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Creating the unreal: speculative visions for future living structures

Published:12 August 2018Publication History

ABSTRACT

Science fiction films such as Blade Runner have taken us to worlds where we can experience and share future visions of cities, structures, and life styles conceived by prominent creators. Not only for experts in leading production studios, it is an exciting moment for many digital designers as new game engine technologies allow us to create and walk through imaginary virtual environments almost on the fly. However, how much those spectacular visions are really feasible and credible---based on speculative yet thoroughly rigorous (not sci-fi) scientific studies---is a good question.

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References

  1. Yona Friedman. 2016. Imaginary Cities. Quodlibet, Macerata, Italy.Google ScholarGoogle Scholar
  2. Yoji Ishikawa. 2016. Obayashi Corporation's space elevator construction concept. Journal of the British Interplanetary Society, Vol. 69, No. 6/7, June/July, pp. 227--239.Google ScholarGoogle Scholar
  3. Hajime Yatsuka and Hideki Yoshimatsu. 1997. Metabolism: senkyūhyaku rokujū-nendai Nihon no kenchiku avangyarudo. Inakkusu Shuppan, Tokyo.Google ScholarGoogle Scholar

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  1. Creating the unreal: speculative visions for future living structures

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    • Published in

      cover image ACM Conferences
      SIGGRAPH '18: ACM SIGGRAPH 2018 Talks
      August 2018
      158 pages
      ISBN:9781450358200
      DOI:10.1145/3214745

      Copyright © 2018 Owner/Author

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 12 August 2018

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