167 research outputs found

    Gespielter Dialog : play the city mit Ekim Tan

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    Im Spiel erfährt der Mensch die Welt. Dass dies auch partizipativen Planungsprozessen dient, erforschte Ekim Tan in Delft, bevor sie es weltweit erprobte

    Gespielter Dialog : play the city mit Ekim Tan

    No full text
    Im Spiel erfährt der Mensch die Welt. Dass dies auch partizipativen Planungsprozessen dient, erforschte Ekim Tan in Delft, bevor sie es weltweit erprobte

    Negotiation and Design for the Self-Organizing City. Gaming as a method for Urban Design

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    An understanding of cities as open systems whose agents act on them simultaneously from below and above, influencing urban processes by their interaction with them and with each other, is replacing the simplistic debate on urban participation which asks whether cities should be organized bottom-up or top-down. This conceptualization of cities as complex systems calls for new collaborative city-making methods: a combination of collaborative planning (which already embraces various agencies and derives decision-making from negotiations between them) and collaborative design (existing methods rely on rule-based iterative processes which control spatial outcomes). While current collaborative planning methods are open and interactive, they fail to simulate realistic power negotiations in the evolution of the physical environments they plan; collaborative design methods fall short in modelling the decision-making mechanisms of the physical environments they control. This research is dedicated to building an open negotiation and design method for cities as self-organizing systems that bridges this gap. Gaming as a tool for knowledge creation and negotiation serves as an interface between the more abstract decision-making and material city-making. Rarely involved in the creation of our environment, it has the unexplored potential of combining the socio-spatial dimensions of self-organizing urban processes. Diverse agents, the collaborations and conflicts within and between interest groups, and the parameters provided by topological data can all be combined in an operational form in gaming: potentially a great unifier of multiple stakeholder negotiations and individual design aspirations through which to generate popularly informed policies or design. The simple language and rules of games will allow jargon-free communication between stakeholders, experts and non-experts alike. The interactive and iterative nature of city gaming encourages the development of collective intelligence, derived from the real lives of players to be redeployed in their real urban futures. Vitally, city gaming enables the negotiation of this future, as players with conflicting interests are given an opportunity to develop compatible, even shared, visions. By transforming serious issues into a playful and engaging (although no less serious) experience, city gaming unlocks difficult conversations and helps to build communities in the long term. The urban design, policy and action plans generated collaboratively through gaming will increase social coherence and local agency, as well as cutting costs and time in urban development processes. This thesis proposes Generative City Gaming as an innovative urban planning and design method built on the tradition of serious gaming. Going beyond the educational scope of other serious games, the ultimate aim of city gaming is to become operational in urban processes – a goal in the process of making a reality since 2008, when Generative City Gaming was first applied to a real urban questions in the Netherlands, later expanding to Istanbul, Tirana, Brussels, and Cape Town. “Negotiation and Design for the Self-Organizing City” reports on six of the twelve city games played to date which were instrumental in the evolution of the method: Play Almere Haven tested whether a game based on self-organizing mechanisms could provide an urban order; Play Rotterdam questioned whether game-derived design could be implemented in urban renewal of a central Rotterdam neighborhood; Yap-Yaşa was played with real urban stakeholders for transforming Istanbul’s self-built neighbourhoods; Play Noord investigated a masterplan on hold could be fixed by unconventional stakeholders; Play Oosterwold jumped up a scale to test the rules of a flexible urban expansion plan for 4500 hectares; Play Van Gendthallen, was the first to enable stakeholders to make the leap from design to reality within the game process. The Generative City Gaming method evolves continuously. Every new case tests and proves the applicability of city gaming to a specific urban complexity, while challenging the method to adapt itself and develop new features tailored to tackle each unique urban question. Through use, this gaming method is finding its place within existing city-making procedures in a number of countries. The next big question is whether cyclical and open-ended city gaming can move beyond being a consultancy and research tool to become the principal medium of processing and executing city planning

