POLIS | AADRL PHASE II

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NAHMED bhooshan studio PHASE II booklet 2020

POL[I]S hazel ozrenk pavlos siminyakis sultan almutairi


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ARCHITECTURAL ASSOCIATION 36 Bedford Square

DESIGN RESEARCH LABORATORY 2020 Nahmed Bhooshan studio

STUDIO TUTORS: Aicia Nahmed Shajay Bhooshan Federico Borello Cesar Fragachan Jianfei Chu

TEAM MEMBERS: Hazel Ozrenk Pavlos Symianakis Sultan Almutairi


contents STUDIO AGENDA THESIS & RESEARCH THESIS STATEMENT RESEARCH & PRECEDENT CLERKENWELL ANALYSIS EUSTON SITE ANALYSIS

URBAN STRATIGIES GRID GENERATION MASSING / VERTICAL BOUNDING EDGE CONDITIONS

URBAN GAMIFICATION GAME PRECEDENCE GENERATIVE CITY GAME OBJECTIVE & RULES HOW TO PLAY UNIT CONFIGURATOR

ARCHITECTURAL GEOMETRY COMPRESSION LOW RISE DELAMINATION HIGH RISE DELAMINATION SHELL

LANGUAGE LANGUAGE LANGUAGE LANGUAGE

SOCIAL DYNAMICS SIMULATION AGENT BASED BEHAVIOR 2D SCHELLING AGENT BASED BEHAVIOR 3D SCHELLING AGENT BASED BEHAVIOR URBAN VENUES AS PUBLIC ATTRACTORS

DIGITAL FABRICATION ENGINEERING TIMBER PROTOTYPING

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6 10 12 23 50 54

60 62 70 78

82 84 96 100 104 120

132 140 150 168 176

184 186 192 202 212

224 226 264

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STUDIO

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'The 19th century was a century of empires, the 20th century was a century of nation states. The 21st century will be a century of cities.'

Wellington E. Webb, Former Mayor of Denver

The studio explores a digitally empowered revival of the humanist urban settlement. Towns that become cities in which citizens actively deliberate and collectively decide about the urban form, building typologies, adjacencies and sequences of creation. The 20th century established a gap between citizens and their cities, a gap that has only increased further. The urban environment has to be in the service of its citizens. The studio proposes an alternative paradigm in which AIaugmented citizens actively engage in informed decision-making of their urban space. At the core of the exploration lies the concept of participatory urbanism that pairs a virtual, online space of urban and architectural experimentation, transactions and negotiation with a periodically synchronized physical, offline counterpart. The ondemand and periodic physical realization of urban and architectural forms is powered by maturing technologies of robotic and digital manufacturing with their material conserving, ecologically and structurally effective credentials. The studio foresees the future of the urban environment as a digitally augmented reality. A future in which there is a feedback loop between the preferences of people, their needs and their urban environment. This idea differs from the status quo in which urban environments just ‘happen’ to people, forcing people to adapt to them. Through the use of emerging technologies that allow to understand and work with large amounts of data and gaming platforms that enable individual users to negotiate in multiple dimensions, the studio expects a democratic, citizen-centric, techno-gaian urban environment to emerge. This humanist endeavor and environment will be shaped by the collective intelligence, dynamic consensus, trade-offs and negotiations between its inhabitants – recalling not only the early urban settlements but also echoing the socio-economic successes of democratic online meta-verses such as Second Life.


thesis &

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Thesis statement Intelligently designed complete urban communities are defined by three key attributes: high-density quarters with shared/co-living spaces, variably mixed programmatic distribution both horizontally and vertically; allowing for residential, commercial, retail, institutional and even some types of industrial uses to be mixed together to provide opportunities for inhabitants to live and work in close proximity, and ultimately a planned network of active transportation including both pedestrian and cycling paths, combined with an appropriately distributed network of public transit (infrastructural or otherwise). Our aim is to address these features by avoiding horizontal sprawl, sustaining equity regarding area use distribution and anthropocentric. These goals act as an indicator of urban wellbeing. in the 18th and 19th century, urban fabrics were completely centrally designed top down with private vehicular mobility as it is driver. The major fall of a system like that is that it does not place the inhabitants of a centrally designed urban fabric in the forefront. our community does not rely on the dichotomy of the bottom-up or top down, planned or unplanned, formal or informal. Instead, we see this social community as a holistic self-organizing system that adapts and blends with the existing urban fabric. Such a complex urban system should be in constant search for equilibrium, much like its inhabitants, rather than being represented by an unmalleable plan. In that search for equilibrium, the attuning parameters affect and influence spatial, social, economic, political, environmental, and cultural sub-systems. Through this method, we will not only achieve spatial structure but also its social coherence, changing the inhabitants of the system from passive uninfluential users to active influential ones with significant impact on their community. Through a citizen interface – game – negotiation platform, we try to democratize the urban behavior and development, introducing a people-centric self-organizing urban system, that also considers other important agents, matter, ecology, and economy, etc.

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In more recent years, people are more aware of that and are trying to provide solutions that integrate what people want in their structures and organizations. But the main problematic concept of centrally planned cities is still at the core of these presented solutions. Where people are still limited by the wall of expertise. We are taking a systemic look at all the elements of a city, looking at them not just individually, but as parts of an interconnected system. We support bottom-up community planning, relying on the wisdom of those who lived in the neighborhoods to know what would best suit the location. The bottom up strategy that we propose tries to blur the line between expert and the general public, trying to use the best of both crowd and expert wisdom to achieve a result most inhabitants can be happy with. In the language of game structure. in order to devise a sustainable urban system, consideration of the fabrication methods, material usage/supply, and system impact on the surrounding environment is paramount. Towards that end, our research seeks to explore and incorporate novel architectural geometries and fabrication methods for delivering efficient & customizable construction, attempting to minimize the environmental impact from the total production line (transportation, fabrication, assembly). the emerging field of timber construction is the focus of our design approach. Timber is increasingly a compelling option, given the high carbon footprint of cement and steel production, and the novel technological improvements that bolster its structural integrity mixed with older mastered techniques providing it malleability, making it an ideal choice for quick assembly and highly customizable special topologies. Moreover, considering urban development and its constant mutation, timber can introduce an urban circular economic system, with multiple material end-of-life options, that could contribute to a financial and ecological sustainability for the system. By investigating the plethora of different timber manipulation and assemblage techniques, we envision its application on almost all structure types large and small.


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What we are aiming to achieve is a participatory urbanism that is material and occupant aware. A master system (not a master plan) that can be implemented regardless of location that can help the inhabitants of an urban fabric live in a place where they have a say in the goings on of their homes, offices, and places of respite in respect to the built environment .


The Triad of Participatory urbanism, Architectural Geometry, and Industrialized construction are paramount to achieving the end goal of a sensitive urban fabric in which inhabitants can live-work and play on their own terms.

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Each pillar in this system is reliant on the other to expand its potential, feeding into one another at different levels and phases of the urban fabric. Allowing each to reach a higher potential than with focus on just one or two alone.


Participatory URBANISM A game logic to achieve a larger collective space based on people’s decisions is not a completely new idea, but so far it’s been more constrained to the cyber world, where we take the position of implementing a cyber physical game, in which experimentation can occur without risk and can be run many times over until a result acceptable to the majority of inhabitants is chosen and is carried out in phases.

INDUSTRIALIZED CONSTRUCTION A material aware construction method that understands the constraints and advantages of the raw material and develops a system for processing and synthesizing the product in a mass produced mass customizable way.

ARCHITECTURAL GEOMETRY Architectural geometry that encompasses spatial variety in the structural tectonic of timber that allows density and richness to be achieved in the urban fabric along with the coherence of interconnected elements that create a unit of space.

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Participatory WE ARE BUILDING A GAME SYSTEM TO PROVIDE AN ONLINE PLATFORM THAT ALLOW ORDINARY CITIZEN PARTICIPATION. ON THIS GAMING PLATFORM, CITIZENS WILL BE ABLE TO PARTICIPATE IN THE DECISION-MAKING AND DESIGN PROCESS BY APPROVING OR REJECTING THE PROJECTS ENVISAGED BY THE LAND OWNERS OR INVESTORS. INVESTORS WILL TRY TO FIND A MIDDLE GROUND BY OFFERING NEW ALTERNATIVES ACCORDING TO THE DEMANDS OF THE PEOPLE WHO WILL LIVE THERE IN ORDER TO ADD VALUE TO THEIR LAND AND PROFIT FROM THEIR INVESTMENTS.

