System Wander - A critical research on 3D Cellular Automata

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s y s t e m w a n d e r TOWARDS 3-DIMENSIONAL WANDERING

STUDIO 5 - PARADOX OF LIVING STUDIO LEADER: JUSTYNA KARAKIEWICZ BRYAN FAN 394107 STUDIO D, SEM1/ 2015


CONCEPT OF DWELLING

location

space

DWELLING

CULTURE

people

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IDENTITY

SENSE OF BELONGIN

INTERACTIONS


The concept of dwelling lies in the relationship between location/ spae and people. Through the interaction between these 3 elements, person create cultures through interactions. Ultimately generates identity and sense of belongs. The inter-relationship between lcoation/ sapce/ people dictates how people interact and create dwelling. This project explores new methods of spacial organization to enforce this interaction and the creating of dwelling.

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WANDERING [Journey + Searching + Exploring] = Finding a Place

Wandering, or the concept of fl창neur referred to those who are indirectly and unintentionally affected by a particular design which they experience only by passing. It been adopted by as a way to approach the psychological aspects of the built environment. Melbourne has be a fine example of wandering. With its unique laneway culture and creative use of abandoned industrial building. However, this wandering is largely restricted at ground level. The recent completion of Meyer department store and Emporium shopping center provides new dimension of wander for Melbourne. The aim of this project is not disrupting existing system of wandering in Melbourne, but rather expand to a 3-dimension realm.

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EXISTING SYSTEM OF WANDERING

Melbourne Central

Emporium Meyer/ David Jones

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SYSTEM OF WANDERING

CITY Transport Network - Trams - Trains

Street Network

DWELLIN Sense of Belonging

- Density - Intersections

Diverstiy of activities o et sir e d of el lev

level of surprises

Desiribility of place

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ell dw

Rules of interaction


PEOPLE Flow - Direction - Network

Rules of interaction and organization

NG

n

Pace

Habitate “inbetween� spaces

Desire to seek surprise/ desired activities

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DISTURBANCE

CITY Transport Network - Trams - Trains

Street Network

DWELLIN Sense of Belonging

- Density - Intersections

Rules of interaction

Max. Thresho optimal state is r Diverstiy of activities level of surprises decreases

t sire de

Desiribility of place

As site decay, its attractiveness reduces until its occupancy dropped at a desired level

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o

e as re c de ell dw


PEOPLE Flow - Direction - Network

Rules of interaction and organization

NG

n

old/ reached

Pace

Habitate “inbetween� spaces

Desire to seek surprise/ desired activities

Path network regenerates

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SITE

Major transport hubs

Potential sites and its boundaries

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Network between potential sites and point of interests

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CREATE 3-DIMENSIONAL WANDERING THROUGH GAME OF LIFE

parks

public space

restaurants and bars

education

DWELLING

retail

sports

cafes

cinema

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Wandering requires element of surprises. A diverse catalogue of function around dwelling provide just that. Diversity give dynamics and constant element of surprised to the spaces. This drives people to constantly seek for new places, thus generating wandering. Game of Life (2D) is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent.

In the context of wandering, the rules are defined as follows: if Dwelling Unit = Cell, Neighboring functions = conditions, Rule of growth: 6 elements: cell born/ dead cell revives (max. diversity) Less than 2 elements: cell dies (lack of diversity) At least 5 elements: cell survives (to maintain a minimum diversity around dwelling)

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i=0

i=1

i=6

i = 12

i = 18

i = 24

i = 30

i = 36

i = 42

i = 48

i = 54

i = 60

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2.5D CELLULAR AUTOMATA ISSUE Conventional exploration of cellular automata in 3D using “stacking� / 2.5D method, where iterations are stacked to create volumn. However in the context of defining spacial relationship in 3D, 2.5D cellular automata verticle relationship is defined by time (i.e. iterations) instead of the rules defined. Therfore, it fails to defined the vertical spacial relationships between cells. As howed in the generations, its analysis is only defined in a planar format. There is an absence in diagonal or vertical movement across the system, which defeats the purpose of generating a system of 3 dimensional wandering.

