3 minute read
COMPUTATIONAL URBANISM
KEJIE WANG
The 1950s saw the introduction of computers to the world, and 50 years later, with the explosion of Internet technology, electronic devices were further popularized. Modern society is today inseparable from computers and other technological gadgets. The development of electronic technology, such as online shopping, Google Maps, monitoring equipment, has also greatly changed the way cities operate. With the continuous improvement of computer technology, various high-end technologies have emerged to help urban designers and scholars push the boundaries of their thinking1. This paper focuses on urbanism in the context of computer technology, and attempts to answer these questions: Why is computer science important for urban design? How can computational urbanism improve the quality of human life? How can computational urbanism help the urban design field of practice understand cities better? How does computational urbanism implement in practice? What are the limitations and drawbacks of computational urbanism?
This paper is divided into three parts. The first part introduces the background knowledge of computing and introduces the relevant connections with urban design. In the second part, I delve into parametric and videogame urbanism through case studies.
ZHA’s Kartal Masterplan2, offers a glimpse on the earlier generation of parametric urbanism designs. I will explore how it responds to the current situation of the site, what are the characteristics of the architectural form in the parametric context, and what are the shortcomings of such an approach3. Block’hood4 and Common’hood by Jose Sanchezis a city-making videogame offering new design methods that inform the discussion on how Videogame Urbanism can offer new approaches to urban design and inform theory; Subculture city by Bartlett school of UCL explores how different types of subcultural spatial elements can change when combined together. Non-Fungible life in the Metaverse by Bartlett school of UCL provides a platform for people to test the viability of the metaverse. Through these two perspective of computational urbanism, this investigation sheds light on the ways computer science can inform new urban design methods while remaining attentive to the shortcomings of embracing technology without a critical gaze5.
Keywords
Computational Technology, Parametric Urbanism, Video Game Urbanism, Urban Possibility, Future
Urbanisms
Parametric Urbanism, Videogame Urbanism.
Notes
1. Fusero, Paolo, Lorenzo Massimiano, Arturo Tedeschi, and Sara Lepidi. 2013. “Parametric Urbanism: A New Frontier for Smart Cities.” The Journal of Urbanism 2/2013, no. 2013 (II Semester): 5.
2. Hadid, Zaha. n.d. “Kartal Masterplan – Zaha Hadid Architects.” Zaha Hadid Architects. Accessed April 5, 2022. https://www.zaha-hadid. com/masterplans/kartal-pendik-masterplan/.
3. Erlendsson, Gudjon. 2020. “15 Basic parameters in urban design Thor Architects - Blog.” THOR Architects. https://www. thorarchitects.com/15-parameters-urbandesign/.
4. Sanchez, Jose. n.d. “Block’hood — Plethora Project.” Plethora Project. Accessed April 5, 2022. https://www.plethora-project.com/blockhood.
5.Zuckerberg, Mark. 2021. “Welcome to Meta | Meta.” Meta. https://about.facebook.com/meta/.
This research emphasizes the multiple values of the underutilized and neglected land present in de-industrializing regions. While often described as unproductive and polluted, their economic value is only one of the many attributes these spaces posses, with other including ecological and cultural values to local residents and often overlooked. This research discusses the boundless possibilities of these lands and their vital role in increasing biodiversity, telling history, and revealing important intangible values.
In this research, I discuss the prospects for underutilized lands in deindustrializing urban regions and engage the concepts of Terrain Vague,1 Drosscape,2 and the Third Landscape.3 These commonly neglected areas can be “seen as a biological necessity that influences the future of living things and modifies our interpretation of the territory.”4 The essays begin by discussing the importance, necessity, and benefit of these three lenses for a new land stewardship paradigm combined with the case study of each related project. The investigation uses a an approach through the lenses of ecological, planetary5, and post-industrial urbanism. I then use the case of the Detroit River shorelands and the many abandoned, vacant, industrial and polluted properties as a case to consider the potential of this approach. I look at these formerly industrial landscapes in the city of Trenton. In this process, I claim that urban designers can help reimagine these inaccessible properties as spaces of opportunity for the coexistence of multiple species, a kind of wildlife sanctuary, bringing them back to productive lands in a time of climate uncertainty.
Keywords
Third Landscape, Terrain Vague, Underutilized Land, Post-city Urbanism, Planetary Urbanism.
Urbanisms
Post-city Urbanism, Planetary Urbanism, Landscape Urbanism.
Notes
1. de Sola-Morales, Ignasi. 1955. Terrain Vague. Ebook.
2. Berger, Alan. “Drosscape : Wasting Land in Urban America.” Book. New York: Princeton Architectural Press, 2006.
3. Rocca, Alessandro. “Planetary Gardens : The Landscape Architecture of Gilles Clément.” Book. Basel Boston: Birkhäuser, 2008.
4. Clément, Gilles, and Tiberghien, Gilles A. “The Planetary Garden and Other Writings.” Book. Penn Studies in Landscape Architecture. Philadelphia, Pennsylvania: University of Pennsylvania Press, 2015.
5. Brenner, Neil. “The Hinterland Urbanised?” Architectural Design. Chichester, UK: John Wiley & Sons, Ltd, n.d. doi:10.1002/ad.2077.