EVO-PARK: Designing Better Architecture Projects Using Participated and Interactive Genetic Algorithms

EVO-PARK: Designing Better Architecture Projects Using Participated and Interactive Genetic Algorithms

Stefano De Luca (Evodevo, Italy), Eugenia Benelli (Evodevo, Italy), Francesco Altarocca (University of Rome, Italy) and Dario Dussoni (University of Rome, Italy)
DOI: 10.4018/978-1-60566-352-4.ch014
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Designing good and sound architectural projects is a hard job. Generally these kinds of projects involve many stakeholders, everyone with his/her own aims, and designing activities could be very difficult to face. We can make this process easier using an “autonomous genetic design facilitator” and “collective subjective designer” to realize projects that meet needs of every part involved in. The chapter describes a methodology we suggest as a process of urban parks design. This methodology can be adapted to other situations considering many variables (and consequently a huge amount of possible solutions) and many specific needs to satisfy.
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We believe that people need and have a right to determine and shape their own environment

(Christopher Alexander)


1. Introduction

Modern democracies are built on the representative model, where citizens delegate decisions to elected people that will act on their behalf, governing on the base of greater knowledge, specific skills and so on. Decision making is submitted to all the members of society.

On the other hand, there is a definite trend towards direct participation of citizens, that wish to influence directly the agenda, the planning and the choices. Yet as far as in the 1963 Lipset asserted that “the stability of an industrialized democracy [...] legitimates open participation by all groups in the economy and the polity” (Lipset, 1963, p. 521).. Citizens participation is considered an adaptive mechanism that can “contribute to the stability and legitimacy of the larger system” (p. 529). Putnam reports that “strong traditions of civic engagement […] are the hallmarks of a successful region” (Putnam, 1993).

Governments are interested in engaging citizens to enrich the democratic participation, taking their ideas and points of view; in this way, governments, especially local ones as cities, towns and counties, can shorten the distance between citizens’ needs and the implemented planning, can improve the quality of the actions receiving suggestions from the people that live in those territories, can reduce the potential conflicts that may arise from decisions, can augment the networks and shared vision that are an important part of social capital. So there is greater and greater interest in e-participation and e-government, at International and National level (OECD, Organization for Economic Co-Operation and Development, 2003), (OECD, Organization for Economic Co-Operation and Development, 2006), (De Pietro & al., 2003), (Partecipando, 2006), (Urbact Project, Partecipando, 2006). “Social capital is not a substitute for effective public policy but rather a prerequisite for it and, in part, a consequence of it.” (Putnam, 1993).

“Sustainable cities need to reimbed themselves in ecological and cultural systems. And such reimbedding cannot take place without people’s participation in designing, planning and managing the resources that support urban life.” (Urbact Project, Partecipando, 2006) In order to promote a sustainable and democratic urban development, it’s essential to monitor urban regeneration processes by participation. Many participatory processes have been implemented in different ways and at different levels to let the inhabitants value and decide together with technicians, administrators and elected representatives the development of the places they live in (Urbact Project, Partecipando, 2006).

But how can a citizen control the decision making? And how can a citizen be informed of the problems? And how is it possible influence urban planning without a specific technical knowledge?

Indeed, a decision involves different dimensions, each one dealing with lots of parameters, so that the main goal (for instance, a new museum building) will be described in term of finance, architectural technologies, aesthetic and activity programmes of the museum, its impact on the urban context, the time needed to deliver a good and so on.

