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Showing posts with label Urban Design. Show all posts
Showing posts with label Urban Design. Show all posts

7.02.2013

"Cities are being redrawn according to Google's world view"

"Imagine how the experience of Google Glass might alter your experience of the city as it overlays information onto your view, with the city literally becoming framed by Google."



The real shape of digital culture does not reveal itself to us in plain sight. In designer and urbanist Dan Hill’s recent essay for the Strelka Press, he neatly describes the substance of what he calls strategic design, which - if you’ll excuse my use of a gigantically broad brush - might be thought of as a welfare-tinged European cousin of North American corporate design thinking.
He calls it dark matter: the stuff that you can’t see that has enormous impact on the way things work and how things happen. For Hill, the dark matter of strategic design might be the complex machinations of healthcare, education and the environment, but for the American National Security Agency it's something far more wide-ranging. How much darker is the matter that the Prism surveillance program deals in?
Prism highlights the very real nature of this digital-system dark matter that's usually hidden from us, though we might feel its vague outline bump against us at moments or see its shadow cast fleetingly across our field of view.
It's there, for example, in the way Google Maps redraws the city in relation to its own way of seeing. Maps, as we know, are a form of information that not only shows us the terrain in question but also reveals the concerns of its author. Maps are not neutral windows onto the world: they colour, frame and distort the world they describe.
Think, for example, of the way alternative forms of mapping projection alter the image of the world and how, seeing the size and balance of continents shift, one's own understanding of the world also shifts. Think too of how a map's point of view is itself a cultural expression - literally a world view. Maps describe the culture that creates them as much as they describe their ostensible subject.
As Slate magazine's Evgeny Morozov explains, Google's business model of targeted advertising is soon to merge with its description of the physical fabric of the city. Using the data that Google already knows about you through your email, your searches and so on, it will generate personalised maps of the city. As Morozov writes, "Space, for Google, is just one more type of information that ought to be organised." And monetised too, we can add. The city, through the map, is remade according to the data held by Google, and according to Google's idea of what a city is and what it thinks you will do there.
Imagine how the experience of Google Glass might alter your experience of the city as it overlays information onto your view, with the city literally becoming framed by Google. This Googleopic way of seeing transforms space and the urban environment through how and what it reveals and excludes. Its ways of seeing, as John Berger’s 1970s book of that title explored, contain hidden ideologies in its visual depiction of landscape. What's relevant here is the way an ideology is made invisible through the manufacturing of images. Increasingly, this frame is used not only to show the world, but to make the world. The map and the territory, in other words, converge.
Over the last year or so, many of the key digital behemoths have unveiled plans for new headquarters: the grand edifices that they choose to erect for themselves. These are the physical ecosystems inhabited by our digital ecosystems, and in these habitats we can read technology companies' own ambitions and their own self images, and perhaps glimpse something of the distortions that digital culture brings to the world around us.
Apple campus by Foster + Partners
Apple City by Foster + Partners
Apple, for example, has long been arrayed in a set of buildings arranged around a road called Infinite Loop. Even here an idea is embedded of how the physical world might be spatially distorted by digital culture: the suburban cul de sac re-read as an endlessly looping piece of computer code.
But having peaked - for the moment at least - as the worlds most valuable company, something more fitting is in store: the Norman Foster-designedApple City, Cupertino. Arranged as a giant circular plan, the project's renders read like a non-slip, smooth Pentagon, set both in and around a forest. Just like digital space, it’s a form that has no front or back and whose interior is the same as its exterior, resisting traditional urban hierarchies.
Its plan reads as symbolically as anything by nineteenth-century architect Claude Nicolas Ledoux. Its expression is one long zero as though it imagined, despite its 260,100 square metres, that it almost wasn’t there. Apple workers stroll dappled by endless autumn sunlight. This is a particular version of a digital community, accelerated into a perfect hallucinatory cocktail of hyper-tech building and idealised nature.
Frank Gehry designs new Facebook headquarters
Facebook headquarters by Frank Gehry
Facebook’s new headquarters in Menlo Park, designed by Frank Gehry, suggests a different relationship to nature. Mark Zuckerberg is quoted as saying: "From the outside it will appear as if you're looking at a hill in nature," but what the hill will actually contain is the largest open-plan office space in the world.
"The idea is to make the perfect engineering space: one giant room that fits thousands of people, all close enough to collaborate together," Zuckerberg said. Perhaps, just like the image of the cloud, the intention is for Facebook to disappear into the landscape, to become invisible and indistinguishable from things as natural as trees, grass and hills.
In designs for both the Apple and Facebook headquarters, the idea of nature is at once highly present and highly synthetic. It's a level constructed above vast parking garages, quoted as experience and presented as mission statement. In both, there are echoes of the hippy pastoral techno-utopias of the 1960s, washed together with management theory and marketing. These are ideologies made glass and grass.
Google reveals plans for vast new California campus
Google’s Bay View campus by NBBJ
