Dhaka Model Street escape-2

Page 1

urban transcripts

action 5: de>codes:1: physical

action 1: de>codes:1: physical

action 2: de>codes:1: physical

action 3: de>codes:1: physical

action 4: de>codes:1: physical action 5: de>codes:2: performative

action 1: de>codes:2: performative

action 3: de>codes:2: performative

action 2: de>codes:2: performative

action 4: de>codes:2: performative action 5: de>codes:3: plan

action 1: de>codes:3: plan

action 2: de>codes:3: plan

action 3: de>codes:3: plan

action 5: de>codes:4: Section

action 4: de>codes:3: plan

action 5: de>codes:5: performative

action 1: de>codes:4: Section

action 2: de>codes:4: Section

action 3: de>codes:4: Section

action 4: de>codes:4: Section

action 1: de>codes:5: performative

action 2: de>codes:5: performative

action 3: de>codes:5: performative

action 4: de>codes:5: performative

action 5: de>codes:6: formal

action 1: de>codes:6: formal ref: node>:d1

action 2: de>codes:6: formal ref: node>:d2

action 3: de>codes:6: formal ref: node>:d3

action 4: de>codes:6: formal ref: node>:d4

ref: node>:d5

action 7: de>codes:1: physical

action 8: de>codes:1: physical

action 9: de>codes:1: physical

action 7: de>codes:2: performative

action 8: de>codes:2: performative

action 9: de>codes:2: performative

action 6: de>codes:3: plan

action 7: de>codes:3: plan

action 8: de>codes:3: plan

action 9: de>codes:3: plan

action 6: de>codes:4: Section

action 7: de>codes:4: Section

action 8: de>codes:4: Section

action 9: de>codes:4: Section

action 6: de>codes:5: performative

action 7: de>codes:5: performative

action 8: de>codes:5: performative

action 9: de>codes:5: performative

action 6: de>codes:6: formal

action 7 : de>codes:6:

action 8 : de>codes:6:

action 9 : de>codes:6:

ref: node>:d6

ref: node>:d7

ref: node>:d8

ref: node>:d9

action 6: de>codes:1: physical

action 6: de>codes:2: performative

ref: node>:d00

Neighborhood is essential for emergence. A single entity can’t emerge. For emergence a certain, critical, amount of neighboring objects are necessary. To evolve an intelligent from micro ‘dumb’ behavior to macro smart behavior interaction is essential. So it is not only the existence of neighbors, that leads to emergence, it is the interaction between neighbors. So the simple existence of a mass of agents does not lead to emergence. That is why sidewalks are more important in a city than highways. Johnson’s wrote “Random collisions should be encouraged to accelerate emergence”. Collision delivers the essential feedback that is necessary to build an intelligent mass. So if you pay attention to your neighbors, you may adapt certain characteristics. And they adapt from you, it’s a mutual development. Or if you decide that is not the neighborhood you want to live in, you move and by that you form that quarter too. Cities are another good example. First there is maybe just a small accumulation of residences. But then maybe a shopping mall opens. This attracts more residence, what even leads to more shops. A few years later, you may see how different quarters have emerged. In the city are different quarters with different characteristics. In one quarter just lives the upper class and in another a slum has developed. Both happened, without anybody instructed the residents to do so. sb_de<codes:movements_120 sec. to 2100 sec.

sb_de<codes:Surface Generations_120 sec. to 2100 sec.

t:120 sec.

t:260 sec.

t:400 sec.

t:700sec.

t:120 sec.

t:260 sec.

t:400 sec.

t:700sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

de<code:a/1

de<code:b/2>3d

decode<surface modification: frame/4

t:120 sec.

t:260 sec.

t:400 sec.

t:700sec.

t:120 sec.

t:260 sec.

t:400 sec.

t:700sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

t:260 sec.

t:400 sec.

t:700sec.

de<code:a/2

t:120 sec.

de<code:b/3>3d

t:260 sec.

t:400 sec.

t:700sec.

t:120 sec.

decode<surface modification: frame/3

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

de<code:a/3

t:120 sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

t:260 sec.

t:400 sec.

t:700sec.

de<code:b/4>3d

t:260 sec.

t:400 sec.

t:700sec.

t:120 sec.

decode<surface modification: frame/2 t:1200 sec.

t:1600 sec.

t:2100sec.

de<code:a/4

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

de<code:b/5>3d

t:120 sec.

t:260 sec.

t:400 sec.

t:700sec.

t:120 sec.

t:260 sec.

t:400 sec.

t:700sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

t:850 sec.

t:1200 sec.

t:1600 sec.

t:2100sec.

de<code:b/1>3d

decode<1

decode<2

decode<3

decode<4

de<code:b/6>3d

decode<surface modification: frame/1

P2

t:850 sec.


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