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Democratic

TECTONIC

WE ARE BUILDING A SYSTEM WHERE EVERYONE HAS AN EQUAL RIGHT TO SAY, AND PROJECTS WILL BE IMPLEMENTED IN LINE WITH THE DECISIONS THAT COME OUT AS A RESULT OF CROWD WISDOM. THEREFORE, THE GAME PLATFORM WE ARE PROPOSING WILL BE COMPLETELY TRANSPARENT AND DEMOCRATIC.

WE AIM TO ENSURE THE INTEGRITY OF THE WHOLE PROJECT BY DESIGNING UNITS THAT WORK IN HARMONY WITH THE GAME PLATFORM WHICH HAVE A SPECIFIC FABRICATION METHOD, LOW PRODUCTION COST AND TIME, AS WELL AS AN AESTHETIC ASPECT.


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Precedence


TORONTO QUAYSIDE,

SIDEWALK LABS

On face value, it seemed that our own trajectory and ambitions lead to a similar output to what Sidewalk Labs and Alphabet Inc. were trying to achieve in their Quayside, Toronto endeavor. We were both targeting a mixed use environment with draws to multiple socioeconomic stratas, using a similar material and trying to facilitate shared open public areas within our communities. The similarities however turned out to be quite shallow, with our differing methods and ideologies on how to achieve such a haven.

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Figure 01.Perspective View Source. SideWalk Labs

When experimenting with a new social organization or using old building materials in novel ways, it makes no sense to follow suit with how current developers and builders construct existing ecosystems. Such a new desirable concept where spaces are shared and interchangeable and the material promised is more eco-friendly and more easily manipulated and organized requires all parties involved in the building process to re evaluate how to design, fabricate, and run such a development.

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When closely observing the proposed outcome, it becomes obvious that the overall scheme conforms strongly to the existing urban grid and is fully centrally planned, completely leaving out the end users involvement in the initial placement and forming of spaces. This decision in the initial formation of the development takes away from the intention of giving people freedom to program distribute their own spaces. This is also due to the vertical set program where functions are already preset in the name of faux building efficiency.

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Figure 02.Perspective View Source. SideWalk Labs


TORONTO QUAYSIDE,

SIDEWALK LABS

Figure 03.Perspective View Source. SideWalk Labs

Sidewalk Toronto, in an urban development project in Quayside, a waterfront area in Toronto, Canada, is led by Sidewalk Labs, which a sister company of Google. The proposed project aims to accommodate 21.000 Torontonians and means to be an inventive re-examination of Toronto’s dismissed eastern waterfront. Sidewalk Toronto intends to use innovative technology to generate a start urban area that improves the life quality of its residence by introducing new types of transportation systems, offering affordable housing, and improving the public realm with innovative streets, parks, plazas and open space designs.

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T r a di tion al b o u le v ar d de s ign

3. 8m

3m

3.5m

3.5m

P ar k ing S ide w al k

3m

7m

B u f fe r

V e hic le l ane s

2m

4m

B u f fe r T r ans it righ t of w ay

7m

S ide w al k

B ik e l ane s

1 De s ign c h ange: Nar ro w ing lan e s an d b uf fer s . S p a c e i mp a ct : 28% incr e a s e 7m

3m

3.5m

3.5m

7m

2m

5m

7m

0 .5m

2 De s ign c h ange: R e d uc ing th e n umb er of v e hic le l an e s . S p a c e i mp a ct : 57% incr e a s e 10.25m

3m

3.5m

7m

2m

5m

7m

0 .5m

3 De s ign c h ange: S h ari ng tr an s it righ ts- of- wa y. S p a c e i mp a ct : 9 1% incr e a s e 14m

3m

7m

2m

5m

7m

4 De s ign c h ange: El imi n a ting c ur b s id e p ar k ing. S p a c e i mp a ct : 9 1-118% incr e a s e 17m

7m

2m

5m

7m

Figure 04.Perspective View Source. SideWalk Labs

Streets are designed to be part of the public realm; with benefits to open space, public health, economic vitality, and social interaction. The network is designed to work on Day One of a neighborhood like Quayside but reaches transformative potential with safe, reliable self-driving vehicles that can be programmed to follow the rules of the road. Four new types of streets typology introduced: Laneway:11 meters, Accessway:16 meters, Transitway:26 meters, Boulevard:31 meters.

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TOYOTA WOWEN CITY,

Central pockets of public space

PEDESTRIAN

MIXED

VEHICULAR

Separating paths of mobility

BIG ARCHITECTS

Weaving of super-blocks to create a larger community

Grid manipulation to adjust for hierarchies of space

Figure 05.Mobility Diagram Source. Big Architects

The Woven City is designed as a flexible network of streets devoted to several speeds of mobility for safer, pedestrian-friendly connections. The traditional road is divided into three, primary streets optimized for faster autonomous vehicles. The recreational mobility is occupied by types as bicycles, scooters and other modes of personal transport. The shared streets dedicated to pedestrians, nature and space.

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BRONX STATION,

BIG ARCHITECTS

Figure 06.Stacking diagram Source. BIG Architects

The Urban Village Project aims to allow affordable housing which make it easier to live sustainable and fulfilled ways of living together. Private living combined with shared spaces that allow people to be part of community. In addition, multiple unit types proposed for different user. Daily life is also consummated with shared facilities, introduced in the facility library of the project.

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THE FARMHOUSE,

PRECHT

Figure 07.Modular Structure Source. Precht

The main structural material of the building is wood. The reasons of this material choice are, it is easy to transport, it can be installed quickly and it is precise to fabricate. Besides living with wood also has ecological benefits: Trees grow by a natural source of energy. The process that creates structural engineered wood products takes far less energy than steel, cement or concrete and produces fewer greenhouse gases during manufacturing.

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EXPO 70’ TAKARA BEAUTILION, KISHO KUROKAWA ARCHITECTS

Figure 08.Steel Structure Source. Kisho Kurokawa Architects

The four-floor framework of the upper structure is composed of steel pipes, forming. It forms a tree structure stretching out in all directions. This structure is characterized with its potential to extend, or replicate horizontally and vertically depending on necessity. An investigation of structure, whether a structure can expand, shrink, or reduce depending on necessity. The upper structure was fully prefabricated and it took only 6 days to build the whole five-storey structure including the floors, windows, roof, and tower. Steel pipe units play a main role in this work. Twelve curved steel pipes are attached to each other to form a cross horizontally and vertically. A steel panel is welded to the curved part that is a center of the cross, turning pipes into a unit.

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SOLEMAR SPA,

Frei Otto

Figure 09.Modular Structure Source. Precht

Here Frei Otto uses timber elements both in tension and compression, showing how larger inverse shell like tensile structures can be achieved with the material.

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Figure 10.Modular Structure Source. Precht

It also highlights the treatment of integrated modular elements to a more free form tensile structure and how those connection points can be resolved with the correct node/edge/surface components.

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BEYOND THE SHELL,

LIANJIE WU

Figure 09. Beyond the Shell-I Source. dezeen

Beyond the shell is project for affordable housing, trying to re-imagine the traditional high rise tower as a modular, multistory estate, with public and private spaces of different sizes stacked on top of each other. Participants in this project’s scheme would be provided with instructions on how to self-build, along with a catalogue of pre-designed modular components that residents could use to create an idiosyncratic dwelling.

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Figure 10.Beyond the Shell-II Source. dezeen

Since the input of labor would offset the cost of the shell, a range of housing models at different stages of completion would be made available to participants, who would select their preferred level of self-build according to their budget and proficiency in DIY. To further empower the occupants in the design process, communities could register preference for neighbors, privacy and accessibility ahead of purchasing a basic shell Fabrication of the rudimentary structure would take place on site, using a transportable robotic arm that would carve blocks of foam into moulds for casting the components in concrete.

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THE COLONNADE CONDOMINIUMS,

PAUL RUDOLPH

Figure 11. The Colonnade Source. Archdaily

The tower is a combination of a preset structure and a voxelized system that is able to accommodate multiple functions and variations of floor plans using the same consistent language of full and half voxel occupation.

