Document Type
Thesis
Degree
B. ARCH
Date
Spring 5-2016
Keywords
architecture, settlement, growth, master-planning, housing, video game
Language
English
Disciplines
Architectural Engineering | Architectural Technology | Urban, Community and Regional Planning
Description/Abstract
The position of the architect when designing is to arbitrate which information is relevant and which is not, and to do so across a broad spectrum of fields. Considering this, Christopher Alexander claimed as long ago as 1964, that “design problems are reaching insoluble levels of complexity.”This thesis focuses on informal settlement growth and how architects can investigate growth as a part of master-planning new housing. Drawing on case studies of settlements, video game logics, and existing architectural tools, a tool was developed to study the growth of settlements. This tool is based on cellular automata, a spatial and algorithmic method of computer modeling based on specific rules. The rules themselves have been developed to model settlement growth from both single house and neighborhood level as accurately as possible. The final result is a visual representation of hypothetical additions to homes over a period of time. The information produced can be used by architects to more holistically understand planning effects on settlement growth, and then to plan settlements with that informal growth in mind.
Recommended Citation
Anderson-Nelson, Ben, "Algorithmic Settlements | Modeling Informal Settlement Through Automated Generative Design" (2016). Architecture Senior Theses. 368.
https://surface.syr.edu/architecture_theses/368
Source
local input
Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.
Included in
Architectural Engineering Commons, Architectural Technology Commons, Urban, Community and Regional Planning Commons