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Shifting Perspectives: A cinematic dialogue about Synthetic Biology in a more-than-human world 转换视角:关于超越人类世界的合成生物学的电影对话
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7976
Sarah Pini, Melissa D. Ramos, Jestin George
The short experimental film Shifting Perspectives stems from a collaborative research project initiated in 2019 in Sydney, Australia, during the ‘Choreographic Hack Lab—a week-long laboratory co-presented by Critical Path and Sydney Festival in partnership with the Museum of Applied Arts and Sciences (MAAS), which asked artists and academics to reflect and respond and rethink to the idea of the Anthropocene (Pini & George, 2019). The film was later developed in 2020 during a Responsive Residency at Critical Path, Sydney, awarded to anthropologist and choreographer Sarah Pini in collaboration with Jestin George, biotechnologist and visual artist, and Melissa Ramos, visual artist and filmmaker.This work aims to open a multivocal interdisciplinary dialogue across screendance, performance and synthetic biology. Inspired by a recent conversation between two leaders in the field of synthetic biology (Sarah Richardson and Tom Knight) and their divergent approaches to working with microbial life (Agapakis, 2019), the film invites to consider how collaborating with microorganisms can reshape our future in a more-than-human world. 
短片实验电影《转变视角》源于2019年在澳大利亚悉尼发起的一项合作研究项目,该项目是在“舞蹈Hack实验室”期间发起的,该实验室由Critical Path和悉尼艺术节与应用艺术与科学博物馆(MAAS)合作举办的为期一周的实验室,该实验室要求艺术家和学者反思、回应和重新思考人类世的概念(Pini & George, 2019)。这部电影后来于2020年在悉尼关键路径的响应驻留期间拍摄,由人类学家和编舞家Sarah Pini与生物技术学家和视觉艺术家Jestin George以及视觉艺术家和电影制作人Melissa Ramos合作颁发。这项工作旨在打开跨屏幕,表演和合成生物学的多声音跨学科对话。受合成生物学领域两位领导者(莎拉·理查森和汤姆·奈特)最近的一次对话以及他们研究微生物生命的不同方法(Agapakis, 2019)的启发,这部电影邀请人们思考如何与微生物合作,在一个超越人类的世界中重塑我们的未来。
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引用次数: 0
Virtual Dream Reality Check: A Case of Interactive Digital Theatre from the Royal Shakespeare Company 虚拟梦境现实检查:皇家莎士比亚剧团交互式数字剧场案例
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7967
Gabrielle Lennox, Hannah Mason
The proliferation of digital theatre signals a new era of theatrical experiences. The Royal Shakespeare Company's (RSC) Dream is a recent example of how theatre companies are integrating cutting-edge technology to revolutionise their performances. Emerging from the Audience of the Future (AF) program, Dream combined gaming and theatre technology to create a virtual world for audiences to inhabit and explore digitally. The production incorporated motion-capture technology and Virtual Reality (VR) headsets, allowing seven actors to perform live from a purpose-built studio while audiences simultaneously accessed their performance from a compatible device via a bespoke website (https://dream.online). The resulting experience combined live and virtual performance elements to connect global audiences.This venture into technologically enhanced theatre, however, raises questions about the potential implications of audience engagement with digital productions. In this paper, we question how RSC's Dream combined both live and virtual theatre experiences to offer a more interactive viewing experience. We argue that while Dream signalled an exciting step in the development of digital theatre, the interactive features revealed some discrepancies between RSC's goals and the degree of involvement delivered. We thus contend that for theatre organisations to incorporate digital technologies, they must tend to the nuances of technological interventions and weave them seamlessly with theatrical elements to retain the fidelity of the theatre experience.
