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dc.contributor.authorChampion, Erik
dc.date.accessioned2017-01-30T15:14:24Z
dc.date.available2017-01-30T15:14:24Z
dc.date.created2016-02-16T19:30:22Z
dc.date.issued2015
dc.identifier.citationChampion, E. 2015. Experiential realism and digital place-making. Metaverse Creativity. 5 (1): pp. 51-66.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/44493
dc.identifier.doi10.1386/mvcr.5.1.51_1
dc.description.abstract

Despite originating as practical aides for the design of real-world architecture, Computer-Aided Design and Draughting (CADD) software tools initially encountered a great deal of resistance, in part because of their initial expense and apparent technical complexity, but also because they were seen as blunt tools, crude instrumentation inadequate for the artistic expression of place. In March 2004, at an informal seminar hosted at the University of Melbourne in Australia, the eminent scholar Professor Marco Frascari argued that computer reconstructions of architecture were far too exact and thus too limited in conveying the mood and atmosphere of architecture. With all due respect to Professor Frascari, this article will argue the converse: that recent developments in interactive technology offer new and exciting ways of conveying ‘lived’ and experientially deepened notions of architectural place-making.

dc.publisherIntellect
dc.titleExperiential realism and digital place-making
dc.typeJournal Article
dcterms.source.volume5
dcterms.source.number1
dcterms.source.startPage51
dcterms.source.endPage66
dcterms.source.issn2040-3550
dcterms.source.titleMetaverse Creativity
curtin.departmentSchool of Media, Culture and Creative Arts
curtin.accessStatusOpen access


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