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3D CELLULAR AUTOMATA/ GAME OF LIFE

Overpopulation: Cell dies

Underpopulation: Cell dies

Vacancy: Cell growth

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26 neighours for each cell in 3D CA

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3D GAME OF LIFE EXPERIMENT VIA PROCESSING/ JAVASCRIPT

// DEFINING RELATIONSHIPS void evalN() { int count = 0; if if if if if if if if

(grid[(x+cols)%cols][(y+rows+1)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows-1)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows)%rows][(z+heights-1)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows+1)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows+1)%rows][(z+heights-1)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows-1)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols)%cols][(y+rows-1)%rows][(z+heights-1)%heights].type == 1) count ++;

if if if if if if if if if

(grid[(x+cols+1)%cols][(y+rows)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows+1)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows-1)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows)%rows][(z+heights-1)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows+1)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows+1)%rows][(z+heights-1)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows-1)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols+1)%cols][(y+rows-1)%rows][(z+heights-1)%heights].type == 1) count ++;

if if if if if if if if if

(grid[(x+cols-1)%cols][(y+rows)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows+1)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows-1)%rows][(z+heights)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows)%rows][(z+heights-1)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows+1)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows+1)%rows][(z+heights-1)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows-1)%rows][(z+heights+1)%heights].type == 1) count ++; (grid[(x+cols-1)%cols][(y+rows-1)%rows][(z+heights-1)%heights].type == 1) count ++;

if (type == 1 && count <2) { futType = 0; } if (type == 1 && count <=3 && count >=2) { futType = 1; } if (type == 1 && count >3) { futType = 0; }

}

if (type == 0 && count ==3) { futType = 1; }

void display() { if (record == true) { beginRaw(DXF, "output.dxf"); }

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3D CELLULAR AUTOMATA ISSUE 3D cellular automata successfully inscript spacial rule between cells in a 3 dimension manner. However, to operate 3D cellular automata, the volume has to be predefined as the points pool for CA calculation. And its initial state is scattered across this predefined volume. This fail to explain relationships between the site and its surrounding building, since growth is not presented at a 3D cellular automata set up. Each iteration of 3D cellular automata only represents a different configuration with in the same volumn.

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MULTI - CELLULAR AUTOMATA / “2.75D� CELLULAR AUTOMATA

The idea of mult-cellular automata emerges from the need to define spatial relationship between 2 neigbouring buidlings on site with the ground. The system runs three 2-dimensional cellular automata stacking simutaneously based on the same rules. However, these 3 2D CA are operation at a differnt planes. A conventional XY plan cellular automat is run from the ground to define horizontal relationships of each level. The absense of vertical spatial relationship is assisted by deploying 2 XY plane cellular automation on the vertical face of both buildings that are trying to connect.

relationship between 2 buidlings

The 3 sets of results are combined and cross referenced to find its closeest 5 neighbours to generate a network of spaces.

relationship between the 2 buildings and ground level

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XY plane CA:

XZ plane CA:

+

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XZ plane expands as XY plane stacks upwards

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Cellular Automata set up in site context

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“2.75D” CELLULAR AUTOMATA SCRIPT

Rules: XY plane CA:

Iterations (i): Cell dimension: (7.2M X 7.2M)

Initial state points: XZ plane CA (Melbourne Central Tower):

XZ plane CA (The Agus Building):

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Combining results and find proximity

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i=1

i=2

i=3

i=4

i=5

i=6

i=7

i=8

i=9

i = 10

i = 11

i = 12

i = 13

i = 14

i = 15

30


i = 16

i = 17

i = 18

i = 19

i = 20

i = 21

i = 22

i = 23

i = 24

i = 25

i = 26

i = 27

i = 28

i = 29

i = 30

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