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Figure 12. The Colonnade Source. Archdaily

The sets of different walls and architectural features provide a lot of planar variation and gives a large part of the

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URBAN VILLAGE PROJECT,

STUDIO10

Figure 13.Function Distribution Diagram Source. Space10

The Urban Village Project aims to allow affordable housing which make it easier to live sustainable and fulfilled ways of living together. Private living combined with shared spaces that allow people to be part of community. In addition, multiple unit types proposed for different user. Daily life is also consummated with shared facilities, introduced in the facility library of the project.

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Figure 14.Function Distribution Diagram Source. Space10

The Urban Village Project aims to allow affordable housing which make it easier to live sustainable and fulfilled ways of living together. Private living combined with shared spaces that allow people to be part of community. In addition, multiple unit types proposed for different user. Daily life is also consummated with shared facilities, introduced in the facility library of the project.

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WHY LONDON? Today, the overpopulation and the intense demand for city life make these places more crowded. The uncontrolled population increase has become a major urban problem that needs to be solved urgently. Needless to say, London is one of the major attraction point with its cultural and technological facilities and international population. Its population is expected to increase by 2050. This uncontrolled grow of population brings many problems; people are left alone with many negative factors such as rising house costs, vast traffic jams, long working hours, security problems and eventually decrease in quality of life. Unfortunately, modern cities like London have turned into places where only certain group of people can conveniently live. But since the vast majority of the population does not have such opportunities, these people have to face the problems mentioned above every day. Our thesis aims to address these problems and explore possible solutions for human centric, democratic and sustainable cities.

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URBAN STUDIES

19-70 70-90 90-120 120-285

Figure 15. London Map-I Source. James Gleeson

London Population Density Map The density is represented as the number of persons per hectare. This London population density map has been created using 2011 data.

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COLOR MAPPING

Less than 10 11-25 26-50 51-75 76-100 Greater than 101

Figure 16. London Map-II Source. Emu Analytics

London Housing Density Map The data records the number of homes in each LSOA, one building may contain multiple homes . A 200m x 200m grid has been created and any non residential land use has been removed. The density is represented as the number of houses per hectare.

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URBAN STUDIES

< 20000 200001 - 50000 50001 - 100000 100001 - 200000 > 200001

Figure 17. London Map-III Source. Emu Analytics

London Building Volume Map The building volume calculated in cubic meters. This London volume map has been created using 2015 data.

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COLOR MAPPING

0 - 10 m 10.1 - 15 m 15.1 - 20 m 20.1 - 50 m Over 50 m

Figure 18. London Map-IV Source. Emu Analytics

London Building Height Map The building height is represented in meters.

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URBAN STUDIES

1 ( Worst) 2 3 4 5 6a 6b ( Best)

Figure 19. London Map-V Source. Transport For London

London Public Transport Accessibility Level Map Cell size (100 m) measures which rates locations by distance from frequent public transport services. This map has been created using 2011 data.

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COLOR MAPPING

£ 1000k + £ 750k + £ 500k + £ 300k + £ 150k +

Figure 20. London Map-VI Source. Kings College London

London Housing Affordability Map In the 1950s, housing in the UK cost on average four times the average annual salary. By 2008 this figure had jumped to eight. In London, this trend indicates a constant decline in the homeownership rate since the year 2000, falling from 69.6% in 2002 to 63.6% in 2013. Private housing stock is also becoming less and less affordable for low-income households (in particularly of younger generations), while at the same time their income is not increasing as quickly as property prices. Some people can therefore no longer house themselves in the market sector due to inadequate income (salaries or pensions), rising house prices and the regional imbalance of supply and demand.

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CLERKENWELL ANALYSIS Once we design our transportation connections, we started to search for land use criteria. To have a better understanding, we analyzed Clerkenwell. The population of the area is approximately 20.000 people; and the area is an example of dense mixed use community. The density of Clerkenwell is 116 people per hectare. According to our research, we find out that most residents tolerate rather than enjoying mixed-use environment, trading off the noise, disturbance, rubbish and litter, limited open space, inconvenient parking restrictions, and low levels of local community cohesion against the overriding benefit of location and permeability. While the ability to travel out of the area makes it possible for most residents to live in this dense mixed-use environment, many who are unable to travel find themselves trapped in an area with limited resources and potentially a declining quality of life. When wellbeing is diminished or threatened the more mobile are able to sell on and move out. In the absence of such resources Clerkenwell in this sense is not mixed enough. In order not to repeat the mistakes that have been done in city planning, we have decided to introduce more community facilities and equal distribution of land use both in urban and building scale. A conclusion would be that mixed use also presents a mixture of wellbeing among residents, with factors such as urban management, amenities (and their “mix� and accessibility), as well as design quality all required to maintain a balanced and cohesive community, which in turn can help to maintain good levels of wellbeing in a neighborhood. In the land use data of Clerkenwell, residential use that are placed in ground floor make residents to feel insecure and vulnerable. For this reason, we have decided to place our residential areas above street access.


CLERKENWELL LAND-USE Community Center Library Local Markets Museum Hospital Post Office Nursery School Primary School Secondary School Playground Park Theatre

The land-use diagram demonstrates a spatial separation o mono-functional, mainly residential in the north, and more commercial or mixed-use buildings in the south. The mixed-use areas are dominated by office and retail uses as well as community centers, leisure and services. Despite the mixed use structure, not all residents can benefit from it adequately. From the survey done by ... it is concluded that “Those claiming poor or very poor qualities of life were clustered in one particular area of social housing to the southwest of the study area, squeezed between a densely mixed commercial subarea and a major thoroughfare and at a distance from community amenities and open space which are predominantly located to the north and east of the study area. Most of these households included children under 12 or someone over 65 and some of the area’s most vulnerable social groups. These respondents did not feel much benefit from living in a mixed-use environment: on the contrary they felt isolated from amenities, shops, and employment”.1

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CLERKENWELL MOBILITY Bike Friendly Road

Primary Traffic Road

Tube Road

Most of the residents, worked outside the Clerkenwell either walk or use public transport to reach work. Although it seems like a positive development to reach many transportation nodes with a 15-minute walking distance, it cannot be considered as a human-oriented urban solution since the main reason is its geographical location on the edge of central London. Despite some problems, in terms of urban development the most successful side of Clerkenwell is the transportation network. A conclusion would be that mixed use should present a mixture of wellbeing among residents, with urban management, accessibility of amenities, design quality and balanced and cohesive community. Mixed use neighborhoods should be a great sum of all small parameters to maintain social wellbeing. [1]Graeme Evans, Living in the City.Mixed use and quality of life.(November 2014):16. https://doi.org/10.1002/9781118539415.wbwell060.

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EUSTON SITE ANALYSIS


EXISTING SITE

The specific site where we will be executing the project is Euston, located between two major city transport arteries, being Euston station and King’s Cross Station, with a canal holding its eastern and northern periphery leading into it’s Regent’s Park access. ..........

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SITE ANALYSIS

Euston’s programmatic distribution is currently very highly skewed towards urban housing and apartments that are mainly low rise at around 3-4 levels. In areas where buildings have access to the main road the functions are usually commercial or generally for public service, where the heights vary. The area is actually a main hub for transport, having both a national and international station feeding into the southern entrance of the site.

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SITE ANALYSIS

Within Euston’s current configuration, there is a hard divide between urban living quarters and areas with diverse function distribution. This creates semi suburban areas where living spaces are completely cut off from any other functional use, overtime leaving them to become less desirable eventually becoming more slum-like in both perception and living quality.

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SITE ANALYSIS

The major divide between functions has created a large difference in footfall between those areas, leaving a large percentage of the area underutilized, lessening the overall experience of the inhabitants, no longer seeing others passing vitalizing those areas with their presence and participation or commerce. This potential momentum is strangled by the separation of functions on site.

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URBAN

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GRID GENERATION We explored subdivision strategies for the site byways of connectivity and how different resolutions of connectivity can produce different results and show the variability of subdivision sizes but do not conform enough to the existing site rules in a meaningful way. So from there, we constrained the exercise to create perpendicularity and parallels within the grid but still keeping the interconnectedness of the subdivisions as much as possible. From there we evaluated the options we ha in terms of connectivity, entropy and integration and selected our base grid.


CONNECTION POINTS

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WOOL THREAD EXPERIMENT

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CONSTRAINED WOOL THREAD

GRID I

GRID II

GRID III

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GRID ANALYSIS & COMPARISON

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SELECTED GRID

Although this is the most optimal result from our analysis, we realized some problems like having similar special qualities and transportation dominated strategy.

