979 resultados para Architecture project
Resumo:
La presente tesis doctoral aborda el estudio del proyecto de vivienda colectiva social desde la noción de norma, entendida desde la sistematización o normalización de los instrumentos del proyecto arquitectónico de vivienda protegida. Esto es, desde una idea de tipificación taxonómica en cuanto ajuste a un conjunto de reglas comunes productoras de sistemas normativos. La hipótesis de partida se basa en la consideración de la vivienda pública como un laboratorio de estudio histórico de los ideales de confort y calidad de vida. Este campo de pruebas ha constituido una sólida base que ha servido como punto de encuentro muy particular entre proyecto y normativa desde las primeras vanguardias europeas hasta la actualidad. El principal objetivo de la investigación es la revalorización de una normativa de vivienda que ha producido ejemplos de innegable calidad en el contexto nacional e internacional, así como un intento de actualización de su codificación. La investigación se sirve de los instrumentos específicos de la disciplina arquitectónica para explicar una disociación detectada desde la segunda mitad del siglo pasado entre la utopía del proyecto social de vivienda y el pragmatismo de la norma que lo regula, más allá de los aspectos sociales y culturales asociados a las nuevas composiciones familiares, las tecnologías cambiantes, los ritos domésticos contemporáneos o el valor creciente del tiempo libre. La propuesta de una nueva terminología que aborde nuevas relaciones en el acercamiento al proyecto de vivienda desde la normativa española deriva en un conjunto de estrategias de proyecto desde las que proponer sistemas normativos. Dichas estrategias se basan principalmente en mecanismos de cualificación espacial que permitan un nuevo acercamiento entre dichas normas y las formas de habitar actuales. ABSTRACT This doctoral thesis deals with the study of the project of social collective housing from the notion of rule, understanding it from the systematization or standardization of the instruments of architectural project for social housing. Thus, it deals with an idea of taxonomic typification as an adjustment to a set of common rules which produce regulation systems. The initial hypothesis is based on the consideration of public housing as a laboratory for studying the historical ideals of comfort and quality of life. This testing ground has been a solid base that has served as a very specific meeting point between project and regulations from the first European avant‐garde to nowadays. The main objective of this research is the revaluation of housing regulations, which have produced examples of undeniable quality in the national and international stage, as well as an attempt to update their codification. The research assumes the specific tools of the discipline of architecture for explaining a dissociation detected between the utopia of the project for social housing and the pragmatism of the regulations from the second half of last century, beyond social and cultural aspects associated to the new family arrangements, the changing technologies, the contemporary domestic rituals or the rising value of leisure time. The proposal of a new terminology that tackles new relations in the approach to housing project from the Spanish legislation results in a set of strategies to propose regulation systems. Those strategies are mainly based on mechanisms for spatial qualification which allow a new approach between these rules and the current ways of living.
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Is this a Mies?s project? Disappearances, or the art of being a Mies project Angel Borrego Several years ago I had to solve the structure of Mies House of the Werkbund exhibition of 1931 as an exercise for a course named Structures Projects in the School of Architecture of Madrid. We were offered this house as an exercise because there had been some complaints about having to calculate and deal with ?bad, real, anonymous? architecture widely recognized as such, in so far as it has been widely published, that furthermore had some ideal quality to it, a quality reinforced by the fact that it was not there anymore, one could not go and see it, old and deteriorated, all images we have of it are of a shiny new object: in fact its ideal quality was even present in that it had not even been designed to be a completely real house, as nobody ever lived there and wasn?t supposed to. It was a three dimensional representation of a house, what gave it a further flair of ideality. And it was as well the representation of an idea, and we all liked that. Last but not least, it had Mies to back it up, which promised us the remote possibility of analyzing one of his works in depth, with proper tools (this was a structures course, and we had already read, or heard, something about the importance of structures in Mies?s work.) We were lured by the possibility of reconstructing, if not the pavilion, some of the ideas leading to it. Ideas that were themselves structural, like the ?perfectly regular all columnar structure?, an ideal structure. We had a sensation that we could somehow reproduce the process and thoughts of Mies leading to the solution of a particular work, investigate him in a cuasi archaeological manner, reconstruct the project, as if being able to reconstruct one work we could reconstruct the entire Mies, and placing ourselves in his position replace him, which was to know for once where we were (1). All these thoughts, passed through our minds more or less abstractly, believe it or not, before we realized that we were supposed to imagine that the roof was also supported by the walls and that the plan was lacking two columns, which was short. We could not believe that only to make the exercise more difficult, as it was admitted, the