162,557 research outputs found

    Negotiation and Design for the Self-Organizing City

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    An understanding of cities as open systems whose agents act on them simultaneously from below and above, influencing urban processes by their interaction with them and with each other, is replacing the simplistic debate on urban participation which asks whether cities should be organized bottom-up or top-down. This conceptualization of cities as complex systems calls for new collaborative city-making methods: a combination of collaborative planning (which already embraces various agencies and derives decision-making from negotiations between them) and collaborative design (existing methods rely on rule-based iterative processes which control spatial outcomes). While current collaborative planning methods are open and interactive, they fail to simulate realistic power negotiations in the evolution of the physical environments they plan; collaborative design methods fall short in modelling the decision-making mechanisms of the physical environments they control. This research is dedicated to building an open negotiation and design method for cities as self-organizing systems that bridges this gap. Gaming as a tool for knowledge creation and negotiation serves as an interface between the more abstract decision-making and material city-making. Rarely involved in the creation of our environment, it has the unexplored potential of combining the socio-spatial dimensions of self-organizing urban processes. Diverse agents, the collaborations and conflicts within and between interest groups, and the parameters provided by topological data can all be combined in an operational form in gaming: potentially a great unifier of multiple stakeholder negotiations and individual design aspirations through which to generate popularly informed policies or design. The simple language and rules of games will allow jargon-free communication between stakeholders, experts and non-experts alike. The interactive and iterative nature of city gaming encourages the development of collective intelligence, derived from the real lives of players to be redeployed in their real urban futures. Vitally, city gaming enables the negotiation of this future, as players with conflicting interests are given an opportunity to develop compatible, even shared, visions. By transforming serious issues into a playful and engaging (although no less serious) experience, city gaming unlocks difficult conversations and helps to build communities in the long term. The urban design, policy and action plans generated collaboratively through gaming will increase social coherence and local agency, as well as cutting costs and time in urban development processes. This thesis proposes Generative City Gaming as an innovative urban planning and design method built on the tradition of serious gaming. Going beyond the educational scope of other serious games, the ultimate aim of city gaming is to become operational in urban processes – a goal in the process of making a reality since 2008, when Generative City Gaming was first applied to a real urban questions in the Netherlands, later expanding to Istanbul, Tirana, Brussels, and Cape Town. “Negotiation and Design for the Self-Organizing City” reports on six of the twelve city games played to date which were instrumental in the evolution of the method: Play Almere Haven tested whether a game based on self-organizing mechanisms could provide an urban order; Play Rotterdam questioned whether game-derived design could be implemented in urban renewal of a central Rotterdam neighborhood; Yap-YaƟa was played with real urban stakeholders for transforming Istanbul’s self-built neighbourhoods; Play Noord investigated a masterplan on hold could be fixed by unconventional stakeholders; Play Oosterwold jumped up a scale to test the rules of a flexible urban expansion plan for 4500 hectares; Play Van Gendthallen, was the first to enable stakeholders to make the leap from design to reality within the game process. The Generative City Gaming method evolves continuously. Every new case tests and proves the applicability of city gaming to a specific urban complexity, while challenging the method to adapt itself and develop new features tailored to tackle each unique urban question. Through use, this gaming method is finding its place within existing city-making procedures in a number of countries. The next big question is whether cyclical and open-ended city gaming can move beyond being a consultancy and research tool to become the principal medium of processing and executing city planning

    Negotiation and Design for the Self-Organizing City:

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    An understanding of cities as open systems whose agents act on them simultaneously from below and above, influencing urban processes by their interaction with them and with each other, is replacing the simplistic debate on urban participation which asks whether cities should be organized bottom-up or top-down. This conceptualization of cities as complex systems calls for new collaborative city-making methods: a combination of collaborative planning (which already embraces various agencies and derives decision-making from negotiations between them) and collaborative design (existing methods rely on rule-based iterative processes which control spatial outcomes). While current collaborative planning methods are open and interactive, they fail to simulate realistic power negotiations in the evolution of the physical environments they plan; collaborative design methods fall short in modelling the decision-making mechanisms of the physical environments they control. This research is dedicated to building an open negotiation and design method for cities as self-organizing systems that bridges this gap. Gaming as a tool for knowledge creation and negotiation serves as an interface between the more abstract decision-making and material city-making. Rarely involved in the creation of our environment, it has the unexplored potential of combining the socio-spatial dimensions of self-organizing urban processes. Diverse agents, the collaborations and conflicts within and between interest groups, and the parameters provided by topological data can all be combined in an operational form in gaming: potentially a great unifier of multiple stakeholder negotiations and individual design aspirations through which to generate popularly informed policies or design. The simple language and rules of games will allow jargon-free communication between stakeholders, experts and non-experts alike. The interactive and iterative nature of city gaming encourages the development of collective intelligence, derived from the real lives of players to be redeployed in their real urban futures. Vitally, city gaming enables the negotiation of this future, as players with conflicting interests are given an opportunity to develop compatible, even shared, visions. By transforming serious issues into a playful and engaging (although no less serious) experience, city gaming unlocks difficult conversations and helps to build communities in the long term. The urban design, policy and action plans generated collaboratively through gaming will increase social coherence and local agency, as well as cutting costs and time in urban development processes. This thesis proposes Generative City Gaming as an innovative urban planning and design method built on the tradition of serious gaming. Going beyond the educational scope of other serious games, the ultimate aim of city gaming is to become operational in urban processes – a goal in the process of making a reality since 2008, when Generative City Gaming was first applied to a real urban questions in the Netherlands, later expanding to Istanbul, Tirana, Brussels, and Cape Town. “Negotiation and Design for the Self-Organizing City” reports on six of the twelve city games played to date which were instrumental in the evolution of the method: Play Almere Haven tested whether a game based on self-organizing mechanisms could provide an urban order; Play Rotterdam questioned whether game-derived design could be implemented in urban renewal of a central Rotterdam neighborhood; Yap-YaƟa was played with real urban stakeholders for transforming Istanbul’s self-built neighbourhoods; Play Noord investigated a masterplan on hold could be fixed by unconventional stakeholders; Play Oosterwold jumped up a scale to test the rules of a flexible urban expansion plan for 4500 hectares; Play Van Gendthallen, was the first to enable stakeholders to make the leap from design to reality within the game process. The Generative City Gaming method evolves continuously. Every new case tests and proves the applicability of city gaming to a specific urban complexity, while challenging the method to adapt itself and develop new features tailored to tackle each unique urban question. Through use, this gaming method is finding its place within existing city-making procedures in a number of countries. The next big question is whether cyclical and open-ended city gaming can move beyond being a consultancy and research tool to become the principal medium of processing and executing city planning

