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  • Luis Miguel [Koldo] Lus Arana is an architect, PhD and urban planner-designer. In 2001, he obtained the degree in Arc... moreedit
Working in America and Spain respectively, architect Jimenez Lai and architect-turned-cartoonist Klaus (Klaustoon) are carving out architectural practices with graphic storytelling at their core. Through an extended email back-and-forth... more
Working in America and Spain respectively, architect Jimenez Lai and architect-turned-cartoonist Klaus (Klaustoon) are carving out architectural practices with graphic storytelling at their core. Through an extended email back-and-forth over the course of a month, Volume engaged them in a conversation about the critical devices of illustration and cartooning, what kind of insight it can produce, and their own personal approach to criticism and production.
In his brief “On Exactitude in Science", Jorge Luis Borges pointed out, in order to build his hyperbolic fable of how inoperative the excessive detail stemming from the desire of accuracy can be when understanding cartography as a mimetic... more
In his brief “On Exactitude in Science", Jorge Luis Borges pointed out, in order to build his hyperbolic fable of how inoperative the excessive detail stemming from the desire of accuracy can be when understanding cartography as a mimetic representation of reality. Thus, taking us back to Lewis Carroll, he imagined an empire in which the discipline lost its raison d'être and disappeared due to becoming redundant. Borges constructed in his one-paragraph story the map on the scale of a mile to the mile that the British writer had imagined in Silvia and Bruno, his latest novel, thus portraying an insane scebnario where cartography represented the physical reality with such precision ended up overlapping with it confused. Borges’s story played, of course, with the freedom in the visualization of the impossible granted by its location in a magical universe: cartography is not capable, due to sheer physical incompatibility, of constructing an exact representation of reality; but, more importantly, it should not by its own nature. This is exactly the point which Borges’s extremely short – but also enormous - story helps illustrate: the cartographic representation, the map, is never -it cannot be- a portrait of reality in the sense of a mimetic representation, but always, inevitably, an interpretation of it. It is a drawn abstraction drawn which, in addition to merely seeing, also "looks". It analyzes, collects and, above all, selects the data it represents graphically in order to bring to light imperceptible relationships in the informational cacophony of the real. This text offers an introduction to the cartographic work developed by the students of the Cultural Landscapes Course during the 2012-13 academic year, which mapped the History and cultural features of the city of Teruel, thanks to an agreement between the Teruel City Hall and the University of Zaragoza.

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En su brevísimo Del Rigor en la Ciencia, Jorge Luis Borges apuntaba, para construir su caricatura hiperbólica del detallismo inoperante al que conduce a veces el fervor por la exactitud: los límites de la cartografía entendida como representación mimética de la realidad. Y así, retomando a Lewis Carroll, imaginaba un imperio en el que el sentido de la disciplina desaparecía por redundante. Borges construía así en su cuento de un párrafo el mapa de esca la " una milla es a una milla" que el inglés había imaginado en Silvia y Bruno, su última novela, retratando una demencial deriva de la disciplina cartográfica que representaba la realidad fí sica con tal preci ión que terminaba confundiéndose con ella. El cuento de Borges jugaba, por supuesto, con la libertad de  visualización de lo imposible que le otorgaba su localización en un universo mágico: La cartografía no es capaz, por elemental incompatibilidad física, de construir una representación exacta de la rea lid ad; pero, lo que es más importante, tampoco puede por su propia naturaleza. Y es que, como el minúsculo - y enorme- relato de Borges ayuda a ilustrar, la cartografía, el mapa, nunca es, no puede ser, un retrato de la realidad en el sentido de representación mimética, sino siempre, inevitablemente, una interpretación de ésta; una abstracción dibujada que además de ver, "mira": analiza, recopila, y sobre todo selecciona los datos para, grafiándolos, sacar a la luz relaciones imperceptibles en la cacofonía informacional de lo real. Este texto introduce recoge los trabajos cartográficos desarrollados por los estudiantes de las asignaturas de Paisajes Culturales durante el curso académico 2012-13, gracias al convenio firmado por el Excmo. ayuntamiento de Teruel y la Universidad de Zaragoza.
Las ficciones, entendidas en un sentido amplio, forman parte del quehacer habitual del arquitecto. Desde la definición del programa al proceso de proyecto, los arquitectos requerimos de narrativas que guíen nuestra toma de decisiones. La... more
Las ficciones, entendidas en un sentido amplio, forman parte del quehacer habitual del arquitecto. Desde la definición del programa al proceso de proyecto, los arquitectos requerimos de narrativas que guíen nuestra toma de decisiones. La ficción, en sentido estricto, ha estado presente también en diferentes formas a lo largo de la historia de la arquitectura, proporcionando ideas alternativas u ofreciendo entornos propicios para la especulación, la generación de discursos y de críticas. “Ficciones…” propone un sucinto recorrido por los modos en que la ficción ha interactuado históricamente con la disciplina como punto de partida para analizar el trabajo de una nueva generación de arquitectos que, en un momento de particular difusión de límites entre aquella y su periferia, la utilizan de maneras diversas. La primera parte analiza el tradicional uso de la ficción como catalizador de procesos de proyecto ejemplificado en el trabajo de la firma estadounidense Design With Company. A partir de este, el texto pasa a examinar el fenómeno que, agrupado en torno al debate sobre la arquitectura-ficción, ve cómo profesionales de la arquitectura encuentran en la producción de ficción arquitectónica un campo alternativo de ejercicio profesional.

