IBERALAND // TEAM 4 Research Cluster 1, 2021-2022 M.Arch Architectural Design UCL, The Bartlett School of Architecture
Chapter 1 Introduction
1.1 Project Overview
1.2 White Paper
1.3 Theoretical Background
1.4 Game Reference
1.5 Overall Methodology
1.6 Overall Flowchart
1.7.1 Rural Site Introduction
1.7.2 Urban Site Introduction
Chapter 4 Iberaland System and Bio-Coin
4.1 Functions of Iberaland System
4.2 Bio-Score and Bio-Coin
4.3.1 Autonomous Iberaland System
4.3.2 Iberaland System in Farm
4.3.3 Iberaland System in City
4.4.1 Formula of Farm
4.4.2 Formula of City
Chapter 2 Research on Site
2.1 Local Policy and Endangered Landscape
2.2.1 Low Spatial Wfficiency in City
2.2.2 Housing Typology in Barcelona
Chapter 3 Machine Learning
3.1 ML Detection Application in the Project
3.2 Terrain and Urban Element Dataset Collection
3.3 CNN Architecture and Labelling
3.4 Object Detection Result and Work-flow in Game
RESEARCH CLUSTER 1, DÉBORAH LÓPEZ, HADIN CHARBEL
THEORY TUTOR: ALBERT BRENCHAT AGUILAR SKILLS TUTOR: SHERIF TARABISHY, ZEHAO QIN
Iberaland:: Chenxi Zheng, Jinghan Chen, Qiniu Zhu, Siting Wu
Chapter 5
Research on Plants and Animals
5.1 Workflow
5.2 Machine Learning Dataset
5.3.1 Plants Analysis
5.3.2 Animals Analysis
5.4.1 Food Chain
5.4.2 Ecological Chain
5.5 Combination and Attraction Rule
Chapter 7
Eco-Modernist Simulation Game
7.1 Background
Goal and Value Setting
Workflow
UI introduction
Terrain
Basic Movement
Planting Rules
7.7.2 Water Transportation
Irrigation and Weather
7.7.4 Wild Animals
7.7.5 Interaction with NPC
Market
7.8 Branches and Endings
Iterations
Chapter 10
Platform
9.1 Introduction of All Functions
9.2 Online Store
Material Storage and Recycling
Upload and Cooperation System
Chapter 8
Eco-Romantics Simulation Game
8.1 Game Aim and Game Site
8.2 Eco-romantics Game Work-flow
8.3 Game Interface and Parameters
8.4.1 Game Functions in Player's Flat
8.4.2 Voxels and Plants Parameter Settings
8.5.1 Game Functions on Rooftop
8.5.2 Game Functions in Public Greenhouse
8.6 Weather System in Game
8.7 NPC System in Game
8.8.1 City Map and Market
8.8.2 Branches and Endings of the Game
8.9.1 Iterations of Game Rules
8.9.2 Iterations of Game Functions
Chapter 6
Eco-Modernist and Eco-Romantics
6.1 Introduction
6.2 Eco-Modernist in Iberaland System
6.3 Eco-Romantic in Iberaland System
6.4.1 Degrowth Voxel Design
6.4.2 Physical Degrowth Voxel Design
6.5.1 Heatmap of degrowth building
6.5.2 Light Analysis of degrowth building
6.5.3 WFC in Degrowth Building
6.6 Questionnaire
Chapter 9 Gameplay Data Analysis
9.1 Collect Data
9.2 Types of Eco-Modernists Game-play Data
9.3 Types of Eco-Romantics Game-play Data
9.4 Game-play Data and Platform
Chapter 11 Conclusion
11.1 Evaluation and Conclusion
11.2 Video Making Storyboard
11.3 Reference List
RC 1 Monumental Wastelands 2 3 Project Title
9.3
9.4
7.2
7.3
7.4
7.5
7.6
7.7.1
7.7.3
7.7.6
7.9
Chapter 1 Introduction Fig.1 Donana national park(1999). Smiley.toerist. Available at http://5-five-5.blogspot.com/2018/01/donana-national-park-spain.html (Accessed:19 August 2022). Iberaland RC 1 Monumental Wastelands
Iberaland is a decentralized trading platform based on block chain and bound with a simulation game, which uses bio-coin, a cryptocurrency, to balance ecology and economy.
Iberaland is a decentralized trading platform based on block chain and bound with a simulation game, which uses bio-coin, a cryptocurrency, to balance ecology and economy.
Objectives
Objectives
The project explores the current situation in agriculture related fields, which is in di lemma between profit-driven mode and ecological concerns. The conflict between these to aspects result in problems in both rural and city. The project tries to test how a new trading system based on “bio-coin”, a cryptocurrency whose value is related to the ecological condition, can affect the rural agricultural activities and urban growth.
The project explores the current situation in agriculture related fields, which is in di lemma between profit-driven mode and ecological concerns. The conflict between these to aspects result in problems in both rural and city. The project tries to test how a new trading system based on “bio-coin”, a cryptocurrency whose value is related to the ecological condition, can affect the rural agricultural activities and urban growth.
Sites of the project
Sites of the project
The project is based on Iberian Peninsu la. Recently, the vulnerable landscape and species in Portugal have triggered heated discussion during COP26 mini-series. Also, the illegal boreholes in Spain have become a hotspot for not only being an alert of water shortage urgency but also the malfunction in management. While in the urban area, the space use has low efficiency that results in low available house and high vacant rate at the same time in several cities. In 2020, Barcelona government started the reclama tion of vacant properties for social housing. However, the media and management de partments cover the landscape decline with “climate change” and only concern about how to meet the growing housing market demands rather than rethink whether the market preference is actually beneficial. So, our project tries to fill the gap between prof it-driven mode and ecological concerns.
The project is based on Iberian Peninsu la. Recently, the vulnerable landscape and species in Portugal have triggered heated discussion during COP26 mini-series. Also, the illegal boreholes in Spain have become a hotspot for not only being an alert of water shortage urgency but also the malfunction in management. While in the urban area, the space use has low efficiency that results in low available house and high vacant rate at the same time in several cities. In 2020, Barcelona government started the reclama tion of vacant properties for social housing. However, the media and management de partments cover the landscape decline with “climate change” and only concern about how to meet the growing housing market demands rather than rethink whether the market preference is actually beneficial. So, our project tries to fill the gap between prof it-driven mode and ecological concerns.
The game parameters are from real world and will have both farm mode and city mode and the goal is to survive as long as you can under the bio-coin system. It employs machine learning object detection for plot scanning to collect site data and voxelize the site into voxels that contains initial bio-score to be used in game, while WFC is used for land and city base map generation. In the second stage, after the update and feed back from the simulation game, the project will launch an exchange platform parallels to the game and also based on bio-coin. On the platform users can trade products, remodel buildings and exchange bio-coin. The platform will use block chain and smart contract for autonomous system and infor mation transparency. Both the platform and the game will keep up with the real-world changes and the platform will be constantly informed and upgraded with the game re sult analysis.
The game parameters are from real world and will have both farm mode and city mode and the goal is to survive as long as you can under the bio-coin system. It employs machine learning object detection for plot scanning to collect site data and voxelize the site into voxels that contains initial bio-score to be used in game, while WFC is used for land and city base map generation. In the second stage, after the update and feed back from the simulation game, the project will launch an exchange platform parallels to the game and also based on bio-coin.
On the platform users can trade products, remodel buildings and exchange bio-coin. The platform will use block chain and smart contract for autonomous system and infor mation transparency. Both the platform and the game will keep up with the real-world changes and the platform will be constantly informed and upgraded with the game re sult analysis.
Agriculture problems and urban expansion are global concerns. The methodology of the project should be able to be adapted into different situations worldwide. So, the project will keep researching on how cryp tocurrency and simulation games can con tribute to balancing the ecology and econ omy.
Agriculture problems and urban expansion are global concerns. The methodology of the project should be able to be adapted into different situations worldwide. So, the project will keep researching on how cryp tocurrency and simulation games can con tribute to balancing the ecology and econ omy.
Methodology
Methodology
Our project is a decentralized trading plat form based on blockchain and is bound with a simulation game, including both farm mode and urban mode, from which the game-play data are collected to optimize the platform. In the first stage, our bio-coin based simulation game will be launched.
Our project is a decentralized trading plat form based on blockchain and is bound with a simulation game, including both farm mode and urban mode, from which the game-play data are collected to optimize the platform. In the first stage, our bio-coin based simulation game will be launched.
1.2 Project scenario1.1 Project overview
1.2 Project scenario1.1 Project overview
RC 1 Monumental Wastelands 6 7 Project Title Chapter 1: Introduction 1.1 Project Overview
Chapter 1: Introduction 1.2 White Paper RC 1 Monumental Wastelands 8 9 Project Title
Green-washing De-growth
Green-washing De-growth
Green-washing is an approach that adds environmental friendly elements to a product to increase its value, which means the product is not actually ecology-leading designed, but still profit leading.
Green-washing is an approach that adds environmental friendly elements to a product to increase its value, which means the product is not actually ecology-leading designed, but still profit leading.
In terms of our project, our concern is that whether the recent popular green facade in urban buildings and the organic foods grown in rural farms are green-washing or actually sustainable. And how to encourage real eco-friendly acts rather than end up with green-washing.
In terms of our project, our concern is that whether the recent popular green facade in urban buildings and the organic foods grown in rural farms are green-washing or actually sustainable. And how to encourage real eco-friendly acts rather than end up with green-washing.
Since the city is expanding rapidly in recent years, degrowth becomes a new direction to solve the ecology problems caused by human expansion. The concept of de-growth encourages sustainability and autonomy.
Since the city is expanding rapidly in recent years, degrowth becomes a new direction to solve the ecology problems caused by human expansion. The concept of de-growth encourages sustainability and autonomy.
In architecture field, de-growth not only means reducing carbon foot print in construction and using process, but also means rethinking the design in a sustainable way, rather than in the human centric capitalism background.
In architecture field, de-growth not only means reducing carbon foot print in construction and using process, but also means rethinking the design in a sustainable way, rather than in the human centric capitalism background.