    Architectural authorship in generative design

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    The emergence of evolutionary digital design methods, relying on the creative generation of novel forms, has transformed the design process altogether and consequently the role of the architect. These methods are more than the means to aid and enhance the design process or to perfect the representation of finite architectural projects. The architectural design philosophy is gradually transcending to a hybrid of art, engineering, computer programming and biology. Within this framework, the emergence of designs relies on the architect- machine interaction and the authorship that each of the two shares. This work aims to explore the changes within the design process and to define the authorial control of a new breed of architects- programmers and architects-users on architecture and its design representation. For the investigation of these problems, this thesis is to be based on an experiment conducted by the author in order to test the interaction of architects with different digital design methods and their authorial control over the final product. Eventually, the results will be compared and evaluated in relation to the theoretic views. Ultimately, the architect will establish his authorial role

    Seven properties of self-organization in the human brain

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    The principle of self-organization has acquired a fundamental significance in the newly emerging field of computational philosophy. Self-organizing systems have been described in various domains in science and philosophy including physics, neuroscience, biology and medicine, ecology, and sociology. While system architecture and their general purpose may depend on domain-specific concepts and definitions, there are (at least) seven key properties of self-organization clearly identified in brain systems: 1) modular connectivity, 2) unsupervised learning, 3) adaptive ability, 4) functional resiliency, 5) functional plasticity, 6) from-local-to-global functional organization, and 7) dynamic system growth. These are defined here in the light of insight from neurobiology, cognitive neuroscience and Adaptive Resonance Theory (ART), and physics to show that self-organization achieves stability and functional plasticity while minimizing structural system complexity. A specific example informed by empirical research is discussed to illustrate how modularity, adaptive learning, and dynamic network growth enable stable yet plastic somatosensory representation for human grip force control. Implications for the design of “strong” artificial intelligence in robotics are brought forward

    "Stuff goes into the computer and doesn't come out": a cross-tool study of personal information management

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    This paper reports a study of Personal Information Management (PIM), which advances research in two ways: (1) rather than focusing on one tool, we collected cross-tool data relating to file, email and web bookmark usage for each participant, and (2) we collected longitudinal data for a subset of the participants. We found that individuals employ a rich variety of strategies both within and across PIM tools, and we present new strategy classifications that reflect this behaviour. We discuss synergies and differences between tools that may be useful in guiding the design of tool integration. Our longitudinal data provides insight into how PIM behaviour evolves over time, and suggests how the supporting nature of PIM discourages reflection by users on their strategies. We discuss how the promotion of some reflection by tools and organizations may benefit users

    Fault prediction in aircraft engines using Self-Organizing Maps

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    Aircraft engines are designed to be used during several tens of years. Their maintenance is a challenging and costly task, for obvious security reasons. The goal is to ensure a proper operation of the engines, in all conditions, with a zero probability of failure, while taking into account aging. The fact that the same engine is sometimes used on several aircrafts has to be taken into account too. The maintenance can be improved if an efficient procedure for the prediction of failures is implemented. The primary source of information on the health of the engines comes from measurement during flights. Several variables such as the core speed, the oil pressure and quantity, the fan speed, etc. are measured, together with environmental variables such as the outside temperature, altitude, aircraft speed, etc. In this paper, we describe the design of a procedure aiming at visualizing successive data measured on aircraft engines. The data are multi-dimensional measurements on the engines, which are projected on a self-organizing map in order to allow us to follow the trajectories of these data over time. The trajectories consist in a succession of points on the map, each of them corresponding to the two-dimensional projection of the multi-dimensional vector of engine measurements. Analyzing the trajectories aims at visualizing any deviation from a normal behavior, making it possible to anticipate an operation failure.Comment: Communication pr\'esent\'ee au 7th International Workshop WSOM 09, St Augustine, Floride, USA, June 200
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