Fictions, taken in a broad sense, are part of the architect’s daily practice. From the definition of the program to the design process, architects need narratives to guide their decision making. Fiction, in the strict sense, has also been present in different forms throughout the history of architecture, providing alternative ideas or offering favorable environments for speculation, and for the generation of discourses and criticism. “Fictions…” offers a quick overview of the ways in which fiction has interacted historically with the discipline as a starting point to analyze the work of a new generation of architects who, working in a moment of particular blurring of boundaries between architecture and its periphery, use it in different ways. The first part analyzes the traditional use of fiction as a trigger for design processes, using the work of the American office Design With Company as a case study. Secondly, the text examines the phenomenon which, gathered around the discussion on architecture-fiction, finds architecture professionals gravitating towards the production of architectural fictions as an alternative field to practice the profession.
As a both graphic and narrative medium, the relationships between comics and other media have been continuous since their encoding as such in the late XIX century, and architecture is not alien to this overlap. Academic disdain... more
As a both graphic and narrative medium, the relationships between comics and other media have been continuous since their encoding as such in the late XIX century, and architecture is not alien to this overlap. Academic disdain notwithstanding, the presence of comics in architecture can be traced back to Le Corbusier and his storyboarded Lettre a Madame Meyer (1925), wherein the Swiss architect introduced the client to his design concepts through a series of footnoted sequential vistas, his sequential renderings of the Ville Contemporaine in L´Esprit Nouveau (1922), or his well-documented infatuation with Rodolphe Töpffer, the Swiss fathers of modern comics, who would be featured in the magazine as early as in 1921. Lina Bo Bardi’s magazine A (1946) would invariably feature a comic strip by Picardo on its cover, and the architectural journals of the 1960s, consisting of ‘underground’ or ‘little’ magazines such as Archigram, Utopie, Street Farmer, or AAQ, but also of canonical publications such as l’Architecture d'aujourd'hui, or AD, turn to comics and cartoons as an communication device that captured the ethos of the time.

Moreover, graphic narrative has regularly been found as a useful tool to tell architecture: That was certainly the case in the utopian scene of the 1960s and 1970s, where it became a representation mode by default, but also, throughout the XX Century, comics, cartoons and/or sequential narratives have been used in different degrees by a multitude of architects ranging from Peter Cook and Archizoom to Norman Foster or Jean Nouvel. Framed within a bigger, ongoing research project, Telling Architecture(s) looks at the exchanges between architecture and graphic narrative both from a historical and theoretical perspective, studying the appropriation of comics by the former, but also explaining the mechanisms, abilities and potentialities of the latter in the representation of architectural space.
Resumen: El objetivo es explorar los usos y la presencia de espacio y arquitectura en el videojuego, manifestando la importancia del medio y las formas urbanas para la jugabilidad. Las mejoras tecnológicas permiten reproducir escenarios... more
Resumen:
El objetivo es explorar los usos y la presencia de espacio y arquitectura en el videojuego, manifestando la importancia del medio y las formas urbanas para la jugabilidad. Las mejoras tecnológicas permiten reproducir escenarios más complejos, desdibujando el límite entre lo digital y lo físico, promoviendo la presencia del arquitecto en el proceso creativo. Los diseñadores de entornos buscan inspiración en disciplinas artísticas, como el arquitecto bebe de otras especialidades buscando una idea que estructure y dé sentido al proyecto. Se culmina presentando esas relaciones entre arquitectura y videojuego con un caso en el que la trama gira en torno a dos ciudades de interés arquitectónico. En Bioshock, la ciudad abandona su situación natural, ligada a la tierra, para explorar emplazamientos peculiares. La submarina Rapture y la flotante Columbia son protagonistas y guías de Bioshock, y constituyen una parte indispensable de su esencia espacial y narrativa. La investigación parte de una fase de documentación sobre la historia del videojuego y su relación con espacio y arquitectura. A través de un catálogo taxonómico se extraen conceptos y categorías acerca de la evolución del tratamiento de los espacios digitales, que llevan a elegir Bioshock como ejemplo paradigmático del tratamiento de la ciudad videojugable. Un estudio detallado de este caso particular, alimentado de referencias literarias y visuales, ayuda a identificar referentes arquitectónicos claros, todos ellos obras relevantes en la historia de la arquitectura del siglo XX.

Abstract:
The purpose is to explore the use and presence of space and architecture in video games, and to give importance to the urban form in gameplay. Recent technological advances allow to create more complex scenes in video game, removing the limit between digital and material habitats, and promoting architects in its creative process. This paper focuses on how habitat designers find inspiration in arts, like architects drink from other specialties, looking for an idea that makes sense to the project. It culminates with the presentation of that relations between architecture and video games with an example which plot revolves around two cities of architectural interest. This research parts of an investigation about video game history and its relationship with space and architecture. Concepts and categories about the treatment of digital spaces are explained through a taxonomic catalogue, complemented by the study of Bioshock as a paradigmatic example of the treatment of the playable city. In Bioshock, city leaves its natural siting in Earth to explore interesting locations. The submarine city of Rapture and the floating urbanism of Columbia are protagonists and guides of Bioshock and an indispensable part of its spatial essence and narrative. A detailed study of these cases, fed by literary and visual references, helps to identify architectonic references, relevant works in architecture history of the twentieth century.
Since his breakthrough in 2005, architect and cartoonist Klaus has been reveling in the light side of architecture with his drawings, comic strips, and cartoons. Published worldwide, his work usually tackles on the less uplifting aspects... more
Since his breakthrough in 2005, architect and cartoonist Klaus has been reveling in the light side of architecture with his drawings, comic strips, and cartoons. Published worldwide, his work usually tackles on the less uplifting aspects of the profession, criticizing its shortcomings and the excesses of its star system, usually coated with an array of educated winks to the many corners of architecture theory and history, science fiction, comics or cinema. In this conversation, he and architecture and popular culture scholar Luis Miguel Lus Arana discuss his work in the context of today's digital culture, where the interactions between architecture and its periphery -media, popular culture, graphic arts- seem to multiply. Comics, architectural criticism, image production, the creative power of sarcasm, the reemergence of craftsmanship and traditional techniques, as well as the new directions of the profession are some of the topics that sprang through it.
Pese a su tradicional codificación como disciplina menor, o degeneración de expresiones artísticas verdaderas, la caricatura ha gozado de una especial atención por parte de los artistas, así como de una reivindicación por parte de la... more
Pese a su tradicional codificación como disciplina menor, o degeneración de expresiones artísticas verdaderas, la caricatura ha gozado de una especial atención por parte de los artistas, así como de una reivindicación por parte de la moderna historia del arte. Ernst Hans Josef Gombrich, siguiendo los pasos de Ernst Kris y de historiadores anteriores, encontró en la caricatura el ejemplo paradigmático de la prevalencia del reconocimiento frente al parecido en la representación. Pero además, en lo que tiene de deformación de la realidad, la caricatura tiene una poderosa capacidad de catalizador creativo, cuyo interés para la arquitectura está aún por explorar.