Google’s Bay View campus for California, designed by NBBJ, will be its first North American new-build. Though its appearance is closer to an average business park, it too has its roofs littered with green stuff.
The generic building forms, though, are distorted by what Google knows about: the acquisition of data about human behavior. The buildings are thus twisted and bent by patterns of work, desires and adjacencies, as though the data harvesting of Google Maps were able to warp the world into other organisations. They claim that employees across the 102,200 square-metre development will never be more than two-and-a-half-minutes from one another, creating a kind of hyperlinked organisation.
Proximity and loss of hierarchy are, in this headquarters, core issues. These reflect both the nature of digital work culture and the nature of the digital too. The absence of distance and constant adjacency is at once both the liberation that digital culture brings and the springboard for loss of liberty that Prism suggests. In architectural terms, we might understand this problem in terms of openness: the open plan and the curtain wall are simultaneously things that give us spatial transparency and a condition of panoptic surveillance.
Amazon headquarters image by NBBJ
Amazon's proposed Seattle headquarters by NBBJ
Plans have just been unveiled for Amazon’s new Seattle headquarters, also by NBBJ, that includes a trio of 6039 square-metre biospeheres. Each sphere is conceived as "a plant-rich environment that has many positive qualities that are not often found in a typical office setting." Within these bubble micro-climates will be floors of offices, shops, lounges and canteens - essentially total environments.
Of course Amazon itself is named for an environment, a habitat with geographic scale and significance in arguments of climate change. That the company should actually become a habitat itself, a technologically induced artificial ecosystem, is perhaps a fulfillment of this baby boom radical-to-corporate digital trajectory.
We might trace the roots of these places just as we might trace the origins of the Californian ideology. In part, they are university campuses, the sites of innovation research out of which some of these corporations and their culture spring. In part, too, they emerge out of the hybrid offshoot of architectural design that spliced management consultancy with spatial design.
They also owe much to those intentional communities that bloomed in the 1960s and 1970s: the communes pioneered by hippy culture. Places like Drop City struck out as techno-rural settlements, abandoning the city in favour of Buckminster Fuller-esque geodesic inhabitation of the wilderness. They were ideologically driven as spaces apart from the rest of society where alternatives for ownership, family, energy use, materials and so on could be explored.
They created their own ecosystems, if you will: self-sufficient as sci-fi space ships, supplied by the Whole Earth Catalogue, the hippy version of the Sears and Roebuck catalogue that architectural critic Reyner Banham argued had made the west habitable through mail-order delivery of gadgets and devices in his 1965 essay The Great Gizmo. It’s worth bearing Banham's thesis in mind: if, as he argued, the colonisation of the West was made possible by the gadget, then maybe the gadgets the West now produces are not only a product of some kind of fatalism written into its own origin myths, but the gadgets they now produce are devices of colonisation themselves.
Biosphere 2 was perhaps the largest and most ambitious offshoots of these colonies. Conceived as an ecological experiment, it was a closed system housed in a giant pyramidal greenhouse. Its mission was in part determined by a hippy-science group called the Institute of Ecotechnics, whose mission remains "to establish and develop the new discipline of Ecotechnics, which deals with the relationships between ethnosphere, technosphere and the biosphere" and "which intends to harmonise ecology and technology." It was named Biosphere 2, of course, because Earth is conceived in this way of thinking as Biosphere 1.
The gigantic corporatised versions of these idealised hippy communities also separate themselves from society. These too are idealised spaces, techno-utopias that turn their back on the world that surrounds them in order to manufacture spaces that can sustain their own ideologies. Just as the biosphere is an introverted ecosystem, we see a similar kind of disconnection, a resistance to the idea of the urban. Each becomes its own world, a place that operates according to its own set of rules and ideas, each wrapped up in its own vision of nature.
These are the citadels of the Californian ideology, places where the digital distortions of traditional urban, architectural and environmental space are manifested, places manufactured by processes of design thinking, holistic and totalised within their own limits.
Perfected and protected as these digital epicentres are, it is the rest of the world that feels the effects of the digital reorganisation of space far more profoundly. Outside the limits of these palaces is where the darkest machinations of digitality really work. Even nature itself, its clouds, hills, forests and rivers, traditionally figured as a place of escape and solitude, has long colonised by the digital. To escape its presence might now be almost impossible and might involve the most extreme schemes.
Think, for example, of WikiLeaks founder Julian Assange holed up in the Ecuadorian embassy in west London, or of Edward Snowden, the Prism whistleblower currently in his Hong Kong hotel. Both are now in exceptional spaces, holes in the continuum of globalised digital space. These strange anomalies are perhaps the only escapes from the ever-present digital backdoor, the only respite from the colonisation of earth by digital culture.
In his previous column, Jacob argued that the American National Security Agency's Prism surveillance program was something born not only out of the networked world we now inhabit, not only out of our reliance on a small group of Californian companies who may well have cooperated with the intelligence services, but out of a way of thinking that characterises those very same companies: design thinking


