Academic literature on the topic 'Vertical Vernacular Architecture'

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Journal articles on the topic "Vertical Vernacular Architecture"

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Suwal, Ram Prasad. "Vernacular Newar Dwelling- Its Construction Technologies and Vertical Functional Distributions." SCITECH Nepal 15, no. 1 (December 28, 2020): 58–65. http://dx.doi.org/10.3126/scitech.v15i1.49105.

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This research examines the construction process and the techniques of vernacular residential dwellings of core area of Bhaktapur city. The physical characteristics of the buildings are rich in their heritage. The investigation mainly concentrates on assembly of building structures, scientific justification behind the technologies and the vertical functional use of the building. The paper takes an integrated view of building technologies and materials assembled by builders. This research attempts to improve the technologies applied by the builders by emphasizing the cultural context which enables us to provide an integrated explanation. The behavior of structure and material is kept as the focus of investigation. The different case study buildings are selected from upper Bhaktapur (East) to lower Bhaktapur (West) with an assumption that the knowledge may be generalized to the other buildings as well. The main findings reveal that Newar residential dwellings are constructed of brick masonry with mud mortar and timber. The architecture of traditional dwelling is a product of different professionals. Different structure assembling techniques in different parts of the building, detail information on building materials and functional space allocation and terminologies used in building construction are described because each terminology is a meaningful invention of our past tradition on building construction technology.
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Mondello, A., and A. Salemi. "VERNACULAR LANGUAGE WITHIN THE TRADITIONAL BELL TOWERS: BETWEEN STAIRS, LANDINGS AND FLOORS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIV-M-1-2020 (July 24, 2020): 675–81. http://dx.doi.org/10.5194/isprs-archives-xliv-m-1-2020-675-2020.

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Abstract. The monumental heritage of European historic centres is characterised by special building types that have drawn, more than others, on the vernacular language of the local traditional architecture. The traditional bell towers, even if built by a specific (but not always known) designer, often have some building elements transliterated from the construction tradition of poor and rural buildings. This language can be found in many examples from different historical periods and in faraway areas, such as Italy and Spain. The external monumentality may not correspond to a complex spatial articulation inside the towers. Instead, it is usual to find belfries in which the vertical connections and any horizontal structures are solved by wooden stairs and floors to reach the bell cell. The used materials and building techniques reveal the design simplicity but also the evidence of a lost “know-how”. Due to the nature of the materials, possible damages and lack of maintenance, many of these structures have undergone restoration or transformation works, also whit their replacement for the benefit of most modern construction systems. The research aims to underline the central importance of preventive knowledge of these traditional structures and illustrate some significant cases in Eastern Sicily, a high seismic risk area. These case studies are emblematic for the evidence of several original structures or the extreme effects of the 20th-century interventions. These last works have often compromised the historical and documentary trait of the wooden structures, introducing new vulnerabilities due to the excessive stiffening of the masonry.
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Sušanj Protić, Tea. "Renesansna kuća Moise u Cresu - rezultati konzervatorskih istraživanja 2011. godne." Ars Adriatica, no. 4 (January 1, 2014): 283. http://dx.doi.org/10.15291/ars.501.