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Despite its traditional classification as a minor discipline, or as a degeneration of true artistic expression, caricature has been of special interest to artists and has recently been reevaluated by historians of modern art. Ernst Hans Josef Gombrich, following in the footsteps of Ernst Kris and earlier historians, considers caricature to be a paradigmatic example of the prevalence of the recognition of likeness in graphic representation. Furthermore, by distorting reality, caricature has an enormous power as a creative catalyst, whose relevance for architecture has yet to be explored.
Desde la aparición de los primeros daguerrotipos en la primera mitad del siglo XIX, la manipulación de la imagen fotográfica ha sido una compañera inalienable del desarrollo del medio. Introducidos para suplir las carencias de la técnica,... more
Desde la aparición de los primeros daguerrotipos en la primera mitad del siglo XIX, la manipulación de la imagen fotográfica ha sido una compañera inalienable del desarrollo del medio. Introducidos para suplir las carencias de la técnica, la fotomanipulación, el collage, o los trucajes visuales pronto comenzaron a ser explotados como privilegiados generadores de imagen que permitían crear fantasías imbuidas del aura de lo real. A lo largo del siglo XX, fotografía, collage y manipulación han acompañado la evolución de ciudad y arquitectura, tanto para retratarlas como para jugar con su imagen fotografiada, creando ficciones alumbradas en el lienzo del papel fotográfico. Con la llegada de la era digital, las posibilidades de tratamiento de la imagen han crecido exponencialmente, alejando aún más a la imagen fotográfica de su supuesta objetividad innata, pero multiplicando también su poder para engendrar nueva y subyugante imaginería. 'Real Fictions' ofrece una visión del imaginario arquitectónico al que el procesamiento digital de la imagen está dando lugar, desde los trabajos de autores en contacto directo con lo disciplinar como Philipp Schaerer o Filip Dujardin a las ficciones arquitectónicas generadas por una heterogénea multitud de artistas y profesionales, planteando sus posibles aportes a la disciplina y su contribución a reivindicar el papel de la fotografía en un mundo de construcción digital.
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Since the earliest daguerreotypes appeared in the second half of the 19th century, the manipulation of photographic image has been an inseparable companion of the development of the medium. Firstly introduced as a way to make up for the limitations of technique, soon they started being used as privileged imagery generators that allowed to produce fantasies imbued with the aura of reality. Throughout the 20th century, photography, collage and photo-manipulation have accompanied the evolution of both the modern city and architecture, both portraying them and playing with their photographic image, creating fictions conceived in the canvas of the photographic paper. With the advent of the digital era, the possibilities to manipulate images have grown exponentially, taking photography further away from its alleged built-in objectivity, but also multiplying its ability to engender novel, captivating images. 'Real Fictions' presents an overview of the architectural imagery that the digital processing of images is producing, from the work of authors with a close relationship with disciplinary architecture such as Philipp Schaerer or Filip Dujardin to the architectural fictions generated by a heterogeneous multitude of artists and professionals, in order to discuss their potential contributions both to the discipline and to the claim for the role of photography in the age of digital image production.
Since the advent of the movement in the early 1920s, the marriage of surrealism and photography has seen architecture as one of its privileged subjects, producing impossible architectural fantasies covered with a veil of reality. With the... more
Since the advent of the movement in the early 1920s, the marriage of surrealism and photography has seen architecture as one of its privileged subjects, producing impossible architectural fantasies covered with a veil of reality. With the arrival of digital photo-manipulation tools, this experimentation has undergone a radical expansion, giving rise to a great variety of approaches that play with photographic imagery in order to produce impossible but fascinating architectural scenarios. This article focuses on the work of Jim Kazanjian, an author coming from the realm of digital construction who, working on the fringes of the discipline, has produced, throughout the last decade, a body of work that combines technical prowess with a fascination with the somber atmospheres of H.P. Lovecraft o Algernon Blackwood's tales, as a means to produce improbable architectural objects of dark but delicate beauty.
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Desde la aparición del movimiento en la primera mitad de los años 20, el maridaje de surrealismo y fotografía ha tenido a la arquitectura como uno de sus objetos privilegiados, produciendo imposibles fantasías arquitectónicas revestidas por el velo de lo real. Con la llegada de los métodos de foto-manipulación digital, esta experimentación se ha multiplicado, dando lugar a una enorme variedad de aproximaciones que juegan con la imagen fotográfica para producir escenarios arquitectónicos imposibles pero fascinantes. El artículo centra su mirada en la obra de Jim Kazanjian, un autor procedente del mundo de la construcción digital que, actuando desde los márgenes de la disciplina, ha producido a lo largo de la última década una obra que combina la pericia técnica con su interés por las atmósferas sombrías de los relatos de H.P. Lovecraft o Algernon Blackwood para producir improbables objetos arquitectónicos de oscura pero delicada belleza.
Hijo de los arquitectos Roben Schuiten y Marie-Madeleine De Maeyer, Francçois Schuiten recibió formación artística desde una edad muy temprana, al igual que sus hermanos. Esta educación más disciplinar corrió paralela a la influencia de... more
Hijo de los arquitectos Roben Schuiten y Marie-Madeleine De Maeyer,
Francçois Schuiten recibió formación artística desde una edad muy temprana, al igual que sus hermanos. Esta educación más disciplinar corrió paralela a la influencia de su hermano, el también arquitecto Luc Schuiten, quien pronto lo introduciría en el campo de la narrativa gráfica. Combinando ambas influencias, Schuiten ha construido, desde su debut en la segunda mitad de los años 70, una obra de atípica intensidad gráfica en la que la obsesión por el rigor en la representación de la arquitectura y por la reinvención estilística le ha llevado a traspasar el campo del cómic hacia la ilustración, la escenografía e incluso el diseño de arquitectura construida.  Sin embargo, y más allá de la exquisitez en el dibujo de arquitecturas reales o ficticias, es la componente urbana del trabajo de Schuiten el aspecto más singular de su propuesta gráfica. 'La Ciudad que nunca existió' ofrece un breve recorrido por las incursiones de Schuiten en el diseño de ficciones urbanas diseñadas de acuerdo a los parámetros del Art Nouveau en el contexto de su trabajo con Benoît Peeters en la saga 'Las Ciudades Oscuras'
The productive relationship between architecture and science fiction, so clearly visible today at the crossover between digital architecture produced by professionals in the field and that found in the media (in advertising, film and... more
The productive relationship between architecture and science fiction, so clearly visible today at the crossover between digital architecture produced by professionals in the field and that found in the media (in advertising, film and videogames), can in fact be traced all the way back to the twentieth century and even earlier, to the second half of the nineteenth century, when this genre of writing first appeared.