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NEIGHBORHOOD GENERATION

Hence, we combined lands to create a unique neighborhood. As an urban strategy we decided to keep main the connections we get from the analysis and leave the plot as a free space to give more freedom to people.

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MASSING / VERTICAL BOUNDING Although the general massing will appear as a result of the gameplay, it will be controlled with the rules. The rule of maximum density will be obtained as a result of social simulation. According to the simulation, every neighborhood can reach a certain maximum density and diversity. The vertical bounding will also be seen as a rule in the game which is to control shadows and coherency with the existing site.

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HEIGHT MAP

For the building height hierarchy, we decide to have a gradual decrease that starts from the existing commercial areas on the surrounding. This height map strategy also allow us to prevent long shadows and generate more coherent massing with respect to the existing site.

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PHASE 01

Being aware of the scale of the site, we realized that the project needs to be delivered in phases. The phases are determined by the squaremeter of the construction area. This is one of the possible phase 01 from the game play.

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PHASE 02

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PHASE 03

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VERTICAL BOUNDING

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MASSING

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EDGE CONDITION All the street sections designed as shared surface. The one defined as Red Edge Condition is wider as we targeted to prevent high volume of traffic by creating dynamic turnouts . By that, it creates an opportunity to have more human oriented area of usage. Orange Edge Condition, on the other hand, defined as Micro Mobility which is created for pedestrians and . This condition also consists of shared surfaces that creates streets for people. Green Edge Condition, in other respects, created for pedestrians and Bicycle road only.

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STREET SECTIONS

Vehicle & micro mobility & pedestrian

micro mobility & pedestrian

BIKES & pedestrian

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LOOK & FEEL

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GAMIFICATI

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ION


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GAME PRECEDENCE Games have developed systematic and strategic thinking so far. It has been a developing industry since the ‘60s, from war games to educational ones, from simulations to collective intelligence, a field of gaming is in evolving through trials. Since the main purpose of gaming is to develop strategical thinking ability and put something out from collective intelligence; why not use this tool to develop a self-organizing urban environment? It has been questioning how effective the use of gaming can serve as a method for collaborative decision making, co-creation of urban environments from seeding ideas to implementing plans. In fact, gaming is the only method for urban planning that requires the collaboration of each player which provides a participatory decision-making process. From this point of view, gaming should be used as a democratic city planning, decision-making method where everyone has a say about the urban environment they live in. In addition, it will be possible to make more permanent decisions through the gaming method while solving the problems the cities facing, mentioned in previous chapters. Mayer explains that games offer “the possibility of integrating technicalphysical complexity with social-political complexity and letting policy makers and stakeholders play with that complexity. This is significant for complex multi-actor policy making because it requires the integration of cognitive and social-political learning and change”.3

[3] Mayer, Igor S. “The Gaming of Policy and the Politics of Gaming: A Review.” Simulation & Gaming 40, no. 6 (February 2009): 852. https://doi.org/10.1177/1046878109346456.


CO-DESIGN GAME

Figure 21. Play Noord Source. Ekim Tan, Negotiation and Design for the Self Organizing City

Play Noord City Game in Amsterdam Noord is an experiment testing whether a paused master plan can be reactivated by uniting typical and atypical urban actors through a City Game interface. The hypothesis, therefore, was that by combining a multi-actor analog City Game with a digital City Game interface we could provide input for an actual urban design process. This input could be twofold: Both the roles of existing stakeholders during the redevelopment process and the physical plan created before the economic crisis can be questioned through the City Game.

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CIRCULARITY GAME

Figure 22. Play Noord Source. Ekim Tan, Negotiation and Design for the Self Organizing City

Play Oosterwold Play Oosterwold is an urban design experiment testing whether a City Game could supply required feedback for the implementation phase of an urban plan. Their hypothesis was that this input would emerge from real stakeholders, playing according to the plan’s rules and e acting this experimental settlement process. Accurate feedback could be ensured by diversity in the groups of players as well as by the continuity of the play sessions. The goal was not to track the value of private property but to survey the investment behavior of entrepreneurs in relation to the obligatory spendings in sustainable technologies, public infrastructure and public spaces that partaking in the plan implies.

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VIRTUAL WORLD BUILT ON THE ETHEREUM BLOCKCHAIN

Figure 23. Cities: Skyline Source. https://forum.paradoxplaza.com

Cities: Skylines The game is a single-player open-ended city-building simulation. Players engage in urban planning by controlling zoning, road placement, taxation, public services, and public transportation of an area. Players work to maintain various elements of the city, including its budget, health, employment, and pollution levels. Players are also able to maintain a city in a sandbox mode, which provides more creative freedom for the player. The developer’s goal was to create a game engine capable of simulating the daily routines of nearly a million unique citizens, while presenting this to the player in a simple way, allowing the player to easily understand various problems in their city’s design.

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VIRTUAL WORLD BUILT ON THE ETHEREUM BLOCKCHAIN

Figure 24. Cryptovoxels Source. https://www.cryptovoxels.com

Cryptovoxels Crytpovoxels is a game, creative space, social platform and e-commerce platform that is built using the Ethereum blockchain. Their website further explains, “Cryptovoxels is a user-owned virtual world that is powered by the Ethereum blockchain. Users can buy land and build virtual stores, art galleries, music studios or anything else you can imagine. The editing tools are built into the world, and multi-user voice chat lets you spend time with friends exploring the city.” Cryptovoxels allows users to truly own their digital items and assets through harnessing the power of a blockchain.

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INDEPENDENT VIDEO GAME

Figure 25. Townscaper Source.

Townscaper Townscaper has no inherent objective or story, and has been described by developer Stålberg as “more of a toy” than a game. Users construct an island town by placing and removing colored blocks on an ocean. Various “rules” dictate these blocks’ appearances, with some appearing as spires and others as balconies. This method of rule-based decoration allows arches, gardens, and stairways to be created without specific user instruction.

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MOBILE GAME

Figure 26. SimCity: Buildit Source.

SimCity: Buildit Users play as the mayor of their city, and make choices in order to keep their townspeople happy. The player develops a city from a patch of undeveloped land. The player controls where to place development zones, infrastructure like roads and power plants, landmarks, and public services such as schools, parks, hospitals and fire stations. The player also determines the tax rate, the budget, and social policy. The city is populated by “Sims�, simulated persons, who live in the city created by the player. The three development zone types are the major areas in which Sims inhabit: residential zones for houses and apartment buildings; commercial zones for shops and offices; industrial zone for factories, warehouses, laboratories and farms.

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ACQUIRE BOARD-GAME

Figure 27. Acquire

Buying Stock

Source.

The main object of Acquire is to become the wealthiest player by the end of the game. This is done by forming hotel chains, shrewdly buying the right stock at the right time, merging chains to obtain capital and adding hotels to the chains in which you have controlling interest to increase their value. Any player, immediately after playing his hotel, may buy stock in any active chain—up to a maximum of three blocks in any one turn. If he is unable to place any of his hotels, he may still buy stock. His purchase may be in one, two or three different chains. Price per block varies with the number of hotels in the chain. A player who runs out of money cannot buy stock but must place a hotel if he is able. He cannot raise money by selling stock except during the designated disposal period after a merger. Trading and selling of stock between players is not permitted. At any time, player may ask how much stock remains in a particular chain.

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PUERTO RICO

Figure 28. SimCity: Puerto Rico Source.

The game is played over several rounds. In each round, each player chooses one of seven different roles and, thereby, offers all players, in clockwise order, the action associated with that role. For example: with the settler, players can place new plantations, on which, with the help of the craftsman, players can produce goods. Players can then sell these goods to the trading house with the trader or, with the captain, ship them to the old world. With the money earned from such sales, the players. with the builder, may build buildings in the city, and so on. The player who best manages the changing roles with their associated actions and special privileges, will achieve the greatest prosperity and the highest respect and, thereby, win the game. The winner is the player who earns the most victory points.

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VIRTUAL REALITY

Figure 29. Decentraland -1

Decentraland

Source. https://decentraland.org/

On the Decentraland platform which is a virtual reality platform, users have the ability to create and monetize their content. When a user buys a parcel in the Decentraland they permanently own it. As a result users on the platform have complete control over the land. They determine the scenes can create interactive applications or developments. By that, it creates fractional ownership. When it comes to how to buy it we would like to use a non-fungible token system. Non-fungible token (NFT) is collectibles in a digital format that are crypto tokens that identify a unique asset.