数字剧院的激增标志着戏剧体验的新时代的到来。最近,皇家莎士比亚剧团(RSC)的《梦》(Dream)展示了戏剧公司如何利用尖端技术革新表演。从未来观众(AF)项目中诞生,梦想结合了游戏和戏剧技术,为观众创造了一个虚拟的世界,让他们以数字方式居住和探索。该制作结合了动作捕捉技术和虚拟现实(VR)耳机,允许七名演员在专门建造的工作室现场表演,而观众同时通过定制网站(https://dream.online)从兼容设备上观看他们的表演。由此产生的体验结合了现场和虚拟表演元素,将全球观众联系在一起。然而,这种对技术增强剧院的冒险提出了关于观众参与数字制作的潜在影响的问题。在本文中,我们质疑RSC的梦想如何结合现场和虚拟剧院体验,以提供更具互动性的观看体验。我们认为,虽然Dream标志着数字剧院发展中令人兴奋的一步,但其互动功能揭示了RSC的目标与参与程度之间的一些差异。因此,我们认为,对于剧院组织来说,要融入数字技术,他们必须倾向于技术干预的细微差别,并将它们与戏剧元素无缝地编织在一起,以保持剧院体验的保真度。
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引用次数: 2
Teaching Writing for Performance Online: Dynamic Approaches to the Online Workshop 在线表演写作教学:在线工作坊的动态方法
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.8040
Karen Morash
As this is being submitted for the 'Perspectives' section, I believe it doesn't require an abstract, but if that is not the case I am happy to supply one.
由于这是提交给“观点”部分,我认为它不需要抽象,但如果不是这种情况,我很乐意提供一个。
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引用次数: 0
The Virtual is Material: Music Improvisation in Post-Digital Ecologies 虚拟即物质:后数字生态中的音乐即兴创作
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.8046
P. Stapleton, J. Bowers, Adam Pultz Melbye
Link to performance: https://vimeo.com/640946914/cf858052e1AbstractThis performance-lecture was originally presented at the DRHA (Digital Research in the Humanities and Arts) conference in 2021 in Berlin. 3BP (Paul Stapleton, Adam Pultz Melbye and John Bowers) presents three views on the creation of an online performance ecology that allows the trio to improvise together, despite living in three separate locations. Rather than trying to overcome the instabilities and artefacts introduced by the fluctuations in data transfer, 3BP describe how such properties become native to the trios understanding of its own practice, affording new areas of creative exploration and consideration. The trio draws on Karen Barad’s use of terms such as diffraction and apparatus to discuss how music-making and improvisation embedded in run-away technologies affords emergent behaviour that transcends reflection to allow for diverse and unstable non-linear performances.BiosPaul Stapleton is an improviser and sound artist originally from Southern California. He designs and performs with a variety of modular metallic sound sculptures, custom made electronics and found objects in settings ranging from Echtzeitmusik venues in Berlin to the annual NIME conference. Paul is currently Professor of Music at SARC in Belfast, where he teaches and supervises research in new musical instrument design, music performance, sound design and critical improvisation studies. 
www.paulstapleton.net Adam Pultz Melbye is a double bass player, composer and audio programmer based in Berlin, currently undertaking a practice-led PhD at Sonic Arts Research Centre in Belfast.  Adam has released three solo albums and appear on another 40+ releases. He has created sound installations, composed music for film, theatre and dance, and performed in Europe, the US, Japan and Australia, his work appearing at Murray Art Museum Albury (Australia), The Danish National Gallery and Wien Modern (Austria).
www.adampultz.com John Bowers is an artist-researcher with an academic background in the social and computing sciences, design, music and critical theory. As an improvising musician, he works with modular synthesisers, home-brew electronics, reconstructions of antique image and sound-making devices, self-made software, field recordings, esoteric sensor systems, and spoken text. He often combines performance with walking and the investigation of selected sites to research an imagined discipline he calls ‘mythogeosonics’. He has performed at festivals including the Venice Biennale, Experimental Intermedia New York, Transmediale/CTM Vorspiel Berlin, Piksel Bergen, Electropixel Nantes, BEAM London, Aldeburgh Festival and Spill Ipswich, and toured with the Rambert Dance Company performing David Tudor’s music to Merce Cunningham’s Rainforest.