Modern science fiction, the origins of which go back to Jules Verne, who was the most high-profile exponent in France, and to H.G. Wells in the anglophone world, was the natural heir of the romans d’anticipation, novels which speculated on the shape the future would take, a topic
that can in fact be found in French literature long before, with Louis-Sébastien Mercier’s L’An 2440, rêve s’il en fut jamais (1771), and even before, in the first imaginary travel novels written by Rabelais in the Renaissance period.

This article makes a brief recount of the many ways in which architecture and science fiction have crossed paths and exchanged images and ideas, from Fritz Lang to Reyner Banham, from Archigram to George Lucas and beyond.
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Las fructíferas relaciones entre arquitectura y ciencia ficción, tan evidentes hoy en día en el traslape entre las arquitecturas digitales producidas dentro de la profesión y en los medios (publicidad, cine, videojuegos) son en realidad tan antiguas como el siglo xx y más allá, remontándose a los orígenes del género en la segunda mitad del xix. La ciencia ficción moderna, cuyos orígenes podemos rastrear hasta Julio Verne como cabeza visible en Francia y H.G. Wells en el mundo anglófono, se produjo como evolución natural de los romans d’anticipation, novelas que especulaban sobre la forma que adoptaría el futuro, un tema que en rigor ya puede hallarse en la literatura francesa mucho antes, ya desde L’An 2440, rêve s’il en fut jamais (1771), de Louis-Sébastien Mercier, e incluso más allá, en las primeras novelas de viajes imaginarios escritas por Rabelais en el Renacimiento.

Este artículo plantea un breve recorrido a través de las muchas formas en las que la arquitectura y la ciencia ficción han cruzado sus caminos e intercambiado ideas e imágenes, desde Fritz Lang a Reyner Banham,  y desde Archigram a George Lucas y más allá.
Research Interests:
El hormigón, parece, está de moda. O al menos lo está el que forma parte de aquellas estructuras construidas entre los años cincuenta y setenta que, tras un inevitable ostracismo de alrededor de nuevo siglo, vuelven a ser reivindicadas... more
El hormigón, parece, está de moda. O al menos lo está el que forma parte de aquellas estructuras construidas entre los años cincuenta y setenta que, tras un inevitable ostracismo de alrededor de nuevo siglo, vuelven a ser reivindicadas por una generación que se formó al albur de
la eclosión de la arquitectura, espectáculo de la primera década del año 2000. Porque es el brutalismo el que está de moda. Parece. En efecto, basta dar un rápido paseo por las redes sociales —Twitter es un buen lugar por donde empezar— para encontrarse con toda una serie de perfi-
les, desde la inequívoca Brutalism, a la decana This Brutal House, British Brutalism, Brutalust, British Brutalism, @BrutalBoncrete, cuyo propietario, Simon Phipps, publica periódicamente sus propias fotos —en riguroso y heroico blanco y negro— de iconos del brutalismo británico, o Something Concrete, de donde he extraído impunemente el título de este artículo.
Research Interests:
Built when I was still a rookie architecture student, the Guggenheim Museum was a building we were thoroughly taught to despise, because of all its arbitrariness and extravagance. However, as I saw it growing in my regular trips back to... more
Built when I was still a rookie architecture student, the Guggenheim Museum was a building we were thoroughly taught to despise, because of all its arbitrariness and extravagance. However, as I saw it growing in my regular trips back to Bilbao, evolving from a sort of constructivist vision á la Tatlin into an ethereal compound of reflecting titanium veils, it always struck me as a building firmly anchored in Bilbao's urban tissue. Tightly framed by the severe buildings of Iparraguirre Street and the green color of the mountain behind it, slowly revealing the mountains of containers at its back, the building certainly—and quite unexpectedly—did not feel out of place
within its context. Some even claimed Frank Gehry had produced a strangely contextual piece. The problem would arrive when that very context was drastically changed.

MAS Context #30-31: 'Bilbao': http://www.mascontext.com/issues/30-31-bilbao/the-many-effects-of-the-guggenheim-effect/
Research Interests:
When the Guggenheim Bilbao Museum opened its doors back in a now surprisingly distant 1997, it had a series of immediate effects. By becoming the built and published equivalent to Led Zeppelin's "Stairway to Heaven," allegedly the most... more
When the Guggenheim Bilbao Museum opened its doors back in a now surprisingly distant 1997, it had a series of immediate effects. By becoming the built and published equivalent to Led Zeppelin's "Stairway to Heaven," allegedly the most played song by radio stations around the world, it catapulted Frank Gehry into the top of architectural stardom. It spawned an innumerable amount of copycats who tried to replicate its success and the effect it had on the economic regeneration of the city where it was located. It even went as far as appropriating the brand, replacing, in the collective mind, that which had been "the real" Guggenheim Museum for almost 40 years: Frank Lloyd Wright's iconic New York counter-ziggurat.

MAS Context #30-31: 'Bilbao': http://www.mascontext.com/issues/30-31-bilbao/the-many-effects-of-the-guggenheim-effect/
Research Interests:
In 1921, issue 11-12 of L'Esprit Nouveau featured an article entitled " Toepffer, précurseur du cinema " where Le Corbusier, signing as 'De Fayet', vindicated the figure of Rodolphe Töpffer (1799-1846), a Swiss a pioneer of comics, as a... more
In 1921, issue 11-12 of L'Esprit Nouveau featured an article entitled " Toepffer, précurseur du cinema " where Le Corbusier, signing as 'De Fayet', vindicated the figure of Rodolphe Töpffer (1799-1846), a Swiss a pioneer of comics, as a key element in the development of cinema. Marginal as it may seem, this reference unveils a deeper relationship between Jeanneret and Töpffer's work which started in his childhood, and would have a key role in the development of some of Le Corbusier's trademark obsessions: travel, drawing, and cinematic narratives. In this context, " La Ligne Claire de Le Corbusier " proposes a close examination of the presence of graphic narrative and its aesthetics in Le Corbusier's early work in relation to its evolution from a sequential promenade architecturale to multispatial enjambment. The paper explores themes such as narrative and the inclusion of time in le Corbusier's Purist paintings, or his evolution from a painterly approach to drawing to an idealized, linear and synthetic rendering style.
Research Interests:
En 1995, Marie-Claire Regniers escribió observaba cómo “en el paisaje contemporáneo de la arquitectura belga Luc Schuiten es una figura aparte”, que supera “las líneas de construcción rígidas y tradicionales [y] dibuja... more
En 1995, Marie-Claire Regniers escribió observaba cómo “en el paisaje contemporáneo de la arquitectura belga Luc Schuiten es una figura aparte”, que supera “las líneas de construcción rígidas y tradicionales [y] dibuja incansablementenumerosos proyectos guiados por la búsqueda de otros estilos de vida. Una manera de pensar que ha dado forma a una nueva arquitectura basada en una visión poética, donde dominan la invención y la relación con la naturaleza”. Veinte años después, en un contexto en que el calentamiento global, el cambio climático, las emisiones de carbono y el Protocolo de Kioto están férreamente instalados en nuestra mente colectiva,  Luc Schuiten (Bruselas, 1944) continúa produciendo desde su posición en la periferia de la disciplina. Enfrascado desde finales de los años sesenta en la búsqueda de una fusión entre ciudad y paisaje, arquitectura y naturaleza, e instalado en una posición que aúna el hiperrealismo de la construcción a la utopía militante, Schuiten resulta totalmente ajeno a clasificaciones LEED o certificaciones energéticas. Sus propuestas, que suman el espíritu megaestructural y visionario de los sesenta y setenta con una cierta sensibilidad biomórfica educada en el art nouveau de su Bélgica natal, adquieren un particular atractivo al sugerir una alternativa de desarrollo tecnológico divergente, que se sitúa simultáneamente adelante y a un
lado de las corrientes oficiales, y que dota a su obra, diseminada a lo largo de cuatro décadas, de una coherencia interna estructural más allá de su evidente eclecticismo.