Terra(0)
Terra(0)
Terra(0)
This project gives back the autonomy to forest. It is decentralized autonomous ecological system based on smart contract, block chain and Ethereum network.
This project gives back the autonomy to forest. It is decentralized autonomous ecological system based on smart contract, block chain and Ethereum network.
In our project, we created a system based on Bio-coin, a crypto-currenncy to link the ecological condition to the economy, and includes the concept of de-growth in order to avoid green-washing and make the planet more sustainable.
In our project, we created a system based on Bio-coin, a crypto-currenncy to link the ecological condition to the economy, and includes the concept of de-growth in order to avoid green-washing and make the planet more sustainable.
Ownership
Ownership
This project challenges the concept of ownership and personhood. Traditionally, properties are allocated to natural person, so the person has the right to own the property legally, while in this project, it explores whether the forest can have the right to own its own.
Block chain and smart contract
This project challenges the concept of ownership and Traditionally, properties are allocated to natural person, so the person has the right to own the property legally, while in this project, it explores whether the forest can have the right to own its own.
Block chain and smart contract
Block chain technology and smart contracts allows nonhuman agents to administer capital and then be able to have the right to property for the first time. The profit aims and parameters, the funding goal, and the price of the terra0 tokens are set in one smart contrast. While the other one controls and records the in and outputs of the forest to make it “owns its own“.
Autonomy
Block chain technology and smart contracts allows nonhuman agents to administer capital and then be able to have the right to property for the first time. The profit aims and parameters, the funding goal, and the price of the terra0 tokens are set in one smart contrast. While the other one controls and records the in and outputs of the forest to make it “owns its own“.
Autonomy
The project defines the autonomy system it aims to create in several complexity levels. For example in a lowest level of autonomous agent, it needs to earn enough money to maintain itself, without human intervention. While in highest complexity, the agent needs to evolve through algorithms and thus discover new survival strategies.
The project defines the autonomy system it aims to create in several complexity levels. For example in a lowest level of autonomous agent, it needs to earn enough money to maintain itself, without human intervention. While in highest complexity, the agent needs to evolve through algorithms and thus discover new survival strategies.
RC 1 Monumental Wastelands IBERALAND 8 9 Img.4 1.2.1 Theoretical Background 1.2.2 Concept Reference 1.3 Theoretical Background
Reference: Terra(0)
1.3 Theoretical Background
Reference:
Chapter 1: Introduction 1.3 Theoretical Background RC 1 Monumental Wastelands 10 11 Project Title
Minecraft is a sandbox 3D video game. It is famous for its openness and infinity in world building. In this infinite terrain, players can discover raw materials, tools and build their own world with freedom and even invent their own game within Minecraft. The game is also open to player generated contents like mods, skins, maps, etc.
The Stanley Parable is a choices-based and story-based video game. Players may enter different endings by making different choices during the game. The ending branch system of this game has a great complexity and the process of each choice making makes player reflect the relationship between the creator, player and fate.
Disco Elysium is a role-play game which is rich in NPC conversation and narritive texts. Except for the main story, players can also learn and explore with different thoughts. The choices and conversation may not affect the whole story, but provides players with more background information and critical thinkings to the game world.
We learnd the world building system from this game. The voxelised building system can symplify the building difficulty of each step while keeping the complexity of the finished world. Also the material system can be referred to make the recycle material system in our game.
How players enter different endings is what we learn from this game. In our game, players will also enter into different routes and endings according to their choice making.
Also, whether following the narrator of the game and the game's rule leaves freedom of choice for players.
We added several NPCs in the game, including the NPCs for chatting and narrations, which can let players think more about the game system. And their choices in NPC conversations will also be recorded and analysed by the game developer for global data statistics to understand what players may think.
RC 1 Monumental Wastelands 13 Project Title Chapter 1: Introduction 1.4 Game Reference IBERALAND
Minecraft The Stanley Parable Disco Elysium
RC 1 Monumental Wastelands 14 15 Project Title Chapter 1: Introduction 1.5 Overall Methodology
1 Plot detection
In this step, we will use machine learning object detection (YOLO v5) to detect farm land and city plot from satellite and street view for data collection.
2 Evaluation and Voxelization
We developed formulas to simplify the data collected from the real world in to in-game parameters such as bio-score. While the physical condition of the sites and designed elements will both be voxelized in game.
3 Simulation game launch
In the first stage, our bio-coin based simu lation game will be launched. The game pa rameters are from real world and will have both farm mode and city mode and the goal is to survive as long as you can under the bio-coin system.
4 Result analysis
In this step, we will analyze the game play result in both farm mode and city mode to check how bio-coin can influence agricul ture and urban development
5 Platform launch
In the second stage, after the update and feedback from the simulation game, the project will launch an exchange platform parallels to the game and also based on bio-coin. On the platform users can trade products, remodel buildings and exchange bio-coin.
Low spatial efficiency in the city
Evaluation and Voxelization
Simulation game launch
launch
6Users join
6 Users
Then, user need to sign the smart contract to join the platform. The users need to ex change the initial bio-coin to join the sys tem. All actions and trades happens on the platform will be recorded in blockchain to guarantee the information transparency.
7Grow or de-grow
Just like it is in the simulation game, platform users can be both rural and city users. And they can choose to grow or de-grow, and trade with their bio-coin. To earn enough to survive, users need to do good to the envi ronment.
8Collaborate with the game
Grow 8 Collaborate
Both the platform and the game will keep up with the real world changes and the plat form will be constantly informed and up graded with the game result analysis.
9 Autonomy under bio-coin
In the process of agricultural activities and city renovation with the bio-coin as the main currency, Iberaland provides new op portunities and autonomy in city and rural area to balance nature and economy.
RC 1 Monumental Wastelands 16 17 Project Title
Plot detection
Users
join
Grow or Degrow
Autonomy under Bio-coin
Platform
2.2.2
Iberaland Chapter1:Introduction 1.6Projectworkflow
7
Chapter 1: Introduction 1.5 Project workflow
Donana National Park, near the Spanish city of Moguer, suffers from drought. The picture on the right shows the severe rainfall and Human activity in the park from 2004 to 2020 due to water theft by local farmers are threatening this biosphere reserve in Andalusia, Which has gone from having 2,867 temporary lagoons in 2004 to just two (JAVIER martin-arroyo,2021). As a result of largescale human agriculture, the cultivation of economic crops such as avocados and strawberries has drained 2,409 square kilometers of the aquifer. The arid land also decreased local precipitation year by year, which was only 454mm in 2019/20. That is about 100mm lower than the 540mm average over the past four decades. A large amount of cash crops in the area has created enormous environmental pressure on Donana National Park.
Donana National Park is known as one of Europe's Greatest Conservation Areas. Donana is home to over 4,000 species, Including earlier D by birds and the world's rarest feline species, Iberian Lynx (WWF,2016). In addition, Donana National Park also has an annual strawberry industry of 400 million euros and fishery, agriculture, and eco-tourism industries, which support the employment and life of residents (WWF,2016). In the context of the rapid reduction of resources in Donana National Park and the disappearance of wildlife habitats year by year, the specific conflicts between urban and rural areas are the focus of our project investigation.
According to our investigation, there are huge gaps in farmland and the city. Driven by interests, farmers in rural areas only plant cash crops that are not good for the environment, resulting in significant pressure on the environment. At the same time, the urban expansion has occupied the rural land, making the local natural resources disappear quickly. Wildlife habitats have also been reduced by human urban sprawl and animal husbandry. Urban consumers provide a vast agricultural product market and local farmers' jobs. However, consumers are often unaware of the environmental impact of food. They pay more attention to the price and taste of food and consume it according to their preferences.
Due to the gap between rural and urban areas, cities blindly ask for resources from rural areas. As a result, farmland damages the local environment by blindly producing cash crops for economic gains. This not only damages the environment but also wastes resources due to ecological information's lack of transparency. If this vicious circle is not broken, local resource destruction will become more serious.
Site : Donana national park
FarmlandFarmer
Livingresource
Plantingcrops
TakingProvidingresourceandspace thelivinghabitat
Iberaland RC 1 Monumental Wastelands
noteco-friendly butprofitable
Profit-drivenfarming
FeedingProfit-driven farming Ecological infomation lackof transparency
City Consumer Growingpopulation Growingpopulation Chapter1:Introduction 1.7Theproblemoffarmland 2004 to 2020 18 19 Project Title
Moguer,province of Huelva, Andalusia, Spain. countryside, wetlands or marsh, and coast. population 21,699 (2018) surface area is 204 square kilometres population density is 106.36 per square kilometre (‘Moguer’, 2022)
The economy of Moguer is based in agriculture, fishing, and trade through the town’s river port. It has a long his tory of planting grapes and exporting wine which can be traced back to 1899. In 1970s, strawberry growing is spread ing rapidly in the municipality, leading to great population growth in recent decades. In the 21st century, the strawberry has become the main plant of the region and accounts for 28% of Spain’s total strawberry production(‘Moguer’, 2022).
Moguer is a predominantly agricultural place. The map shows that in the north there are traditional cultivation ar eas and in the east there are modern cultivation areas.
Moguer is rich in natural resources. Over 60 percent of the Moguer municipality remains in a natural state. 3,200 hectares (7,900 acres) of the Doñana Natural park, the largest ecolog ical reserve in Europe, are within the municipality of Moguer. The economy of Moguer is based in agriculture, fishing, and trade through the town’s river port. It has a long history of planting grapes and exporting wine which can be traced back to 1899. In 1970s, strawberry growing is spreading rapidly in the municipality, leading to great population growth in recent decades. In the 21st century, the strawberry has become the main plant of the region and accounts for 28% of Spain’s total strawberry production(‘Moguer’, 2022).
Over 60 percent of the Moguer municipality remains in a nat ural state. Only some of these natural areas have protected status. Among those that are unprotected are the Monte Pú blico of the municipality of Moguer(‘Moguer’, 2022).