链接到表演:https://vimeo.com/640946914/cf858052e1AbstractThis表演讲座最初于2021年在柏林举行的DRHA(人文艺术数字研究)会议上提出,3BP (Paul Stapleton, Adam Pultz Melbye和John Bowers)提出了三种关于创建在线表演生态的观点,尽管三人生活在三个不同的地方,但他们可以一起即兴创作。3BP并没有试图克服数据传输波动带来的不稳定性和人为因素,而是描述了这些特性如何成为三人组对自己实践的理解的固有属性,为创造性探索和考虑提供了新的领域。三人组借鉴了Karen Barad对衍射和仪器等术语的使用,讨论了在失控的技术中嵌入的音乐制作和即兴创作如何提供超越反思的紧急行为,从而允许多样化和不稳定的非线性表演。保罗·斯台普顿是一位来自南加州的即兴表演者和声音艺术家。他设计并表演了各种模块化的金属声音雕塑,定制的电子产品,并在柏林的Echtzeitmusik场地和年度NIME会议等环境中找到了对象。保罗目前是贝尔法斯特SARC的音乐教授,在那里他教授和监督新乐器设计,音乐表演,声音设计和批判性即兴研究。
www.paulstapleton。Adam Pultz Melbye是柏林的低音提琴演奏家、作曲家和音频程序员,目前在贝尔法斯特的Sonic Arts研究中心攻读以实践为主导的博士学位。亚当已经发行了三张个人专辑,并出现在另外40多张专辑中。他创作了声音装置,为电影、戏剧和舞蹈创作音乐,并在欧洲、美国、日本和澳大利亚演出,他的作品曾在澳大利亚奥尔伯里默里艺术博物馆、丹麦国家美术馆和维也纳现代美术馆(奥地利)展出。
www.adampultz.com约翰·鲍尔斯是一位艺术家兼研究员,拥有社会和计算科学、设计、音乐和批判理论的学术背景。作为一名即兴音乐家,他使用模块化合成器、自制电子产品、重建古董图像和发声设备、自制软件、现场录音、深奥的传感器系统和口语文本。他经常将表演与步行和选定地点的调查结合起来,研究一种他称之为“神话地学”的想象学科。他曾在威尼斯双年展、纽约实验Intermedia、柏林Transmediale/CTM Vorspiel、Piksel Bergen、Electropixel Nantes、BEAM London、Aldeburgh Festival和Spill Ipswich等音乐节上演出,并与Rambert舞蹈团一起巡演,为Merce Cunningham的《雨林》表演David Tudor的音乐。
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引用次数: 0
A Review of Zoom interactive performance, 'Helping Hands': process, distress, success and who was helped. Zoom互动表演“援助之手”回顾:过程、困难、成功和谁得到了帮助。
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7970
Hazael Gomes
Intervention for Russell Anderson’s work-in-progress Interactive Zoom theatre performance conducted on 6th August 2021 at 1:00 pm (U.K time), for a PhD thesis at Oxford Brooke's University was called 'Helping Hands'. Exploration and involvement of socio-digital options in Zoom theatre performativity, invokes questioning the adaptive process, distress and success as well as whom are we helping by being involved? Are we helping the company hosting the Zoom application, digital-theatre experimenters, the characters in the play, real people with similar socio-political problems as depicted in the play, ourselves or Russell Anderson? My personal experience and observations, beginning from receiving the digital mail invitation and background information of the performance, until the discussion about the work, in the end will be narrated with critical observations on each character's role and background, audio-visual spectrum, additional software and applications used, spect-actorship and employment of the break-out room feature of the Zoom application. The referenced theatre genres and probable methodologies employed in structuring the performance will be discussed by referring to Sir Andersons personal notes on the matter. The emotions and doubts, particularly that of whom I was helping, during the performance will be addressed in terms of the nature of the interactive, hyperdrama’s structure and the overall effect that it influenced. Its outcome will be critically compared with observations made by other scholarly reviewers on other Zoom adaptive performances, namely, Karen by The Transit Ensemble, Newspaper Theatre workshop by Seattle Rep, The Belle’s Stratagem by Red Bull Theatre, Time Machine by Creation Theatre and A Midsummer Night’s Dream by CtrlAlt_Repeat, while addressing Interaction, communication, mediatization and liveness in digital theatre.