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The Renaissance residential architecture in the town of Cres is represented by a small number of preserved houses (palazzetti) of the local nobility which are attributed to the established stone-cutting workshop grouped around master Francesco Marangonich, a Lombard stone-cutter who arrived at Cres from the building sites of Venice and introduced Renaissance stylistic elements on the Quarnero islands. The best-known Renaissance residential building at Cres is the Marcello-Petris house which was built in the 1510s for the Minister Provincial and Bishop, Friar Antun Marcello-Petris. The Renaissance houses of the Cres nobility are characterized by their relatively large size, ashlar masonry, and the strict rhythm of the decorated openings on the representative facades. One of such buildings is the Moise house, situated in the medieval centre of the town, at a prominent site where the two main streets of the time crossed. Documents from the archive of the Franciscan monastery at Cres witness that in 1441, “Ser Andrea Moisenich” exchanged a garden for the house of “Nobilis Ser Stefano de Petris”, who had the Petris palace built before 1405, meaning that the present-day Moise house might be identified with the old Petris palace. It features the coats of arms of these two families from the same period, and, therefore, it could have functioned as a shared residence of both families, which was frequently the case in Venice, for example, when it came to large palaces with two residential floors and two courtyards, which are both elements of the Moise house. The Moise house is the largest residential building of Renaissance Cres and, through its size, it can be compared to prominent examples of large palaces in Dalmatian towns. It has not been the subject of scholarly and expert research because of its many alterations, the relatively poor preservation of its original features, and the loss of its representative appearance, all of which means that its basic characteristics remained unknown. Conservation works revealed the layout of its ground plan and established that it was conceived as an emulation of the Venetian model, with a central hall and four lateral chambers. These features set the Moise house apart from other Renaissance residential buildings at Cres as the only one which adopted and displayed the high Renaissance symmetry of ground plan, which is also reflected on the representative facade. Analysis of the plaster samples taken from the walls has resulted in their stratigraphy, which confirms the hypothesis that all the walls of the central salone were painted a secco in the seventeenth century.The conservation works carried out on the representative facade unveiled the position of the Renaissance windows, which indicates that the articulating rhythm was two single-light windows – a double-light window – two single-light windows, which was corroborated by the discovery of the dressed inner window splays. Such an arrangement was common practice in Venetian Gothic residential architecture but, in the territory of present-day Croatia, it gained prominence only in the Renaissance, and the Moise house is the only example of this at Cres. The second floor of the Moise house repeated the plan of the first, which implies that originally there would have been two sumptuous storeys. The vaulted rooms on the ground floor did not communicate with one another but formed separate units in a direct relationship with the street or courtyards and it is likely that they had a utilitarian function as shops or storage spaces, having no vertical communication inside the house with the residential floors, which were connected by means of a single flight staircase. The building had two representative courtyards; the west one gave way to subsequent additions but it was recorded in the Land Registry as early as 1821. On the ground floor, the courtyard had a porch with two arches above which was a gallery with a balustrade, traces of which were discovered through test-probes in the floor. In the small east courtyard, the remains of the Renaissance porch, supported by the excellently carved pillars have been preserved, while in the floor under the staircase vault, a circular, finely-dressed stone opening belonging to a well was found; its well head is today located on the ground floor of the house. The two representative courtyards are an exception in the densely-knit urban texture of Cres, which places the Moise house in a wider context of Renaissance residential architecture in the Adriatic. Its local variety would be the positioning of the well under the vault of the staircase, which is characteristic of the vernacular architecture in medieval Cres. In comparison to other similar buildings at Cres, the Moise house is unique in that it is the only Renaissance house of the nobility with a regular plan; other Renaissance houses are of a mostly irregular quadrangular plan, including the most representative example of the palazzetto of the Cres nobility, the Marcello-Petris house. The Moise house is also the only building to have a symmetrical interior layout, which resonates with the symmetrical articulation of the representative facade, while in the case of the Marcello-Petris house, the consistent rhythm of the richly decorated windows in the south facade are a screen of sorts placed before the asymmetrically-arranged interior space.The construction of such a large building, at a dominant position in the medieval core can be explained by the role of the original commissioners, the Petris family, as the most prominent noble family at Cres, while the credit for the contemporary Renaissance organization of the interior – with the only extant example of a central representative hall in the Renaissance residential architecture at Cres – belongs to the builders, who had already demonstrated knowledge of contemporary Venetian models on the well-known portal of the collegiate church at Cres.The Moise house was marginalized in previous overviews of the Renaissance residential architecture because of the modest state of preservation of its Renaissance stone sculpture. The results of the conservation works, and the analysis of the spatial organization, ground plan, and location of this building, but also the analysis of historical records, should contribute to a clearer perception of the Moise house in the context of the fifteenth- and sixteenth-century residential architecture on the east Adriatic coast, and to a re-assessment of its diminished representative importance, the value which is hidden in the architectural structure, concept and context, within the frame of the urban texture of medieval Cres.
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Lee, Mi-Hyang, and Seung-Hoon Han. "Utilization of the Evaluation System for Spatial Comfort toward Multi-Layered Public Hanok Facilities." Designs 5, no. 4 (December 10, 2021): 79. http://dx.doi.org/10.3390/designs5040079.