professors would mutilate a Mies work in such a way. The exercise had lost all interest to us and there were some timid protests. The surprise came when, though admitting that the supporting walls had been their idea, the professors said they had not manipulated the plan of the house at all. Some confusion followed, since that seemed quite incredible to us, even more to professors I guess. Two of us went to the library and checkout two books, one being the ?History of Modern Architecture? (the Benevolo as it was known), from where they said to have copied the plan of the house for the exercise, and another book on Mies that included the same project. The Benevolo was actually lacking the two columns, but the other book included them, making clear our point. We were able to reorient the exercise and calculate the house just as Mies had designed it. We, the students I mean, were really happy, since we had a voice in the discipline of architecture: our own discipline since we were the ones being disciplined, and we had been allowed to freely talk our way through it. I had the nice sensation that what happened was curiously and rewardingly similar to, or a kind of metaphor for, the flowing space of the free plan, that was allowed to move through the perfectly regular structure, a most disciplined structure. As Mark Wigley has noted, discipline is intimately related to prothesis. The concept of prothesis (pro-thesis) would be already architectural as ?the act of placing before?, referring to a structure that has to be placed before anything else; it is already a structure, rather than being something added that could be removed..
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Teniendo en cuenta que no hay nada que se escape de la moda 1, y extendiendonos más allá de esta manida discusión sobre intersecciones formales, esta investigación propone la pasarela como un lugar real de mediación entre moda y arquitectura. Asumiendo esta condición, la pasarela encarna nuevos modos de producción apropiándose de su espacio y estructura, y convierténdose en una máquina capaz de generar múltiples y más bien infinitos significados. La moda es sin duda un proyecto creativo, que ha venido utilizando la pasarela como un marco para la reordenación de su narrativa visual, renovándose asi mismo como fenómeno social. Este proyecto de investigación plantea, que contrariamente las tipologías actuales de las pasarelas no nos facilitan la comprensión de una colección – que suele ser el objetivo principal. Presentan en cambio un entorno en el que se acoplan diferentes formatos visuales, -con varias capas-, conviéndolo en una compleja construcción y provocando nunerosas fricciones con el espacio-tiempo-acción durante el proceso de creación de otros territorios. Partiendo de la idea de la pasarela como un sistema, en el que sus numerosas variables pueden producir diversas combinaciones, esta investigación plantea la hipótesis por la cual un nuevo sistema de pasarela se estaría formando enteramente con capas de información. Este escenario nos conduciría a la inmersión final de la moda en los tejidos de la virtualidad. Si bien el debate sobre la relevancia de los desfiles de moda se ha vuelto más evidente hoy en día, esta investigación especula con la posibilidad del pensamiento arquitectónico y como este puede introducir metodologías de análisis en el marco de estos desfiles de moda, proponiendo una lectura de la pasarela como un sistema de procedimientos específicos inherente a los proyectos/procesos de la arquitectura. Este enfoque enlaza ambas prácticas en un territorio común donde el espacio, el diseño, el comportamiento, el movimiento, y los cuerpos son ordenados/organizados en la creación de estas nuevas posibilidades visuales, y donde las interacciones activan la generación de la novedad y los mensajes. PALABRAS CLAVES moda, sistema, virtual, información, arquitectura Considering that there is nothing left untouched by fashion2, and going beyond the already exhausted discussion about formal intersections, this research introduces the catwalk as the real arena of mediation between fashion and architecture. By assuming this condition, the catwalk embodies new modes of production that appropriates its space and turns it into a machine for generating multiple if not infinite meanings. Fashion, as a creative project, has utilized the catwalk as a frame for rearranging its visual narrative and renewing itself as social phenomena. This research disputes, however, that the current typologies of catwalks do not facilitate the understanding of the collection – as its primary goal - but, instead, present an environment composed of multi-layered visual formats, becoming a complex construct that collides space-time-action in the creation of other territories. Departing from the analysis of the catwalk as a system and how its many variables can produce diverse combinations, this research presents the hypothesis that a new system is being formed entirely built out of information. Such scenario indicates fashion´s final immersion into the fabrics of virtuality. While the discussion about the relevance of fashion shows has become more evident today, this research serves as an introductory speculation on how architectural thinking can introduce methodologies of analysis within the framework of the fashion shows, by proposing a reading of the catwalk as a system through specific procedures that are inherent to architectural projects. Such approach intertwines both practices into a common territory where space, design, behaviour, movement, and bodies are organized for the creation of visual possibilities, and where interactions are triggered in the making of novelty and messages. KEYWORDS fashion, system, virtual, information, architectural
Resumo:
as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).