英国时间2021年8月6日下午1点,罗素·安德森(Russell Anderson)在牛津布鲁克大学(Oxford Brooke’s University)为一篇博士论文进行了正在进行的互动缩放剧场表演,名为“援助之手”。探索和参与Zoom剧院表演中的社会数字选项,引发对适应过程、痛苦和成功的质疑,以及我们通过参与来帮助谁?我们是在帮助托管Zoom应用程序的公司、数字剧院的实验者、剧中的角色、与剧中描述的社会政治问题相似的真人、我们自己还是罗素·安德森?我的个人经历和观察,从收到演出的电子邮件邀请和背景信息开始,直到对作品的讨论,最后将叙述对每个角色的角色和背景,视听频谱,使用的附加软件和应用程序,光谱-演员和使用Zoom应用程序的breakroom功能的批判性观察。参考的戏剧类型和可能采用的方法在结构的表现将参考安德森爵士的个人笔记讨论。表演过程中的情绪和疑虑,特别是我帮助的人的情绪和疑虑,将根据互动的性质、超级戏剧的结构和它所影响的整体效果来解决。其结果将与其他学术评论家对其他变焦自适应表演的观察进行批判性比较,即The Transit Ensemble的Karen, Seattle Rep的Newspaper Theatre workshop,红牛剧院的The Belle 's strategy, Creation剧院的Time Machine和CtrlAlt_Repeat的仲夏夜之梦,同时探讨数字剧院的互动,沟通,媒介化和活力。
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引用次数: 0
Thread/Warp 线程/经
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7969
J. L. Cruz, Blonski Campos Cruz
Thread/Warp was an online durational performance that investigated into the idea of stamina amidst our performance-obsessed, techno-contemporary world. Performed live on July 14 in a span of 12 hours via Zoom (and occasionally streamed via Facebook Live), Thread/Warp featured two performers in separate screen windows as they navigated the spectacle and exploitation of their bodies in two intersecting spaces: 1) the confines and confidentiality of their private domestic space(s); and 2) the expansive and exposing nature of the public space via their relationship with the video cameras.  Thread/Warp sought to explore what it meant to sustain energy, tenacity, resilience, and patience—especially in a climate wherein we are relentlessly expected to perform beyond what’s necessary; to tirelessly create infinite yet exhausted spectacles of both our physical and virtual bodies; and to constantly amplify our human stamina in order to brutally compete with the stamina of technology itself.  To put the concept into methodical exploration, this project utilized the concept of space as a crucial stimulus in conditioning one’s body to perform beyond what’s necessary. Specifically, the project took into account two spaces that had radically shaped our relationship with stamina —the private and the public—no longer as two distinct and separate entities, but rather as spheres that constantly intersect, overlap, blur, and at times even trade with one another. Firstly was the method on the private space, in which Thread/Warp examined the shifting conditions of the private domestic space—from a supposed place of rest and rejuvenation to a place of perpetual labor and recycled productions—and how these unprecedented  changes either deflate or escalate our stamina. Secondly was the method on public space, in which the project investigated how public exposure (via Zoom and Facebook Live) radically maneuvered our sense of stamina, and how this further warped and manipulated our relationship with rest, recuperation, production, performance, labor, and ultimately, individual purpose and meaning. By considering the interjections of the private and public space, the project explored how this further affected tremendous change in the dynamic, potency, and frailty in the performer’s body. 