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This study aims to present evaluation methods that can evaluate thermal comfort reflecting traditional values of the vernacular architecture in Korea called Hanok, especially focused on modernized public facilities. For this purpose, representative vertically-sectional structures of Hanok has been categorized by the spatial configuration used for public buildings such as school, museum, library and so on. Next, a comfort assessment index was derived to evaluate the spatial comfort performance of Hanok especially with certified domestic standards and indices. Then, predicted mean vote (PMV) has further been selected as the method for the thermal assessment for their interior spaces. As a result, the surrounding conditions showed the least influence on the Hanok comfort and the adjacency type mostly affected the performance of thermal control in the aspects of the habitual sustainability. Finally, Hanok designs could positively be considered and utilized by surroundings and adjacency types that have the most advantages in terms of thermal environment.
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Bagus Putu Prajna Yogi, Ida, Sunarningsih Sunarningsih, Vida Pervaya Rusianti Kusmartono, Citra Iqliyah Darojah, and Gauri Vidya Dhaneswara. "SEBARAN PERMUKIMAN KUNO PADA DAS LAMANDAU DI KALIMANTAN BAGIAN BARAT DAYA: PERSPEKTIF ARKEOLOGI KERUANGAN." PURBAWIDYA: Jurnal Penelitian dan Pengembangan Arkeologi 10, no. 1 (July 8, 2021): 45–62. http://dx.doi.org/10.24164/pw.v10i1.383.

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The potential of archaeology in Sungai Lamandau catchment has not been intensively explored. The ancient settlement is one of the interesting archaeological potentials to be studied in this area. This study aims to understand the pattern of macro distribution of ancient settlements in Sungai Lamandau catchment. Understanding the distribution patterns of ancient settlements is expected to provide a reference for local wisdom in adapting to the environment, selecting residential locations, and building vernacular architecture. Therefore, this study uses a spatial archeology approach on a macro scale. Research results showed that laterally (spatial), the distribution of ancient settlements in Sungai Lamandau catchment was divided into three regions, i.e. downstream; midlestream; and upstream Vertically (time), the oldest settlement occurred in the upper reaches of Sungai Lamandau, while the most recent one is in around the area of middlestream The characteristics of multicomponent site were identified to be located in the lower and midstream parts of Sungai Lamandau catchment, which contains the most complex findings.
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West, Patrick Leslie, and Cher Coad. "The CCTV Headquarters—Horizontal Skyscraper or Vertical Courtyard? Anomalies of Beijing Architecture, Urbanism, and Globalisation." M/C Journal 23, no. 5 (October 7, 2020). http://dx.doi.org/10.5204/mcj.1680.

