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When working on urban planning projects there are usually multiple aspects to consider. Often these aspects are contradictory and it is not possible to choose one over the other; instead, they each need to be fulfilled as well as possible. In this situation ideal solutions are not always found because they are either not sought or the problems are regarded as being too complex for human capabilities.To improve this situation we propose complementing traditional design approaches with a design synthesis process based on evolutionary many-criteria optimization methods that can fulfill formalizable design requirements. In addition we show how self-organizing maps can be used to visualize many-dimensional solution spaces in an easily analyzable and comprehensible form.The system is presented using an urban planning scenario for the placement of building volumes.
Im vorliegenden Beitrag wird ein Framework für ein verteiltes dynamisches Produktmodell (FREAC) vorgestellt, welches der experimentellen Softwareentwicklung dient. Bei der Entwicklung von FREAC wurde versucht, folgende Eigenschaften umzusetzen, die bei herkömmlichen Systemen weitgehend fehlen: Erstens eine hohe Flexibilität, also eine möglichst hohe Anpassbarkeit für unterschiedliche Fachdisziplinen; Zweitens die Möglichkeit, verschiedene Tools nahtlos miteinander zu verknüpfen; Drittens die verteilte Modellbearbeitung in Echtzeit; Viertens das Abspeichern des gesamten Modell-Bearbeitungsprozesses; Fünftens eine dynamische Erweiterbarkeit sowohl für Softwareentwickler, als auch für die Nutzer der Tools. Die Bezeichnung FREAC umfasst sowohl das Framework zur Entwicklung und Pflege eines Produktmodells (FREAC-Development) als auch die entwickelten Tools selbst (FREAC-Tools).
In the Space Syntax community, the standard tool for computing all kinds of spatial graph network measures is depthmapX (Turner, 2004; Varoudis, 2012). The process of evaluating many design variants of networks is relatively complicated, since they need to be drawn in a separated CAD system, exported and imported in depthmapX via dxf file format. This procedure disables a continuous integration into a design process. Furthermore, the standalone character of depthmapX makes it impossible to use its network centrality calculation for optimization processes. To overcome this limitations, we present in this paper the first steps of experimenting with a Grasshopper component (reference omitted until final version) that can access the functions of depthmapX and integrate them into Grasshopper/Rhino3D. Here the component is implemented in a way that it can be used directly for an evolutionary algorithm (EA) implemented in a Python scripting component in Grasshopper
The structure and development of cities can be seen and evaluated from different points of view. By replicating the growth or shrinkage of a city using historical maps depicting different time states, we can obtain momentary snapshots of the dynamic mechanisms of the city. An examination of how these snapshots change over the course of time and a comparison of the different static time states reveals the various interdependencies of population density, technical infrastructure and the availability of public transport facilities. Urban infrastructure and facilities are not distributed evenly across the city – rather they are subject to different patterns and speeds of spread over the course of time and follow different spatial and temporal regularities. The reasons and underlying processes that cause the transition from one state to another result from the same recurring but varyingly pronounced hidden forces and their complex interactions. Such forces encompass a variety of economic, social, cultural and ecological conditions whose respective weighting defines the development of a city in general. Urban development is, however, not solely a product of the different spatial distribution of economic, legal or social indicators but also of the distribution of infrastructure. But to what extent is the development of a city affected by the changing provision of infrastructure? As
Das vorliegende Arbeitspapier beschäftigt sich mit der Thematik der Nutzerinteraktion bei computerbasierten generativen Systemen. Zunächst wird erläutert, warum es notwendig ist, den Nutzer eines solchen Systems in den Generierungsprozess zu involvieren. Darauf aufbauend werden Anforderungen an ein interaktives generatives System formuliert. Anhand eines Systems zur Generierung von Layouts werden Methoden diskutiert, um diesen Anforderungen gerecht zu werden. Es wird gezeigt, dass sich insbesondere evolutionäre Algorithmen für ein interaktives entwurfsunterstützendes System eignen. Es wird kurz beschrieben, wie sich Layoutprobleme durch eine evolutionäre Strategie lösen lassen. Abschließend werden Fragen bezüglich der grafischen Darstellung von Layoutlösungen und der Interaktion mit dem Dargestellten diskutiert.
In this paper we introduce LUCI, a Lightweight Urban Calculation Interchange system, designed to bring the advantages of calculation and content co-ordination system to small planning and design groups by the means of an open source middle-ware. The middle-ware focuses on problems typical to urban planning and therefore features a geo-data repository as well as a job runtime administration, to coordinate simulation models and its multiple views. The described system architecture is accompanied by two exemplary use cases, that have been used to test and further develop our concepts and implementations.
In this paper we introduce LUCI, a Lightweight Urban Calculation Interchange system, designed to bring the advantages of a calculation and content co-ordination system to small planning and design groups by the means of an open source middle-ware. The middle-ware focuses on problems typical to urban planning and therefore features a geo-data repository as well as a job runtime administration, to coordinate simulation models and its multiple views. The described system architecture is accompanied by two exemplary use cases that have been used to test and further develop our concepts and implementations.