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VIRTUAL REALITY

Figure 30. Decentraland -2

Decentraland

Source. https://decentraland.org/

Users can create 3D scenes, games, and apps using its scripting language. The language is sufficiently flexible to handle items such as platform physics, production of objects, and sound growth. These concepts would be familiar to you if you’ve ever worked with a game engine like Unity and Unreal. Using the ATLAS app, digital land shoppers can explore the different themed districts of Decentraland to find the best places to grow. In Decentraland, the sheer acts of constructing, decorating, and sharing scenes are fun, but users can also just choose to hang out in the various districts.

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GENERATIVE CITY GAME Generative city gaming enables planning process to reach larger crowds. This method aims to find solution that traditional methods cannot address by perceiving nonlinear, unpredictable and complex structure of cities. Building on the tradition of serious games, Generative City Games revolve around real complex urban problems. Different than serious gaming however, City Gaming integrates both design and decision making dimensions, or the topological context and social and political structures of cities, in a generative medium for the purpose of making and maintaining cities5. The method aims to respond the real-world complex problems of cities. Various conflicts of multiple stakeholders are involved in problem-solving process whether to design city from scratch, or renewal of existing urban settlement. The Generative City Gaming also considers and regulates the power balance between agents (local government, investors, landowners, developers, experts and citizens) in democratic way by implementing voting system. Urban Questions of Pol[i]s: The urban scale problems our system needs to address are as follows: every agent has equal fundamental needs (healthcare services, Nutrition services, shelter), the equitable distribution of public space, the preferences of the inhabitants (allocation in a specific area). The main motivation behind the pursuit of these issues is to achieve the “will of the people� by mining this collective intelligence. [5] Ekim Tan, Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design.(A+BE, 2014): 135.


POWER RELATION OF THE AGENTS

p

t jec ro ap

des ign pro t vid he g am ec it e y & li br ar y

DEVELOPERS

se po ro

investors

fabrication & construction CITIZENS

ng si s a m

&

gn desi ing d l i bu

negative inv esm ent

experts

tment inves ive sit po

CROWD WISDOM

New Design Proposal

The multi-agent gaming platform supports the holistic intelligence of all players. Embracing the human factor, the city game reveals the common vision of the community and ensures that the city plan is the outcome of all stakeholders in which everybody is equally responsible. In the diagram above the power relation of the agents and decision-making system in the game is described. The premise of the game is to create a self-organizing system that allows the contribution of all agents/ inhabitants in the creation of an urban fabric. The participation and interaction between agents is paramount to the end goal of this game/system. The assumption being; if global decisions are made through a network-connected democracy, the system will be fully accessible to all who participate and who they represent as a demographic. Agents (Citizens) of this system will have a say in the urban decision-making process, along with local government, investors, architects, planners, etc.

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DECENTRALIZATION

diversity design game setup vote on projects design city library technical suport propose new project connectivity negotiation radius of service accessibility of venues steering actions protect right of the stakeholders guiding the game inspect green area distribution density control design iteratinons assembly time estimation material usage estimation production cost estimation fabrication time estimation democratic infastructure financial investment

local citizen

investor

expert

land owner

government

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Game objective The main objective of the urban game is to provide human betterment through participatory system. This system is allowing people to decide their living environment and have saying over cities. Traditional methods rely on government regulations and experts top down decisions. The current methods are removing the most important variable from the equation, human factor, through decision making process. Even worse, the decisions made is actually having a direct impact on the quality and style of living of those who are not taken into consideration. By having a contemplation of current inadequate methods of city planning, we are offering a democratic way of shaping the future of living. We are aiming to preserve every stakeholders rights and develop our urban game according to needs and benefits of each agent. Not only citizens but also developers, experts, investors and even governments will benefit from our gaming platform. The decision making process will be much faster and democratic, so that putting projects into practice will not take years and countless permissions. To be able to address the different needs and priorities of variant stakeholders, two different modes are designed for the game. The first one is the Developer Game that is a more data-driven and more technical information based game in which developers are basically placing their investments considering former players move and citizens needs and comments. The second one is the Citizen game that allows virtual urban experience as a first-person player and offers online platforms such as events, shopping, seminars, concerts, etc. Moreover, if wanted users can also become a participant of the city design process by shorting or investing on the projects that developers offering. This feature of the Citizen Game also allows any player to become an investor. Finally, we introduced a native currency in both games which is Polis Token. It can be used to purchase assets as well as other items in the virtual world. By introducing the token system to the game, we are enhancing fractional ownership. Everything in the game can be subdivided into small tradable stocks so that the players will be able to bid or short in any amount.

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Game rules - The asset location and its neighborhood condition will inform the building height - The game will be played in sequence - In the developer game, the players can place their asset above, next to, to the intersection, and on top of the existing ones - The asset adapts according to grid cells that it is placed on - Developers can not introduce new architectural language while aggregating over existing assets. The game will automatically define tectonic design according to former players’ choices. - Common social spaces such as parks can be introduced by the collaboration o the developers - Once the game reaches equilibrium the designers, experts design the landscape and pedestrian paths.


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How to play In the developers game, anyone, small or large, can become a developer and identify an investment area. Therefore, instead of buying large parcels, they can invest on a more local scale. Every parcel has embedded information such as average stock value, land use distribution, parcel occupancy rate, etc. Developers can reach this data by hovering over the parcels. When the parcel selection is done, developers move on to the massing selection part. By confirming the desired number of massing units, they can move on to the asset selection section. Developers can decide on the use of the building such as residential, retail, or public, by seeing the moves of the previous players. Following this, they can select the tectonic design of the asset from the library. Then developers can send a request to collaborate with other players to introduce public space. It is recommended to collaborate to make a profit for the developers as it creates an opportunity for citizens to have more public spaces. After making these selections, developers can view a summary of their moves to confirm and pay. The game also offers an observe mode to investigate the feedback from the citizen game. Bid/ Invest or Short buttons in the citizen game shape the stock value of the properties. By that, developers can make a change in their design preferences if needed. Another feature worth mentioning is that investors can participate in existing collaborations. As we move into the citizen game, when the players launch the game they will initially be informed about the current events and the rating of the buildings meaning likes and dislikes. Private judgment is converted into collective action through positive and negative investment into proposed projects that the developers offering. Moreover, the player can check it’s like/dislike status as well as the previous comments before deciding on their investment. This is the way of participating decision-making system in the game. Citizens can contribute by liking, disliking, or commenting on investments. The game features fractionalized investment that allows a large number of people to participate which typically now only institutional investors can invest in realestate. Finally, as an additional feature of the game the end-user may also join events or do shopping, maybe see a concert and so much more.

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DEVELOPER GAME

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DEVELOPER GAME

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PLAYING SEQUENCE

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CITIZEN GAME

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UNIT CONFIGURATOR Unit Configurator offers its users a hybrid portal where a visual and verbal description of urban formations are integrated. In this interface, users can choose the units they want to rent, as well as the design of the unit. The design of the unit can vary from the use of it such as retail, office, or residential. After the design of the unit is selected, the choice of material is provided to the user.