Robert Moses

Robert Moses (December 18, 1888 – July 29, 1981) was the "master builder" of mid-20th century New York City, Long Island, Rockland County, and Westchester County, New York. As the shaper of a modern city, he is sometimes compared toBaron Haussmann of Second Empire Paris, and was arguably one of the most polarizing figures in the history of urban planning in the United States. His decisions favoring highways over public transit helped create the modern suburbs of Long Island and influenced a generation of engineers, architects, and urban planners who spread his philosophies across the nation. One of his major contributions to urban planning was New York's large parkway network.
Although Moses was never elected to any public office (his only attempt at public office is when he ran for governor of New York as a Republican in 1934 and lost badly), he was responsible for the creation and leadership of numerous public authorities which gave him autonomy from the general public and elected officials. It is due to Moses that New York State has a greater proportion of public benefit corporations than any other US state, making them the prime mode of infrastructure building and maintenance in New York, accounting for 90% of the state's debt.[3] As head of various authorities, he controlled millions in income from his projects' revenue generation, such as tolls, and he had the power to issue bonds to borrow vast sums, allowing him to initiate new ventures with little or no input from legislative bodies. This allowed him to circumvent the power of the purse as it normally functioned in the United States, and the process of citizen comment on major public works.
Moses's projects were considered by many to be necessary for the region's development after being hit hard by the Great Depression. During the height of his powers, New York City participated in the construction of two World's Fairs: one in 1939and the other in 1964. Moses was also in large part responsible for the United Nations' decision to headquarter in Manhattan, as opposed to Philadelphia, by helping the state secure the money and land needed for the project.[4]

1.07.2013

도시는 진화하는 유기체

http://news.khan.co.kr/kh_news/khan_art_view.html?artid=201212282017125&code=960202


