Customizing Urban Pattern through an Agent-Based Approach

Author:

Araghi Salman Khalili1,Esmaeili Afshin2,Hushlak Gerald3,Hushlak Anna4

Affiliation:

1. Faculty of Environmental Design, University of Calgary, Alberta, Canada

2. Faculty of Computer Science, University of Calgary, Alberta, Canada

3. Department of Art, University of Calgary, Alberta, Canada

4. School of Geography and Environment, University of Oxford, Oxford, UK

Abstract

This paper discusses the 3D space customization of design concepts within self-generated sculpture as an instigator for design of urban pattern. Appropriating from the concept of computer fuzzy logic, fuzzy design prods serve as exemplars of naturally occurring swarm behaviors. The hybridization of design through the ‘mistake' and the different material vocabularies serve as departure points for the conceptualization of image breeding in 2D and for 3D grouping within urban pattern. Additive and eroding material processes spawn rule-based agent behaviors that assist the designers/artists to conceive and to enhance appearance and place. In an iterative process, swarm entities physically augment forms in an organic manner. The designer becomes the voyeur of their own creative input as swarm behaviors influence the placement and grouping of architecture/sculpture within the urban pattern of cities. In particular, this paper focuses on the agent-based approach whereby swarm behavior classifies residential, commercial and green spaces within urbanized areas.

Publisher

IGI Global

Subject

Artificial Intelligence,Computational Theory and Mathematics,Computer Science Applications

Reference20 articles.

1. Colakoglu, B., & Dionyan, S. (2005). A Parametric Form Generator-ConGen, Digital Design: The Quest for New Paradigms. 23nd eCAADe Conference Proceedings (pp. 623-628). Lisbon, Portugal.

2. Swarm.;R.Csaszar;American Craft,2006

3. DeLanda, M. (2002). Deleuze and the Use of the Genetic Algorithm in Architecture. In N. Leach (Ed.), Designing for a Digital World (117-118). John Wiley & Sons.

4. The Virtual Ecosystem as Generative Electronic Art

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