Site Moguer
Moguer
Environmental
influence in agricultural products
logistics Iberaland RC 1 Monumental Wastelands
Chapter 1: Introduction 1.7 The site 20 21 Project Title
Chapter 2 City and Farmland research Fig.2 A strawberry farm at sunset in Huelva(2019). Alamy Stock Photo Available at https://www.theguardian.com/world/2019/feb/12/spains-strawberry-fields-lie-under-a-brexit-shadow (Accessed:19 August Iberaland RC 1 Monumental Wastelands
The profit driven local policy on agriculture is one of the key reason for the landscape changes, the reduction in oak tree based eco-system and the increase in intensified cattle farm and cultivation.
The CAP (central agriculture policy) evaluates farms of the registered farmers mainly according to its’ current productivi ty and historical productivity data, to send supportive fund to the qualified farms. So to achieve a stable and high productiv ity, farms tends to choose intensified cattle farming and cash crop cultivation.
However, too many grazers will reduce herbaceous. Research es shows that the herbaceous mixture may reduce the activity of P. cinnamomi in the soils of the Montado forests, and could protect the roots of the oak trees from infection.
The imbalance of economy value and ecology value in local policy causes the landscape changes.
9 different types of local
landscape detected by
object
detection
Pasture Montado
Avocado farm
Anual crop
Forest Montado + Pasture
Montado + Shrub
Shrub land
A
map shows the reduction landscape in Donana national park. Iberaland RC 1 Monumental Wastelands Chapter 2: City & Farm research 2.1 Farmland research 24 25 Project Title
Housing problem has long been a problem in Spain. The shift of owner ship from government to private owner in 1997’s Land Act change has caused house construction boom. While in the global economical crisis in 2008, lots of properties be comes vacant since the resident can not afford the mortgage. And recently, as the e-commerce develops and the global pandemic situation, more properties are purchased for in vestment or even from overseas. So the city is on the one hand expanding, but on the other hand vacant. The gap between the two situation shows the opportunity to de-growth the city and use the vacancy for non-humans.
repossessed
Moguer, which
whole country.
Urban vacant house problem in Spain time line Land was controlled by the state before 1997 =++ 1997 2008 2021 New Land Act marks the house boom Vacant due to eviction of those who signed mortgage Housing crash and reclaiming vacant houses 6.6 million newly constructed properties between 19972007 over 65,000 properties were
in
makes 19% of the
40% recent sales in Moguer went to foreign buyers Rent, rebuild or something new? Investors took up 84% sales in central areas like Eixample and Poble Sec. ? Less than 5 Between 5 to 10 More of 10 Fig.2-2 A map has been produced by Spain’s Ministry of Public Works to show where the country’s empty real estate is located. (2013). Alamy Stock Photo Available at hhttps://www.terrameridiana. com/9265-new-property-map-of-empty-properties-in-spain.html (Accessed:19 August 2022). Iberaland RC 1 Monumental Wastelands Chapter 2: City & Farm research 2.2 Low spatial effeciency in Spain 26 27 Project Title
According to our research. the low spatial efficiency problem in the southen of spain is more serious. We found three typi cal housing types in moguer according to this problem.
The above diagram shows the typical housing types and its estimate distribution area in Moguer town. Including the big block in next to the city centre, the linear mixed residential area on the east, and the residential block near the farm lands.
The plans of the current vacant properties are collected and drawn from the information provided by local property agency website.
The above diagrams shows the common floor plan of the lo cal vacant properties. The layout will be further studied for voxelization of the site.
Big blocks
Linear mixed residential
Residential block
Living
Common floor plan
Common floor plan
Common floor plan
room Dining&Kitchen BedroomBathroomBalcony Chapter2:City& Farm research 2.3HousingtypologyinMoguer Iberaland RC 1 Monumental Wastelands 28 29 Project Title
Chapter 3 Machine Learning
Terrain
and Object
Detection
Site:Moguer RC 1 Monumental Wastelands 30 31 Project Title
Data evaluation:
Data collection:
plot scan:
Machine learning: training
We used the machine learning object detection technology to collect data from the sampled sites, including amount of different species, building elements and terrain types. Then the AI will detect and categorise the data and we evaluate the data of each plot to form initial game parameters in game.
Chapter 3: Machine Learning Terrain and Object Detection 3.1 ML Detection Application in the Project
Site sampling
game parameter Object selection: Species and terrain
Drone
YOLO
RC 1 Monumental Wastelands 32 33 Project Title
Chapter 3: Machine Learning Terrain and Object Detection 3.2 Terrain and Urban Element Dataset Collection RC 1 Monumental Wastelands 34 35 Project Title
In the project we used YOLOv4 for machine learning object detection to detect rural terrain type and urban site ele ments. CNN (convolutional neural network) is a type of arti ficial neural network, which is widely used for image/object recognition and classification.
CNN learns spatial hierarchies of features automatically and adaptively through multiple building blocks, for example pooling layers, convolutional layers and fully connected lay ers. Then after classification process it can provide predic tions of results according to the analysis of the input image.
the project we trained ML object detec tion model with Runway based on YOLOv4.
model
provide detection predic tions according to the input image.
diagram shows how the model is trained with CNN and how the output pre diction is generated.
CNN architecture Object detection training
Input image Feature extracted from images Classification Result prediction Pasture 0.09 Convolution +ReLU Convolution +ReLU Pooling Max pooling Convolutional layers Fully connected layers Output layer Pooling Fully connected Montado (pasture) 0.17 Forest 0.12 Montado (dense) 0.62 In
The
can
This
•Crop (linear) RURAL URBAN •Montado – dense•Crop (centre pivot irrigation) •Pasture•Montado - pasture •Forest and shrub land•Tree •House vegetation • Balcony •Window Chapter 3: Machine Learning Terrain and Object Detection 3.3 CNN Architecture and Labelling RC 1 Monumental Wastelands 36 37 Project Title
Drone plot scanning
Both rural and urban site will be scanned by drone. ML object detection model will be run to identify key ele ments of the site. The detected results will be collected and sent to the system.
Data integration
The results of the object detection stage will be integrated into the map to create a dataset that contains the key information of the whole site. For example, the land type ratio of a rural site and flexibility for renovation of an urban site. Also, other data that can not get from plot scanning will be collected with sensors or through research. All data will be sent to the evaluation module for further quantification and integration.
Data quantification
In the rural mode, the ecology condition will be evaluated by calculating how de viated the current condition is to the ideal condition. The formula used in this step will be differed according to different land type detected. While in urban mode, the calculation will be simpler, and focus on the voxelization and classification of the building environment. The site will be voxelized into modules that can be modified in future development.
Game world building
In the quantification step, each voxelized piece of site will have an initial evaluation data, and all the information will be stored in the system. The voxels and data will be used in the simulation game as the initial setting of the simulated world. And all new actions done buy players will affect the evaluation result in game.
Chapter 3: Machine Learning Terrain and Object Detection 3.4 Object Detection Result and Work-flow in Game RC 1 Monumental Wastelands 38 39 Project Title
Chapter 4 Iberaland System and BioCoin RC 1 Monumental Wastelands 40 41 Project Title
biosystem
and utilise
degree of ecology
the exchange rate
RC 1 Monumental Wastelands IBERALAND 40 41 Autonomous Bio-System fill the ecological imformation gap between different roles How a blockchian works in Autonomous Bio-System 1.A wants to pay B 2.a “block” represent each trans action online 3.The block is broadcast to every party in the network 4.Those in the network approve the transcation is valid 5.Then the block is approved to be added to the chain, which record transaction in a indelible and transparent way 6.The money moves from A to B The
determines
of Bio-coin, gives ecological control over the market and increases the impact of ecology on the direct profit of humanity. Humanity have to balancel economy and ecology. Introducing the concept of Bio-coin, a cryptocurrency Collect, analyze and publish information 4.1Functions of Autonomous Bio-System Can
own
itself? Farm Urban Purchase natural resources Making eco-friendly decisions based on information increase urbam spatial efficiency Spare some extra space for non-human decrease CO2 emission human and non-human friendly cohabit increase biodiversity Farmer Water Consumption Consumer Authority BlockchainTerra (0)---ownership Information transparencyCryptocurrency RC 1 Monumental Wastelands 42 43 Project Title Chapter 4: Iberaland System and Bio-Coin 4.1 Functions of Iberaland System
RC 1 Monumental Wastelands IBERALAND 46 47 Trading Volume The Total Amount of Bio-coin(20,000) Total Output × 0.1 Surplus Products + 10× × 0.1 = Euro : Bio-coin Rate( ) Trading Volume Total Output Surplus Products The larger the market, the higher the value of biocoin and the more control the bio-system has over the market. The more surplus product there is, the lower the exchange rate, the more wasteful the natural resources, the less money participants earn, farmers have to consider supply and demand Bio-coin Autonomous Bio-System Real Currency Citizen Residence Initial value Bio-score O²:CO² Biodiversity Water Change layout for Bio-score new layout win or loss Bio-coin Degrow Regrow Enter The System Smart Contract a fixed total amount :2000 collectdata collect data analyze analyze calculatescore calculatescore exchange bio-coin 4.3 City PlatformChapter 4: Iberaland System and Bio-Coin 4.3.3 Iberaland System in City RC 1 Monumental Wastelands 48 49 Project Title
Soil Water Biodiversity Climate
Affect
Difference value =∣ (temperature of plantA/temperature of landB +PH of plantA/PH of landB+soil moisture of plantA/soil moisture of landB)/3-100%∣
Soilscore=(10-difference value*100)*10
Difference value=∣ water consumption of plantA/rainfall of landB -100%∣
Water score=(2-difference value)*100
Data of traditional irrigation
Data of new irrigation
Soilscore and water score
Traditional irrigation :IF irrigation mode = 0,f(x) = SUM of soil score (or water score) of every land
New irrigation: IF irrigation mode = 1,f(x) = SUM of soil score (or water score) of every land and the reward from the irrigation type
Output
Traditional irrigation :IF irrigation mode = 0,f(x) = SUM of output of every plant in every land
New irrigation: IF irrigation mode = 1,f(x) = SUM of output of every plant and the reward from the irrigation type in every land.