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I have decided to launch a campaign against the skyscraper, that hideous, mediocre form of architecture…. Today we only have an empty version of it, only competing in height.— Rem Koolhaas, “Kool Enough for Beijing?”Figure 1: The CCTV Headquarters—A Courtyard in the Air. Cher Coad, 2020.Introduction: An Anomaly within an Anomaly Construction of Beijing’s China Central Television Headquarters (henceforth CCTV Headquarters) began in 2004 and the building was officially completed in 2012. It is a project by the Office for Metropolitan Architecture (OMA) headed by Rem Koolhaas (1944-), who has been called “the coolest, hippest, and most cutting-edge architect on the planet”(“Rem Koolhaas Biography”). The CCTV Headquarters is a distinctive feature of downtown Beijing and is heavily associated in the Western world with 21st-century China. It is often used as the backdrop for reports from the China correspondent for the Australian Broadcasting Corporation (ABC), Bill Birtles. The construction of the CCTV Headquarters, however, was very much an international enterprise. Koolhaas himself is Dutch, and the building was one of the first projects the OMA did outside of America after 9/11. As Koolhaas describes it: we had incredible emphasis on New York for five years, and America for five years, and what we decided to do after September 11 when we realized that, you know, things were going to be different in America: [was] to also orient ourselves eastwards [Koolhaas goes on to describe two projects: the Hermitage Museum, St. Petersburg, Russia and the CCTV Headquarters]. (Rem Koolhaas Interview) Problematically, Koolhaas claims that the building we created for CCTV could never have been conceived by the Chinese and could never have been built by Europeans. It is a hybrid by definition. It was also a partnership, not a foreign imposition…. There was a huge Chinese component from the very beginning. We tried to do a building that conveys that it has emerged from the local situation. (Fraioli 117) Our article reinterprets this reading. We suggest that the OMA’s “incredible emphasis” on America—home of the world’s first skyscraper: the Home Insurance Building built in 1885 in Chicago, Illinois—pivotally spills over into its engagement with China. The emergence of the CCTV Headquarters “from the local situation”, such as it is, is more in spite of Koolhaas’s stated “hybrid” approach than because of it, for what’s missing from his analysis of the CCTV Headquarters’ provenance is the siheyuan or classical Chinese courtyard house. We will argue that the CCTV Headquarters is an anomaly within an anomaly in contemporary Beijing’s urban landscape, to the extent that it turns the typologies of both the (vertical, American) skyscraper and the (horizontal, Chinese) siheyuan on a 90 degree angle. The important point to make here, however, is that these two anomalous elements of the building are not of the same order. While the anomalous re-configuration of the skyscraper typology is clearly part of Koolhaas’s architectural manifesto, it is against his architectural intentionality that the CCTV Headquarters sustains the typology of the siheyuan. This bespeaks the persistent and perhaps functional presence of traditional Chinese architecture and urbanism in the building. Koolhaas’s building contains both starkly evident and more secretive anomalies. Ironically then, there is a certain truth in Koolhaas’s words, beneath the critique we made of it above as an example of American-dominated, homogenising globalisation. And the significance of the CCTV Headquarters’ hybridity as both skyscraper and siheyuan can be elaborated through Daniel M. Abramson’s thesis that a consideration of unbuilt architecture has the potential to re-open architecture to its historical conditions. Roberto Schwarz argues that “forms are the abstract of specific social relationships” (53). Drawing on Schwarz’s work and Abramson’s, we conclude that the historical presence—as secretive anomaly—of the siheyuan in the CCTV Headquarters suggests that the building’s formal debt to the siheyuan (more so than to the American skyscraper) may continue to unsettle the “specific social relationship” of Chinese to Western society (Schwarz 53). The site of this unsettlement, we suggest, is data. The CCTV Headquarters might well be the most data-rich site in all of China—it is, after all, a monumental television station. Suggestively, this wealth of airborne data is literally enclosed within the aerial “courtyard”, with its classical Chinese form, of the CCTV Headquarters. This could hardly be irrelevant in the context of the geo-politics of globalised data. The “form of data”, to coin a phrase, radiates through all the social consequences of data flow and usage, and here the form of data is entwined with a form always already saturated with social consequence. The secretive architectural anomaly of Koolhaas’s building is thus a heterotopic space within the broader Western engagement with China, so much of which relates to flows and captures of data. The Ubiquitous Siheyuan or Classical Chinese Courtyard House According to Ying Liu and Adenrele Awotona, “the courtyard house, a residential compound with buildings surrounding a courtyard on four (or sometimes three) sides, has been representative of housing patterns for over one thousand years in China” (248). Liu and Awotona state that “courtyard house patterns could be found in many parts of China, but the most typical forms are those located in the Old City in Beijing, the capital of China for over eight hundred years” (252). In their reading, the siheyuan is a peculiarly elastic architectural typology, whose influence is present as much in the Forbidden City as in