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Found 14 results

  1. Nom: 1200 McGill College Hauteur en étages: 24 Hauteur en mètres: 84 Bonjour à tous! Je suis un lecteur d'MtlUrb depuis un an maintenant. J'adore la passion que tout le monde ici a pour l'architecture à Montréal, même si elle est négative parfois! Je suis bilingue, mais je préfère écrire en anglais, donc vous pouvez me répondre en anglais ou en français. Merci! La Tour Rogers in the state that it is today is a disgrace to McGill College, one of the most beautiful streets in Montreal. If you are not familiar with the rusted and faded building, here it is: Bellow is my vision to refresh 1200 McGill College. The renders were created in Revit 2017, I'm studying to be architectural technologist and making these renders are a part of the job. The renderings that usually come with a proposal are created by a team with very powerful computers. I made these renders on my laptop at home in my free time, I still think it turned out well: In my vision, the bronze aluminum sections of the elevations would be replaced by a silver aluminum. This finish would be nearly identical to the finish on Place ville Marie, I think that would be a noteworthy integration. The windows would be replaced with black reflective windows, like the ones being installed on the new Holiday Inn on R.L. For the brick section, I would replace the brick with black prefab concrete slabs like the ones on Tour Des Canadiens. I also chose to add a billboard that would be used to advertise CityTv and Breakfast Television Montreal (I wanted to put a screen under the billboard, but didn't). This is done on the CityTv building in Toronto: I know some of you hate prefab and billboards, but I think in this situation they add character to a TV studio building. I did not do any design work on the commercial section facing St Catherines, so in the render it is just a glass box. If you have any ideas for the vision, let me know! If I have free time, maybe I will add some suggestions and post new renders. Thank you!
  2. mtlurb

    Bravo!

    Hehehe, every night when I log on mtlurb.com from Cancun i'm impressed at the numbers of posts and threads created!!! I can't already keep up! Thank you guys for making this a success! and it just started!
  3. Imaginez la Scène, 3 voies, la 1ere pour tourner à Gauche, celle du centre pour aller tout droit et la dernière pour tourner à droite. Le cycliste qui veux allez à gauche devrait logiquement se placer entre la 1ere et la 2e voie. Malheureusement c'est rarement le cas et plu souvent qu'autre chose, les cyclistes, ne font pas leur stop ou leur lumières ici à Montréal. Voilà qu'à Portland ils sont en trian d'essayer un projet pilote pour les cycliste qui suivent les règles. qu'en pensez vous. Sources: http://www.treehugger.com/files/2008/03/portlands_bike_boxes.php After recognizing the economic benefits of creating a network of bike paths on city streets, Portland, Oregon has unveiled a new traffic tool designed to ensure cyclists' safety in the city. The bike box is a bright green rectangle painted onto asphalt at intersections and reserved exclusively for bikes. By moving car traffic back several feet from intersections, space is created for bikers at the front of the line, giving them visibility and a measure of priority while waiting at streetlights. The bike box was created as a response to traffic accidents involving right-turning cars running over cyclists, known as a "right hook" accident. The bike box is meant to give bikers greater visibility by positioning them directly in front of waiting cars. Green-colored bike paths will also lead to intersections, and right turns will not be allowed during red lights. Oregon law requires cars to yield to bikes in bike lanes. The bike boxes are being installed at 14 particularly accident-prone intersections, and the city plans to monitor the intersections to see how the bike boxes affecting cyclist safety. An educational campaign, including signs and billboards, is also planned. For a first look at pictures of Portland's new bike boxes, check out this link at BikePortland.org. Also, check out the City of Portland's brochure explaining the bike box here.