    DSpace ile ilgili son gelişmeler

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    Çelik, Sönmez (Dogus Author)21-22 Ekim 2013 tarihinde, İzmir Yüksek Teknoloji Enstitüsü'nde gerçekleştirilen "2. Ulusal Açık Erişim Çalıştayı" adlı etkinlikte gerçekleştirilen "DSpace ile ilgili son gelişmeler" adlı sunumun görselleridir. Sunumda, açık erişim hareketi, kurumsal arşivler ve DSpace yazılımı ile ilgi güncel gelişmeler anlatılmıştır

    A complexity theoretic view of cities as artefacts of design intentionality

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    Cities are perhaps the largest and most complex artefacts created by human activity. The characterisation of an object or system as an artefact assumes the existence of some form of intentionality behind its creation. Complexity science has been used to understand the formation of cities as products of self-organization and evolution, but it has paid little attention to the role of intentionality and design in the formation of cities. So in what sense are cities artefacts? Who is the design agent behind the creation of cities? Can societies be characterised as design agents? In this paper we unravel a view of design as a capacity that is derived from certain organisational principles, irrespective of whether these are realised in a brain, a cognitive system or a society. The essay brings together insights from design research, cognitive neuroscience and complexity to propose a theory of design intentionality that can be applied to cities

    Cities: systems of systems of systems

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    Cities are systems of systems of systems. These are often viewed through their subsystems, e.g. transportation, retail, health, welfare, crime, finance, water, political, refuse disposal, and so on. Any of these subsystems has its own subsystems, without clear boundaries, but they impact on and are impacted on by other subsystems. Some things are at discernable micro-, meso- and macro-levels, with surprising interactions between those levels. They have multilevel dynamics, and new self-organised subsystems can emerge while existing subsystems can disappear, e.g. ghettos can emerge, bus routes can disappear. There can be problems from unexpected interactions between systems through overlooked connectivities, and problems can occur due to a lack of joined up government. New ways of understanding cities and their multilevel dynamics are needed. The theory of hypernetworks will be introduced as a necessary, if not sufficient, approach to providing practical policy-oriented ways of representing the bewildering complexity of cities as ever-changing systems of dynamic multilevel systems. The theory will be illustrated by plans to expand the new Dutch city of Almere

    Sarnıç

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    Tan Edebiyat Yıllığı -- Ekim, 1983

    Sen kenarda dur şairanelik

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    Tan. -- Ekim 1983, pages 10-13

    Participatory Workshops as a Tool for Building Inclusivity in New Towns in Africa

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    Africa is currently the fastest-urbanizing continent in the world. As part of this rapid growth, New Towns are increasingly employed by private developers as a means of providing well-serviced urban environments to middle- and upper-income groups. These comprehensively-planned New Towns are often seen in contrast to the perceived ‘chaos’ and ‘congestion’ of large African cities. As a result, two urban forms, the highly controlled New Towns and the unregulated settlements at their edges, engage in complex social and economic exchanges, but remain spatially segregated and socially exclusive. Current research points to the need for an alternative approach to top-down New Town planning in Africa.Participatory workshops are one alternative that can offer planners access to local knowledge that is otherwise difficult to access. This paper explores the potential of short-term reflective, design, and serious gaming workshops by reflecting on the experiences of the authors in four recent workshops. The paper evaluates the effectiveness of these workshops as useful tools to increase inclusivity in African New Towns by bringing together stakeholders with competing agendas and supporting open discussion, negotiation, and informed decision-making. The paper concludes that participation from stakeholder groups that would normally be marginalized from the planning process (such as current residents, temporary users, and residents of adjacent unregulated communities), can offer new insights to planning bodies and inform more inclusive New Towns across the continent.Vol. 6 (2020): Inclusive Urbanism: Advances in research, education and practice. ISBN 978-94-6366-317-5Space & Typ

    Hayat ve kitaplar : Nermi Uygur ve "Yaşam felsefesi"

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    Tan Edebiyat Yıllığı. -- Ekim 1982, p. 70-71
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