Biodiversity score =(biodiversity after planting-biodiversity before planting)*20
The Influence of Irrigation
Bio-score= soil score + water score + biodiversity score
Infrastructure
Bio-score Real Currency Bio-coin
Bio-score Formula Plants Water
Plants have to be planted in the most appropriate places to make the best use of natural resources. So the difference between the soil and water conditions required for a plant to thrive and the local soil and water conditions will form the soil score and water score. The greater the difference, the less suitable the site is for cultivation, the more wasteful the natural resources, and the lower the score. The impact of plants on the variety of organisms will make up the biodiversity score; the higher the increase in the number of organisms, the higher the score. Climate and weather affect soil, water and biodiversity, thus the four main factors affecting the Bio-score are soil, water, biodiversity and climate.
Purchase Purchase
The Calculation of Bio-score And Bio-coin
Members have to contribute a certain percentage of Bio-coin to the system. The system will rank the Bio-score and redistribute Bio-coin. Members who do not reach the average score will lose some Bio-coin, while those who exceed the average score will also be rewarded with Bio-coin.
BC:BS rate for positive BS = total biocoin(fixed) × reallocation rate ÷ the number of farmer
New Bio-coin of individual (positive difference value)
the original individual bio-coin + individual positive difference value * rewards of bio-coin
Total loss for those with negative difference value
total bio-coin of individual who have positive difference value – the sum of original bio-coin of individual who have positive difference value
The punishment of bio-coin/per negative difference value
loss for those with negative difference value/the sum of bio-score for those with negative difference value
New Bio-coin of individual (negative difference value) =the original individual bio-coin – individual negative difference value * punishment of bio-coin
RC 1 Monumental Wastelands IBERALAND 48 49
Farm
=(1-50%) *
=new
=total
4.3 Formula --- Farm irrigation mode irrigation mode Chapter 4: Iberaland System and Bio-Coin 4.4.1 Formula of Farm RC 1 Monumental Wastelands 50 51 Project Title
The differentiation was done by comparing the mean value of variables in a given cluster and the proportion of farmers associated with particular characteristics in that cluster. Accordingly, 6 types of farmers were identified: (1) older, low income landowners (OLL); (2) younger tenant farmers (YTN); (3) younger educated specialised landowners (YESP); (4) older specialised landowners (OSP); (5) established diversifiers (ESDV); and (6) younger educated diversifiers (YEDV). (Nainggolanet al., 2013)
RC 1 Monumental Wastelands IBERALAND 50 51
4.3 Formula --- Farmer Typology RC 1 Monumental Wastelands 52 53 Project Title
Formula of City
4.3 Formula--- City
City
Sunlight Oxygen YieldReuse of material Yield Score
Define how much food each person needs
• 5 portions of 80g fruit and vegetables per day (NHS, 2022).
Green Space Score
How much arable land is needed to feed one person
• 100-700 ㎡
•If people ate only salads with each meal, they would need 1-2 square metres of arable land per person.
((The Urban Farmer, 2016))
The Ratio of Green Space
Apart from meeting the needs of citizen food, some green space should be left for nonhuman
( green space area 100 × the number of people green space area house area
(㎡) ) ×100 = green space score(㎡) +
need at least 100㎡ to self-sufficiency demand of arable land space for nonhuman
yield demand of fruit & vegetables (g/per month/per person) ×100= yield score
=1200g/per month/per person
The relationship of number of people, yield,demand and yied score.
Yield is proportional to yield score while the number of people is inversely proportional to the yield score.
The closer to food self-sufficiency, the higher the yield score.
The green space score is influenced not only by whether the need for arable land is met, but also by the amount of space you have sacrificed.
RC 1 Monumental Wastelands IBERALAND 52 53
Chapter 4: Iberaland System and Bio-Coin 4.4.2
RC 1 Monumental Wastelands 54 55 Project Title
Chapter 5
Research of Plants and Animals
RC 1 Monumental Wastelands 58 Chapter 5: Research on plants and animals 5.1 Workflow
RC 1 Monumental Wastelands 60 Chapter 5: Research on plants and animals 5.2 Machine Learning Dataset
RC 1 Monumental Wastelands 62 Chapter 5: Research on plants and animals 5.3.1 Plants Analysis Chapter 5: Research on plants and animals 5.3.2 Animals Analysis
RC 1 Monumental Wastelands 64 65 Project Title Chapter 5: Research on plants and animals 5.4.1 Food Chain Chapter 5: Research on plants and animals 5.4.2 Ecological Chain
RC 1 Monumental Wastelands 66 67 Project Title Chapter 5: Research on plants and animals 5.5 Combination and Attraction Rule
Chapter 6 Eco-modernist and
Eco-romantics
RC 1 Monumental Wastelands 68 69 Project Title
Eco-Romantic
Eco-romantics believe that since human activities largely influenced our ecology, the impact can be reduced by degrowing the city. This includes reduce human occupancy in building to reduce energy cost and grow food at own home to reduce the carbon footprint on logistics.
Eco-Modernist
Ecomodernist advocates that human beings should make use of the development of technology and ecological knowledge to reasonably plan and protect nature, reduce the interference caused by human and restore the vitality of nature meeting human needs at the Same time
Fig.1-1 Eco-Urban Network (2001). Eco-Urban Network / Ecobox. Available athttps://www.urbantactics.org/projects/ecobox/ecobox.html(Accessed:19 August 2022). Fig.1-2 Unknown (2020). The only sustainable GROWTH is DEGROWTH. Available at https://degrowth. info/en/blog/an-open-letter-to-the-degrowth-movement (Accessed:19 August 2022). Fig.1-3 Unknown (2014). UWS SENIORS TEND A ROOFTOP GARDEN WITH A VIEW. Available athttps:// www.urbantactics.org/projects/ecobox/ecobox.html(Accessed:19 August 2022). Fig.1-6 Unknown (2022). Funding of £2.5m for the world’s first robotic farm. Available at https://www.hortibiz.com/newsitem/news/funding-of-pound25mfor-the-worlds-first-robotic-farm/(Accessed:19 August 2022). Fig.1-4 Unknown (2015). An ecomodernist manifesto. Available at http://www.ecomodernism.org/(Accessed:19 August 2022). Fig.1-5 Unknown (2019). Precision Farming in Agriculture. Available at https://mtfc.crenov8.com/news/preci sion-farming-in-agriculture/(Accessed:19 August 2022). Iberaland RC 1 Monumental Wastelands
Chapter 6: Eco-Modernist and Eco-Romantic 6.1 Ecoromantic & Ecomodernist 70 71 Project Title
RC 1 Monumental Wastelands 72 73 Project Title Chapter 6: Eco-Modernist and Eco-Romantics 6.2 Eco-Modernist in Iberaland System
In eco-romantics mode, the main game actions are based on the real-world behaviours including remodelling flat, choose location to grow plants and install equipments. The Iberaland system use smart conract to evaluate the actions of players in game or citizens in real-world to redistribute BioCoin and resources.
Real world in city areas
The real-world information is collected and be used for game parameter settings. Besides, the AI judge which also use the smart contract of Iberaland system will send drones to detect ecological condition of the city including plant condition, biodiversity, energy consumption, etc. and evaluate these values to redistribute BioCoin and resources like water and energy. All data are sent to the cloud.
Real world in rural areas
The behaviours of eco-romantics not only have impacts in city area but can also influence rural area and eco-modernists. The self-sufficient planting in city area can improve city landscape and reduce farmland pressure. Then the eco-modernists or other farmers in rural area can have more choices to plant to improve rural landscape and ecology.
Platform
The platform is bound with both the game and reality. Its function includes trading, design upload and global statistics checking. The platform is mainly used for BioCoin exchange. Also, the game-play data and real-world data will be uploaded to the platform for information transparency. And users can also upload their own voxel design and farming strategies to the platform and get tested in game.
Eco-Romantics Platform Upload DesignsTrade Plant Seed&VoxelResources Shop BioCoin & Euro Food Products Properties Global Statistics Smart Contract Iberaland System Iberaland SystemBioCoin Bio-diversityPlant ConditionEnergy Cost Infrastructure Voxel Factory Water&Energy Material BioScoreCity BuildingsDrone AI Judge Degrow&Regrow Demolish Flat Grow Plants Install equipments Choose Location Chapter 6: Eco-modernist and Eco-romantics 6.3 Eco-romantics in Iberaland System
Eco-ModernistsFarmland Pressure
City
DemandsOutput
Quality
BioCoin More Choices
Ecology
LandscapeWild Animals City Landscape
Spatial Efficiency Weather
Game
RC 1 Monumental Wastelands 74 75 Project Title
6.4.1 Degrowth voxel design RC 1 Monumental Wastelands 76 77 Project Title Chapter 6: Eco-Modernist and Eco-Romantics 6.4.1 Degrowth Voxel Design
RC 1 Monumental Wastelands 78 79 Project Title
RC 1 Monumental Wastelands 80 81 Project Title
Water Pipes
Auto Irrigation System
Controls the time, duration and frequency of the watering. In our scenario, we hope that it will also detect humidity and temperature and then water automatically.
Water Storage
Controls the time, duration and frequency of the watering. In our scenario, we hope that it will also detect humidity and temperature and then water automatically.
RC 1 Monumental Wastelands IBERALAND 80 81
Connects the water storages and planting boxes 3.6 * 100 * 1.8 (cm) 10.4 * 100 * 1.8 (cm) 100 * 101.8 * 1.8 (cm) 6.2 * 10 * 1.8 (cm) 10.4 * 10 * 1.8 (cm) 5.8 * 10 * 1.8 (cm) 4.6 * 100 * 1.8 (cm) 10.4 * 100 * 1.8 (cm) 10 * 103.6 * 1.8 (cm) 10 * 101.8 *1.8 (cm) The Combination of Voxels Unlimited joint Filter Filters water through soil, pebbles and gravels layers Soil and plants Pebbles Gravels Voxel 1 Voxel 2 A1 C1 A2 C2 C3 B1 B2 D1 D2 D3 6.4 Physical Model Making Chapter 6: Eco-Modernist and Eco-Romantics 6.4.2 Physical Degrowth Voxel Design RC 1 Monumental Wastelands 82 83 Project Title
RC 1 Monumental Wastelands IBERALAND 82 83
The
Joint of Voxels Model
Making
Process Joint 2 Joint 1 Voxel 1 Voxels Joint 3 LED plant light Adjust light hours Foil Keep the light and temperature Blue area for animals like birds, squirrels Orange area for plants Green area for Auto Irrigation System RC 1 Monumental Wastelands 84 85 Project Title
RC 1 Monumental Wastelands IBERALAND 84 85 Plants Growing Process Other Models Making RC 1 Monumental Wastelands 86 87 Project Title
A Heatmap analyzer is analyzing tool that can be applied to discover where viewers look and how they react. The figure below is heatmap analyzer. Heatmaps indicate where viewers are looking using color gradients. The more people who look at the same area of the video, the hotter that part of the heatmap overlay appears.