[건축과 삶](Ⅰ- 5) 강남 이야기
유현준 | 홍익대 건축대학 교수



서울 강남역에서 교보타워 4거리에 이르는 뒷골목은 20대의 욕망이 분출하는 거리다. 성형외과, 보디숍, 한의원, 유학원, 외국어학원, 제화점, 미장원, 맥줏집, 갈비집, 횟집, 삼겹살집, 햄버거집, 제과점, 커피전문점, 은행, 모텔, 오피스텔…. 흥청대며 몰려다니는 이들의 수요에 맞춰 다양한 직종의 가게들이 한 골목에서 밤마다 불야성을 이룬다. 이런 도시구조는 초기에 이곳을 계획한 디자이너가 구상하고 그렸던 건 아닐 것이다. 그리드 형태의 도로망은 도시 계획자에 의해 만들어졌지만 그 뒤의 교육제도, 인구 폭증, 주택가격, 핵가족화 경향, 경제성장, 문화적인 변화, 부동산 정책 등 셀 수 없는 요소에 의해 지금의 도시구조가 만들어졌다. 혹자는 도시를 신의 창조물이라고 말하기도 하고, 어떤 사람은 인간이 만들어낸 인공물이라고 하기도 한다. 한 가지 명확한 사실은 빌딩, 다리, 상하수도 시설, 도로 같은 도시를 구성하는 대부분의 물리적인 구조들은 사람에 의해서 만들어졌다는 점이다. 그런 면에서 도시는 인간이 만들어낸 인공물이라고 할 수 있다. 하지만 동시에 도시는 실제로 도시 설계자의 의도대로가 아니라 자연발생적인 방식에 의해 오랜 시간에 걸쳐 진화해 왔다는 면에서 인간에 의해 만들어졌다기보다는 자생적인 유기체라고 할 수도 있다. 

■ 도시는 유기체

도시가 살아있는 유기체라는 면을 이해하기 위해 생명과 상반된 개념인 기계를 살펴볼 필요가 있다. 예를 들어 자동차는 모든 부품들이 먼저 디자인되고, 이후 공장에서 제작되고 조립된다. 이렇게 해서 만들어진 자동차는 고정된 부품들로 만들어진 구조체이다. 자동차는 일단 완성되고 나면 새로운 물질이 유입되어 자동차 스스로 새로운 부품을 만들어 내지 않는다. 대부분의 경우 최초 제작된 상태로 유지되면서 노후한 부품들만 교체될 뿐이다. 이렇듯 기계는 스스로 성장, 발전하지 않고 디자인된 초기 상태에서 노후화하는 닫힌 시스템이다. 하지만 살아있는 생명 시스템은 모든 구성요소들이 고정되어 있지 않고 계속해서 변화한다. 생명체의 안팎으로 끊임없이 물질들이 들어오고 나가는 열린 시스템이다. 

2002년 노벨상 수상자인 매사추세츠공대(MIT)의 로버트 호로비츠 교수에 의하면 많은 세포들은 스스로 소멸하는 기능을 가지고 있다. 일정 시간이 지나면 세포가 스스로 자살하듯이 소멸되고 새로운 세포로 교체되는 것이 생명체의 고유 특성이라는 것이다. 이렇듯 살아있는 생명 시스템은 기존 세포를 끊임없이 소멸시켜 가며 외부로부터 새로운 물질을 받아들여 새로운 세포를 만들면서 성장한다. 생명체에 이 같은 성장, 발전, 진화가 있듯이 도시에도 성장, 발전, 진화가 있다. 

물리학자이자 생태학자인 프리초프 카프라 박사에 따르면 어떤 시스템이 살아있는 유기체냐 죽어있는 무기체냐를 결정하는 요소는 그 조직체의 패턴이 스스로 만들어지는 네트워크냐 아니면 외부에 의해 수동적으로 만들어지는 것이냐에 달려 있다고 한다. 이런 관점에서 도시는 초기 계획자의 디자인이라는 수동적인 패턴을 뛰어넘어 특정한 디자이너의 계획 없이 자생적으로 만들어지는 패턴들을 보인다. 자생적 패턴은 도시를 살아있는 유기체로 보기에 충분한 증거다. 