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UNIT CONFIGURATION

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architect

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tural


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MULTI - LINGUAL


COMPRESSION

DE-LAMINATION

HIGH RISE

MEDIUM HIGH RISE

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DE-LAMINATION

COMPRESSION

MEDIUM LOW RISE

HIGH RISE

137

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SPATIAL CONFIGURATION

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COMPRESSION LANGUAGE


COMPRESSION - ALPHABET

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COMPRESSION - COMPOUNDING

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COMPRESSION - ADDAPTING

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COMPRESSION - ADDAPTING

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COMPRESSION - GAME COMPOUND UNIT

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COMPRESSION - LANGUAGE TRANSLATION

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LOW-RISE DE-LAMINATION LANGUAGE


DELAMINATION - ALPHABET

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DELAMINATION - SURFACE VARIATION

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DELAMINATION - UNIT BUILDUP

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DELAMINATION - SURFACE CONNECTIONS

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DELAMINATION - SECTION

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DELAMINATION - LIVE

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DELAMINATION - SECTION

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DELAMINATION - WORK

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DELAMINATION - SECTION

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DELAMINATION - SHOP

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DELAMINATION - SECTION

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DELAMINATION - COMBINATION

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DELAMINATION - GAME COMPOUND UNIT

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DELAMINATION - LANGUAGE TRANSLATION

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HIGH-RISE DE-LAMINATION LANGUAGE


DELAMINATION - ALPHABET

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DELAMINATION - SURFACE VARIATION

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DELAMINATION - GAME COMPOUND UNIT

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DELAMINATION - LANGUAGE TRANSLATION

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SHELL LANGUAGE


SHELL - UNIT/COMPOUND BUILDUP

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SHELL - GAME UNIT/ TRANSLATION

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Social dyn

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AGENT BASED BEHAVIOR To simulate and to observe the possible people behavior inside an existing urban fabric, a agent based behavior model (ABBM) was developed on C++ and Alice (Library by Zaha Co|De) based on the model that Thomas Schelling, winner of the 2005 Nobel Memorial Prize in Economic Sciences, created. Within that model actions and interactions of autonomous agents (individual or collective entities such as organizations or groups) on the overall system can be observed. Schelling developed a simple model to demonstrate that segregation can develop naturally even though each individual in moderately tolerant towards another group. What he demonstrated was that the “macro-behavior” in a society may not reflect the “micro-motives” of its individual members.4 Each agent living in the city (which in the simulation is represented by a colored point) has neighbors. They are defined by the agents living in the adjacent cells (Up, Bottom, Left, Right, Up-Left, Up-Right, Bottom-Left, Bottom-Right), A certain number of cells are set aside as unoccupied and each agent is free to move to these cells (These cells – houses are represented, in this simulation, with white color). The different “group” of each cell is represented with different color. The different groups might represent different races, religious reliefs, economic status, etc. In this simulation different colors represent different citizen groups in our community.


SCHELLING AGENT BEHAVIOR

Iteration N

Iteration N+1 In order to simulate the gamification of the neighborhood and the social dynamics, we developed an urban development prediction model. Through that model we can observe the outcome of each rule that can be set on the game and develop further the gamification. This model engages directly with Schelling’s theory and its Agent-Based Model. Schelling is the locus classicus for a fundamental social scientific insight where individuals’ micromotives can generate collective macro-behaviors that need not reflect (in a straightforward way) their intentions.

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Iteration N+2

Iteration N+3 According to Schelling’s Model if the ratio of like-neighbours to total neighbors is below some value, the agent will attempt to relocate to an empty cell where this measure is satisfied. Each agent is looking for an appropriate destination each turn or until the makeup of their neighborhood changes. Note that when all the dissatisfied agents move to new locations, some previously satisfied agents may become dissatisfied because their similarity ratios change as agents moving in and out of their neighborhood. The process of relocation is then repeated many times until all agents are satisfied. When that happens, the system is said to reach an equilibrium configuration. As long as there are enough unoccupied houses in the city, an equilibrium exists and will be reached eventually. Based only on this local and simple decision-making procedure, larger scale patterns of behavior appear.

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LEISURE

RETAIL

COMMERCIAL

RESIDENTIAL

AGENT TYPOLOGY

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The buildings of our everyday lives include the places where we live, but also the places of our work and leisure activities. The heterogeneity of cities is such that these latter places might be located at a distance from the former: we travel across town to visit restaurants or commute downtown to our offices. While our sense of belonging and shared identity is undoubtedly influenced by the place where we live and the surrounding neighborhood, our assertion is that it might equally be shaped by these ancillary places of everyday life. Nonetheless, in the original Schelling model 2 types of agents have been used, we introduce 4 different types of agents that represent leisure, retail, commercial and residential voxels, where each is occupied by a geometry respectively.

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2D SCHELLING | AGENT BASED BEHAVIOR


2D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 020

2D_001 Neighbor Similarity (%): 20% Happy Cells Moving (%): 0%

2D_002 Neighbor Similarity (%): 40% Happy Cells Moving (%): 0%

2D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0%

2D_004 Neighbor Similarity (%): 80% Happy Cells Moving (%): 0%

2D_005 Neighbor Similarity (%): 100% Happy Cells Moving (%): 0%

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STATIC EQUILIBRIUM Iteration 040

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Iteration 060

Iteration 080

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2D SCHELLING, AGENT BASED MODEL

Initial state

Equilibrium state

r=0

Initial state

Equilibrium state (approx)

r>0 & r<0

Although Schelling’s model describes the agent movement forced by neighborhood condition, it is easily understandable that people move often for other reasons. For example work or family conditions can also contribute to that decision. Sothe original model was augmented with a new moving parameter (r). According to the new introduction, in every iteration a certain amount of agent that are happy with their neighborhood conditions, are forced to move around new places.

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DYNAMIC EQUILIBRIUM

Percentage of Happy Agents (%)

100

r0=0

0 0

100

200

300

400

500

600

700

800

Iteration #

Unlike the original Schelling model, the movement of agents can go on forever, which is the case in real life. You will see that a dynamic equilibrium can be reached in this case, where the mean similarity ratio fluctuates around some fixed number as the agents continue to move. Whereas in the original model, a static equilibrium is reached when all agents are satisfied and the movement stops. The fluctuation can also depict the urban stability. From the equilibrium charts it is prevalant that the bigger the r (happy cells moving paremeter) the less stable is the whole.

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2D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

2D_006 Neighbor Similarity (%): 20% Happy Cells Moving (%): 10%

2D_007 Neighbor Similarity (%): 40% Happy Cells Moving (%): 10%

2D_008 Neighbor Similarity (%): 60% Happy Cells Moving (%): 10%

2D_009 Neighbor Similarity (%): 80% Happy Cells Moving (%): 10%

2D_010 Neighbor Similarity (%): 100% Happy Cells Moving (%): 10%

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DYNAMIC EQUILIBRIUM Iteration 200

199

Iteration 300

Iteration 400

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2D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

2D_011 Neighbor Similarity (%): 20% Happy Cells Moving (%): 30%

2D_012 Neighbor Similarity (%): 40% Happy Cells Moving (%): 30%

2D_013 Neighbor Similarity (%): 60% Happy Cells Moving (%): 30%

2D_014 Neighbor Similarity (%): 80% Happy Cells Moving (%): 30%

2D_015 Neighbor Similarity (%): 100% Happy Cells Moving (%): 30%

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DYNAMIC EQUILIBRIUM Iteration 200

201

Iteration 300

Iteration 400

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3D SCHELLING | AGENT BASED BEHAVIOR


3D SCHELLING, AGENT BASED MODEL N1 Connected voxels

N2 Moore Neighborhoods at D=1

N3 Von Neuman Neighborhoods at D=1

INTERIOR VOXEL

EDGE VOXEL

CORNER VOXEL

Going from the 2D to the 3D model, we though that it would be useful to reconsider the neighborhood conditions of each agent, as it can be effected by other agents that are not tight connected it with it, but in a certain distance. So we generated 5 different neighborhood conditions that we used for the further experimentations.

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N4 Von Neuman Neighborhoods at D=3

205

N5 Von Neuman Neighborhoods at D=5

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3D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 020

3D_001 Neighbor Similarity (%): 20% Happy Cells Moving (%): 0% Neighbor condition: N1

3D_002 Neighbor Similarity (%): 40% Happy Cells Moving (%): 0% Neighbor condition: N2

3D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N3

3D_004 Neighbor Similarity (%): 80% Happy Cells Moving (%): 0% Neighbor condition: N4

3D_005 Neighbor Similarity (%): 100% Happy Cells Moving (%): 0% Neighbor condition: N5

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STATIC EQUILIBRIUM Iteration 040

207

Iteration 060

Iteration 080

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3D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

3D_001 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N1

3D_002 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N2

3D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N3

3D_004 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N4

3D_005 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N5

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DYNAMIC EQUILIBRIUM Iteration 200

209

Iteration 300

Iteration 400

POL[i]S | SOCIAL DYNAMICS SIMULATION


3D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

3D_001 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N1

3D_002 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N2

3D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N3

3D_004 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N4

3D_005 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N5

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DYNAMIC EQUILIBRIUM Iteration 200

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Iteration 300

Iteration 400

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URBAN VENUES “Is a place people visit repeatedly to recognize the same problems, do the same tasks, and achieve the same kinds of solutions ” (Menchick 2017: 3)

However we can see that model focuses fully on the human aspect and ignores fully the context and the matter. It is “heuristic model” that, in spite of its mathematical character, is more akin to a kind of hermeneutics than a best-fit predictive model. So in order to take the context as an input parameter we are using the urban venues affection. It is prevalent that venues and other aspect of urban form plays a significant role in community and urban formation as they “tug” people into (or away from) certain roles and relationships, thereby organizing social behavior. So we can understand venues as crucial but neglected local mechanisms structuring larger patterns of behavior.


