Saturday, July 31, 2010

Cognitive City

The concept of Cognitive City is close to human mind. It can ignore the gravity and flow in any direction; it has the ability to adapt to varied responses. It has the capabilities of perception, intelligence, learning, and many others that define numerous properties of synthetic intelligence. This city can sense the environment and behaves effectively according to input form sensors. This artificial intelligence, have several autonomous (agent) entity which observe and acts upon an environment. The agents function based on the simple rules but together organized very complex mechanism in order to accomplish difficulties. In order to have a description of what organizes the city, one must study behavior itself. This type of research is closely tied to the performance of data along a neural network (data structure) which is function as a blue print for agents. In addition, by evaluating behavioral responses to different stimuli such as light, movement, colors, tones, textures, the agent can understand and trigger the next agent.

In this step by step process, I construct a 3D dynamic continuous surface which built layer by layer from the interactions of each simple module, which are monotonous by themselves. In this context, this city generated form a continuous habitable space by removing distinction between horizontal and vertical elements such as walls, floors and staircase. It is completely open and accessible space where you’re inside and outside.

Agents Quantification:

Nearest point to create family of points

Bounding box to hold metadata (data structure)

Average Distance of each point projected on the field

Amplifying y points base on the average distance

Component aggregation base on the various module

Source Book:

Society of Mind by Marvin Minsky which is about cognitive science and dose not reference physical brain structure. Instead it is a collection of ideas about how the mind and thinking work on the conceptual level. A core tenet of Minsky's philosophy is that "minds are what brains do". The society of mind theory views the human mind and any other naturally evolved cognitive systems as a vast society of individually simple processes known as agents. These processes are the fundamental thinking entities from which minds are built, and together produce the many abilities we attribute to minds. The great power in viewing a mind as a society of agents, as opposed to the consequence of some basic principle or some simple formal system, is that different agents can be based on different types of processes with different purposes, ways of representing knowledge, and methods for producing results.










Just Cook It

Dancing Pigeons - Ritalin from Blink on Vimeo.

Last week guys, just cook that shit.

MATCITY

MATCITY is a demonstration of how a recession, political turmoil, wars are catalysts for development and progress. They are capable of complicating and densifying an existing system and moving it beyond what seems possible today.





Thursday, July 29, 2010

inside vs outside

component aggregation


Hi guy

Here is where I found the tutorials for module proliferation using morph component in grasshopper. Basically, you need to define your module in Rhino and plug into the definition in GH and it will populate your geometry over a surface

continuous surface



Voronoi City




Spaces and textures in democracy

Transparency
Transition
Absolutism


Wednesday, July 28, 2010

Baraka Scene

1/4 of the way through, you'll see why I posted this amazingness.

Baraka Scene

1/4 of the way through, you'll see why I posted this amazingness.

Kleptocrac[it]y



Kleptocracy dwells on the public wealth to become a spectacle in the city. A spectacle of lavishness which forms a hub of seduction. People who do not run it can not be part of it. It tends to a disparity of the lavish and the frugal, where they are both the product of the same system, one being the shadow of the other.

Kleptocrac[it]y is required to tie these differences.



Analysis thru investigation of two conditional outcomes in the system. The above data is just one section of the whole system.

The Game of Cultural Infection









The Game of Cultural Infection is in fact played by 2 teams of players: Mankind and Nature, each combating against each other for complete dominance. Both act on a similar 10x10 grid of points that are activated by playing pieces on those points. The initial condition of the population of such a city provides that there are 1,000 people living per acre on the grid. Over time, people begin to evolve by the forming of cultural groups which skew the initial grid in the X+Y. The landscape that these pieces are acting upon (Nature) is structured on a similar grid of possible points of activation. Once a piece is played on such a point, the landscape becomes activated and is disrupted in the form of outcroppings or rifts (X+Y+Z). This rift in the landscape congruently creates a rift in the previously created cultural groups, thus displacing and mixing elements of culture across the translated grid. The cultural identity is marked by spatial forms which are in constant flux depending not only on the displacement of the people, but of the landscape as well. (D_P X D_L = S)
People --> Geometry
Culture --> Space (thanks KK)

The grid diagrams are coming. So is more acute space and transportation.

Tuesday, July 27, 2010

Sunday-ing




Once the invisible forces are transformed into visible frequencies, some transformations happen to reduce all the focus of tyranny in the city of the democracy.

1-The map of frequencies starts a process of piercing, which will connect the democracy with the tyranny infecting its underneath.
2-The connection between all the focus of infection through an infras-texture is necessary to extend the contamination.
3-The power of color infects the tyranny through a trofic process that will destroy the tyranny forever.

The tension between these parameters defines the limits and the extension of Sundaying-city.




Piercing the city



Infras-texture



Trofic process


Monday, July 26, 2010

100726_Scanner-Datascape

I inserted the scanner into the datascape (you can't see it because it's covered by boxes... but it's there). The scanner controls the territory that receives the displaced volume, or residue. When it lights up in green that means that there are more anomalies trying to enter into the santuary space than is typically "allowed". They are also the boxes that contain the scanner nodes.

This is what the scanner looks like underneath all of those boxes... I should probably feed different box face points to the scanner so it becomes 3d.. right now it works with the box centroid. the faces alone were causing problems..

I realize the quality is pathetic. We'll work on that...

New City

Installation at the MoMA. Collaboration between Greg Lynn FORM and Imaginery Forces.

Spacecollective

The Third Level
[Los Angeles, 2006]
scenario: deterritorialization, slippage/liberation, schizophrenia


The Third Level

Sunday, July 25, 2010

After Final Party

What an appropriate place to get some drinks after it's all over . . .

click on "Space"

New Jack City

Fabrics in JAX
New York City_1
New York City_2
LA_1
LA_2
Tokyo_1

Tokyo_2


Saturday, July 24, 2010

The Universe!

http://www.flickr.com/photos/adamcrowe/3362827925/sizes/l/

I'm sure you've all seen this national geographic poster before . . .

TAISO!

Check out some siiiiiiik graphics here


Friday, July 23, 2010

Fabric Base and Absract Machines

Whoop Whoop!








Howdy. So you wanted inspiration huh? Here are some images to pollute your minds. Also. . .