In our project, the first step of the degrow process is evaluating space usage in a building. Then we can use the evaluation results to decide which parts can be demolished and which need to be preserved. Therefore, we adopt heatmap analyzer in the degrow process. Pictures in the middle show how we use the heatmap in unity, record the results and transfer the data into the grasshopper.
To analyze the building usage in our daily life, we chose one apartment loc ated in moguer with three different house types. The picture on the right shows the testing results in unity. The different usage in three different house types. There are 90% 70% 50% 30% and 10% usage.
The hotter the parts, the higher usage in this space. If the color is hotter, it indicates less usage in this space. The heatmap results can instruct users to choose which part of their house can be the best option to degrow and introduce plants and animals. It also shows which part users need to meet their basic living standers.
Iberaland RC 1 Monumental Wastelands
The process of heatmap testing in unity and grasshopper
Heatmap analyzer in unity
The results of heatmap testing
Chapter 6: Eco-Modernist and Eco-Romantic 6.11 The heatmap 88 89 Project Title Chapter 6: Eco-Modernist and Eco-Romantics 6.5.1 Heatmap
RC 1 Monumental Wastelands 90 Chapter 6: Eco-Modernist and Eco-Romantics 6.5.2 Light Analysis of Degrowth Building
Chapter 6: Eco-Modernist and Eco-Romantics 6.5.3 Light Analysis of Degrowth Voxel RC 1 Monumental Wastelands 92 93 Project Title
RC 1 Monumental Wastelands 94 Chapter 6: Eco-Modernist and Eco-Romantics 6.5.4 WFC in Degrowth Building
RC 1 Monumental Wastelands 96 97 Project Title Iberaland RC 1 Monumental Wastelands Chapter 6: Eco-Modernist and Eco-Romantics 6.5.5 1:20 Model
RC 1 Monumental Wastelands 98 99 Project Title Chapter 6: Eco-Modernist and Eco-Romantics 6.6 Questionnaire
RC 1 Monumental Wastelands 102 103 Project Title Chapter 7: Eco-Modernist Simulation Game 7.1 Background Chapter 7: Eco-Modernist Simulation Game 7.2 Goal and Value Setting
RC 1 Monumental Wastelands 104 105 Project Title Chapter 7: Eco-Modernist Simulation Game 7.3 Workflow
RC 1 Monumental Wastelands 106 107 Project Title Chapter 7: Eco-Modernist Simulation Game 7.4 UI Introduction
RC 1 Monumental Wastelands 108 109 Project Title Chapter 7: Eco-Modernist Simulation Game 7.5 Terrain Chapter 7: Eco-Modernist Simulation Game 7.6.1 Movement in Game World
RC 1 Monumental Wastelands 110 111 Project Title Chapter 7: Eco-Modernist Simulation Game 7.6.2 Planting Rules
RC 1 Monumental Wastelands 112 113 Project Title Chapter 7: Eco-Modernist Simulation Game 7.6.3 Water Transportation Chapter 7: Eco-Modernist Simulation Game 7.6.4 Irrigation and Weather
RC 1 Monumental Wastelands 114 115 Project Title Chapter 7: Eco-Modernist Simulation Game 7.6.5 Wild Animals
RC 1 Monumental Wastelands 116 117 Project Title Chapter 7: Eco-Modernist Simulation Game 7.6.5 Interaction with NPC
RC 1 Monumental Wastelands 118 119 Project Title Chapter 7: Eco-Modernist Simulation Game 7.6.6 Market
RC 1 Monumental Wastelands 120 121 Project Title Chapter 7: Eco-Modernist Simulation Game 7.7 Branches and Endings
RC 1 Monumental Wastelands 122 123 Project Title Chapter 7: Eco-Modernist Simulation Game 7.8 Iterations
Actions
Evaluations
trade and exchange
degrow the building regrow and plant
BioCoin
Aim of the game
In-game Goals
Iberaland system
Energy consumption
Euro BioCoin redistribution
Impacts
BioScore Economy
The goal of the players in game is to explore suitable degrow/ regrow strategy, survive longer, and meet the demands goal set in game. While the aim of this game is to explore new ways that balance the local economy and ecology.
Balance
Ecology
The actions and choices players can do are based on real life, including degrow, regrow and trade. The Iberaland system use BioScore and energy consumption to evaluate the player's in-game performance and redistribute the BioCoin. The exchange between BioCoin and Euro helps binding ecology and economy and provides incentives to players. The game-play result will be analysed and generate new farming possibilities.
Survive longer Meet demands set in game Selected game-plays
?
Site
Moguer, a city in Spain is the prototype of the game world site. Moguer located in the southern Spain, near the Donana national park and is surrounded by agriculture lands. However, on the one hand over farming is threathening the soil health and water resources in the national park, on the other hand, urbanization leaves the properties in Moguer city in vacant.
Game
The game scene is based on one block in Moguer city. The buildings and interior layout is also reflecting the reality. The spieces players can choose are also local popular spieces and consumer prefered species. The degrow choices are design for the vacant house problem and the regrow choices are for helping reduce farmand presure and improve city ecology.
Eco-romantic mode game
Reality Game Simulation New possibilities
Chapter 8: Eco-romantics Simulation Game 8.1 Game Aim and Game Site
RC 1 Monumental Wastelands 126 127 Project Title
Regrow
Interact Continue
Visit Key Add to inventory
Gain access to the building
Endings
Learn about M city Getting to know the background of the game by chatting with her.
Learn from your neighbour See how others degrow and remodel their flats by visiting her flat.
Chat with your neighbour Chat with them to unlock achievements and learn more about Iberaland's world.
Eco-romantics game narratives
NPCs Guide NPC
The basic settings and rules are introduced by the guide NPC. She will take you through the basic world view of this game. When entering the ecoromantic mode of Iberaland game, players can talk to the guide NPC to understand the overview of M city, the site of the game, and the game's goal.
Peer NPC
What other people are doing can be shown through the peer NPC whose actions are based on other people's game play. These NPCs are not interactive but players can see their actions for example degrowing their house as the time passes in the game.
Chatting NPC
The thoughts and critics about the game setting can be discussed when chatting with these NPCs. There are multiple choices to choose and they will unfold different conversations.
Achievements
Talk
SamanthaLauraHarry NPCS
The game NPCs are interactive and might give useful reference for making decisions in game.
Achievements are for global achievement stats, which can show how people tend to act and think in the game. Achievements can be unlocked when reaching certain topics with chatting NPC.
Branches
Branches are the new farming and degrowing patterns developed by the players in game, since the initial presets only have eco-romantics and eco-modernist. When players play certain amount time, the system will analyse their actions in game and 'evolve' them into one branch of eco-romaantics, all brances are based one global game play result analysis and will keep updated for new branches.
Endings
When the player ends the game, a simulation video will show to players. The video represents the possible outcome in few years if the players keep their strategy. All the game data including actions, branches, and achievements unlocked will be upload to the system for updating the game and platform.
with evolving
have
Greenhouse Rooftop Indoor
In this game, players have a variety of choices and freedom to regrow their flat, all the actions will influence the evaluation parameters and game results. Feel free to explore! Degrow This function allows players demolish and renovate their own flat. Degrowing can gain materials and reduce energy cost. Real-world structure study The game world is based on real-world case studies. Real-world market data Material pieces Recycled material ++ Degrow index ++ Sold furniture Recycled material ++ Euros ++ Sell PurchaseCheck BioCoin Redistribution Use Rent 40 Euro/m Reuse Voxels Recycled material -Price discount get Voxels Euro -BioCoin -Original Price Salad mix Euro +15/m BioScore ++ Energy cost + Citrus Euro +20/m BioScore +++ Energy cost +++ Exchange Players can exchange between BioCoin, Euro and Energy. Player E Potato BioCoinBioScore + Energy cost + Solar Panel Euro -300 Energy gain ++ Harvest Euro++
Players will end up
into different types of eco-romantics who
different development stratergies to stay sustainable. Forecast simulation and game play data
'The Market
Observer' ? Chapter 8: Eco-romantics Simulation Game 8.2 Eco-romantics Game Work-flow RC 1 Monumental Wastelands 128 129 Project Title
Indoor Functions: Heatmap/ Help/ Exchange/ Upstairs/ Demolish/ Voxels
Key Parameters:
Weather
The weather in game changes based on the real-world climate of the site, and this will influence the plants’ performance.
Money
In this game, money parameter means Euro that used in the region. Money in the game are used for artificial products including purchasing voxels, selling products, purchasing equipment, and exchange BioCoin.
BioCoin
In the game, BioCoin is a crypto-currency used for nature product trading for example buying seeds, and players can gain or lose their monthly bonus BioCoin according to their monthly BioScore.
BioScore
BioScore determines how much BioCoin bonus a player can win or lose each month. BioScore is consists of ecofriendly degree, yield evaluation and oxygen production.
Energy
Energy is key to player’s survival in the game. Each month, player has a default energy consumption which can be reduced by degrowing the flat. Voxels and plants also need energy to maintain, and solar panel can be bought to gain solar energy.
Materials
In the game, materials from the flat demolishing can be recycled and used in voxels. Using recycled materials can have discount when purchasing voxels.
