Tuesday, 7 August 2007

Excursions into Happiness (VG Project)


Current trends in the commodification of urban infrastructure and the commercially orientated decisions being made which affect the quality of our urban environment suggests potential future scenarios where human experience and sensibilities are left behind in the quest for ever increasing densities and gross to net ratios. The project contemplates this scenario and offers neither a resolved building proposal nor attempts to envisage the image of a city model but explores the possibility of a future reorientation of values in urban planning. The presentation presents a process by which we arrive at our conclusion. Having identified a potential future scenario the project begins by exploring how the application of information technology might enable an urban design tool which focuses on qualities of spaces and of human activity. Those intangible aspects traditionally viewed as precluding the use of technology. A series of experiments was conducted which explored the application of cellular automata, developing ideas and elaborating initial models with respect to their application to architectural and urban design problems. The project is set in a retrospective future Manchester, speculating upon potential future scenario as trends of the early millennium head ever closer to their logical conclusions. The project is concerned with the relationship between city & inhabitants, spatial urban qualities, character & identity, not with visual image. It explores removing the dictatorship of individual human preference & obsession with physical appearance on the city’s morphology.

OBJECTIVES

- An intelligent networked cityscape is required.

- A planning tool for analysis and design, it monitors local human activities and behaviours, assessing qualitative feedback data on the standard of living and quality of urban communities, developing connections and links between complimentary activities.

- The city as phenomenon collective inhabitation. - In the information age, developing, future technology presents the possibility for objective, impartial, non-deterministic, quantitative data analysis in the consideration of qualitative issues in contemporary urbanism.

- Technology integrated with human creativity and sensitivity, liberates us from the limits of imagination and subjectivity.

- There is a need to re-orientate urban objectives from enforced masterplanned regeneration to a bottom-up, ‘naturally’ evolving process where human life is the generator and not capital gains.

CONCEPT

Following the development experiments, an understanding of both the nature of the city and of the potential application of information technology was gained.

The city was redefined into scales or levels of activity and emergent effect which allows a model to be constructed capable of analysis by the planning algorithm.

CELL - People are the medium through which ‘city’ evolves, the personalities, characters and traits of individuals form the basis upon which all else depends.

NODE - The human response to micro scale contextual conditions conspires to form distinct locales or nodes

NEIGHBOURHOOD - Interconnected and interdependent nodes within an extensive urban network or fabric.

REGION - From the dependencies and interactions between connected city nodes emerge cohesive regions of particular and specific character and culture.

CITY - the emergent phenomenon. Not ‘built environment’ but a dynamic and differentiated socio-cultural infra-structure. The identity of the city emerges from both broad contextual and local incidental conditions, responsive to unique personalilties and of sensitive to creative inhabitation.

METHOD

-The city ‘datascape’ is modeled as a network of ‘nodes’ for analysis and monitoring. Each node comprises data parameters which define it; financial, demographic, expertise, labour force, quality of living, trends in activity, employment, creativity...

- The data is analysed and the node is assessed in relation to the nodes in the immediately surrounding ‘neighbourhood’.

- The node depends upon the contribution of the traits of its neighbours for the overall ‘strength’ of its own character.

- The system monitors all nodes across the city constructing new links and connections between them in order to maintain their success and that of its neighbourhood.

- Nodes and neighbourhoods have natural lifespans and as local conditions change, nodes are able to adjust and relocate to sustain themselves. Consequently the city at the macro scale is able to respond and survive.

- ‘Natural’ clustering and development of distinct regions of character will emerge, constructing differentiated urban textures, regions of the city.

The notion of the city changes from fixed, built environment to a reflexive morphology, responsive to social and cultural changes and needs. Reconfiguration of the city fabric is enabled at a micro urban scale. From here, meso scale city ‘form’ is emergent.

IMPLICATIONS

There is a shift on the perception of the built environment and its ownership. The city is collectively owned by its inhabitants, those who construct it through their inhabitation and activation of its spaces. Communities are transient. They no longer consider place in relation to a location in the physical realm, but more a relative position with respect to community and activity.

‘Home’ refers to social connections not physical structures, the ability to undertake one’s contribution to society and the community, none of these are now predicated by physical proximity.

Should the healthy state of a community be in jeopardy then inhabitants would move to a more conducive location, contributing to a more successful urban configuration in the interest of both the self, the community and the city. The city ‘responds’ to local conditions.

