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      세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로- = A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project-

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      https://www.riss.kr/link?id=A103784078

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      다국어 초록 (Multilingual Abstract)

      The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.
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      The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be ...

      The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.

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      참고문헌 (Reference)

      1 Kenneth Frampton, "현대 건축: 비판적 역사" 마티 2017

      2 박지향, "클래식 영국사" 김영사 2012

      3 마가렛 크로이든, "조안 리틀우드와의 대담(1969)" (22) : 1999

      4 윤완철, "위너의 사이버네틱스" (21) : 1997

      5 Katherine Hayles, "우리는 어떻게 포스트휴먼이 되었는가" 플래닛 2013

      6 한은주, "건축의 진화와 디지털 테크놀로지" (531) : 2012

      7 Adrian Forty, "건축을 말한다" 미메시스 2009

      8 Cedric Price, "The Square Book" John Wiley & Sons 2003

      9 Stanley Mathews, "The Fun Palace: Cedric Price’s ex- periment in architecture and technology" 3 (3): 2005

      10 Stanley Mathews, "The Fun Palace as Virtual Archi- tecture" 59 (59): 2006

      1 Kenneth Frampton, "현대 건축: 비판적 역사" 마티 2017

      2 박지향, "클래식 영국사" 김영사 2012

      3 마가렛 크로이든, "조안 리틀우드와의 대담(1969)" (22) : 1999

      4 윤완철, "위너의 사이버네틱스" (21) : 1997

      5 Katherine Hayles, "우리는 어떻게 포스트휴먼이 되었는가" 플래닛 2013

      6 한은주, "건축의 진화와 디지털 테크놀로지" (531) : 2012

      7 Adrian Forty, "건축을 말한다" 미메시스 2009

      8 Cedric Price, "The Square Book" John Wiley & Sons 2003

      9 Stanley Mathews, "The Fun Palace: Cedric Price’s ex- periment in architecture and technology" 3 (3): 2005

      10 Stanley Mathews, "The Fun Palace as Virtual Archi- tecture" 59 (59): 2006

      11 Cedric Price, "The Fun Palace" 12 (12): 1968

      12 Gordon Pask, "The Architectural Relevance of Cybernetics" 1969

      13 Cedric Price, "RE:CP" 2003

      14 Gilles Deleuze, "Postscript on the Societies of Control" 59 (59): 1992

      15 Alexander Wiethoff, "Media Archi- tecture: Using Information and Media as Construction Material" Walter de Gruyter 2017

      16 Stanley Mathews, "From Agit-Prop to Free Space: The Architecture of Cedric Price" Black Dog Publishing 2007

      17 Samantha Hardhingham, "Cedric Price Works 1952-2003: A Forward-minded Retrospective" Architectural Asso- ciation Publications 2016

      18 William J. R. Curtis, "1900년 이후의 현대건축" 화영사 2000

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2009-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2007-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2004-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2003-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2001-07-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.2 0.2 0.25
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.3 0.28 0.744 0.08
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