacra technology into mental connections with relevant examples culled from the histories of art, architecture, information-technology, sex, myth, space, consciousness and philosophy.

Keywords: architecture| Conceptual Art | consciousness | information-technology | myth | sex | space | virtual reality

Written in candidacy for a Ph.D. at the Centre for Advanced Inquiry in the Interactive Arts (CAiiA), University of Wales College, Newport, Wales, U. K.

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Later published as a book (2009)

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