Monthly Check:
By clicking the monthly check, players confirm one month’s action and move to the next year. BioScore will be checked and calculated in the monthly check, and the BioCoin will also be re distributed according to the BioScore. Players should use this function to check the perfor mance of their in-game decision-makings and move on to the next month to continue the game. After at least 8 months of game-play, the check simulation result button will show up next to the monthly check button.
Rooftop Functions:
Plant and Install
Players can choose from a variety of plants to purchase and plant on the public roofop area for extra income. Also, players can purchase and install equipments such as solar panels for extra energy.
Roof plan
Check the availability of the rooftop planting slots, since the amount is limited and is shared with NPC neighbours.
Go Home
Go back into the flat.
Indoor Functions:
Heatmap
Click to show the human usage rate heatmap of the flat to help decide where to degrow and put voxels.
Exchange
Open the exchange centre where players can exchange between BioCoin and Euro as well as buy extra energy with Euros. The exchange rate is flunctuate according to the market and formulas.
Upstairs Help
Go to the public rooftop. Click to show information on how to play.
Demolish
Demolishing parts of the flat to degrow and make space for voxels. By removing the unnecessary parts of the building, players can gain pieces of recycled material which can be used for voxel making.
Voxels
Users can choose from over 20 kinds of voxels, purchase and install them in the flat. Different voxels may have different influence on BioScore, Euro income and energy consumption.
Time and Weather Rooftop Functions: Go Home/ Roof plan/ Plant
Key Parameters
Monthly Check
Chapter 8: Eco-romantics Simulation Game 8.3 Game Interface and Parameters RC 1 Monumental Wastelands 130 131 Project Title
Euro cost (100/unit)
Euro profit (5/m/unit)
Energy cost (5/unit)
BioCoin cost (1/unit)
BioScore (10/m/unit)
Material cost (5/unit)
Water preference
Sunlight preference
Euro cost (100/unit)
Euro profit (5/m/unit)
Energy cost (5/unit)
BioCoin cost (1/unit)
BioScore (10/m/unit)
Material cost (5/unit)
Water preference Sunlight preference
Euro cost (100/unit)
Euro profit (5/m/unit)
Energy cost (5/unit)
BioCoin cost (1/unit)
BioScore (10/m/unit)
Material cost (5/unit)
Water preference Sunlight preference
Euro cost (100/unit)
Euro profit (5/m/unit)
Energy cost (5/unit)
BioCoin cost (1/unit)
BioScore (10/m/unit)
Material cost (5/unit)
Water preference Sunlight preference
Euro cost (100/unit)
Euro profit (5/m/unit)
Energy cost (5/unit)
BioCoin cost (1/unit)
BioScore (10/m/unit)
Material cost (5/unit)
Water preference Sunlight preference
Euro cost (100/unit)
Euro profit (5/m/unit)
Energy cost (5/unit)
BioCoin cost (1/unit)
BioScore (10/m/unit)
Material cost (5/unit)
Water preference Sunlight preference
1.Check the use rate heat map Click to toggle heat map Click to enable remove function Click to toggle voxel menu Wait for delivery Click to purchase voxels Install voxel at selected place Click R to rotate the voxel Click E to remove and sell voxel Click to remove selected item 2.Remove the unnecessary parts of the flat3.Install voxels Areas that are occupied by owners for a shorter time per day. Areas that are occupied by owners for a longer time per day. Material gain FurnitureFloorWall Degrow index R E Euros: BioCoin: BioScore: Euros: BioCoin: BioScore: Euros: BioCoin: BioScore: 5000 200 0 5030 200 0 732 315 320 0 0 0 21 23 0 0 51 24 Materials: Degrow index: Voxels: Materials: Degrow index: Voxels: Materials: Degrow index: Voxels:
Voxel types Plant types In-game parameter settings Chapter 8: Eco-romantics Simulation Game 8.4.1 Game Functions in Player's Flat Chapter 8: Eco-romantics Simulation Game 8.4.2 Voxels and Plants Parameter Settings RC 1 Monumental Wastelands 132 133 Project Title
rent buy
Since the roof top area is shared by the residents of the whole building, players can check the availability of the slots before planting.
Occupied by player
Occupied by NPCs
1.Click to toggle the plant and equipment panel.
2.Hover over to show item information and click to purchase the item.
the available slot to plant the crop or install the equipment.
NPCs will also use the roof top to plant crops or install equipments like solar panels. The NPCs
make changes every month based on collected game-play data.
When planted, the plant will grow from sprouts.
Parameter changes after adding 3 solar panels, 3 potatoes and 1 citrus.
After certain months in game, the plant matures.
click to harvest the plant for Euros.
Based on the game play data we collected from friends and other participants, we roughly conclude three action patterns for NPCs, they prefer planting cash crops, planting eco-friendly crops and installing energy saving equipments respectively. And they have difference preference on whether to use the roof area.
service technology
payment BS
access
The public green house is running by the system developing team and local authorities. They will provide the technical support and management for the greenhouse. Players and NPCs can choose to rent the space in the public greenhouse to plant crops. Players can whether bring their own voxels here or rent the available facilities here. The players can gain harvested products and BioScore.
plants in public greenhouse can be harvested like on the rooftop. Players may also meet NPCs here.
3.Click
4.Right
will
Planting and installing on rooftopSlot availability check Cash crops Eco plants Energy saving Roof usage Euros: BioCoin: BioScore: Euros: BioCoin: BioScore: Slot used: Energy cost: Slot used: Energy cost: 4700 190 0 3750 185 260 2 90 7 60 Mature time X4 Mature timePrefer season Prefer season X2 X10 1.Click the available slot to open voxel and plant choosing panel. 2.Rent slots for voxels or plants. Players need to pay rents every month to use the public green house. 3.The
Chapter 8: Eco-romantics Simulation Game 8.5.1 Game Functions on Rooftop Chapter 8: Eco-romantics Simulation Game 8.5.2 Game Functions in Public Greenhouse RC 1 Monumental Wastelands 134 135 Project Title
The
The left two diagrams are the monthly precipitation and hours of sunshine of the prototype city
The in-game weather system is based on the climate in the real world.
The chart on the left is the settings of the in-game weather system. When entering the next month, there are possibilities as shown for players to encounter different weathers. Weather will influence the performance of your strategy
Planting method and plant species
The chart above shows how weather, planting method and plant species influence each other in the game. Different plants have different resistance to different weathers and planting method can also influence the impact of weather on plants. Besides, players need to take considerations of money and energy cost of different choices to develop a more sustainable stratergy.
The control group
The control group in the bottom chart means the average plant perfomance in the wild without any shelter, equipments and human interference. The impact of planting method in game is measured by the ratio of output and quality of the same plant in same weather using planting method X and its control group data.
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec 0mm 20 40 60 80 100 120 Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec 0hrs 100 200 300 400
above screenshots show the aesthetics of the representations of the in-game weathers.
Moguer.
Normal weather: sunny to cloudy Drought weather: sunny, dry and hot Rainy weather: rainy, mild temperature, less sunshine 50%50%50% 70%60% 80%60% 60%80% 40%60% 30% Normal Rainy Drought 0%50%50% 0%40% 20%40% 40%20% 60%10% 70% 50%0%0% 30%0% 0%0% 0%0% 0%30% 0%
Normal weatherPlanting methods
Quality/ Control group Quality/ Control group Quality/ Control group Quality/ Control group Quality/ Control group Quality/ Control group Quality/ Control group Quality/ Control group Quality/ Control group Output/ Control group Output/ Control group Output/ Control group Output/ Control group Output/ Control group Output/ Control group Output/ Control group Output/ Control group Output/ Control group Rainy weather Drought weather Euro Cost Energy Cost Plant Difficulty NormalPlants Plants Normal Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Survival rate Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Profit Rainy RainyDrought Drought
Impact of weather on plants
Different planting methods' impact on plants under different weathers and comparisons on basic parameters
Chapter 8: Eco-romantics Simulation Game 8.6 Weather System in Game RC 1 Monumental Wastelands 136 137 Project Title
Occupation: Property manager
Plant idea: Eco-Romantics
I have been working in M city for ten years, I really hope this city gain more vitality and develop sustainablly. You can come to me to get access to your property and learn about the city.
Occupation: Cafe owner
Plant idea: Eco-Romantics
am one of your neighbours, I enjoy taking care of plants and harvesting them.Making snacks with self-planted fruits and vegetables can be a good idea for my cafe.
Occupation: Company employee
Plant idea: Eco-Romantics-BC
like studying how to make money with BioCoin. It seems a win-win invention to make money while being eco-friendly, but I still like to discuss the dark side of BioCoin.
Possible achievements to get from him:
1.Market Survey (Buff: higher rate when exchange BioCoin)
2.BioCoin Challenger (Buff: none; learn critics of BioCoin)
I think human activities made too much damage to our environment
it's time to reflect ourselves.
Possible achievements to get from him:
1.Let's degrow (Buff: higher degrow index)
2.DIY is fun (Buff: get access to use recycled material)
Occupation: Food company staff Plant idea: Eco-Modernist
still think improving the efficiency of farming is the key. Though live in city will use the public greenhouse to do this.
Possible achievements to get from him:
(Buff: higher efficiency of all eqiupments installed)
(Buff: none; learn pixel farming in rural area)
NPC dialogue and actions NPC dialogue and actions
'Welcome to Iberaland! Since you have just moved to M city, you must also be an eco-romantics.'
-'Lots of people have moved out to big cities like B city, the occupancy here is getting lower… would say degrowing the house is a good way to stay sustainable.' [bird view]
-'Well This is your flat, it totally depends on you whether and how to remodel it.' [face the entrance] -'Here is your key and have to go now, good luck and see you.' [collect the key]
Based on the game play data we collected from friends and other participants, we roughly conclude three action patterns for NPCs, they prefer planting cash crops, planting eco-friendly crops and installing energy saving equipments respectively. And they have difference preference on whether to use the roof area.
‘Hey, Harry, what are you doing? Seems really busy.’
Harry: ‘Yes, so many things to do. I’m checking the consumer demands and exchange volume on Ib eraland platform, and waiting for the best time for products and Biocoin trading.’