There are incidental and marked differences and gradients, inbetween spaces which have blurred urbanity, the community ‘fringes’, peripheral zones which can harbour essential but commonly percieved negative regions of the city. The aim is not to eliminate undesirable, darker regions, but to respect their presence and avoid sanitising and ‘monotonising’ the city.

EVALUATIONS

The process has involved building on our previous knowledge and positions. This has been further developed through discussion, experimentation, evaluation and refinement of our concepts.

The testing of the experiment illustrated our hopes that based on the model under testing, surprising forms of the city emerged which we had not dictated. We had identified a level differentiation as one of the factors for a successful city and this emerged yet with an exact form we had not predicted.

In our experiment we succeeded in modeling a scenario where the traditional ‘global’ rule of visual masterplanning has been removed in favour of a bottom-up process focussed on people rather than profits.

The possibilities for further development of ideas raised during the process would be to further explore the incorporation of computer data analysis techniques and evolutionary concepts as part of generative design methodologies.

Our contribution to these types of methodologies would be extending the concept to the dynamic, city-wide scale. It would not only generate design solutions which respond to context but would generate city scale urban interventions which continue to be responsive and interactive through out their life spans, enabling the city to become a true reflection of the people who define it.

Monday, 6 August 2007

VG Project Case Study


Cell City

Cell City is set in the year 2057, the polar ice caps have melted and society is struggling to cope with the rapid environmental changes.

People now occupy cells that form the building blocks of the new city.

The cells have been designed to operate as digital stem cells, this develop into one of four different cell phenotypes; Residential, Energy, Agriculture, Recreational.

The city is organised by a master GA (genetic algorithm) which attempts to maximise population and minimise energy usage. A cell is deemed 'fit' when it can be considered completely self sufficient within a radius of one hectare.

The governing GA makes all decisions even down to locations of waste/servicing ducts.

After 80,000 iterations the city is considered 62.8% self sufficient and complex dependencies have evolved to maintain the 'optimum' ecosystem.

The GA has no consideration for human happiness, its goal is to maximise population, increase life expectancy and reduce energy usage.

The GA is slowly trapping its inhabitants within the cities walls as it has been deemed inefficient for humans to travel more than one hectare from their cells.

The GA demands that every inhabitant within the city do two hours exercise per day in order to generate an extra 28.02W/person/hour and to increase body fitness and extend life expectancy.

The algorithm uses Cellular Automata to establish communication between cells. The algorithm is inherently greedy and all cells become potential parasites within the developing system.

In early experiments there was no function to maximise population, the algorithm had been designed to maximise energy efficiency throughout the system. This system very quickly got rid of all humans from the city. The city then began to optimise to generate as much energy as possible without any energy 'wasting' human elements.

The emergent city was a paradise of grassy agricultural fields and forests, It almost seemed a shame to introduce humans back into the city.


Slamhound Expriment 01


Slamhounds

Slamhounds are small pieces of digital code that act as architectural viruses within a virtual environment.

For this Project we have written three slamhounds that are executed in parellel.

Slamhound 01 has been designed to mimic a virtual QS and attempts to make all the strut lengths 1800mm long.

Slamhound 02 has been designed to make all the ramps 1:20 slopes to suit building regulations.

Slamhound 03 has been designed to access the emergent landscape and determine area that are suitable to accommodate seating (based on metric handbook data).

The project has a fourth Slamhound that is the 'Human Slamhound'. The human slamhound is formed by people access in the developing landscape online. People are encouraged to make revisions to the landscape as they see fit.

The virtual Slamhounds then act as filters getting rid of 'unfit' human interventions.

The result is a physical 'Myspace' which hangs under an unused viaduct in Manchester.



Advanced Base Making

Advanced Base Making

The computer has out grown its servile function as a digital drafting tool.
The computer is now able to simulate evolutionary processes and analyse and evaluate huge amounts of data much faster than we humans can.

Architecture can be considered as a form of artificial life and its design a process of virtual morphogenesis.

Advanced Base Making explores the idea of breeding self evaluating architectural models within a context driven emergent landscape.


Genetic Crossover
Family tree of 'skins'
Genetic Engineering
'Skins' can be genetically engineered to provide better environments for specific programmes.

Sunday, 5 August 2007

Birth

Guiniture the second coming!