  4. Why is this forest floating 1000 feet above Taiwan's skyline, apparently sitting on a blue glow of anti-gravity beams? It's the Taiwan Tower, a giant steel superstructure that may become the most surreal piece of engineering I've ever seen. The renderings give you an idea of how weird and wonderful this thing will be. It really blows my mind to think that they are actually going to build this ethereal steel column labyrinth, which would be as tall as the Eiffel Tower. The banyan tree-like design, which was created by Tokyo-based architect Sou Fujimoto, just won the first prize in the Taiwan Tower International Competition. It would be made entirely of steel, with perimeter columns, inner columns, intermediate columns, spiral beams and roof beams all of them circular, 800 millimeters in diameter and hollow. It will be surrounded by parks. In fact, it will look as if someone cut a wedge of the terrain and pushed up in the air. [Sou Fujimoto viaArchdaily] Republished from http://gizmodo.com
  5. Here's a map I created based on what I think the CSL area should look like years down the road, looking at various projects that have been discussed and a few of my own 'wants' for the area. I'm no expert at urban planning or urbanity so feel free to comment and critique. http://maps.google.com/maps/ms?ie=UTF&msa=0&msid=108856777922929088479.00046d1191982597c7992
  6. I have created a KMZ (Google Earth) file showing some proposed and confirmed development plans for Montreal. Feel free to Download it and give me your comments. If you have any other Plans or Maps I would be very interested in adding them. http://bbs.keyhole.com/ubb/showflat.php?Cat=&Number=1218106&page=0&vc=1&PHPSESSID=#Post1218106 Thanks
  7. Another day another poor article about our fair city. Montreal: the jobless capital of Canada Posted on 8/13/2015 10:56:00 PM by Andrew Brennan Inside CAE, which announced Wednesday it was cutting nearly 300 jobs from its flight-simulator facility. Montreal is the jobless capital of Canada, according to Statistics Canada figures. PHOTO: CTV MONTREAL Montreal was once Canada's commercial capital and is considered by many to be its cultural capital—but according to new Stats Can figures it is definitely the unemployment capital of Canada. The latest figures from Statistics Canada puts the jobless rate for metropolitan Montreal at 8.9 per cent, starkly higher than the national average of 6.8 per cent. Some attribute this to taxes. "In Montreal business tax rates are four times what you have in the residential sector, it's one of the highest in Quebec," Senior Vice-President of the Canadian Federation of Independent Business Martine Hébert told CTV News. Others point to demographics, with a metro population growing faster than the jobs can be created. "We want to reverse a little bit the mood right now that is more austerity to prosperity because we need to create an environment where people will feel that it's time to invest," President of Quebec's Council of Employers Yves-Thomas Dorval admitted. The council has other good news. According to the QCE, Quebec has actually created about 40,000 net jobs since the Couillard Liberals were elected. Over 20,000 jobs were created in Quebec last month, but high-paying careers such as in aerospace and engineering are still seeing huge layoffs. On Wednesday, CAE announced it was eliminating nearly 300 jobs from its flight-simulator facility. Other aerospace companies, like Bell Helicopter and Bombardier, have also laid off hundreds of Montreal workers in 2015.
  8. Dessau Chaboillez Square Client City of Montreal, Montreal, Canada Scope of Work Optimization study of the Chaboillez Square site for a 2.4 million sq. ft. real estate development. This 194,000 sq. ft. site was chosen for the construction of 2.4 million sq. ft. of office space, distributed mainly in three towers (25+ floors each) built on a 10-floor podicum. The personnel at Plania, Dessau's urban planning and landscape architecture subsidiary, created several different development scenarios. This allowed the team to select the option that best balanced development costs, profitability and urban integration issues, while minimizing impacts on local traffic. Challenges * Reconcile urban, economic and functional requirements. © Dessau Copyright 2010 All Rights Reserved
  9. You might already heard about the Park-Extension Footbridge which is planned to be demolished soon. I think it can be preserved rather than being destroyed. Here are some of my designs I created during summer. Visit this website for more information on the footbridge: http://www.histoireparcextension.org/news-nouvelles/shpehs-speaks-out-prend-parole-structures-risk-2012 Proposal Scene Footbridge Alternative
  10. :: Joey Cape :: Joey Cape has posted his fifth new song of 2010. "Montreal" is the newest chapter of Doesn't Play Well with Others, Cape's new solo album that's being released on a song-per-month schedule. As with previous months, the single features artwork created by Joey's daughter, Violet. http://www.myspace.com/joeycape
  11. I apologize in advance if anybody gets pissed off at me, I dont mean to offend anybody personally with the following. WHY DO WE BLAME OUR MISFORTUNE ON OTHER PEOPLE? Why can't we all collectively stare each other in the eye, and realize that the things that have passed up by, our mediocrity as a city,an economy, and a province has stagnated because we have allowed it. NOT Toronto, Not ROC English Canadians, Not the federal government.... US..NOUS sommes la raison. Why is everything a federal conspiracy? Why do we get mad when MOntreal International get less financing because it hasnt met its objectives? Why do we get mad when consolidation is the name of global enterprise, and we get merged with a larger wealthier stock exchange than our Montreal Commodities exchange? When I read this board, I get a range of emotions from euphoric (Montreal has some neat developments and is at a crossroads in its development) to pessimistic (NIMBYs,political red tape slowing down projects, talks of political uncertainty). Havent we realized, yet, that the mistakes of the past and the things of the past, have held us back, and our development for so long? So I ask you again, why do we blame others for our misfortune? How much if it is created by us? Why cant we stand up, and position Montreal to get back that which it lost ... Canada's economic powerhouse, and cultural capital. Can we stop looking in the rear-view mirror, and move forward? I love Montreal, more than my province or country. I dream of the day when we can stand up and be a top 5 metropolis in North America, and a top destination in the world. I dream of the day when we put Toronto to shame....and I wish everybody felt the same way I did.
