GameSetandMatch II: the architecture co-laboratory

On computer games, advanced geometries and digital technologies

The 2nd International GameSetandMatch Conference held from 29th March to 1st April 2006 at the Faculty of Architecture of the Delft University of Technology, The Netherlands, discussed current and future transformations within digitally driven architectural practices through innovative cross-disciplinary collaborations in general and real-time collaborative design, engineering and prototyping processes in particular.

Games are incentive structures involving multiple players striving for defined goals within a given set of rules. The analogy of architecture as a game serves as an inspirational frame of reference for GameSetandMatch II, emphasizing the interactive and collective dynamics within contemporary architectural research, design and practice.

With the new technical possibilities of worldwide electronic networking and the employment of digital medias and technologies to various fields of research and practice, conventional disciplines gradually dissolve as new trans-disciplines occur. Contemporary architecture too resides in a state of transgression, giving rise to new architectural conceptions benefiting from a multitude of influences. The notion of architecture as a co-laboratory accentuates the devotion to experimentation and collaboration within the design and building practice.

Whereas GameSetandMatch I in November 2001 primarily focused on the interplay of architecture and computer game design, GameSetandMatch II expands its perspective as regards content to the relationship between digitally enabled architectural practices and an interlaced series of thematic areas:

GAME: Play:
Architecture, Game Tools and Inclusive Procedures

Games are universal. All through human history, people have played games. They are not merely entertainment but also an important media for the development, education and social implementation of new technologies.

Techniques and tools from different fields of practice have significantly affected architectural design over the last years. Especially game development software [Virtools, Blender, Quest 3D] is becoming an essential medium in the architectural design process, providing not only the means for interactive digital visualisations of architectural projects but also for collaborative approaches to architectural design in real time.

Both computer game design and architecture are fundamentally organizing spatial relations. Computer game designers are thereby constantly stretching the boundaries of what is possible in the virtual world.

A discussion of current trends in content and technical development in game design reveals future directions not only for gaming but also for architecture and questions the possible role of computer game design for research, design and practice in architecture.

SET: Geometry++:
Advanced Geometries, Computation and Manufacturing

Geometric relationships form the foundation of architecture. Yet contemporary architectural design stresses the use of standard geometry to the challenging, tectonic demands asking for non-standard generative geometric solutions.

With architects addressing more and more complex geometric issues on the one hand and the increasing use of computers in the education of architecture on the other hand, higher degrees of geometric and programmatic skills are needed today. Computational techniques have become inclusive to the architectural design and manufacturing process.

Over the last years software for architectural and engineering design has advanced from simple drafting systems to relational tools that incorporate parametric design and a wide range of analytical capabilities. By linking the digital design process with the production process the customized tools and procedures create and modify precise digital models and evaluate their manufacturing feasibility.

GameSetandMatch II introduces state-of-the-art computational techniques in architecture and construction technology, which open up non-standard mass customization design and production perspectives altering clearly from traditional methods based on mass production. Apart from facilitating non- standard production and manufacturing these new techniques and tools offer communicative means to streamline the traditionally slow and low-res dialogue between the different parties involved in the architectural design and production process.

MATCH: Open Source:
New Technologies and Open Source Environments

Open source, a term coined by early hacker culture commonly refers to computer software with its source code made freely available to the public, allowing the users to modify and redistribute the software freely.

Despite the general difficulties of applying a concept to areas outside of its original realm, "open source" proves to be a powerful metaphor to a large variety of backdrops. It is fundamentally based on the principle of sharing and collaborating across international, cultural and professional boundaries.

The transfer of new technologies and techniques from diverse fields of research and practice to the field of architecture is currently changing the face of the profession. Traditional boundaries erode whilst new forms of architectural practice emerge, freely thinking and acting across multiple disciplines. This remarkable aperture within the practice of architecture supports the free exchange of information and experience beyond its professional perimeters.

GameSetandMatch II charts current achievements in the application of contemporary technologies and techniques to the architectural practice and explores the culturally endowing output of these technological alterations, focusing on open source sharing, bi-directional networks, swarm behavior, intelligent agents, and complex adaptive systems in general.

GameSetAndMatch II Proceedings

With new technical possibilities of worldwide electronic networking and the ubiquitous employment of new media and digital technology in various fields of research and practice, conventional disciplines gradually dissolve as new transdisciplines occur. Contemporary architecture too resides in a state of transgression that gives rise to new architectural conceptions benefiting from a multitude of influences.

This publication brings together the manifold, international and interdisciplinary contributions to the 'GameSetandMatch II Conference - The Architecture Co-Laboratory,' directed by Kas Oosterhuis, professor at the Faculty of Architecture of the Delft University of Technology, the Netherlands. It addresses contemporary and future changes within and across the boundaries of digitally driven architectural and design practices. The notion of architecture as a co-laboratory accentuates this strong devotion to experimentation and collaboration. In so doing it offers a kaleidoscopic view of, rather than a defined perspective on current developments in the digital design domain.

The authors of the essays and papers included in this book come from very diverse backgrounds ranging from architecture and design to technology and engineering as well as computer sciences and humanities. An interlaced series of three thematic areas - 'Play', 'Geometry ++' and 'Open Source' - will relate diverse sources of knowledge and enable the reader to cross reference, question, recontextualize, and even create new connections among the content presented.
This collection of writings serves the generally interested reader as well as the scientific reader and provides a source of discussion to draw inspiration and motivation from.

GameSetandMatch II includes contributions from Robert Aish, Ole Bouman, Raoul Bunschoten, Bernard Cache, Jan Edler and Tim Edler, Georg Flachbart, John Frazer, Mark Goulthorpe, Branko Kolarevic, Anne Nigten, Marcos Novak, Kas Oosterhuis, Antonino Saggio, Katie Salen, Norbert Streitz, Tom Verebes, Peter Weibel and many more.

 

Details

GameSetAndMatch II. On Computergames, Advanced Geometries and Digital Technologies
Kas Oosterhuis and Lukas Feireiss [ed.] 
Graphic design: Minke Themans 
English 
paperback | 616 pp. | 17 x 24 
isbn 9059730364
episode publishers

Naam auteur: Hyperbody
© 2014 TU Delft

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