the humble family home (252). Prima facie then, it is not surprising that it has also secreted itself within the architectural form of Koolhaas’s creation. It is important to note, however, that while the “most typical forms” of the siheyuan are indeed still to be found in Beijing, the courtyard house is an increasingly uncommon sight in the Chinese capital. An article in the China Daily from 2004 refers to the “few remaining siheyuan” (“Kool Enough for Beijing?”). That said, all is not lost for the siheyuan. Liu and Awotona discuss how the classical form of the courtyard house has been modified to more effectively house current residents in the older parts of Beijing while protecting “the horizontal planning feature of traditional Beijing” (254). “Basic design principles” (255) of the siheyuan have supported “a transition from the traditional single-household courtyard housing form to a contemporary multi-household courtyard housing form” (254). In this process, approaches of “urban renewal [involving] demolition” and “preservation, renovation and rebuilding” have been taken (255). Donia Zhang extends the work of Liu and Awotona in the elaboration of her thesis that “Chinese-Americans interested in building Chinese-style courtyard houses in America are keen to learn about their architectural heritage” (47). Zhang’s article concludes with an illustration that shows how the siheyuan may be merged with the typical American suburban dwelling (66). The final thing to emphasise about the siheyuan is what Liu and Awotona describe as its “special introverted quality” (249). The form is saturated with social consequence by virtue of its philosophical undergirding. The coincidence of philosophies of Daoism (including feng-shui) and Confucianism in the architecture and spatiality of the classical Chinese courtyard house makes it an exceedingly odd anomaly of passivity and power (250-51). The courtyard itself has a highly charged role in the management of family, social and cultural life, which, we suggest, survives its transposition into novel architectural environments. Figure 2: The CCTV Headquarters—Looking Up at “The Overhang”. Cher Coad, 2020. The CCTV Headquarters: A New Type of Skyscraper? Rem Koolhaas is not the only architect to interrogate the standard skyscraper typology. In his essay from 1999, “The Architecture of the Future”, Norman Foster argues that “the world’s increasing ecological crisis” (278) is in part a function of “unchecked urban sprawl” (279). A new type of skyscraper, he suggests, might at least ameliorate the sprawl of our cities: the Millennium Tower that we have proposed in Tokyo takes a traditional horizontal city quarter—housing, shops, restaurants, cinemas, museums, sporting facilities, green spaces and public transport networks—and turns it on its side to create a super-tall building with a multiplicity of uses … . It would create a virtually self-sufficient, fully self-sustaining community in the sky. (279) Koolhaas follows suit, arguing that “the actual point of the skyscraper—to increase worker density—has been lost. Skyscrapers are now only momentary points of high density spaced so far apart that they don’t actually increase density at all” (“Kool Enough for Beijing?”). Foster’s solution to urban sprawl is to make the horizontal (an urban segment) vertical; Koolhaas’s is to make the vertical horizontal: “we’ve [OMA] come up with two types: a very low-rise series of buildings, or a single, condensed hyperbuilding. What we’re doing with CCTV is a prototype of the hyperbuilding” (“Kool Enough for Beijing?”). Interestingly, the “low-rise” type mentioned here brings to mind the siheyuan—textual evidence, perhaps, that the siheyuan is always already a silent fellow traveller of the CCTV Headquarters project. The CCTV Headquarters is, even at over 200 metres tall itself, an anomaly of horizontalism amidst Beijing’s pervasive skyscraper verticality. As Paul Goldberger reports, “some Beijingers have taken to calling it Big Shorts”, which again evokes horizontality. This is its most obvious anomaly, and a somewhat melancholy reminder of “the horizontal planning feature of traditional Beijing” now mutilated by skyscrapers (Liu and Awotona 254). In the same gesture, however, with which it lays the skyscraper on its side, Koolhaas’s creation raises into the air the shape of the courtyard of a classical Chinese house. To our knowledge, no one has noticed this before, let alone written about it. It is, to be sure, a genuine courtyard shape—not merely an archway or a bridge with unoccupied space between. Pure building entirely surrounds the vertical courtyard shape formed in the air. Most images of the building provide an orientation that maximises the size of its vertical courtyard. To this extent, the (secret) courtyard shape of the building is hidden in plain sight. It is possible, however, to make the courtyard narrow to a mere slit of space, and finally to nothing, by circumnavigating the building. Certain perspectives on the building can even make it look like a more-or-less ordinary skyscraper. But, as a quick google-image search reveals, such views are rare. What seems to make the building special to people is precisely that part of it that is not building. Furthermore, anyone approaching the CCTV Headquarters with the intention of locating a courtyard typology within its form will be disappointed unless they look to its vertical plane. There is no hint of a courtyard at the base of the building. Figure 3: The CCTV Headquarters—View from “The Overhang”. Cher Coad, 2020.Figure 4: The CCTV Headquarters—Looking through the Floor of “The Overhang”. Cher Coad, 2020.Visiting the CCTV Headquarters: A “Special Introverted Quality?” In January 2020, we visited the CCTV Headquarters, ostensibly