URBAN VENUES

In our selected site, we recognise as main urban venues Regent’s Park, Regent’s Canal, King Cross and Euston Station as major transportation hubs and Neighborhood amenities that can be placed by the users like local market, schools, community center etc. So certain agents are more likely to move to regions that are affected by certain venues.

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SOCIAL ATTRACTORS

Having all the aforementioned augmentation, we can see that the owner’s game prediction model can simulate and predict the neighbourhood development scenarios through the pass of the time with agents affected by different venues. With that we can predict different extreme development scenarios, and possible system errors.

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PREDICTIVE MODEL ON SITE

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ITERATIVE PROCESS

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PREDICTIVE MODEL ON SITE

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URBAN PARCELS

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URBAN CHARACTERISTICS

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FABRICATIO

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ENGINEERING TIMBER Timber is one of our most traditional construction materials and has a key role to play on both sides of the net zero balance. Forest enhancement is seen by many governments as a crucial part of their emissions mitigation strategy, as trees absorb carbon from the atmosphere to grow. Timber is also less carbon intensive to manufacture, transport and erect than steel and concrete structures. Moreover, Timber is a readily available and highly sustainable building material undergoing a renaissance in the face of an increased focus on the environmental impact of building construction. As a natural cellular material, it is strong and light, making it easy to transport and erect. It can also be machined to very high tolerances. To realize all of these benefits we need to take full advantage of timber’s unique properties from the very start of a project. Starting with our project’s fabrication aspects, we analyzed excised timber constructions in different construction fields, as well as novel techniques for wood bending. After that we developed bended models by laminated timber with the usage of the CNC machine and the robotic arm.


CASE STUDY I: URNES STAVE CHURCH

Staves, 12th Century Stave construction uses solid walls of upright timber posts as a load-bearing component, without wattle and daub or other forms of infill panels. Construction therefore relies on plentiful supplies of timber. The wooden walls, which are raised off the ground by a masonry plinth, consist of posts or ‘staves’ rising from a horizontal sill beam at the base to the wall plates at the top, with vertical timbers between. In the Norwegian examples a complex jointing system was developed to ensure that the corner posts were securely fixed to the beams above and below, and the roofs were supported by elaborate trusses, usually with no ceiling beneath. These churches demonstrate some of the most advanced construction techniques of the Middle Ages.

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CASE STUDY II: URNES STAVE CHURCH

In a corner joint, the church follows a sort of lock and key logic; there exists an envelop connector that allows the plug in of multiple keys that join internally to initiate the lock.

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CORNER CONNECTIONS

The main vertical column is the envelope here, with the horizontal beams acting as primary keys that slot into each other, held by the envelope. There are also tertiary keys (roof structure) partially connecting atop the main structure.

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CASE STUDY II: URNES STAVE CHURCH

the way the Staves Church deals with Coplanar connections is through notching techniques that integrate each element into the other with 50% of it’s material volume where the join appears. This can further be subdivided if more than one join overlaps in the perpendicular axis.

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COPLANAR CONNECTIONS

This overlap insures provides more and more surface friction between the elements, keeping each other in place while maintaining their structural integrity (so long as they are connected) despite the loss in material.

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SPLICE CONNECTIONS

A splice connection is when two pieces with the same material direction connect in their shared parallel axis. it is usually maintained by a wedge or 3rd key connection to hold in place.

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These connections are used when material continuity is preferable over a change in direction that might weaken the structural integrity of the two combining elements.

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JOINT CONNECTIONS

A join is where two elements that are not coplanar at any varying degree are to be joined together in a branching topology. Joints usually require a wedge or notching action and is reliant on being held in with a wedge (or laminate).

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The benefits of joints are in its branching capacities, being able to project outward with multiple vectors in degrees (bifurcation+). Topologically though are less sturdy than Splice connections because of the directional change.

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STRUCTURAL PLIANCY

Compiled The integration of surface and structure is a unique and seamless property of timber. Layering thinner surfaces of timber, while attaching sections and releasing others allows for architectural elements to meld into one another.

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Exploded Hierarchy, Sequential Assembly, and variable manipulation all play a crucial part in the performance of timber. Understanding these metrics will ultimately allow designers to take advantage of this multifaceted material/work flow, giving benefits from speed of construction and ease of assembly to super efficient topology creation.

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CASE STUDY II: CLIPPER SHIP

Figure 31. Clipper Ship Isometric Section Source. mcjazz.fs2

Figure 32. Clipper Ship Technical Drawings Source. mcjazz.fs2

Clipper, 19th Century A clipper was a type of mid-19th-century merchant sailing ship, designed for speed. Clipper ships were mostly constructed in British and American shipyards, though France, Brazil, the Netherlands and other nations also produced some. The boom years of the clipper ship era began in 1843 as a result of a growing demand for a more rapid delivery of tea from China. It continued under the stimulating influence of the discovery of gold in California and Australia in 1848 and 1851, and ended with the opening of the Suez Canal in 1869.

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Hierarchical Assembly The Clipper’s assembly was layered, with its core structural element being it’s Keel. The primary skeletal frame is then steam bent and notched into the keel, to which all other panels and tertiary structures are then attached (forming the floors and enclosures). The sequential construction and manipulation of material directionality gives the ship’s structure strength where it is required, while also achieving a exterior shell with a low drag coefficient (high performance).

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CASE STUDY I: CLIPPER SHIP

Inner Chock

Mainframes

Lacing Piece

Cutwater Keel Apron

Keelion

Cripe Deadwood

Bow Here we see the cutting edge where all elements meet in the form’s slimmest point. The clipper’s form was derived from the observation of the low-drag properties of certain fish, like the mackerel. The connections between the structural elements of the ship would become more and more complex as the ship grew in size.

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Stern The rear of the ships profile is where the largest difference in section occurs, requiring drastic manipulation and very tight fittings to hold everything together. This was all to accommodate both the upper floor area along with the this surface area for the rudder-water contact. The Clipper emerged as one of the first military & cargo ships that implemented a rudder in the rear to steer through choppy waters.

Cart Frames

Mainframes

Stern-post

Keelion

Inner Stern-post

Deadwood Keel

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PROTOTYPING To reduce the material transportation time and environmental harm, we decided to use materials that can be easily nested and packed such as timbers sheets, metal sheets and foam blocks and manipulate them in situ through robotic fabrication techniques such as a timber bending, curve crease metal folding and foam hot wire cutting. As the main structural material we decided to use timber as one of the most sustainable and structural efficient materials.

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TIMBER BENDING METHODS

CLASSIC METHODS LAMINATING CURVES Natural progression from bandsawn curves is laminating multiple strips of wood together around a former. Laminating timber to produce curves requires more preparation and more time

+

LAMINATED TIMBER

Possibility of delamination Bendin without steam or humidity

BANDSAW CURVES

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Possibility of delamination Time spending for lamination Usage of chemicals (i.e. glue) Necessity of forms and jigs

+

It is certainly one of the fastest, more straightforward methods of making curves, but without using material bending properties and limited by initial timber’s size

SOLID TIMBER

Rigidity Large dimension on short time

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Hard to bend Limited by initial timbers dimension Necessity of forms and jigs

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HOT PIPE BENDING A way to create tight curves is by setting up a hot pipe and pulling timber around it This technique is low cost, easy to set up, but limited on free-form curves and material thickness.

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NOVEL - EXPERIMENTAL METHODS * Experimental methods will be further analyzed on the next pages

LAMINATED ACTIVE BENDING

KERF-CUTTING CURVES It is a technique for flexibility that is geometric and simple. It can become increasingly malleable as selective portions are removed, as long as the material can maintain its internal structure. However material lose rigidity.

Developed on ICD Stuttgard, researchers developed a method of bending - active lamination of robotically fabricated timber elements, integrating precision of robotic positioning and computational precalculation of distinctive elements. Reducing, by this, the fabrication time while maintaining the freedom of customization.

ZIPPERED WOOD BENDING

STEAM BENDING It is the easiest and most popular way to bend wood. Depending on the thickness of it, steam bending can be a lengthy process and requires a steaming machine.

