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Re(2): [ox] subject city - stadt der subjekte



Benni schreibt:
Das ist vielleicht wirklich mal ein interessantes Webprojekt. Nur mit
den Tabellen ist es aber wahrscheinlich nicht getan, weil sich jeder
was anderes unter diesen Rohdaten vorstellt. Man müsste also noch
einen Diskussionsprozess haben, der z.B. genauer definiert, was ein
Eintrag "T-Shirt" in der Datenbank den nun genau bedeutet. Und da
steckt der Teufel wohl im Detail.

wie wahr!


Vom Ansatz her hab ich auch ein bisschen Probleme damit, Bedürfnisse
auf diese Art quantifizieren zu wollen. Das muss aber nicht heissen,
dass das nicht trotzdem sinnvoll sein kann.

Vom Ansatz her müßte man wahrscheinlich auch reflektieren, was
Bedürfnisse bedeuten und wie sie sich vertragen.

wir haben 1994 einen Aufsatz von Richard Levine publiziert, der
ein "sustainability negociation game" beschreibt, also einen 
dynamischen Prozeß der Verhandlung, der zu nachhaltigen Resultaten
führt. das wollte ich immer schon in Bezug auf die freie koop 
loswerden, daß sie ja gar keine Werkzeuge hat, um zu nachhaltigen
Resultaten zu gelangen. Aufkündigen werde ich wohl immer nur
etwas was schlecht verhandelt ist ;-)

ganzer Aufsatz nachzulesen auf:
http://www.inode.at/give/93/levine.htm

wichtige Passage:

In the generation of a Sustainable Village Implantation, a variety of
computer aided processes are employed, including CAD, GIS, and systems
modeling software. The process involves first the assembling of many
different relatable and interchangeable modules dealing with energy,
agriculture, architecture, urban design, industry, economics,
construction, infrastructure, governance and social programme. From this
point the "Sustainable City Game" is played, by anyone who may be
interested in the prospect of sustainable cities. At first the game is
played at a simple level with the players, who may be both lay people or
experts in various disciplines or industries, attempting to follow their
ideas or their self-interests to construct city models or more likely
partial models, of activities (manifacturing, energy production) or places
(neighborhoods, schools, piazza's) which may be of interest to them within
a hyperthetical city. As the "game" proceeds almost anything may be
proposed, even activities normally perceived to be unecological (ex.
normally polluting manufacturing activities). The game process is one of
modell building through negotiation. In the sustainable cities game a
proposed structure, system or activity, to be viable within this process,
must either negotiate local balance seeking reltionships with other
activities (following the Second Operative Principle of Sustainable
Cities), or it must find a linkage with larger scaled systems or
activities which assure the resonsibility for rebalancing any negative
consequences of the local process (following the Fifth Operative Principle
of Sutainable Cities). 

As the game proceeds partial models may be assembled by different players
of dwellings, neighborhoods, shopping streets, squares, schools, hotels,
factories, infrastructure, parks and recreational facilities, churches,
agriculture, and so on. The first models which are constructed are
relatively simple ones. Each constructed model is stored in a data base
and its qualitative and quantitative characteristics - its imbalances and
its characteristics of compatibility with other potential modules are
noted. Each stored model is a "free body", that is, a semiautonomous yet
still incomplete open system, as it has its own coherent internal
structure; yet it has "loose ends" or imbalances at its periphery. (If it
were a complete closed system, it couldn't be conneted to anything else
and couldn't become part of the sustainble city. Our present cities are
composed of an architecture which is conceptually closed, but systemically
open, thus giving cities the disadvantages of both!). The process of
assembling these partial models involves combining them with other
potentially compatible and complementary partial models in such a way that
these inputs and outputs, or loose ends at their periphery become their
opportunity for connection and through such connections the growing
city/system is brought toward balance. These larger models are each
available in subsequent play as either starting points or default
conditions for constructing new models. For example, they may be used for
fleshing out a city by quickly taking previously constructed neighborhoods
or piazzas out of the data base and assembling a number of them together
to create a rough model of a new Implementation, ready for modification or
redesign. 

The game is a guided process in which the First law of Relational
Sustainability is conserved ("While it is favored that activities and
components be economical and efficient at their own scale, what is
essential is that such components and activities, whether or not they are
efficient, become part of a balance-seeking process or system at a larger
scale."). Thus many games are played over time, creating modules and
models which are stored in the computer and are available for later use in
other games. They are stored both as architectural/urbanistic entities,
but also in terms of their many nonspatial characteristics, both
qualitative and quantitative, which are contained in the data base. The
modules are stored as free bodies, that is as organs which may be
implanted (transplanted) within an organism, with a notation of all the
inputs which would be necessary to sustain them and the outputs which may
either be used as resources by larger neighborhood or city or which would
need to be rebalanced at a larger scale within the city/organism. As the
game continues to be played, the moduls become more extensive, more
complex and more varied. Families of details accumulate at the smallest
scales and families of whole cities emerge at the largest scale. The
families of cities are complex and dynamic as they are assembled from
compatible and potentially interchangeable details, modules and models at
many different scales. Thus a city model as it is housed in the computer
is not a static three dimensional form. Instead, it is a living
organization of variable relationships which, as they are molded and
modified, carry with them the systems characteristics and information
which animates the rebalancing process, which develops the city's
complexity and keeps it sustainable. 

The Interactive Construct in the gaming process is built with several
different sorts of models, from geographic and economic models to
industrial process models to architectural/urbanistic models. While
"ecological" activities have a tendency to be preferred in choosing the
models and processes, it may often occur that an activity normally
considered to be ecological in and of itself, may be rejected when it
cannot find a balancing process within that particular model, while an
activity normally considered to be unecological may be accepted, bcause
all of its normally negative aspects have negotiated their balance seeking
responses within the city. This discussion reveals that there can really
be no ecological activities in isolation, i.e. outside a sustainable
system and by the same token, every activity within a city which operates
through balance seeking principles, is or becomes a sustainable one. 


________________________________
Web-Site: http://www.oekonux.de/
Organisation: projekt oekonux.de


[English translation]
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