as audience members for a recording of a science spectacular show. Towards the end of the recording, we were granted a quick tour of the building. It is rare for foreigners to gain access to the sections of the building we visited. Taking the lift about 40 floors up, we arrived at the cantilever level—known informally as “the overhang”. Glass discs in the floor allow one to walk out over nothingness, looking down on ant-like pedestrians. Looking down like this was also to peer into the vacant “courtyard” of the building—into a structure “turned or pushed inward on itself”, which is the anatomical definition of “introverted” (Oxford Languages Dictionary). Workers in the building evinced no great affection for it, and certainly nothing of our wide-eyed wonder. Somebody said, “it’s just a place to work”. One of this article’s authors, Patrick West, seemed to feel the overhang almost imperceptibly vibrating beneath him. (Still, he has also experienced this sensation in conventional skyscrapers.) We were told the rumour that the building has started to tilt over dangerously. Being high in the air, but also high on the air, with nothing but air beneath us, felt edgy—somehow special—our own little world. Koolhaas promotes the CCTV Headquarters as (in paraphrase) “its own city, its own community” (“Kool Enough for Beijing?”). This resonated with us on our visit. Conventional skyscrapers fracture any sense of community through their segregated floor-upon-floor verticality; there is never enough room for a little patch of horizontal urbanism to unroll. Within “the overhang”, the CCTV Headquarters felt unlike a standard skyscraper, as if we were in an urban space magically levitated from the streets below. Sure, we had been told by one of the building’s inhabitants that it was “just a place to work”—but compared to the bleak sterility of most skyscraper work places, it wasn’t that sterile. The phrase Liu and Awotona use of the siheyuan comes to mind here, as we recall our experience; somehow, we had been inside a different type of building, one with its own “special introverted quality” (249). Special, that is, in the sense of containing just so much of horizontal urbanism as allows the building to retain its introverted quality as “its own city” (“Kool Enough for Beijing?”). Figure 5: The CCTV Headquarters—View from “The Overhang”. Cher Coad, 2020.Figure 6: The CCTV Headquarters—Inside “The Overhang”. Cher Coad, 2020. Unbuilt Architecture: The Visionary and the Contingent Within the present that it constitutes, built architecture is surrounded by unbuilt architecture at two interfaces: where the past ends; where the future begins. The soupy mix of urbanism continually spawns myriad architectural possibilities, and any given skyscraper is haunted by all the skyscrapers it might have been. History and the past hang heavily from them. Meanwhile, architectural programme or ambition—such as it is—pulls in the other direction: towards an idealised (if not impossible to practically realise) future. Along these lines, Koolhaas and the OMA are plainly a future-directed, as well as self-aware, architectural unit: at OMA we try to build in the greatest possible tolerance and the least amount of rigidity in terms of embodying one particular moment. We want our buildings to evolve. A building has at least two lives—the one imagined by its maker and the life it lives afterward—and they are never the same. (Fraioli 115) Koolhaas makes the same point even more starkly with regard to the CCTV Headquarters project through his use of the word “prototype”: “what we’re doing with CCTV is a prototype of the hyperbuilding” (“Kool Enough for Beijing?”). At the same time, however, as the presence of the siheyuan within the architecture of the CCTV Headquarters shows, the work of the OMA cannot escape from the superabundance of history, within which, as Roberto Schwarz claims, “forms are the abstract of specific social relationships” (53). Supporting our contentions here, Daniel M. Abramson notes that unbuilt architecture implies two sub-categories … the visionary unbuilt, and the contingent … . Visionary schemes invite a forward glance, down one true, vanguard path to a reformed society and discipline. The contingent unbuilts, conversely, invite a backward glance, along multiple routes history might have gone, each with its own likelihood and validity; no privileged truths. (Abramson)Introducing Abramson’s theory to the example of the CCTV Headquarters, the “visionary unbuilt” lines up with Koolhaas’ thesis that the building is a future-directed “prototype”. while the clearest candidate for the “contingent unbuilt”, we suggest, is the siheyuan. Why? Firstly, the siheyuan is hidden in plain sight, within the framing architecture of the CCTV Headquarters; secondly, it is ubiquitous in Beijing urbanism—little wonder then that it turns up, unannounced, in this Beijing building; thirdly, and related to the second point, the two buildings share a “special introverted quality” (Liu and Awotona 249). “The contingent”, in this case, is the anomaly nestled within the much more blatant “visionary” (or futuristic) anomaly—the hyperbuilding to come—of the Beijing-embedded CCTV Headquarters. Koolhaas’s building’s most fascinating anomaly relates, not to any forecast of the future, but to the subtle persistence of the past—its muted quotation of the ancient siheyuan form. Our article is, in part, a response to Abramson’s invitation to “pursue … the consequences of the unbuilt … [and thus] to open architectural history more fully to history”. We have supplemented Abramson’s idea with Schwarz’s suggestion that “forms are the abstract of specific social relationships” (53). The anomaly of the siheyuan—alongside that of the hyperbuilding—within