How do digital media (mobile phones, GPS, iPods, portable
computers, internet, virtual realities, etc.) affect the way we
perceive, inhabit and design space? Why do architects traditionally
design, draw and map the visual, as opposed to other types of
sensations of space (the sound, the smell, the texture, etc.)?
Architecture is not only about the solid, material elements of
space; it is also about the invisible, immaterial, intangible
elements of space. This book examines the design, representation
and reception of the ephemeral in architecture. It discusses how
architects map and examine the spatial qualities that these
elements create and questions whether - and if so, how - they take
them into account in the designing process. Karandinou argues that
current interest in the ephemeral in contemporary culture and
architecture is related to the evolution of digital media; and that
it is related to the new ways of thinking about space and everyday
situations that new media enables. With sound and video recording
devices now being embedded in everyday gadgets and mobile phones,
capturing sounds or ephemeral situations and events has become an
everyday habit. New animation techniques allow designers to think
about space through time, as they are able to design dynamic and
responsive spaces, as well as static spaces explored by someone
over time. Contemporary video games are no longer based on a simple
visual input and a keyboard; they now involve other senses,
movement, and the response of the whole body in space. This book
therefore argues that the traditional binary opposition between the
sensuous and the digital is currently being reversed. Subsequently,
new media can also function as a new tool-to-think-with about
space. Designers are now able to think through time, and design
spaces accordingly. Time, temporality, ephemerality, become central
issues in the designing process. The notion first claimed by
Marshall McLuhan in the 1960s, that the emergence of new di
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