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Editorial Advisory Board
Table of Contents
Gabriele Meiselwitz
James Braman, Giovanni Vincenti, Goran Trajkovski
James Braman, Giovanni Vincenti, Goran Trajkovski
Chapter 1
Adérito Fernandes Marcos, Pedro Branco, João Álvaro Carvalho
Art objects might be described as symbolic objects that aim at stimulating emotions. They reach us through our senses (visual, auditory, tactile, or... Sample PDF
The Computer Medium in Digital Art's Creative Process
Chapter 2
Salah Uddin Ahmed, Letizia Jaccheri, Guttorm Sindre, Anna Trifonova
The interaction between art and technology, especially computing technology, is an increasing trend in the recent years. The context of this... Sample PDF
Conceptual Framework for the Intersection of Software and Art
Chapter 3
Joseph William Pruitt
The purpose of this chapter is to define the roles of engineering and design within the product development cycle looking at both the scientific and... Sample PDF
The Design of Engineering
Chapter 4
Jim Bizzocchi, Belgacem Ben Youssef
The chapter describes the synergistic integration of distinct research and creation agendas, each firmly grounded in its own set of practices and... Sample PDF
Ambient Video, Slow-Motion, and Convergent Domains of Practice
Chapter 5
Ethan Ham
Randomness is a slippery term that conveys different meanings in different disciplines. In mathematics, an individual number is random when there is... Sample PDF
Randomness, Chance, & Art
Chapter 6
Holography: Re-Defined  (pages 103-112)
Martin Richardson, Paul Scattergood
When writing this chapter it became apparent that we were not only exponents of digital holography, but also the critics. This is a problem when it... Sample PDF
Holography: Re-Defined
Chapter 7
Lorenzo Picinali
What is the real potential of computer science when applied to music? It is possible to synthesize a “real” guitar using physical modelling... Sample PDF
3D Sound Simulation over Headphones
Chapter 8
Raphael DiLuzio
This is a guide for working with a visual art form using a digital time-based medium. This chapter will provide an overview of the necessary... Sample PDF
Broken Cinema: The Eye and Hand in a Time-Based Art
Chapter 9
Ambivalent Interplay  (pages 146-161)
Heejoo Kim
The human vision, the most ubiquitous receptor of the human senses, has been the prevailing sensory organ for a noticeable manifestation of visual... Sample PDF
Ambivalent Interplay
Chapter 10
Yueh Hsiu Giffen Cheng
The development of net art originates from the rising of net media generally. During the past two decades, Net art has overthrown the standards of... Sample PDF
The Aesthetics of Net dot Art
Chapter 11
Nicola Quinn, Annette Aboulafia
People have used tools for artistic expression for millennia. Relatively recent is the use of digital technology to afford the creation of art.... Sample PDF
A Graphics Tablet as a Fine Art Tool
Chapter 12
Greg J. Smith
This text seeks to contextualize the history of and discourse surrounding information visualization. It positions visualization in relation to... Sample PDF
Information Visualization and Interface Culture
Chapter 13
Benjamin David Robert Bogart
“Memory Association Machine” (also known as “Self-Other Organizing Structure #1”) is the first prototype in a series of site-specific responsive... Sample PDF
Memory Association Machine
Chapter 14
Stefano De Luca, Eugenia Benelli, Francesco Altarocca, Dario Dussoni
Designing good and sound architectural projects is a hard job. Generally these kinds of projects involve many stakeholders, everyone with his/her... Sample PDF
EVO-PARK: Designing Better Architecture Projects Using Participated and Interactive Genetic Algorithms
Chapter 15
Sergiy Rakov, Viktor Gorokh, Kirill Osenkov
The chapter discusses the possibilities modern IT opens for Mathematics and its applications to real life, in particular to Art – by an example of... Sample PDF
Mathematics, Computer Mathematical Systems, Creativity, Art
Chapter 16
Jim Barta, Ron Eglash
Students who may typically view mathematics as a sterile and disjointed subject are learning new skills and concepts using a suite of virtual design... Sample PDF
Teaching Artful Expressions of Mathematical Beauty: Virtually Creating Native American Beadwork and Rug Weaving
Chapter 17
Mia Kalish
One visualization in Diné philosophy is four small dots arranged in a circular sequence at 90°, 0°, 270°, and 180°. Each position is associated with... Sample PDF
Visual Analytics and Conceptual Blending Theory
Chapter 18
Lindsay Grace
Enculturation is the act of passing cultural ideologies from one person to the other. It is what breeds innovation instead of new creation. It is... Sample PDF
The Challenge of Enculturation on Art
Chapter 19
Lindsay Grace
Software is philosophical. Software is designed by people who have been influenced by a specific understanding of the way objects, people and... Sample PDF
The Philosophies of Software
Chapter 20
Technological Social-ism  (pages 343-374)
Judson Wright
Culture is a byproduct of our brains. Moreover, we’ll look at ways culture also employs ritual (from shamanistic practices to grocery shopping) to... Sample PDF
Technological Social-ism
Chapter 21
Stephen A. Schrum
As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first... Sample PDF
Theatre in Second Life® Holds the VR Mirror up to Nature
Chapter 22
Machinima in Second Life  (pages 396-416)
Stephany Filimon
This chapter provides a brief history of machinima, films created by computer users within virtual worlds, and focuses on machinima produced within... Sample PDF
Machinima in Second Life
Chapter 23
Andrew Jinman
Massively multiplayer online role-playing games (MMORPGs) are becoming an increasingly popular recreational activity for social engagement.... Sample PDF
Player Motivation and Understanding Game Dynamics
About the Contributors