Thread/Warp是一场在线持续表演,它探讨了在我们这个痴迷于表演的科技当代世界中,耐力的概念。《线/曲》于7月14日通过Zoom进行了为期12小时的现场表演(偶尔也会通过Facebook live进行直播),两名表演者在不同的屏幕窗口中,在两个相交的空间中探索自己身体的奇观和利用:1)私人家庭空间的限制和机密性;2)通过他们与摄像机的关系,公共空间的扩张性和暴露性。Thread/Warp试图探索维持能量、坚韧、弹性和耐心的意义——尤其是在一个我们被无情地期望超越必要的环境中;孜孜不倦地创造我们的物理和虚拟身体的无限而又疲惫的景象;不断增强我们人类的耐力,以便与技术本身的耐力进行残酷的竞争。为了将这个概念有条不紊地进行探索,这个项目利用空间的概念作为一个重要的刺激因素来调节一个人的身体,使其超越必要的行为。具体来说,该项目考虑了两个空间,它们从根本上塑造了我们与耐力的关系——私人空间和公共空间——不再是两个截然不同的独立实体,而是作为不断相交、重叠、模糊,有时甚至相互交易的领域。首先是私人空间的方法,《Thread/Warp》审视了私人家庭空间的变化条件——从一个假定的休息和恢复活力的地方到一个永久劳动和循环生产的地方——以及这些前所未有的变化是如何削弱或增强我们的耐力的。其次是公共空间的方法,该项目调查了公共曝光(通过Zoom和Facebook Live)如何从根本上操纵我们的耐力感,以及这如何进一步扭曲和操纵我们与休息、恢复、生产、表演、劳动以及最终个人目的和意义的关系。通过考虑私人和公共空间的感叹声,该项目探索了这如何进一步影响表演者身体的活力、力量和脆弱的巨大变化。
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引用次数: 1
A Shift Towards Digital and Participatory Performance Practice Post-Pandemic 大流行后向数字化和参与式绩效实践的转变
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.8047
Bianca Mastrominico, Elizabeth de Roza
This perspective analyses and reflects upon the experience of conceiving, curating and participating in Bodies:On:Live Magdalena:On:Live, the first online multi-platform Magdalena Festival, bringing together digitally competent artists with creative roots in the immateriality of the internet, in dialogue about current shifts in performance making with performers, writers, and directors declaring their uneasiness towards online adaptations of live work. As part of the global reaction to the standstill brought about by the Covid pandemic, we argue that shifts in practice for women in contemporary theatre associated with the Magdalena network – whether as an attempt for immediate artistic survival or a conscious experimental choice – were not exclusively determined by the available sharing of technical knowledge, or by the need to increase awareness of the digital medium in order to gain experience of different working modalities, but served a participatory and social purpose. These conditions were surfacing due to the digital space manifesting as a specific format of gathering through the Zoom windows and other platforms, which framed the encounters within a democratic performance arena, making the boundaries between participation and spectatorship porous. Therefore, the shift provoked by the festival not only pertains to the aesthetic sphere, but it is dynamically and organically geared towards the recognition of new working contexts arising from the unsettling experience of ‘disembodiment’ – as an ontological paradox of the original in-person Magdalena festival - and the embedded argument of the creative use of new technologies for a more sustainable and accessible future of performance making, both live and digital. 
这一视角分析和反思了构思、策划和参与“Bodies:On:Live Magdalena:On:Live”的经验,这是第一个在线多平台的Magdalena艺术节,汇集了具有数字能力的艺术家,他们的创作根源在于互联网的非物质性,他们与表演者、作家和导演讨论了当前表演制作的转变,并宣布了他们对在线改编现场作品的不安。作为全球应对新冠肺炎大流行带来的停滞的一部分,我们认为,与马格达莱纳网络相关的当代戏剧中女性实践的转变——无论是为了直接艺术生存的尝试,还是有意识的实验性选择——并不完全取决于现有的技术知识共享,也不完全取决于提高对数字媒体的认识以获得不同工作模式的经验的需要。但它具有参与性和社会目的。由于数字空间通过Zoom窗口和其他平台表现为特定的聚会形式,这些条件得以显现,这些平台在民主表演舞台内构建了相遇,使参与和观众之间的界限变得多孔。因此,节日引发的转变不仅属于美学领域,而且它是动态和有机地面向于对“分离”的令人不安的经验所产生的新工作环境的认识-作为原始的真人马格达莱纳节的本体论悖论-以及创造性地使用新技术的嵌入式论点,以实现更可持续和更容易获得的未来表演制作,无论是现场还是数字。
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引用次数: 0
As Uncanny As a Body 像身体一样神秘
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7977
Irini Kalaitzidi
‘As uncanny as a body’ is a video work which documents the constant transition of a dancing body from an abled human state into a glitched, injured, nonhuman one. Based on the development and use of a GAN model, the visual data of a dancer are processed, and figures that manifest this in-between state are produced. What happens when AI is not used in order to optimise the performance of the dancer but rather to generate body types and movements lying beyond fixed standards and classifications? How does a poorly trained AI model affect our perception of the body and the body itself? Does it remain human in all its smudges, cracks and distortions?Dance, as a practice that entails the act of change, offers the ground to study a body's possible becomings while undergoing the application of machine learning. 'As uncanny as a body' speculates upon AI-induced injuries in order to discuss trauma, to connect familiarity to uncanniness, and to raise questions about the witnessing and acknowledgment of our gaze.