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From its humble beginnings as a small workshop established by Tomáš Baťa in 1874, the Bata Shoe Company became a gigantic concern in the 1920s, built on the principles of scientific management and welfare capitalism. The growth of the company engulfed Zlín (in today’s Czech Republic), its hometown, and transformed it into a modern industrial garden city satisfying the needs of both a growing industrial population, and those of the company itself. As a reaction to the aftermath of the crisis of 1929, the enterprise began a strategy of decentralization and international expansion characterized by the design and construction of a series of modern industrial towns that replicated the model of Zlín around the globe. This study is an exhaustive survey of these cities, their rationale, design, and their postindustrial conditions; it is a comparative work that has used field trips, photography, interviews, and archival material to explain the logics behind Bata’s project, to document the design and implementation of the model to multiple contexts and geographies, and to evaluate of the urban legacy of this undertaking. Finally, the research explores the question of what can the design disciplines, and other parties involved, learn from a full synthesis on the history and urbanism of the Bata satellite cities with regard to the re-imagination and sustainability of contemporary industry-sponsored interventions in developing geographies. RESUMEN Con origen en un humilde y pequeño taller fundado en 1874 por Tomáš Baťa, la Bata Shoe Company creció hasta convertirse en una gigantesca empresa en los anos 20, fundada en principios de control científico de la producción y capitalismo de bienestar. El crecimiento de la compañía se extendió por Zlín (en la actual República Checa), su pueblo de nacimiento, y la transformó en una moderna ciudad jardín industrial capaz de satisfacer las necesidades tanto de una población en alza como de la propia empresa. Como reacción a la crisis de 1929, Bata inició una estrategia de descentralización y expansión internacional caracterizada por el proyecto y construcción de modernas ciudades industriales que replicaron el modelo de Zlín por el mundo. Esta tesis es un estudio exhaustivo de estas ciudades: las razones detrás del proyecto, su diseño, y su condición post-industrial; es un estudio comparativo que se ha servido de trabajo de campo, documentación fotográfica, entrevistas y materiales de archivo para explicar la lógica detrás del proyecto de Bata, documentar el diseño e implementación de tal modelo en múltiples contextos y geografías, y valorar el legado urbano de esta empresa. Finalmente, la investigación evalúa qué podrían aprender las disciplinas del diseño y otras partes implicadas de una síntesis completa de la historia y el urbanismo de las ciudades satélite de Bata, en lo relativo a la reinvención y sostenibilidad de proyectos contemporáneos de la industria en geografías en desarrollo.