the CCTV headquarters, opens the building up (paraphrasing Abramson) to a fuller analysis of its historical positioning within Western and Eastern flows of globalisation (or better, as we are about to suggest, of glocalisation). In parallel, its form (paraphrasing Schwarz) abstracts and re-presents this history’s specific social relationships. Figure 7: The CCTV Headquarters—A Courtyard of Data. Cher Coad, 2020.Conclusion: A Courtyard of Data and Tensions of Glocalisation Koolhaas proposes that the CCTV Headquarters was “a partnership, not a foreign imposition” and that the building “emerged from the local situation” (Fraioli 117). To us, this smacks of Pollyanna globalisation. The CCTV Headquarters is, we suggest, more accurately read as an imposition of the American skyscraper typology, albeit in anomalous form. (One might even argue that the building’s horizontal deviation from the vertical norm reinforces that norm.) Still, amidst a thicket of conventionally vertical skyscrapers, the building’s horizontalism does have the anomalous effect of recalling “the horizontal planning feature of traditional Beijing” (Liu and Awotona 254). Buried within its horizontalism, however, lies a more secretive anomaly in the form of a vertical siheyuan. This anomaly, we contend, motivates a terminological shift from “globalisation” to “glocalisation”, for the latter term better captures the notion of a lack of reconciliation between the “global” and the “local” in the building. Koolhaas’s visionary architectural programme explicitly advances anomaly. The CCTV Headquarters radically reworks the skyscraper typology as the prototype of a hyperbuilding defined by horizontalism. Certainly, such horizontalism recalls the horizontal plane of pre-skyscraper Beijing and, if faintly, that plane’s ubiquitous feature: the classical courtyard house. Simultaneously, however, the siheyuan has a direct if secretive presence within the morphology of the CCTV Headquarters, even as any suggestion of a vertical courtyard is strikingly absent from Koolhaas’s vanguard manifesto. To this extent, the hyperbuilding fits within Abramson’s category of “the visionary unbuilt”, while the siheyuan aligns with Abramson’s “contingent unbuilt” descriptor. The latter is the “might have been” that, largely under the pressure of its ubiquity as Beijing vernacular architecture, “very nearly is”. Drawing on Schwarz’s idea that “forms are the abstract of specific social relationships”, we propose that the siheyuan, as anomalous form of the CCTV Headquarters, is a heterotopic space within the hybrid global harmony (to paraphrase Koolhaas) purportedly represented by the building (53). In this space thus formed collides the built-up historical and philosophical social intensity of the classical Chinese courtyard house and the intensities of data flows and captures that help constitute the predominantly capitalist and neo-liberalist “social relationship” of China and the Western world—the world of the skyscraper (Schwarz). Within the siheyuan of the CCTV Headquarters, globalised data is literally enveloped by Daoism and Confucianism; it is saturated with the social consequence of local place. The term “glocalisation” is, we suggest, to be preferred here to “globalisation”, because of how it better reflects such vernacular interruptions to the hegemony of globalised space. Forms delineate social relationships, and data, which both forms and is formed by social relationships, may be formed by architecture as much as anything else within social space. Attention to the unbuilt architectural forms (vanguard and contingent) contained within the CCTV Headquarters reveals layers of anomaly that might, ultimately, point to another form of architecture entirely, in which glocal tensions are not only recognised, but resolved. Here, Abramson’s historical project intersects, in the final analysis, with a worldwide politics. Figure 8: The CCTV Headquarters—A Sound Stage in Action. Cher Coad, 2020. References Abramson, Daniel M. “Stakes of the Unbuilt.” Aggregate Architectural History Collaborative. 20 July 2020. <http://we-aggregate.org/piece/stakes-of-the-unbuilt>.Foster, N. “The Architecture of the Future.” The Architecture Reader: Essential Writings from Vitruvius to the Present. Ed. A. Krista Sykes. New York: George Braziller, 2007: 276-79. Fraioli, Paul. “The Invention and Reinvention of the City: An Interview with Rem Koolhaas.” Journal of International Affairs 65.2 (Spring/Summer 2012): 113-19. Goldberger, Paul. “Forbidden Cities: Beijing’s Great New Architecture Is a Mixed Blessing for the City.” The New Yorker—The Sky Line. 23 June 2008. <https://www.newyorker.com/magazine/2008/06/30/forbidden-cities>.“Kool Enough for Beijing?” China Daily. 2 March 2004. <https://www.chinadaily.com.cn/english/doc/2004-03/02/content_310800.htm>. Liu, Ying, and Adenrele Awotona. “The Traditional Courtyard House in China: Its Formation and Transition.” Evolving Environmental Ideals—Changing Way of Life, Values and Design Practices: IAPS 14 Conference Proceedings. IAPS. Stockholm, Sweden: Royal Institute of Technology, 1996: 248-60. <https://iaps.architexturez.net/system/files/pdf/1202bm1029.content.pdf>.Oxford Languages Dictionary. “Rem Koolhaas Biography.” Encyclopedia of World Biography. 20 July 2020. <https://www.notablebiographies.com/news/Ge-La/Koolhaas-Rem.html>. “Rem Koolhaas Interview.” Manufacturing Intellect. Canadian Broadcasting Corporation. 2003. <https://www.youtube.com/watch?v=oW187PwSjY0>.Schwarz, Roberto. Misplaced Ideas: Essays on Brazilian Culture. New York: Verso, 1992. Zhang, Donia. “Classical Courtyard Houses of Beijing: Architecture as Cultural Artifact.” Space and Communication 1.1 (Dec. 2015): 47-68.
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7

Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Dissertations / Theses on the topic "Vertical Vernacular Architecture"

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Tang, Fan-ju Susan. "Vertical Vernacular." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/2848.

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The rapid modernization and densification of Taipei has resulted in a culturally and socially unsustainable society. The North American paradigm of high-rise condominiums disrupts the social pattern of the vernacular family, cultural activities and communities, isolating the city dwellers within their own homes. The physical city no longer reflects or supports its social and cultural condition, thus has led to the disintegration of traditional customs and lifestyle without a sustainable replacement. The hypothesis of this thesis is that high-density residential architecture can be reinvented through the reinterpretation of vernacular dwelling to accommodate cultural sustainable activities and a sociable, identifiable community.

The first three chapters record and examine three branches of research: vernacular Taiwanese culture and architecture, high-density vernacular architecture, and the current condition of Taipei, Taiwan. The research deals with various disciplines, most importantly family and social structure, to provide a foundation for further discussion of dwelling condition versus culture. Chapter iv compares and analyzes the relationship between residential architecture and lifestyle of the vernacular and current dwelling. It argues for the importance of communities at different scales, bound together by a hierarchy of communal spaces. The condominium building is carefully reexamined under the categories of the unit, the floor, the building as a village, and the neighbourhood.

The design project, Vertical Vernacular [chapter v], presents a new typology of high-density residential architecture. It demonstrates the implantation of the theories and prototypes developed in the previous chapter, by consideration of current culture and family structure, including both traditional customs and modern lifestyle. A full range of unit plans are developed based on demographics, family structure, traditional custom, and adoption of tradition to modern imperatives. The co-operative living environment inspired by the vernacular dwelling creates friendly, strong and safe communities within the condominium. Furthermore, the project aims for the feasibility of the concept within the densest district of Taipei City from a developer's point-of-view.
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Books on the topic "Vertical Vernacular Architecture"

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Luer, Jack Richard. Vanishing French heritage: A complete study of the vertical log homes of the Illinois Country. O'Fallon, MO?]: Jesse W. Francis, Jack Richard Luer, 2014.

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Conference papers on the topic "Vertical Vernacular Architecture"

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De Feo, Emanuela. "Vernacular architecture of the Amalfi coast: a medieval domus in Villa Rufolo in Ravello (Italy)." In HERITAGE2022 International Conference on Vernacular Heritage: Culture, People and Sustainability. Valencia: Universitat Politècnica de València, 2022. http://dx.doi.org/10.4995/heritage2022.2022.15171.

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The oldest medieval domus in Ravello date back to the twelfth century, as an evolution of the original house with barrel vaults, a primitive stone construction with walls of dry masonry of limestone and almost always connected to an olive grove or a vineyard, widespread on the Campania coasts between the island of Capri, the coast of Sorrento and that of Amalfi. Vertical and horizontal aggregations of this module have constituted, over time, the evolution of the building typology, while retaining some of the pre-existing architectural elements and the peculiar construction characteristics, including the strong link of this architecture with the particular orography of the territory. The private building complexes are the result of this ongoing process, consisting of various rooms connected to each other and arranged on several levels, in which the members of a single family lived with their servants. The entire structure was surrounded by walls and defended by towers. The interiors consisted of rooms heated by fireplaces, kitchens, furnaces, Arab baths, cisterns, wells, cellars, warehouses, stables, rooms for winemaking, gardens and cultivated terraces. The paper analyzes the history and construction features of one of the few medieval domus still existing and which has not undergone substantial transformations, also because it was brought to light only in the last decade of the twentieth century, currently located in the boundaries of Villa Rufolo in Ravello. Its original conformation is hypothesized, thanks also to a description made of it in the archive documents. The paper also reports the work carried out on the case study in order to undertake a cataloguing of a heritage in continuous discovery.
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