• Title/Summary/Keyword: Cedric Price

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A Study on Time in Architecture of Cedric Price (세드릭 프라이스 건축에 나타나는 시간 개념에 대한 연구)

  • Kim, Jung Soo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.10
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    • pp.107-118
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    • 2018
  • Cedric price is an architect and educator who have had an influence on architectural thinking through teaching and projects, rather than completed buildings. The purpose of this study was to analyze the architecture of Cedric Price in terms of time. Time was an important factor to understand his architecture along with his interest in technology, so most of his architectural thinking and methodology - anti-architecture, programmatic indeterminacy, a philosophy of enabling and so on, could be explained under the consideration of time. Depending on how he considered and used the concept of time, his projects could be categorized into two groups; The first group was related to the change over time, and this group again divided into three sub categories; change of user's preference, change of external environment, and change over building lifetime. The second group was related to planning of time, which could be divided again into two categories; programmatic planning and the usage planning during the period. This categorization could provide a frame to look into his architecture, through which his projects showed the limitation in modern architecture and the possibility for contemporary architecture.

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

  • Kim, Jung Soo
    • Journal of architectural history
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    • v.26 no.5
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    • pp.7-18
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    • 2017
  • 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.