the thing itself (or its environment) shows a clue that people naturally perceive how to use it. To use the example in chat, it's like: the typing window means that people can type text here, and then the text will be seen by everyone.
Secondly, I think affordence provides a kind of artifactual thinking. It allows us to think outside the limits of nouns, like the chat interface where we can edit the font color and size of the chat. It's not just about designing font styles, it's about creating affordence that expresses people's emotions; for example, a large red font expresses a sense of urgency. For example, a large red font expresses a sense of urgency, while a yellow font with an underlying color expresses a relaxed atmosphere.
It is a park of a future world that is free to generate diverse spaces according to its objectives, and I was inspired by the biological behaviour of slime molds
Slime molds are representative of group intelligence: individuals are single-celled, but colonies move reproductively as if they had intelligence and can find the shortest path between foods.
slime mold is a protoplasmic mass (a complex colloid) formed by the aggregation of multiple cells that "crawl" around in search of food. This maps out the optimal path between foods, resulting in a complex and fascinating network. Scientists have experimented with slime molds before, and perhaps more widely known is the experiment using the fungus Phyllostachys multilocularis to map the Tokyo transport network
In My Park, the "slime molds looking for food" - a network of paths that crawl around due to this behaviour - will become part of the park's architectural structure.
First Users can place a point (in the centre of the diagram) as an emitter. Next, Users places some points as target points (food for the slime). The GIF shows the effect of my park with a stable network of park buildings built up from the user's target points
Users can add/drop target points at different points again to change the shape of the park! People walk and play in the park as if they were in a maze, with a variety of spaces creating different experiences!
Users can also put in obstacles and make the park structure work around them!
Enjoy it!
I am fascinated by the fact that thousands of birds fly in flocks, and that the flock can change shape freely as a whole without a unified command. For a flock of birds, the most intelligent state should be some kind of "unity and tension". This state is exactly between "order" and "disorder", similar to the critical point of phase change, when a group can maintain its stability, but also to ensure that the information of individuals in the group can be effectively transmitted.
Examples of swarm behavior exist not only in birds, but also in schools of fish, insects, bacteria and humans. Swarm behavior was first simulated on a computer in 1986 using the simulation program boids. The simplest mathematical model of a fauna usually represents individual animals as having three rules.
Swarm is used in many fields. First, I review visual artworks, including digital paintings, audiovisual artworks, immersive and haptic artworks (virtual and augmented reality). Generative art is a contemporary trend that uses autonomous agents to generate artworks by following a set of rules. In the last decade, artists and architects have used swarm intelligence as a new tool to create art in their attempts to demystify and visualize its characteristics and behaviors, such as abstract paintings on a virtual canvas. This not only produced original works of art, but also provided a solution to the problem of rendering and visualization. Each agent is assigned a specific color and follows a simple set of rules. These agents can, for example, move and leave traces on a 2D or 3D canvas. Over time, these traces fade, adding a sense of depth and temporal dynamics to the final image.
Fig. You Pretty Little Flocker (2008) illustrates the effect of altering size preference (SP) on the resultant form. Left, SP = 1; center, SP = 0; right, SP = 0.5. © Image Credit: Eldridge (2015)
Another example is an audio-visual performance system with interactive, immersive, and generative elements produced by Flowspace (Bisig et al., 2011) (Fig. /) that controls algorithmic visual and musical composition through the simulation of flock behavior by ISO Flock and ISO Synth Libraries. The system explores the structure of self-organizing multi-agents and their potential to shape musical dynamics in the context of interactive installations.
Fig. Flowspace installation forMilieux Sonores exhibition (about sound, space, and virtuality) that was shown in Kunstraum Walcheturm in Zurich in 2009 and in the Gray Area Foundations for the Arts in San Francisco. © Image Credit: Bisig et al. (2011)
Steven Johnson (2002) proposed that a city was a manifestation of emergence and a dynamic adaptive system, influenced by interactions with neighbours, informational feedback loops, pattern recognition, and indirect control. In his opinion “the city is a pattern in time,” a collective that is more than the sum of its individual parts. Neil Leach (2009) developed a new computational methodology for modelling urban forms and software to simulate emergent logics, inspired by a colony of ants or flock of birds. Architects Roland Snooks and Robert Stuart-Smith (2009) speculated about an urban design methodology based on the emergent capacities of swarm intelligence in their ongoing practice at Kokkugia.
Fig. Swarm Urbanism (2011) a speculative proposal posits an urban design methodology based on the emergent capacities of swarm intelligence in rethinking of the current redevelopment of the Melbourne Docklands. © Image Credit Leach & Snooks (2011)
Fig:Swarm Study IX (2016) inhabits the facade of Hauptbahnbof Chemnitz main railway station, Germany. © Image Credit Jan Bitter & Random International, 2021
I believe that applying swarm logic to urbanization can be a meaningful topic to transform the concept of master planning to that of a master algorithm as an urban design tool. This shift changes the concept of urban design from a series of reduced scale decisions to an emerging complex urban system generated by a series of micro or local interactions. Urban goals are coded into a set of autonomous, self-organizing agents. This forms a system that is responsive to political, economic and social changes in the urban environment in the urban setting.
The swarm phenomenon seems to me to symbolize on the one hand the principle of embracing ambiguity and uncertainty. It can be used as a cultural metaphor to symbolize the possibility of breaking with established conventions and accepting the principle of ambiguity. For example it addresses the relationship and overlap between artificial systems (architecture/art etc.) and natural processes as a juxtaposition of swarming behavior and technological devices. The methods used by artists in creating swarm art are also diverse. Some artists focus their creative decisions on designing the properties and behaviors of the swarm. These artists develop unique analog types and robotic objects that then form the core of the artwork. The other side emphasizes the relationship between individuals and swarms, how swarms are formed from individual organizations through rules. It is like a mechanism of coordination.