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In 1995, Marie-Claire Regniers observed how “in the contemporary architecture scene in Belgium, Luc Schuiten stands out from the rest,” as someone who goes beyond “the rigid and traditional lines of construction” and “tirelessly draws numerous projects guided by a quest for other lifestyles.” Twenty years later, in a context in which global warming, climate change, carbon emissions and the Kyoto Protocol
are firmly lodged in our collective consciousness, and now that terms such
as “bioclimatic” and “sustainable” have long since passed into common parlance, the position of Luc Schuiten (Brussels, 1944) in the periphery of architecture has not changed that much. Immersed in his search for a fusion between city and landscape, architecture and nature, ever since the end of the 1960s, Schuiten occupies a place in which he combines the hyper-realism of construction with a militant utopia; his work is most definitely not about LEED classifications or energy performance certificates. Schuiten’s proposals—which combine the mega-structural and visionary spirit of the 1960s and 1970s with a certain biomorphic sensibility born of the art nouveau of his native Belgium hold a particular appeal as an alternative form of technological development, which is placed both ahead of, and to one side of, official initiatives, and this gives his work, carried out over a period of forty years, a structural internal coherence that goes beyond its evident eclecticism.
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In the last decades of the XIX century and especially in the subsequent turn of the century, the mass media turned a prominent gaze on the urban environment that witnessed its birth, showcasing images of its everyday life, and also... more
In the last decades of the XIX century and especially in the subsequent turn of the century, the mass media turned a prominent gaze on the urban environment that witnessed its birth, showcasing images of its everyday life, and also speculating about a future that, sometimes, depicted more vividly the particularities of its present. With the advent of cinema, a privileged mechanical eye with which to record the accelerated urban reality, this process would rise to a new level, and soon the medium would contribute to this productive speculation, producing its own versions of the city of tomorrow, which showed a useful textual ability. Using theparadigmatic case of New York, “Through the Looking-Glass” proposes an analysis of the inter-textual ability of future film cities, exploring the distorted ‘doppelgangers’ of Manhattan shown, either directly or in a veiled way, by different films. With reflections on Metrópolis, Blade Runner, The Fifth Element, or Immortel, among others, the text explores the maieutic ability displayed by these urban doppelgangers which, located on the other side of the film screen, unveil features and relationships of their real life referents, and condition and modify our own perception of urban reality. 

Proyecto Progreso Arquitectura #14: 'Ciudades Paralelas / Parallel Cities': https://proyectoprogresoarquitectura.wordpress.com/numeros-publicados/no14_ciudades-paralelas/
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Durante las últimas décadas del XIX, y de manera muy especial con la llegada del nuevo siglo, los mass media dirigieron una mirada preeminente al entorno urbano que los vio nacer, mostrando imágenes de su devenir contemporáneo pero... more
Durante las últimas décadas del XIX, y de manera muy especial con la llegada del nuevo siglo, los mass media dirigieron una mirada preeminente al entorno urbano que los vio nacer, mostrando imágenes de su devenir contemporáneo pero también especulando con un futuro que, en ocasiones, ilustraba más fidedignamente las particularidades de su presente. Con la aparición del cine, privilegiado ojo mecánico con el que registrar la acelerada realidad urbana, este proceso adquiriría una nueva dimensión, y pronto el medio se uniría a esta fructífera especulación, produciendo versiones propias de la ciudad del mañana dotadas de una provechosa capacidad textual. Utilizando el caso paradigmático de Nueva York, “Al otro lado del espejo” propone un análisis de esta capacidad intertextual de la ciudad futura cinematográfica, explorando los diferentes ‘dobles’ distorsionados que de Manhattan, ya sea directa o veladamente, han ofrecido diferentes filmes. Con paradas en Metrópolis, Blade Runner, El Quinto Elemento o Immortel, entre otros, el texto explora la capacidad mayéutica de estos doppelganger urbanos que, situados al otro lado de la pantalla, desvelan rasgos y relaciones de sus referentes reales, y condicionan y modifican nuestra visión de la realidad urbana.