Player: ‘I just use it as a new currency, why you are so crazy about it?’
Harry: ‘How do YOU think of Biocoin? Don’t you think it is AMAZING?’
‘Kind of, it’s true that the BioCoin’s era is coming. still don’t know why people are crazy about it.’
Harry: ‘...Because it is profitable.’
‘Yes, BioCoin links eco-health to economics. Our planet will get better.’
Harry: ‘It’s more than that. Think about the way it saves the planet.
‘Hey! Filled with busy people here, I also gotta go. Catch you later.’
Harry waved to you and you walked away. You can come back to Harry later.
‘...Do you mean that it is a new form of capitalism, but in a eco-friendly way?’
Harry: ’Ohh...shhhh...that’s smart! You have the potential on Biocoin mining!’ Harry jokingly whispered.
‘...Oh, got how it works now. Feels like I’ve been losing money for days...’
Harry: ’Haha...At least you know it now.’
This achievement has a buff. After chatting with Harry about this topic you have deeper understanding of BioCoin system, you will have more possibility to trade BC at a higher rate now.
NPC dialogue and actions
The above diagram use NPC Harry as an example to show the game's chatting and achievement system. The unclocked achievements are recorded to the global game stat analysis, and some of the achievements have buff to improve certain skill in game.
Harry: ‘I won’t judge what political camp it stands for, but the invention of Biocoin is a great try. So far, people still need both money and this planet to live.’
‘True. But whose knows. Huge amount of energy is also needed for running the Biocoin system.’
Harry: ’That’s a good point, I’ve never thought about it before.’
This achievement does not have a buff. Your critical thinking about BioCoin is valuable for developers to improve and update the system.
Harry: ’That’s interesting, only thought about money making so far...’
Guiding NPC: Samantha Peer NPC: Joyce Chatting NPC 1: Harry
Occupation: Student Plant idea: Eco-Romantics
Chatting NPC 2: Maria Chatting NPC 3: Silva
1.TECH
2.Pixels
and
‘...I’m thinking if farming decoupled with money in the future, don’t know whether we should call it future or past.’
‘How to make money with Biocoin? I think it is like buying stock...you need some luck...’
‘Wait, what if people make a scheme to lower the average and let certain people winning money?’
Harry: ‘It’s our incentives. The desire and need of making money.We are still running after the money, Biocoin only makes the result of money making to something good for our planet’
Harry: ‘Your monthly bonus depends on how you Bi oScore compared with the average. It’s kind of compet itive. Knowing about the market, knowing about how other people perform and make your decisions.’
Chapter 8: Eco-romantics Simulation Game 8.7 NPC System in Game RC 1 Monumental Wastelands 138 139 Project Title
2
3 4
5
Spawn point for the guiding NPC. Players can interact with guiding NPC here.
Spawn points for the peer NPC. Players can interact with guiding NPC and see their actions here.
Spawn points for the peer NPC. Players can interact with guiding NPC and see their actions here.
1 2 3 4 5
Road to the voxel factory Public greenhouse Players flat
Local marketNPC's flat
Eco-modernist mode Eco-romantic mode
Game play strategy A Game play strategy B
Occupation: Farm manager
Plant idea: Eco-Monernist
always come to the market in M city to investigate food products' quality and market price to improve my farm. prefer planting oak trees and citrus to maintain the ecology and provide space for my livestocks.
When entering the market place, playsers can click around to check market price for all products and can also meet and talk with NPCs come from different places, including eco-modernist from nearby farms.
Players can also open the market panel by clicking the computer in the scene. This will show the total yearly demands of different food products in M city (including both rural population and city population). And player can see the current yearly production of different species and try to meet the total demands of M city.
Since this is eco-romantics mode, the data of rural area production is based on the game play data collected from the eco-modernist mode game-plays.
Data Analysis
Branch Y New potential farming mode B
Playing the game Platform
Endings
Game play strategy C
Game play strategy D
New potential farming mode A Branch X Branch X Branch Z Branch ?
Evaluate Update
New potential farming mode C
Inform Real-world farming
The above diagram shows how endings and branches in game informs real world farming. The game start with two camps of basic farming thoughts. Players' gameplays from both mode will be analysed and categorised into new possible farming modes and updated in game as branches that players may develop into. The game will help explore new possible farming strategies.
Eco-romantic-T Eco-romantic-LoD Eco-romantic-LoB
Branch: Eco-romantic-typical Players who enter this branch tends to follow all rules of the eco-romantic rules, they are willing to degrow and improve their BioScore to earn BioCoin and grow food to self-sufficient and get profit.
Branch: Eco-romantic-low degrow Players who enter this branch are not that willing to degrow their house. They tend to improve BioScore while maintaining spaces for human usage. They prefer earn money through BioCoin exchange.
Branch: Eco-romantic-low BioCoin Players who enter this branch maintain their life mainly throught the profits of cash crops. They are willing to degrow to reduce energy cost but not focus on earning BioCoin and BioScore.
1
Player Player 1 Player 2 Player 3
Example ending 1 - Self-sufficient
Routes to different example branches
Ending and branch system
Example ending 2 - Half- rewildExample ending 3 - Deserted
Chapter 8: Eco-romantics Simulation Game 8.8.1 City Map and Market Chapter 8: Eco-romantics Simulation Game 8.8.2 Branches and Endings of the Game RC 1 Monumental Wastelands 140 141 Project Title
Iteration 1 Iteration 2 Iteration 3
The first version of Iberaland game is a simple planting and scoring game using BioCoin system with only one mode. The game map is generated with WFC based on the real world and the scoring system is also based on real world performance of different plants. The initial game aim is to find a planting pattern that can balance ecology and economy. However the choices players can make are very limited and the game will have fixed best solution.
The second version of the game is made into two modes based on two popular school of thoughts on farming, the eco-modernist and eco-romantics. The game's site also enlarge to include both rural area and city area. Both modes are still using the BioCoin system for evaluation. This version improved the freedom of players' action in game. However the communication between two modes and the what happens after game ends is undeveloped.
The third (current) version of the game still starts from the two modes. But players in each mode will finally enter differernt branches depends on their game decisions. The branches are not fixed and will be updated according to the global game-play stats analysis. The game-play that passed the evaluation will be analysed to form new farming modes, which develop from the two basic modes. This allows the game become more open and generative.
Ver.2 Exchange
Iteration 1
Iteration 2 Iteration 3
Ver.1 Planting
A simple planting function. Players can select plants and plant on terrain.
Ver.2 Voxels Updated the degrow and regrow function. Voxel building system is added.
Ver.3 NPC and narration NPC system and narration function is added to make the game more playable.
Ver.1 Exchange An exchange centre where player can exchange between Euros and BioCoin.
Ver.2 Rooftop The planting function in eco-romantic mode is adapted to rooftop function.
Ver.3 Site development The site is fully developed including NPC houses, player house and market, etc.
Ver.1 Building (demo)
A
tested demo for future voxel building and flat remodel function.
The
UI of exchange centre is simplicied and players can exchange between BC, Euro and energy.
Ver.3
UI and aesthetics
Updated
the UI and aethetics of the game to make all function more clear and playable.
Chapter 8: Eco-romantics Simulation Game 8.9.1 Iterations of Game Rules Chapter 8: Eco-romantics Simulation Game 8.9.2 Iterations of Game Functions RC 1 Monumental Wastelands 142 143 Project Title
Chapter 9: Game-play Data Analysis 9.1 Collect Data RC 1 Monumental Wastelands 146 Chapter 9: Game-play Data Analysis 9.2 Eco-Modernist Data Analysis
This kind of players tend to find sustainable strategy and make profit by finding chances in the eco-romantics planting and scoring rules. They are willing to degrow and reduce human occupancy rate and plant both edible species to meet the demand and eco-friendly species to increase their BioScore and gain profit from BioCoin and crop product selling.
This method spend money and energy to form its system gradually by adjusting species in the first half of the year, and all data becomes stable later.
All data of this sample game-play
Available energy
Game-play data analysis overview
Player strategy type: Eco-modernist-typical
Plant types: balanced in daily veggies
Degrow: willing to degrow
Plant location: more likely to grow plants in their own flat and rooftop area
Stratergy: follow the eco-r's rule, degrow to reduce needed energy for human activity and plant balanced species to maintain bioscore and euro income Timeline: gradually adjust strategy in the first half year.
This kind of players tends to survive the game by exchange money and energy with BioCoin, while they are not likely to degrow their house and still keep high human using rate. They strategically plant BioScore-earning plants on balcony and ceiling which won't affect human's activity area. And plant edible or profitable species in public greenhouse and rooftop to meet own needs or gain extra money. This method needs to form the system fast, most players of this type finish arranging plants in the first few months.
All data of this sample game-play
BioCoin
Available energy
Game-play data analysis overview
Player type: Eco-modernist-LoD (low degrow)
Plant types: prefer only eco-species and cash species Degrow: unwilling to degrow Plant location: use more rooftop and public greenhouse, use only the unoccupied area like balcony of the flat
Stratergy: plant profitable edible spieces in public greenhouse and plant eco-friendly species in flat for higher bs and bc, then exchange to money to pay for energy Timeline: prefer forming the circulation quicker
Plant preference
Euros
Player BioScore (blue) and average BioScore (red)
BioCoin
Plant preference
Euros
Player BioScore (blue) and average BioScore (red)
Chapter 9: Game-play Data Analysis 9.3 Types of Eco-romantics Game-play Data RC 1 Monumental Wastelands 150 151 Project Title
This kind of players survive the game without making much profits from BioCoin system. They tend to plant cash crops to directly earn euros, and they are willing to degrow to reduce human energy consumptiona and willing to use solar equipments to earn energy. This method also prefers settling all plants quicker in first few month to get profit sooner. The BioScore is obviously below average so they will not get BioCoin bonus. But once all species start to harvest, their income will be stable to cover daily consumption.