  12. Video games: the next generation By Marc Cieslak Reporter, BBC Click The video games industry is obsessed with the phrase "next generation", but what does it actually mean? What can gamers expect from any game given that name? It would be easy to dismiss the next generation gaming experience as simply eye candy. Every single thing in the city can be grabbed, climbed on, jumped from Jade Raymond, Ubisoft producer The latest games all look great but the potential offered by the processing power of consoles such as the Xbox 360 and PS3 does not end there. They also give developers a wealth of new gameplay possibilities. At Ubisoft's Montreal studio, a team of 300 designers, programmers and artists have spent four years developing Assassin's Creed, a next generation medieval action adventure. "A lot of people have heard the term 'next gen game' thrown around and so far what we've seen as far as next gen games mostly means better quality graphics," said Ubisoft producer Jade Raymond. "So you've seen in fighting games where boxers are up close, you get more detail on the facial animation. Or in car racing games it looks exactly like the car, and you get more shiny cars and the environments are more realistic. "But for me personally, next gen game had to mean new types of gameplay." Assassin's Creed is set during the Crusades and the action takes place in three huge cities. Each is populated with thousands of computer controlled characters. Players can take Altair, the character they control, anywhere in the city. "We made this rule and gave ourselves the challenge to try and make huge cities that are completely interactive, which means that every single thing in the city can be grabbed, climbed on, jumped from," said Ms Raymond. "Which means that we created tools to be able to recognise the 3D models and automatically generate interactive edges on everything." Lego blocks The gaming environment took so long to develop because everything that sticks out of a wall more than two inches can be an anchor point for Altair. Bumping into people affects the direction of the main character "Our challenge was to make it readable for the player as we're using games to see the level design ingredients or the game designer path," said creative director Patrice Desilets. "This time there is no path whatsoever." Vincent Pontbriand, Ubisoft associate producer, said: "In a regular, more linear, game what you would do is create game levels. In our case, since it involved cities in which you could travel anywhere, we quickly realised it was going to be impossible to customise the entire city that way, polygon by polygon. "So what we did was we created a bank of objects, what we call a Lego system, and this allowed us to produce the first templates for the cities quickly by adding and removing blocks. "Then we were able to do the same things with objects and eventually with the characters and the population itself." While larger environments that allow the player more freedom are certainly a bonus, there is still more to be done before a game can earn that next gen title. Background characters Probably one of the biggest challenges facing games is to make computer controlled characters more lifelike. This is where the hardware buried inside the latest consoles proves so useful. "The tendency in technology is to move towards multi-core, multi CPU type of machines," explained AI programmer Matthieu Mazerolles. "What this means is instead of having just one processing unit you literally have several, sometimes up to a dozen all within the same box. More than 200 models were used as the templates for characters "What this allows us to do is to take all of the calculations, which are highly complex, that go into making the AI seem alive, and distribute these across many different processors." Said Ms Raymond: "We worked on this whole kind of physics systems for when you bump into people and push them out of the way, so that tactile thing really felt real. "So bumping into a group of people will make you fall over, running full force into a small woman will knock her over." One of the tools the company has worked on is something which generates crowds of diverse people. "For NPCs we have hundreds and hundreds of different looking characters, that were the templates we used to create our initial models," said Mr Pontbriand. "But then we created our own technology to take those templates, cut them down into pieces and then, with the technology, added the ability to randomise between skin colour, clothes, hair colour. "We ended up with a multiplying factor, so these sketches that became models ended up producing thousands of different variations in game." 'A player's story' Increased production values, emotional involvement, environments that have more bearing on the world - could all of these elements help shift games from what many perceive to be a marginalised ghetto into the mainstream? "As an entertainment medium, games are really just scratching the surface," said Ms Raymond. "I think we are at where we were with film when we made the transition from silent films to films that were telling a story with sound and dialogue. "We are just at the point of discovering what we can do with interactivity and what's an interactive story where you are creating a story for players, but it really has to become the player's story." Said Mr Desilets: "I strongly believe the more we go on with next gen the less we will see video game rules apparent, they will be more and more hidden and the experience will be a lot more immersive because you won't see the video game rules that only gamers really like."