Computational Swarming: A Cultural Technique for Generative Architecture
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In: Footprint, No. 15, 20.11.2014, p. 9-24.
Research output: Journal contributions › Journal articles › Research › peer-review
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RIS
TY - JOUR
T1 - Computational Swarming
T2 - A Cultural Technique for Generative Architecture
AU - Vehlken, Sebastian
N1 - Titel der Ausgabe: Dynamics of Data Driven Design
PY - 2014/11/20
Y1 - 2014/11/20
N2 - After a first wave of digital architecture in the 1990s, the last decade saw some approaches where agent-based modelling and simulation (ABM) was used for generative strategies in architectural design. By taking advantage of the self-organisational capabilities of computational agent collectives whose global behaviour emerges from the local interaction of a large number of relatively simple individuals (as it does, for instance, in animal swarms), architects are able to understand buildings and urbanscapes in a novel way as complex spaces that are constituted by the movement of multiple material and informational elements. As a major, zoo-technological branch of ABM, Computational Swarm Intelligence (SI) coalesces all kinds of architectural elements - materials, people, environmental forces, traffic dynamics, etc. - into a collective population. Thereby, SI and ABM initiate a shift from geometric or parametric planning to time-based and less prescriptive software tools.Agent-based applications of this sort are used to model solution strategies in a number of areas where opaque and complex problems present themselves - from epidemiology to logistics, and from market simulations to crowd control. This article seeks to conceptualise SI and ABM as a fundamental and novel cultural technique for governing dynamic processes, taking their employment in generative architectural design as a concrete example. In order to avoid a rather conventional application of philosophical theories to this field, the paper explores how the procedures of such technologies can be understood in relation to the media-historical concept of Cultural Techniques.
AB - After a first wave of digital architecture in the 1990s, the last decade saw some approaches where agent-based modelling and simulation (ABM) was used for generative strategies in architectural design. By taking advantage of the self-organisational capabilities of computational agent collectives whose global behaviour emerges from the local interaction of a large number of relatively simple individuals (as it does, for instance, in animal swarms), architects are able to understand buildings and urbanscapes in a novel way as complex spaces that are constituted by the movement of multiple material and informational elements. As a major, zoo-technological branch of ABM, Computational Swarm Intelligence (SI) coalesces all kinds of architectural elements - materials, people, environmental forces, traffic dynamics, etc. - into a collective population. Thereby, SI and ABM initiate a shift from geometric or parametric planning to time-based and less prescriptive software tools.Agent-based applications of this sort are used to model solution strategies in a number of areas where opaque and complex problems present themselves - from epidemiology to logistics, and from market simulations to crowd control. This article seeks to conceptualise SI and ABM as a fundamental and novel cultural technique for governing dynamic processes, taking their employment in generative architectural design as a concrete example. In order to avoid a rather conventional application of philosophical theories to this field, the paper explores how the procedures of such technologies can be understood in relation to the media-historical concept of Cultural Techniques.
KW - Digital media
UR - http://www.scopus.com/inward/record.url?scp=84908542439&partnerID=8YFLogxK
U2 - 10.7480/footprint.8.2.808
DO - 10.7480/footprint.8.2.808
M3 - Journal articles
SP - 9
EP - 24
JO - Footprint
JF - Footprint
SN - 1875-1504
IS - 15
ER -