World Game Series: Document 1

World Game Series: Document 1

Author: R. Buckminster Fuller

Publisher: Estate of R. Buckminster Fuller

Published:

Total Pages: 167

ISBN-13:

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The documents in this series originated with a proposal made by R. Buckminster Fuller to the International Union of Architects (I. U. A.) at their VIIth Congress in London, England in July, 1961, launching the World Design Science Decade. He proposed then that the architectural schools around the world be encouraged by the I. U. A. to invest the next ten years in a continuing problem of how to make the total world's resources which [in 1961] serve only 40% serve 100% of humanity through competent design despite a continuing decrease of metal resources per capita. In essence, The World Design Science Decade series of documents suggests, in great detail, ways in which world architectural schools, and specifically their students, should initiate, and assume The Design Science Decade. The total series includes many of Fuller's most prescient ideas. A note from the series editor, John McHale: "Though the language of some of the texts may seem difficult at first approach, it should be borne in mind that one of our major problems in thinking today [1965] is the use of language systems which still represent a fixed, structurally compartmentalized world view. The terms available to us for the expression of dynamic, rather than static, concepts are far from satisfactory. Fuller's language is particularly representative of the 'transitional state' (of the western world) between the older, traditional, noun-centered culture to its present day, changing, verb-centered culture'. In his search for an adequately descriptive terminology he tends to employ concepts and usages from many different fields juxtaposed in ways which may be unfamiliar to those more customarily restrained within the vocabularies of particular disciplines." Description by the Buckminster Fuller Institute, courtesy of The Estate of R. Buckminster Fuller


World Game

World Game

Author: Josh Pang

Publisher: Josh Pang

Published:

Total Pages: 193

ISBN-13:

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My thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game. These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World Game’s comprehensive use of the aforementioned fundamental principles are necessary for a sustainable Earth-scale civilization. Furthermore, the protocol for solution formation in the form of World Game “game” is sufficient for solving the problem of “making the world work for 100% of humanity in the shortest possible time through spontaneous cooperation without ecological offense or the disadvantage of anyone” — the objective of World Game. If this hypothesis of sufficiency is true, that means World Game’s principles are in effect synonymous with the process of making the world work. In plain English, a problem-solving engine like World Game is necessary for the survival of humanity, period.


Ecstatic Worlds

Ecstatic Worlds

Author: Janine Marchessault

Publisher: MIT Press

Published: 2017-08-25

Total Pages: 367

ISBN-13: 0262036460

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When media translate the world to the world: twentieth-century utopian projects including Edward Steichen's “Family of Man,” Jacques Cousteau's underwater films, and Buckminster Fuller's geoscope. janine


A More Perfect Union

A More Perfect Union

Author: Linda Sargent Wood

Publisher: Oxford University Press

Published: 2012-09-01

Total Pages: 352

ISBN-13: 0199996059

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In 1962, when the Cold War threatened to ignite in the Cuban Missile Crisis, when more nuclear test bombs were detonated than in any other year in history, Rachel Carson released her own bombshell, Silent Spring, to challenge society's use of pesticides. To counter the use of chemicals--and bombs--the naturalist articulated a holistic vision. She wrote about a "web of life" that connected humans to the world around them and argued that actions taken in one place had consequences elsewhere. Thousands accepted her message, joined environmental groups, flocked to Earth Day celebrations, and lobbied for legislative regulation. Carson was not the only intellectual to offer holistic answers to society's problems. This book uncovers a sensibility in post-World War II American culture that both tested the logic of the Cold War and fed some of the twentieth century's most powerful social movements, from civil rights to environmentalism to the counterculture. The study examines important leaders and institutions that embraced and put into practice a holistic vision for a peaceful, healthful, and just world: nature writer Rachel Carson, structural engineer R. Buckminster Fuller, civil rights leader Martin Luther King Jr., Jesuit priest and paleontologist Pierre Teilhard de Chardin, humanistic psychologist Abraham Maslow, and the Esalen Institute and its founders, Michael Murphy and Dick Price. Each looked to whole systems instead of parts and focused on connections, interdependencies, and integration to create a better world. Though the '60s dreams of creating a more perfect world were tempered by economic inequalities, political corruption, and deep social divisions, this holistic sensibility continues to influence American culture today.


Buckminster Fuller’s World Game and Its Legacy

Buckminster Fuller’s World Game and Its Legacy

Author: Timothy Stott

Publisher: Routledge

Published: 2021-06-29

Total Pages: 106

ISBN-13: 1000427544

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This book studies R. Buckminster Fuller’s World Game and similar world games, past and present. Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to ‘make the world work’. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naïve, utopian, or technocratic, but we share its problems, if not necessarily its solutions. Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.


Gaming Utopia

Gaming Utopia

Author: Claudia Costa Pederson

Publisher: Indiana University Press

Published: 2021-04-06

Total Pages: 281

ISBN-13: 0253054508

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In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.


Bracket 1

Bracket 1

Author: Mason White

Publisher: Actar D, Inc.

Published: 2010-12-15

Total Pages: 273

ISBN-13: 1945150432

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Seeking new voices and design talent, the new Bracket book series is structured around an open call for entries. Conceived as an almanac, the series looks at emerging thematics in our global age that are shaping the built environment in radically significant, yet often unexpected ways. Bracket 1: On Farming looks at the capacity for architecture to address ideas and issues of productive landscapes and urbanisms. Entries were selected by an international jury including Nathalie de Vries, Charles Waldheim and Michael Speaks. Once merely understood in terms of agriculture, today information, energy, labour, and landscape, among others, can be farmed. Farming harnesses the efficiency of collectivity and community. Whether cultivating land, harvesting resources, extracting energy or delegating labor, farming reveals the interdependencies of our globalized world. Simultaneously, farming represents the local gesture, the productive landscape, and the alternative economy. The processes of farming are mutable, parametric, and efficient. Farming is the modification of infrastructure, urbanisms, architectures, and landscapes toward a privileging of production.