Proyecto Progreso Arquitectura #14: 'Ciudades Paralelas / Parallel Cities': https://proyectoprogresoarquitectura.wordpress.com/numeros-publicados/no14_ciudades-paralelas/
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“Welcome 2D Future - Comics and the transmediatic construction of the City of the Future” fits in the context of the broader research on the construction of urban utopia in comics and the mass media of the ongoing PhD Dissertation "The... more
“Welcome 2D Future - Comics and the transmediatic construction of the City of the Future” fits in the context of the broader research on the construction of urban utopia in comics and the mass media of the ongoing PhD Dissertation "The Dreamt Cities: The Voyage through Utopia, the Construction of the Imaginary" (School of Architecture. University of Navarra), which deals with two parallel targets: On the one hand, the mapping of the cross relationships between comics, cinema and architecture in the construction of the image of the city of the future; on the other, the development of an Atlas that groups, describes and catalogues an extensive selection of the futuropolises created in the comic books since the 1950s.
This short essay develops a narrative of the phenomenon through the description three significant moments of the transmediatic construction of the urban imaginary of the future: Winsor McCay, Metropolis and panoptic vision; Métal Hurlant, Blade Runner and the advent of Cyberpunk; and Schuiten’s and Peeters' Cités Obscures.
With this threefold narrative, the text seeks to establish, on the one hand, the fundamental role that comics have had in the visual construction of the city within the mass media and, through them, in the very conceptualization of urban space within disciplinary architecture. By ending with the alternative, ucronian universes of Les Cités Obscures, the essay will outline the role that a low-budget, low-tech (inevitably 'lowcult') and two-dimensional medium such as graphic narrative can still hold in a world ruled by the virtual reality of the digital media, and in providing alternative ways to the current widespread exclusively-high-tech vision of the future.
Working now from his office in Minneapolis, Tom Kaczynski has made it all the way from science fiction reader to architecture school, comics author, educator, and, finally, comic book publisher. Founder of indie publishing house... more
Working now from his office in Minneapolis, Tom Kaczynski has made it all the way from science fiction reader to architecture school, comics author, educator, and, finally, comic book publisher. Founder of indie publishing house Uncivilized Books, Kaczynski has put in the market a steady flow of iconoclastic comic books, both by himself, notable newcomers, and consecrated stars of the alternative scene, such as David B, James Romberger and Gabrielle Bell. In a conversation with
him, we covered his new book, Beta Testing the Apocalypse (Fantagraphics, 2013), the influence of J.G. Ballard and the appeal of dystopia, minicomics, Archigram, architecture, and architects as an audience for comic books.
Oh, and his background in architecture.

MAS Context #13: 'Narrative': http://www.mascontext.com/20-narrative-winter-2013/
Since he first appeared in the world of comic books as a partner to Claude Rénard in 1980, François Schuiten has become a fundamental author to explain the evolution of European comics through the last quarter of the 20th Century.... more
Since he first appeared in the world of comic books as a partner to Claude Rénard in 1980, François Schuiten has become a fundamental author to explain the evolution of European comics through the last quarter of the 20th Century. Throughout his career, Schuiten and his works have revealed an extraordinary example of both theoretical and formal coherence in the creation of a fragmentary world where his
different interests and obsessions crystallize in architectural shapes. Architecture and engineering, their logics, and their representation have been the vehicle for Schuiten to reshape this multiplicity of interests into imaginary scenarios where an exquisite heterogeneity coexists with the unbearable coherence of the surreal. Built in the style ot an interior 'veduta', the album La Tour (The Tower, 1987) offers re-reading of Giambattista Piranesi's work through a rendition of the spaces he created for the "Carceri d'invenzione" (1745-1760).
Koolhaas read The Cast of the Metabarons. Or maybe not. The overlap between OMA's Casa da Musica in Porto and the spaceship designs of the early 1990's simply underline the way in which science fiction's architectural imaginary has become... more
Koolhaas read The Cast of the Metabarons. Or maybe not. The overlap between OMA's Casa da Musica in Porto and the spaceship designs of the early 1990's simply underline the way in which science fiction's architectural imaginary has become part of the general imaginary of architecture. Today, the conflation of the advances in representational and building techniques fosters a parallel conflation of the modus operandi of architects and sci-fi designers. We live in a new paradigm where science fiction's architectural imagery, so crucial in the shaping of the imaginary of several generations of architects brought up in visions of white, hi-tech landscapes and dark corridors covered with lockgates and leds, is as much a part of the architectural cultural heritage as the classical orders, the Pantheon, or the Unité d’Habitation.
For all its promise of unlimited connetivity, Apple´s design seems to leave almost everything out. Apple has built a style on impenetrability, providing us with sleek, polished technological gizmos that are not only a product of design,... more
For all its promise of unlimited connetivity, Apple´s design seems to leave almost everything out. Apple has built a style on impenetrability, providing us with sleek, polished technological gizmos that are not only a product of design, but a symbol of designed obsolescence. Looking like an alien mothership hanging gently in the middle of Arcadia, the new Cupertino campus speaks of a dream of ascetic-aesthetic plenitude that goes back to modern utopianism.
Criado en una familia de arquitectos, el dibujante belga François Schuiten ha desarrollado desde la década de 1970 una obra gráfica y narrativa de creciente complejidad. En la saga de Les cités obscures, creada junto con el escritor... more
Criado en una familia de arquitectos, el dibujante belga François Schuiten ha desarrollado desde la década de 1970 una obra gráfica y narrativa de creciente complejidad. En la saga
de Les cités obscures, creada junto con el escritor Benoît Peeters, ambos autores indagan en los límites de la arquitectura y el estilo, a través de metrópolis que revisan las utopías arquitectónicas y literarias desde Piranesi a Verne o Ferriss. Si en lo argumental la obra conjunta de Schuiten y Peeters bebe de Verne o Borges, en lo visual tenderá hacia un futurismo decimonónico desarrollado a partir de la estética del siglo XIX en el que Schuiten ofrece una revisión y desarrollo a escala urbana del Art Nouveau de su Bruselas natal. El artículo presenta un análisis de las ciudades Art Nouveau de Schuiten y Peeters en relación con la obra de los arquitectos de finales del siglo XIX, así como de la ciudad futura de la década de 1920 y con el trabajo de su hermano, el arquitecto Luc Schuiten.
Born in Brussels, in a family of architects, comics artist François Schuiten grew up fascinated by the Art Noveau architecture with which Victor Horta, Antoine Pompe, Paul Cauchie or Henri van de Velde had created a characteristic urban... more
Born in Brussels, in a family of architects, comics artist François Schuiten grew up fascinated by the Art Noveau architecture with which Victor Horta, Antoine Pompe, Paul Cauchie or Henri van de Velde had created a characteristic urban scene.
Introduced into art by his father, architect and painter Robert Schuiten, François decided to channel his interests on architecture, drawing, and the aesthetics of the XIX Century into the realms of graphic narrative. As early as 1977, François and
his brother, architect Luc Schuiten, collaborated on the fi rst short stories that would evolve into the very architectural series Les Terres Creuses, where the preference for a decimononic refinement in the graphic style, as well as for a vegetal stylization of the shapes and a concern with ecology combined with a critique of alienation in modern society. These aspects would be further developed in the parallel careers of the Schuiten brothers in the fields of architecture (Luc), and graphic narrative and scenographic design (François). In both cases, the vegetal impulse of Art Nouveau would have a major presence, being elevated to an urban scale.
Born in Heemstede, Netherlands, in 1947, Joost Swarte is an artists’ artist, whose klare lign style—a seminal term in comic book scholarship he coined himself—has influenced several generations of cartoonists. Starting as an industrial... more
Born in Heemstede, Netherlands, in 1947, Joost Swarte is an artists’ artist, whose klare lign style—a seminal term in comic book scholarship he coined himself—has influenced several generations of cartoonists. Starting as an industrial design student, Swarte soon moved onto comics and illustration, both as an author, whose work has been displayed in magazines such as HUMO, RAW, The New Yorker, and Abitare; as a publisher, founding the comic magazine Modern Papier and Dutch publishing house Oog & Blik; and as a cultural advocate, being one of the fathers of Stripdagen, a biennial international comic event held in Haarlem. Using comics as a platform, Swarte has built an impressive career that leaves no field unexplored, from graphic design (magazine covers, ex libris, stamps, and stained glass) to furniture design and, most interestingly, architecture. Since the late 1990s, when he was contacted to design the Toneelschuur, a new theatre for his hometown Haarlem built in collaboration with Mecanoo, Swarte has developed a parallel, growing career as a consultant in architectural design.