“像身体一样不可思议”是一个视频作品,它记录了一个跳舞的身体从一个有能力的人类状态到一个有故障、受伤的非人类状态的不断转变。基于GAN模型的开发和使用,舞者的视觉数据被处理,并产生显示这种中间状态的图形。当人工智能不是用于优化舞者的表演,而是用于生成超出固定标准和分类的身体类型和动作时,会发生什么?一个训练不足的人工智能模型是如何影响我们对身体和身体本身的感知的?它在所有的污点、裂缝和扭曲中仍然是人类吗?舞蹈作为一种需要改变行为的实践,在机器学习的应用中,为研究身体可能的变化提供了基础。“像身体一样不可思议”推测人工智能造成的伤害,以讨论创伤,将熟悉与不可思议联系起来,并提出关于目击和承认我们注视的问题。
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引用次数: 0
Choreographic Encounters in XR: Reflections on Dancing in/Dancing with the Digital XR中的编舞相遇:关于在数字中跳舞/与数字共舞的思考
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7980
Rebecca Weber, J. Cook
This article presents findings from first-person accounts of shifting choreographic practice into mixed-reality environments. Dancing in/Dancing with the Digital, a transdisciplinary practice-based project exploring embodiment and movement in XR. In the research and design phases of the project, all authors kept reflective practice journals, which form the data for this auto-ethnographic and phenomenologically-driven reflexive practice analysis. We further support these perspectives by user-testing with professional dancers and the engineering students who developed the XR configurations. Through a kaleidoscope of perspectives, including dance, psychology, somatic practices, digital technologies, and design approaches, we explore embodied awareness and practice in existing and novel XR design. Themes discussed include elements of disorientation in digital environments and touch as a grounding point, the prospect of multimodal creative stimuli, complications of representation in digital spaces, and the digital-as-site for choreography.
本文介绍了将舞蹈实践转移到混合现实环境中的第一人称描述的发现。dance in/Dancing with the Digital,一个跨学科的基于实践的项目,探索XR的体现和运动。在项目的研究和设计阶段,所有作者都保留了反思性实践期刊,这些期刊为这种自民族志和现象学驱动的反思性实践分析提供了数据。我们通过与专业舞者和开发XR配置的工程专业学生进行用户测试来进一步支持这些观点。通过万花筒般的视角,包括舞蹈、心理学、躯体实践、数字技术和设计方法,我们探索了现有和新的XR设计中的体现意识和实践。讨论的主题包括数字环境中迷失方向的元素,触摸作为接地点,多模式创意刺激的前景,数字空间中表现的复杂性,以及数字作为舞蹈设计的现场。
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引用次数: 0
Venice Architecture Biennale 2021: The Mystery of the Disappearing Buildings 2021年威尼斯建筑双年展:消失的建筑之谜
Q3 Arts and Humanities Pub Date : 2021-11-01 DOI: 10.16995/bst.7973
N. Harvey
Architecturein the last century has been along a rollercoaster journey of reputation andpublic esteem. And like most such journeys, it had its start in the centurybefore. By the 1870’s many European architects felt their disciplinary spacewas subject to two incursions: firstly, as the German theorist Gottfried Semperput it, they had become mere specialists in ‘dressing’, covering with ornamentstructures exclusively designed by engineers; secondly, there was an increasingsense that such a vocabulary of ornament had, disappointingly, become mere historicalpastiche, and the past century of unprecedented technological progress had yetto produce its own style.  
建筑在上个世纪经历了声誉和公众尊重的过山车之旅。像大多数这样的旅程一样,它始于上个世纪。到了19世纪70年代,许多欧洲建筑师感到他们的学科空间受到了两方面的入侵:首先,正如德国理论家戈特弗里德·塞姆普所说,他们已经变成了“装扮”方面的专家,覆盖着工程师专门设计的装饰结构;其次,令人失望的是,人们越来越意识到,这样的装饰词汇已经变成了纯粹的历史仿制品,而过去一个世纪前所未有的技术进步尚未形成自己的风格。
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引用次数: 0
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