Experiential realism and digital place-making
dc.contributor.author | Champion, Erik | |
dc.date.accessioned | 2017-01-30T15:14:24Z | |
dc.date.available | 2017-01-30T15:14:24Z | |
dc.date.created | 2016-02-16T19:30:22Z | |
dc.date.issued | 2015 | |
dc.identifier.citation | Champion, E. 2015. Experiential realism and digital place-making. Metaverse Creativity. 5 (1): pp. 51-66. | |
dc.identifier.uri | http://hdl.handle.net/20.500.11937/44493 | |
dc.identifier.doi | 10.1386/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.publisher | Intellect | |
dc.title | Experiential realism and digital place-making | |
dc.type | Journal Article | |
dcterms.source.volume | 5 | |
dcterms.source.number | 1 | |
dcterms.source.startPage | 51 | |
dcterms.source.endPage | 66 | |
dcterms.source.issn | 2040-3550 | |
dcterms.source.title | Metaverse Creativity | |
curtin.department | School of Media, Culture and Creative Arts | |
curtin.accessStatus | Open access |