MAS Context #13: 'Narrative': http://www.mascontext.com/20-narrative-winter-2013/
Academic disdain notwithstanding, the exploration of the relationships between comics and architecture has been a not quite visible yet recurring phenomenon throughout the history of the medium. Beyond its low key appearance, it has... more
Academic disdain notwithstanding, the exploration of the relationships between comics and architecture has been a not quite visible yet recurring phenomenon throughout the history of the medium. Beyond its low key appearance, it has fascinated architects with its unique capacity to gather together communication, space and movement. A look at the architectural publications of the last thirty years points in that direction, showing a discrete but steady flow of articles, as well as an increasing number of exhibitions covering the different overlaps between architecture and graphic narrative. Along with the drift towards virtual scenarios and animation, today’s architecture, still primarily represented as lines and colors on printed paper, shows a renewed interest in, and a particular affinity toward, the techniques, strategies and aesthetics of graphic narrative.

MAS Context #13: 'Narrative': http://www.mascontext.com/20-narrative-winter-2013/
Indisolublemente ligado a su percepción como producto destinado a un público infantil, el cómic ha evolucionado a lo largo del siglo XX desprovisto de la legitimidad intelectual rápidamente adquirida por otros medios como el cine o la... more
Indisolublemente ligado a su percepción como producto destinado a un público infantil, el cómic ha evolucionado a lo largo del siglo XX desprovisto de la legitimidad intelectual rápidamente adquirida por otros medios como el cine o la fotografía, y la atención que se le ha dedicado desde la arquitectura lo ha relegado habitualmente a la categoría de mera curiosidad. Pese a ello, los cómics han suscitado y continúan suscitando el interés de la disciplina, siendo objeto, desde su introducción en el espectro cultural y académico en los primeros 60, de un flujo constante de artículos, exposiciones y estudios que lo redescubren periódicamente para su consumo por parte del público arquitectónico general. Sin embargo, este interés no es un fenómeno reciente. Las relaciones entre narrativa gráfica y arquitectura se remontan en realidad al comienzo de la modernidad, que intuyó en ella un potencial redescubierto por nuevas generaciones de arquitectos interesados en explotar sus posibilidades como herramienta de comunicación, pero también de diseño.
Le Corbusier read comic books. Notes on the interactions between architecture and graphic narrative
Tied to their early encoding as a children's' medium, comics -comic strips, funnies, comic books or, more recently, graphic novels- have made their way throughout the XX Century devoid of the intellectual legitimacy which other visual media, such as cinema, or photography, rapidly gained within the cultural scene. Consequently, comics have seldom been approached as an academic object of interest in architectural scholarship. And even when they did get featured, occasionally showing up in articles and exhibitions -especially after the 1960s, when authors such as Umberto Eco prompted their entrance into Academia-, their presence was always that of a mere curiosity. Comics are looked upon with a combination of fascination and despise, bound to be periodically rediscovered by those interested in exploring the visual production located in the periphery of the discipline and regarded as a decidedly minor, unserious by-product of popular culture and consumerism by the architectural establishment.
However, this has not always been the case. In the earlier decades of the XX century, Gertrude Stein and Pablo Picasso were usual readers of The Katzenjammer Kids (Rudolph Dirks, 1897), and George Grosz mentioned them as a great influence on his own work. Picasso, Joan Miró and Willem de Kooning were great fans of George Herrimann's Krazy Kat (1913-44), as well as Walt Disney or Frank Capra, and both Picasso and Dalí, René Magritte and André Breton used the language of graphic narrative at some point. But this interest in comics was also present in the early stages of modern architecture, through such a seminal figure as Le Corbusier. As Stanislaus Von Moos has noted, Charles-Edouard Jeanneret grew up fascinated by Rodolphe Töpffer, a teacher, painter, cartoonist, and caricaturist best known as the Swiss father of bande dessinée. Jeanneret had discovered Töpffer through a children's book, Voyages en Zigzag, where Von Moos locates the origins of Le Corbusier's later passion for travel. This fascination for Töpffer did not fade with time, and in the following decades Le Corbusier became more interested in the histoires en estampes that the Swiss pedagogue had started producing in the 1830s, writing the first article on comics to be found in an architecture magazine, "Toepffer, précurseur du cinema", in L'Esprit Nouveau (1921), and even expressing his interest in writing a doctoral dissertation about him. Töpffer's shadow can be found in the Swiss architect's sustained evolution towards a sort of ligne claire rendering style, and even more so, in Le Corbusier's use of the techniques of graphic narrative in his earlier years, both on different occasions in L'Ésprit Nouveau, or in his atypical, storyboarded Lettre a Madame Meyer of 1925.
Le Corbusier's early interest in the ability of graphic narrative to represent and imagine architectural space and in comics, notably absent from architectural publications until the recovery of the medium spawned by the publication of Archigram 4 (May 1964), contrasted with the fascination that architecture provoked in comic authors since the very inception of the medium. The works of Winsor McCay (Little Nemo in Slumberland, 1905) or Frank King (Gasoline Alley, 1918) illustrated, with the medium barely a couple decades old, the potentialities of the graphic sequence's spatialization of time for the rendering and reinvention of architectural space. One century later, already in the age of digital reproduction it is architecture which looks back at comics, either trying to use their -still- transgressive aura (Koolhaas) or communicative qualities (BIG), because of their ability to capture architectural essence (Neutelings), or in the work of new generations of architects such as Wes Jones Jimenez Lai, who look at comics as a tool for architectural research.
Since its timid first appearance in 1961, and fundamentally after their ultimate consolidation in the mid of the same decade, Archigram, both magazine and group, became a sine-qua-non of the utopian scene and of the history of... more
Since its timid first appearance in 1961, and fundamentally after their ultimate consolidation in the mid of the same decade, Archigram, both magazine and group, became a sine-qua-non of the utopian scene and of the history of architectural teams in general. The turning point in their encoding as an indispensable element in the history of XXth Century  architecture would be, however, the publication, in 1964, of Amazing Archigram!, the fourth issue of the magazine devoted to science fiction. With its mechanical and space age imagery, and its American comic book aesthetics, the “Zoom Issue” would have a prominent role in conforming the public image and the very public perception of Archigram’s ethos. On the one hand, the issue would catapult their brand to the international scene. On the other, its visual punch, and the transgressive consistency of its message, installed in the collective eye of architecture the idea of Archigram not just as a magazine, but as an architectural office with a common agenda. However, “Amazing Archigram” also established the vision of the team as a  group of “provocateurs”, and the regard of their architecture as something belonging in the world of science fiction, which was far from being the intent of their authors, whose proposals, visionary or else, certainly helped shape that “realitas ludens” that impregnated the very architectural reality of the 1960s.