All data of this sample game-play
Available energy
Game-play data analysis overview
Player type: Eco-modernist-LoB (low BioCoin)
Plant types: prefer cash species
Degrow: willing to degrow
Plant location: prefer using more rooftop and own flat
Stratergy: give up following the bio-coin system, plant profitable edible spieces and degrow the house to balance energy and euro
Timeline: prefer plant in the first 3 month to get profit quicker
Data
Choices decide game branches
Game data collection
Platform evaluates the game-plays Data on platform updated in game
Game data sent to platform
The data of successful game-plays (survived certain time in game) are recorded and analysed. The behaviour modes of players are categorised and made into different new farming modes. Then these modes will be applied in the simulation game, and become branches that players can enter. Real-world users can check global stats of the game including all detail choices of the game play on the platform to inform their real-world farming choices. Also, the market trading volume, food prices and BioCoin exchange rate will be collected through the platform and updated in the game to make the simulation game up to date.
Game-play results sent to platform
Plant preference
Euros
Player BioScore (blue) and average BioScore (red)
BioCoin
Chapter 9: Game-play Data Analysis 9.4 Game-play
and Platform RC 1 Monumental Wastelands 152 153 Project Title
the platform bound with the simulation game. The game play data will be fed to the platform to improve the system.
The market function aims to make the transparent food supply chain so that people can fully understand crop information and improve their consumption structure. To achieve our ultimate goal of balancing ecological and economic values. Voxel information is also shown here. Then users can trade Bio-coin on the platform, this is how bio-coin helps connect eco and market.
Also, users can upload original designs to the game developers to get tested in the game and have further impacts on the real world.
My AccountExchange Rate Upload Design
Brick #1 Size: 23*15*13 (cm) BC 0.01 BC 0.01 BC 0.01 BC 0.01 BC 0.01 BC 0.01 Size: 23*15*13 (cm) Size: 23*15*13 (cm) Size: 23*15*13 (cm) Size: 23*15*13 (cm) Size: 23*15*13 (cm) weight: 500g weight: 500g weight: 500g weight: 500g weight: 500g weight: 500g Brick #2 Brick #3 Wood #1 Wood #2 Brick #4 BioPlanet is
Price Price SourceAgricultural Product
Plant Analysis Sunlight AnalysisStructure
Store Degrow Module
My Design
Material Storage Bartering
Map 9.3 Platform Chapter 10: Platform 10.1 Introduction of All Functions Chapter 10: Platform 10.2 Online Store RC 1 Monumental Wastelands 156 157 Project Title
Materials Storage Materials Storage
Members can make voxels from their waste materials by their own. And there will be two way to dispose of these scraps. One is to deal them by members themselves. The other one is sent the scrap to the factory of Iberaland. The fatocry will recycle and reproduce the materials. Then, it will return the new materials to the members. There is also a materials storage of Iberaland, which enable members exchange, purchase, sell and store the materials.
Machine Learning
Ready-touse materials Indirectly used materials
Materials Recycle And Reproduce
Members can choose two different production method: factory production and manually production. They borrow the brick press machine from the system.
The cost of borrowing the machine will be charged to future bio-coin income. The Iberaland system encourages members to choose a more eco-friendly way
SmallLarge
Broken Brick
Broken Concrete Wood Scraps
Materials Storage
The system will help you calculate how much material members need for the regow and
Calculate Quantity
Rebirth Brick
Factory Production
Manually Production
Aggregate: crushed rubble (concrete, brick)
Fibres: wheat straw
Addition: cement & sand
Rebirth Brick Production
Advantages
1.No need to burn (eco-friendly)
2.Fast and cheap
3.Flexible size
4.Low-tech (easy for residents to learn)
Handmade Machines
1.Easy to move
2.Save spaces
3.Low-tech
4.Cheap, affordable
Transport & Location
1.Can demolish and regrow the wall and voxel at the same place
2.Reduce transport costs
the material from their house demolished
calculate what materials they need how much they need
1.Members can store the extra material in material storage for the next time hey need it.
2.Or they can exchange it with others.
Degrow Provide living space for wildlife
Regrow
Provide living sapce for Human
3.When they don't have enough material, they can purchase from bio-system
Rebirth Brick DIYFactory
Panel Board
Production Method
Brick #1 Size: 23*15*13 (cm) € 1 € 1 € 1 € 1 € BC 0.01 BC 0.01 BC 0.01 BC 0.01 BC 0.01 BC 0.01 Size: 23*15*13 (cm) Size: 23*15*13 (cm) Size: 23*15*13 (cm) Size: 23*15*13 (cm) Size: 23*15*13 (cm) weight: 500g weight: 500g weight: 500g weight: 500g weight: 500g weight: 500g Brick #2 Brick #3 Wood #1 Wood #2 Brick #4
( Liu, J., 2008 )
Chapter 10: Platform 10.3 Material Storage and Recycling RC 1 Monumental Wastelands 158 159 Project Title
Members can upload their voxels to the platform by taking photos or 3D scans. There are interfaces for "Other Designs" and "My Designs". Everyone can see the handmade voxels on the platform and learn from them.
Multiplayer mode: Members can know whether their neighbours have also signed a contract, and negotiate with them to remodel their house together,and the bio-coin they get from the remodelling will be distributed according to the proportion of the area contributed.
Advantages: more flexible than the solo mode, with the possibility of connecting two buildings.
The type of material and the source of the material is also displayed on the platform, which can inspire members on how to use the waste. Members can also click on the materials store to get the materials they need.
can deny access.
Pressure Bursting Flower Bed Panel Board Wood Pellets Animal
Bedding
Patios Fire Pits Retaining Walls Aggregate Mechanical Bursting Highlights Chemical Bursting Highlights Pneumatic and Hydraulic Breakers Concrete Demolition Methods Concrete Recycling Type oversize 90mm+ 90 - 10mm fines < 10mm
Upload Design
Users
Recycling Concrete
Recycling
Wood
Handmade
Voxel Upload Cooperation System Chapter 10: Platform 10.4 Upload and Cooperation System RC 1 Monumental Wastelands 160 161 Project Title
Chapter 11 Conclusion Iberaland RC 1
Monumental Wastelands
Ecological Score
The ecological score is an essential evaluation factor in our project. Ecological score in Iberaland system includes water score, soil score, and bio-diversity score. Therefore, our project needs to improve the ecological score, reflected by the ecosystem.
If an area that adopts Iberaland system is get improved through different perspectives is the most critical evaluation in our project.
Conclusion
Iberaland, as a system, aims to solve the conflict between economy and ecology and fill the gap between city and farmland. However, in our project, negotiating between ecology and economy and simulating players' behavior is difficult to achieve. Therefore Iberaland proposes using video games that allow consumers and farmers to attend the game. Moreover, the recorded game results can be used to predict environmental changes after a system intervention.
Moguer, an low spatial efficiency town that depends on agriculture in southern Spain, is selected as the testing case of the project. The profit-driven agricultural industry is causing significant damage to the local ecology. It has caused the reduction in local wildlife habitats.
Meet market demand
The market in our project is a place where users (Eco-Modernist and Eco-Romantic) can exchange their ideas about planting. Our project can prevent wasting but also meet the market demands is part of the evaluation system.
In the decoding phase, local landscape, ecological score, and architecture usage are detected, analyzed, and recorded into the database with object detection, drones, real-time recognition, Machine learning, and the internet of things. The Moguer building usage and landscape study establishes different voxels and planting options for the city and farmland.
To balance the ecology and economy and simulate players' behaviors, we introduced Bio-coin and Bio-score (related to ecohealth) into our system. Players can take part in the recording process of the project. The video game as a simulator and agricultural instructor has a few steps, including information signing up, questionnaires, planting, trading, and voxel making extra. In Iberaland, there are two modes for users, one is Eco-Modernist, and the other is Eco-Romantic. In both modes, users need to meet market demands and co-habit with non-human species. Users can choose the pre-designed voxels and different kinds of plants from platform. And users can also DIY their own voxels and upload them to Iberaland application. Overall, the Iberaland video game tries to help balance the ecology and economy by simulating individual behaviors.
Balance economy and ecology
The ultimate aim of our project is to balance the economy of agriculture and ecology.
And we set a series of objectives to achieve this aim.
After the intervention of Iberaland system, the conflicts between farmland and the city can be resolved. However, if the ecological information gap can be filled is also a key factor we need to
However, the balance between ecology and economy, consumer preference, and market demands have revealed the complexities of the simulation process. As a result, some users may cheat the Bio-coin-making process. How much can this video game help agricultural decision-making and improve the ecosystem is not clear. We hoped to test this tool in more cases and improve the simulation process, and applied in a wider context to fill the gap between city and farmland.
Acknowledgment
User can get benifit from platfofm Iberaland uses Bio-score, which is related to ecological health, and Bio-coin, an ecological token, to simulate how individual behaviors may affect the environment. If users can benefit from the platform, trading and planting is the most important motivation for introducing and using the platform. It is also the key reason to keep the platform running.
We want to express our gratitude to all those who helped us complete this thesis. First of all, we want to thank Deborah Lopez and Hadin Charbel, our supervisors, for their help and guidance in each step of our project. We want to thank Albert BrenchatAguilar for helping our theory. Sherif Eltarabishy, Zehao Qin, and all of our skills tutors who help our project technically complete. We want to thank our families and friends who always support us. Finally, we thank UCL Bartlett School of Architecture for providing us with opportunities and resources for higher education.
RC 1 Monumental Wastelands 164 165 Project Title
Chapter 10 Conclusion The evaluation of the IBERALAND
Chapter 11: Conclusion 11.1 The evaluation and conclusion Iberaland
RC 1 Monumental Wastelands 166 167 Project Title Chapter 11: Conclusion 11.2 Video Making Storyboard
Eco-modernist
Game-play Platform Eco-romantics Game-play Find a balanced farming method. Link it to reality Find a sustainable degrow strategy.. Ecological Issue Iberaland System 'I can live without avocado but can't live without water' Aim to balance ecological and economic profits left vacant houses in small citiesResident Occupancy Issue
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Chapter 11: Conclusion
Iberaland RC 1 Monumental Wastelands 168 169 Project Title Chapter 11: Conclusion 11.3 Reference List