In this paper we introduce LUCI, a Lightweight Urban Calculation Interchange system, designed to bring the advantages of a calculation and content co-ordination system to small planning and design groups by the means of an open source middle-ware. The middle-ware focuses on problems typical to urban planning and therefore features a geo-data repository as well as a job runtime administration, to coordinate simulation models and its multiple views. The described system architecture is accompanied by two exemplary use cases that have been used to test and further develop our concepts and implementations.
Die im vorliegenden Buch dokumentierten Untersuchungen befassen sich mit der Entwicklung von Methoden zur algorithmischen Lösung von Layoutaufgaben im architektonischen Kontext. Layout bezeichnet hier die gestalterisch und funktional sinnvolle Anordnung räumlicher Elemente, z.B. von Parzellen, Gebäuden, Räumen auf bestimmten Maßstabsebenen. Die vorliegenden Untersuchungen sind im Rahmen eines von der Deutschen Forschungsgemeinschaft geförderten Forschungsprojekts entstanden.
Based on the description of a conceptual framework for the representation of planning problems on various scales, we introduce an evolutionary design optimization system. This system is exemplified by means of the generation of street networks with locally defined properties for centrality. We show three different scenarios for planning requirements and evaluate the resulting structures with respect to the requirements of our framework. Finally the potentials and challenges of the presented approach are discussed in detail.
The described study aims to find correlations between urban spatial configurations and human emotions. To this end, the authors measured people’s emotions while they walk along a path in an urban area using an instrument that measures skin conductance and skin temperature. The corresponding locations of the test persons were measured recorded by using a GPS-tracker (n=13). The results are interpreted and categorized as measures for positive and negative emotional arousal. To evaluate the technical and methodological process. The test results offer initial evidence that certain spaces or spatial sequences do cause positive or negative emotional arousal while others are relatively neutral. To achieve the goal of the study, the outcome was used as a basis for the study of testing correlations between people’s emotional responses and urban spatial configurations represented by Isovist properties of the urban form. By using their model the authors can explain negative emotional arousal for certain places, but they couldn’t find a model to predict emotional responses for individual spatial configurations.
Der vorliegende Text beschreibt ein computerbasiertes Verfahren zur Lösung von Layout-problemen in Architektur und Städtebau, welches mit möglichst wenig Problemwissen auskommt und schnell brauchbare Ergebnisse liefert, die durch schrittweises Hinzufügen von Problemwissen interaktiv weiter ausgearbeitet werden können. Für das generative Verfahren wurde eine Evolutions-Strategie verwendet, die mit Mechanismen zur Kollisionserkennung und virtuellen Federn zu einem hybriden Algorithmus kombiniert wurde. Dieser dient erstens der Lösung des Problems der Dichten Packung von Rechtecken sowie zweitens der Herstellung bestimmter topologischer Beziehungen zwischen diesen Rechtecken. Die Bearbeitung beider Probleme wird durch schrittweise Erweiterung grundlegender Verfahren untersucht, wobei die einzelnen Schritte anhand von Performancetests miteinander verglichen werden. Am Ende wird ein iterativer Algorithmus vorgestellt, der einerseits optimale Lösungen garantiert und andererseits diese Lösungen in einer für eine akzeptable Nutzerinteraktion ausreichenden Geschwindigkeit generiert.
Nähert man sich der Frage nach den Zusammenhängen zwischen Strukturalismus und generativen algorithmischen Planungsmethoden, so ist zunächst zu klären, was man unter Strukturalismus in der Architektur versteht. Allerdings gibt es letztlich keinen verbindlichen terminologischen Rahmen, innerhalb dessen sich eine solche Klärung vollziehen könnte. Strukturalismus in der Architektur wird oftmals auf ein formales Phänomen und damit auf eine Stilfrage reduziert. Der vorliegende Text will sich nicht mit Stilen und Phänomenen strukturalistischer Architektur auseinandersetzen, sondern konzentriert sich auf die Betrachtung strukturalistischer Entwurfsmethoden und stellt Bezüge her zu algorithmischen Verfahren, wobei das Zusammenspiel zwischen regelgeleitetem und intuitivem Vorgehen beim Entwerfen herausgearbeitet wird.
This work is based on the concept that the structure of a city can be defined by six basic urban patterns. To enable more complex urban planning as a long-term objective I have developed a simulation method for generating these basic patterns and for combining them to form various structures. The generative process starts with the two-dimensional organisation of streets followed by the parceling of the remaining areas. An agent-based diffusion-contact model is the basis of these first two steps. Then, with the help of cellular automata, the sites for building on are defined and a three-dimensional building structure is derived. I illustrate the proposed method by showing how it can be applied to generate possible structures for an urban area in the city of Munich.
Previous models for the explanation of settlement processes pay little attention to the interactions between settlement spreading and road networks. On the basis of a dielectric breakdown model in combination with cellular automata, we present a method to steer precisely the generation of settlement structures with regard to their global and local density as well as the size and number of forming clusters. The resulting structures depend on the logic of how the dependence of the settlements and the road network is implemented to the simulation model. After analysing the state of the art we begin with a discussion of the mutual dependence of roads and land development. Next, we elaborate a model that permits the precise control of permeability in the developing structure as well as the settlement density, using the fewest necessary control parameters. On the basis of different characteristic values, possible settlement structures are analysed and compared with each other. Finally, we reflect on the theoretical contribution of the model with regard to the context of urban dynamics.