Desde su tímida aparición en 1961, y fundamentalmente a partir de su consolidación definitiva a mediados de la misma década, Archigram, revista y grupo, ha pasado a ser un sine-qua-non del panorama utópico y de las historias de las agrupaciones arquitectónicas. El punto de inflexión en su consolidación como un elemento indispensable de la historia de la arquitectura del siglo XX, sería, en cualquier caso, la aparición en 1964 de Amazing Archigram!, el cuarto número de la revista, dedicado a la ciencia ficción. Con su imaginería mecánica y espacial, y su estética de comic book americano, el “Zoom Issue” tendría un papel crucial en la conformación de la imagen y el propio ethos de Archigram. Por una parte, el número catapultaría su marca hacia un panorama internacional. Por otra, su potencia visual, formal y transgresora, unida a una aparente coherencia en el mensaje, instaló en el ojo colectivo de la arquitectura la idea de Archigram no sólo como una revista, sino como un estudio de arquitectura con una agenda común. Sin embargo, “Amazing Archigram” también instauró la visión del grupo como un conjunto de “provocateurs”, y de su arquitectura como perteneciente al terreno de la ciencia ficción, algo muy alejado de la intención de sus autores, cuyas propuestas, visionarias o no, se orientaban hacia el muy real objetivo de dar forma arquitectónica a esa “realitas ludens” que impregnaba la propia realidad de los 60.

Proyecto Progreso Arquitectura #11: 'Arquitecturas en Común / Architectures in Common': https://ojs.publius.us.es/ojs/index.php/ppa/issue/view/70/showToc
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When, in May 1964, the fourth issue of Archigram, (also known as “Amazing Archigram / Zoom”) came out, it signalled the final boost of Archigram magazine. Thanks to the intervention of both Peters (Banham and Blake), the “Zoom” issue... more
When, in May 1964, the fourth issue of Archigram, (also known as “Amazing Archigram / Zoom”) came out, it signalled the final boost of Archigram magazine. Thanks to the intervention of both Peters (Banham and Blake), the “Zoom” issue propped Archigram into an international context, helping create the public perception of Archigram not only as a magazine, but also as an architectural team with a certain conceptual and aesthetic agenda. With its bold use of comic book and general science fiction imagery, it also became an inevitable presence in any recount of the occasionally close encounters of architecture and the graphic narrative, as well as a stimulus for the use of the latter in the 1960s and 70s visionary architectural scene. Additionally, it marked the beginning of Archigram’s (especially Peter Cook’s) romance with the mechanics of sequential imaging, which would be used to present subsequent projects.

In the following conversation, we talk with Peter Cook about comics, his use of narrative, the role of humour and cartooning in architecture’s storytelling, and why the heck there’s a lot of Jack Kirby but no Dan Dare in Warren Chalk’s “Space Probe.”
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A finales de 2017, la pequeña pero siempre interesante Hatton Gallery de Newcastle reabría sus puertas tras un hiato y renovación de casi dos años con una exposición de temática tan adecuada que casi podríamos entender como obligatoria.... more
A finales de 2017, la pequeña pero siempre interesante Hatton
Gallery de Newcastle reabría sus puertas tras un hiato y renovación
de casi dos años con una exposición de temática tan adecuada que
casi podríamos entender como obligatoria. Pioneers of Pop (Octubre
de 2017 - Enero de 2018) ofrecía una mirada retrospectiva hacia los
artistas y actividades que giraron en torno a la figura de Richard
Hamilton durante su estancia de más de una década como profesor
en la facultad de Bellas Artes de la ciudad.

'Qué es lo que tienen' traza un breve recorrido del collage de 'This is Tomorrow' y sus sucesivas revisiones, en un itinerario que lleva de 1956 a 1992 y los 2000, y de Venturi y Scott Brown a Philippe Starck y al edificio de la Alhóndiga en Bilbao.
El temor por un futuro hiperurbano, conformado por ciudades hipertrofiadas y congestionadas, en las que el espacio ciudadano se transforma en un interior y la ciudad en una suerte de máquina que somete al ser humano, son tan antiguas como... more
El temor por un futuro hiperurbano, conformado por ciudades hipertrofiadas y congestionadas, en las que el espacio ciudadano
se transforma en un interior y la ciudad en una suerte de máquina que
somete al ser humano, son tan antiguas como la (moderna) ciencia ficción, desde When the Sleeper Wakes, de H.G. Wells a The Machine Stops de E.M. Forster o la inevitable Metrópolis de Lang. 'CompaCity' presenta un brevísimo recorrido por algunas de estas visiones, con cortas paradas en aquellas aportadas por los relatos de J.G. Ballard o Robert Silverberg, así como sus traducciones en otros medios.
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