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During the process of design and development of an autonomous Multi-UAV System, two main problems appear. The first one is the difficulty of designing all the modules and behaviors of the aerial multi-robot system. The second one is the difficulty of having an autonomous prototype of the system for the developers that allows to test the performance of each module even in an early stage of the project. These two problems motivate this paper. A multipurpose system architecture for autonomous multi-UAV platforms is presented. This versatile system architecture can be used by the system designers as a template when developing their own systems. The proposed system architecture is general enough to be used in a wide range of applications, as demonstrated in the paper. This system architecture aims to be a reference for all designers. Additionally, to allow for the fast prototyping of autonomous multi-aerial systems, an Open Source framework based on the previously defined system architecture is introduced. It allows developers to have a flight proven multi-aerial system ready to use, so that they can test their algorithms even in an early stage of the project. The implementation of this framework, introduced in the paper with the name of “CVG Quadrotor Swarm”, which has also the advantages of being modular and compatible with different aerial platforms, can be found at https://github.com/Vision4UAV/cvg_quadrotor_swarm with a consistent catalog of available modules. The good performance of this framework is demonstrated in the paper by choosing a basic instance of it and carrying out simulation and experimental tests whose results are summarized and discussed in this paper.
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In recent years, coinciding with adjustments to the Bologna process, many European universities have attempted to improve their international profile by increasing course offerings in English. According to the Institute of International Education (IIE), Spain has notably increased its English-taught higher education programs, ranking fifth in the list of European countries by number of English-taught Master's programs in 2013. This article presents the goals and preliminary results of an on-going innovative education project (TechEnglish) that aims to promote course offerings in English at the Technical University of Madrid (Universidad Politécnica de Madrid, UPM). The UPM is the oldest and largest of all Technical Universities in Spain. It offers graduate and postgraduate programs that cover all the engineering disciplines as well as architecture. Currently, the UPM has no specific bilingual/multilingual program to promote teaching in English, although there is an Educational Model Whitepaper (with a focus on undergraduate degrees) that promotes the development of activities like an International Semester or a unique shared curriculum. The TechEnglish project is an attempt to foster courses taught in English at 7 UPM Technical Schools, including students and 80 faculty members. Four tasks were identified: (1) to design a university wide framework to increase course offerings, (2) to identify administrative difficulties, (3) to increase visibility of courses offered, and (4) to disseminate the results of the project. First, to design a program we analyzed existing programs at other Spanish universities, and other projects and efforts already under way at the UPM. A total of 13 plans were analyzed and classified according to their relation with students (learning), professors (teaching), administration, course offerings, other actors/institutions within the university (e.g., language departments), funds and projects, dissemination activities, mobility plans and quality control. Second, to begin to identify administrative and organizational difficulties in the implementation of teaching in English, we first estimated the current and potential course offerings at the undergraduate level at the UPM using a survey (student, teacher and administrative demand, level of English and willingness to work in English). Third, to make the course offerings more attractive for both Spanish and international students we examined the way the most prestigious universities in Spain and in Europe try to improve the visibility of their academic offerings in English. Finally, to disseminate the results of the project we created a web page and a workspace on the Moodle education platform and prepared conferences and workshops within the UPM. Preliminary results show that increasing course offerings in English is an important step to promote the internationalization of the University. The main difficulties identified at the UPM were related to how to acknowledge/certify the departments, teachers or students involved in English courses, how students should register for the courses, how departments should split and schedule the courses (Spanish and English), and the lack of qualified personnel. A concerted effort could be made to increase the visibility of English-taught programs offered on-line.
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We describe Janus, a massively parallel FPGA-based computer optimized for the simulation of spin glasses, theoretical models for the behavior of glassy materials. FPGAs (as compared to GPUs or many-core processors) provide a complementary approach to massively parallel computing. In particular, our model problem is formulated in terms of binary variables, and floating-point operations can be (almost) completely avoided. The FPGA architecture allows us to run many independent threads with almost no latencies in memory access, thus updating up to 1024 spins per cycle. We describe Janus in detail and we summarize the physics results obtained in four years of operation of this machine; we discuss two types of physics applications: long simulations on very large systems (which try to mimic and provide understanding about the experimental non equilibrium dynamics), and low-temperature equilibrium simulations using an artificial parallel tempering dynamics. The time scale of our non-equilibrium simulations spans eleven orders of magnitude (from picoseconds to a tenth of a second). On the other hand, our equilibrium simulations are unprecedented both because of the low temperatures reached and for the large systems that we have brought to equilibrium. A finite-time scaling ansatz emerges from the detailed comparison of the two sets of simulations. Janus has made it possible to perform spin glass simulations that would take several decades on more conventional architectures. The paper ends with an assessment of the potential of possible future versions of the Janus architecture, based on state-of-the-art technology.