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The research team developed a system of zippered wood elements (using robotic arms) in order to create non-orthogonal architectural assemblies with timber, by splitting long timber elements into half with a pattern and reassemble it after the bending.

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BENDING - ACTIVE LAMINATION OF ROBOTICALLY FABRICATED TIMBER ELEMENTS 6 Bahar Al Bahar, Abel Groenewolt, Oliver David Krieg, and Achim Menges Institute for Computational Design and Construction (ICD), University of Stuttgart, Germany

Figure 33. Wood Bending Source. Research Culture In Architecture

Figure 34. Wood Stacking Source. Research Culture In Architecture

[6] Leopold, Cornelie, Christopher Robeller, and Ulrike Weber. Research Culture In Architecture.(n.d. 2020): 89-97.

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Figure 35. Fabrication Method Source. Research Culture In Architecture

Figure 36. Library Source. Research Culture In Architecture

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BENDING FORCE STUDY

8N 7N 6N 5N 4N 3N 2N 8N

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1N

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Maximum bending

to test the effect of bending on pressure between lamellae force-sensitive resistors were placed between two lamellae of 4 mm thickness to monitor the results of unequal lengthening. The pressure distribution was visually represented as a curve so that the measurements could easily be observed during the bending process. The measurements show that, as expected, pressure between the lamellae gradually increases while the robot effector causes the lamellae to bend.

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8N

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BENDING METHOD

Notching Bent Wood Our fabrication technique uses elastic bending as both a forming and a clamping process for robotically fabricating curved laminated timber elements. Bending a stack of wooden lamellae that is constrained at its endpoints cause differentiated shortening and lengthening, resulting in pressure between the lamellae. This pressure allows for glue-based lamination without the need for external clamping. This process makes use of the embedded forces resulting from bending, the ability to digitally precomputed lengths and positions of wood lamellae, as well as the capability to precisely re-create these positions using an industrial robot arm.

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FABRICATION METHOD

Wood Bending Simulation As the robotic fabrication process does not require the use of any jigs or clamps, a large range of three-dimensional elastic shapes can be created without incurring additional cost or complexity. In comparison, this approach provides a different approach to forming and pressing, both of which become automated and integrated. The integration between the precision of robotic positioning and the computational calculation of distinctive elements allows the creation of unique components without increased complexity or extra processes or resources. As a result, fabrication time is reduced while maintaining the freedom of customization. Additionally, by alternating the lengths of the lamellae, finger joints can be created at the ends of the elements so the connection between two or more components can be achieved easily.

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NODES EXPLODED

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MATERIAL USE

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PLATES EXPLODED

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MATERIAL USE

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FABRICATION PROGRESSION

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FABRICATION PROGRESSION

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FABRICATION PROGRESSION

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STEPS TO FABRICATION

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DISGRAM FACTORY LAYOUT

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FABRICATION PROCESSION

PLANARISATION

CLAMPING/BENDING

MILLING

SANDING

STORAGE

PALATALIZATION

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ON SITE INITIAL FACTORY

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PHYSICAL MODEL

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VARIOUS ANGLE STUDIES

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ASSEMBLED PHYSICAL MODEL

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JOINT DETAIL

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REFERENCE

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BIBLIOGRAPHY Adamatzky, A. and Jeff J. 2010. “Road planning with slime mold: If physarum built motorways it would route M6/M74 through Newcastle”. International Journal Of Bifurcation And Chaos 20 (10): 3065-3084. doi:10.1142/s0218127410027568. Burry, Jane, Jenny Sabin, Bob Sheil, and Marilena Skavara. 2020. “Fabricate 2020 “Making Resilient Architecture””. (London: UCL Press): 58-65. Evans, Graeme.” Living in the City. Mixed use and quality of life”. (November 2014):16. https://doi.org/10.1002/9781118539415.wbwell060. Leopold, Cornelie, Christopher Robeller, and Ulrike Weber. n.d. 2020. Research Culture In Architecture. p 89-97. Mayer, Igor S. “The Gaming of Policy and the Politics of Gaming: A Review.” Simulation & Gaming 40, no. 6 (February 2009): 852. https://doi. org/10.1177/1046878109346456. Menchik, D. (2017) “Tethered Venues: Discerning Distant Influences on a FieldSite.” Sociological Methods and Research. Mella, Piero. 2008. “Observing Collectivities: The Combinatory Systems Approach In Social Sciences”. The International Journal Of Interdisciplinary Social Sciences: Annual Review 3 (1): 213-224. doi:10.18848/18331882/cgp/v03i01/52499. Tan, Ekim. “Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design”.(A+BE, 2014): 135.

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FIGURE SOURCES Figure 01-02-03 Sidewalk Toronto.MIDP_Volume0 (January 24, 2019):122. https://storage.googleapis.com/sidewalk-toronto-ca/wp-content/uploads/2019/06/23135500/MIDP_Volume0.pdf. Figure 04 Sidewalk Toronto.MIDP_Volume2 (January 24, 2019):130. https://storage.googleapis.com/sidewalk-toronto-ca/wp-content/uploads/2019/09/03162119/ MIDP-Volume-2-Chapter-2-Public-Realm-Accessible.pdf Figure 05 “NEWS.” BIG. Accessed April 21, 2020. https://big.dk/#projects-twc. Figure 06 “The Bronx Station” July 18,2020. https://www.dezeen.com/2016/02/01/ big-bjarke-ingles-new-york-police-department-station-nypd-bronx/ Figure 07 “The Farmhouse.” precht.at. Accessed April 21, 2020. https://www. precht.at/the-farmhouse/. Figure 08 KISHO KUROKAWA. Accessed April 22, 2020. https://www.kisho.co.jp/ page/211.html. Figure 09-10 Adey, Siufan. “Lianjie Wu Designs Affordable Homes That Are Deliberately Left Unfinished.” Dezeen, June 24, 2019. https://www.dezeen.com/2019/06/03/ deliberately-unfinished-affordable-housing-by-lianjie-wu-mini-living-video/. Figure 11-12 “Colonade” Paul Rudolph. Accessed July 16,2020. https://www.paulrudolphheritagefoundation.org/198001-colonnade Figure 13-14 “The Urban Village Project.” The Urban Village Project. Accessed April 21,2020. https://www.urbanvillageproject.com/. Figure 15 James. “Dasymetric Map of London’s Population Density, 2011.” James Gleeson, January 23, 2013. https://jamesjgleeson.wordpress.com/2013/01/23/dasymetric-map-of-londons-population-density-20A11/. Figure 16-17-18 emu. Accessed April 21, 2020. https://emu-analytics.maps. arcgis.com/apps/View/index.html?appid=a69b6f69271d4065b58fe9b3309fbd9b&extent=-0.5362,51.3439,0.3627,51.6738. Figure 19 Alex. “London Transport Travel Times.” Vivid Maps, June 19, 2015. https:// vividmaps.com/london-transport-travel-times/. Figure 20 Rmholdsworth. “Mapped: The Decline Of London’s Housing Affordability.”Londonist, November 4, 2014. https://londonist.com/2014/11/mapped-the-decline-of-londons-housing-affordability. Figure 21 Tan, Ekim. “Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design”.(A+BE, 2014): 247-248. Figure 22 Tan, Ekim. “Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design”.(A+BE, 2014): 306-314. Figure 23 “Sky Line” Accessed August 16, 2020. https://forum.paradoxplaza.com. Figure 24 “CryptoVoxels” Accessed August 16, 2020. https://CryptoVoxels.com. Figure 25 “Town Scaper” Accessed August 16, 2020. https://steamcommunity. com/app/1291340/screenshots/ Figure 26 “SimCity: Builtit” Accessed August 16, 2020. https://www.ea.com/ games/simcity/simcity-buildit?isLocalized=true Figure 27 “Acquire “Accessed December 15,2020. https://boardgamegeek.com/ Figure 28 “ Peurto Rico“ Accessed December 15,2020. https://boardgamegeek. com/ Figure 29-30 Decentraland. Accessed January 29, 2021. https://decentraland. org/ Figure 31-32 Clipper Ship Plans. Accessed April 22, 2020. http://mcjazz.f2s. com/ClipperShipPlans.htm. Figure 33-34-35-36 Leopold, Cornelie, Christopher Robeller, and Ulrike Weber. n.d. 2020. Research Culture In Architecture. p 89-97.


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