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"This paper examines The Lake Project and Terminal Mirage, the two components of David Maisel’s Black Maps series that concern water. Like the section of the Salt Lake chosen by Robert Smithson for his seminal Spiral Jetty, the alkaline waters Maisel photographs are subject to infestations of bacteria that that give them a visceral hue. Smithson provides a reference for this work; the artists are notable for their shared site, disorienting scale, and attraction to entropy"
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This Master’s Research Paper investigates Olafur Eliasson’s The weather project as a case study for the dialogue between Gothic artistic principles and prominent elements of contemporary art. A product of a post-modern mindset, weakened historicity allows us to examine these connections anew; past, present, and future blur and artists (and viewers) have the whole of time from which to gain inspiration and meaning in works of art. I demonstrate similarities through theories on phenomenology; the spatiotemporal relationship between viewer and artwork; the convergence of art and science; and the communal, quasi-liminal experience of pilgrimage. I embrace Eliasson’s belief in the self-reflexive potential of art and the importance of the viewer’s own values, memories, and methods of seeing. This new interpretive layer will hopefully offer a richer experience for future participants of both Gothic cathedrals and environments produced by Studio Olafur Eliasson.
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In this paper, a proposal of a multi-modal dialogue system oriented to multilingual question-answering is presented. This system includes the following ways of access: voice, text, avatar, gestures and signs language. The proposal is oriented to the question-answering task as a user interaction mechanism. The proposal here presented is in the first stages of its development phase and the architecture is presented for the first time on the base of the experiences in question-answering and dialogues previously developed. The main objective of this research work is the development of a solid platform that will permit the modular integration of the proposed architecture.
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The episcopal complex of Eio, located in El Tolmo de Minateda, was built between the end of the 6th century and the beginning of the 7th century, possibly as a political decision taken by the ecclesiastical authority in the capital of the Visigothic kingdom (Toletum). With the comprehensive study of the whole complex presented below (construction cycles, furniture, decoration and location of spaces), we can interpret the function of each space in the basilica and the domus episcopi, the liturgical and general movement routes, the existence of some hierarchical environments, and specify the chronological development of the buildings. After the Arab-Berber conquest of Hispania in the early 8th century, the whole complex will experience a series of transformations that will convert the religious and monumental public area into a private, residential and industrial Islamic quarter.
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In this paper we explore the implications of pluralist curricula for architectural technology. This includes the potential effects on strengthening the identity of the architectural technology profession and the academic development of the discipline. This latter relies, arguably, on research being explicit in CIAT’s eight mandatory threshold standards. This work concentrates on one of the Chartered Institute of Architectural Technologist’s (CIATS’s) key subjects; 'design', defined as detail design for the architectural technologist. In postulating a philosophy of architectural technology epistemology with a focus on detail design, the pedagogy of architectural detailing in practice and academia is investigated: the associated roles of creativity and conditioning are explored. The interrelationship between conceptual design and construction processes in practice is outlined, identifying the role of the detail design specialist (architectural technologist) in the management of design and production information. Thus is identified the future architectural technologists’ specialisation of nuclear architecture: the total quality construction created by quality of thinking which permeates from and to detail design for assembly/disassembly and production within a collaboratively mechanised AEC team. A theory of nuclear architecture and an associated approach to detail design pedagogy are postulated, aiming to promote a revised perception of the definition of design for the architectural technologist. How this theory can be applied to the creation of a paradigmatic student project, themed on designing for disassembly as a key future focus of ‘Healthy Building’ design is introduced for future exploration. This future research into detail design, the authors propose, should be predicated on the appropriate methodology related to the epistemology of a design-based area of the architectural technology discipline. The roles of Professional, Statutory and Regulatory Bodies (PSRB) in the evaluation and subsequent dissemination of this detail design pedagogy, with the aim of strengthening the architectural technology discipline are emphasised.