그렇다면 왜 물질로 구성된 도시가 살아있는 유기체적인 특징을 가지게 된 것일까? 물론 대부분 도시 구성의 변화는 인간에 의해 만들어진다. 하지만 그 변화들은 인간에 의해 디자인된 것이라기보다는 불특정 다수의 인간이 만들어낸 변화들이 모여서 예측 불가능한 새로운 결과물을 만들어낸다. 이 불특정 다수인 인간이 유기체 생명이기 때문에 도시가 유기체의 특성을 가지는 것이다. 유기체 생명인 인간은 모여서 사회라는 조직을 형성하고 이 조직은 우리가 파악하거나 컨트롤할 수 없는 또 다른 유기체를 만들어낸다고 볼 수 있다. 그리고 이 같은 유기적인 인간사회가 만들어내는 것이 도시다. 따라서 완전한 도시 디자인이란 불가능하다. 디자이너가 아무리 아름다운 도시를 그려도 계획대로 진행된다는 보장은 어디에도 없다. 
도시라는 것이 인간의 디자인으로 시작되지만, 계획자의 손을 떠나 완성된 예는 서울 강남 개발의 경우만 살펴보더라도 쉽게 알 수 있다. 강남의 경우 초기에 그리드 형태의 도로망은 도시 계획자에 의해 만들어졌지만 그 뒤 학군제 형식의 교육제도, 베이비붐 세대의 인구 폭증, 주택가격, 핵가족화 경향, 경제성장, 문화적인 변화, 부동산 정책 등 셀 수 없이 많은 변동 요소에 의해 지금의 도시구조가 완성됐다. 자연 발생적인 생태계의 특징과 더 유사한 면을 가지게 된 것이다. 지금 우리가 보는 도시 속의 먹자골목들, 건물 지하실마다 들어선 룸살롱들, 50% 이상을 차지하는 아파트 주거형태, 빈틈마다 주차된 자동차로 꽉 찬 도로 등은 초기에 서울 강남을 계획한 디자이너가 구상하고 그렸던 구조가 아닐 것이다. 지금 도시의 구성들은 마치 자연 발생한 유기체의 모습과도 같다.

진화생물학자인 로저 르윈 박사는 “생명의 진화 속에서, 과거의 경험들은 DNA 안에 유전적인 메시지 코드로 압축 저장되어 있다”고 말한다. 이런 시각으로 도시를 바라보면, 오랜 역사를 통해 구축된 과거 경험의 흔적이 우리가 사는 도시의 주거, 도로, 광장, 학교, 대중교통체계, 상하수도 인프라 같은 도시의 DNA 속에 유전적 메시지 코드로 압축 저장되어 있다고 볼 수 있다. 역사적으로 도시의 패턴은 인류 사회의 초기부터 진화되어 왔다. 현대 도시의 패턴은 지난 수천년간 인류가 이루어낸 사회적, 기술적, 경제적, 정치적, 문화적 진화의 산물이다. 우리가 사는 도시의 구성요소들은 우리 도시의 DNA이며 과거 역사가 압축된 형태의 유전자 코드인 것이다. 더 재미난 사실은 역사를 통해 보이는 도시 진화의 특성이 생명의 진화와 그 과정이 유사하다는 점이다.

■ 로마, 파리, 뉴욕의 진화 단계는

진화의 역사를 간단하게 살펴보자. 진화론자들은 단세포 생물에서부터 진화가 시작되어 지금의 인간과도 같은 복잡한 척추동물까지 진화했다고 보고 있다. 먼저 초기 아메바와 같은 단세포 생명체는 하나의 세포 안에 가장 기본적인 생명 유지 기능을 가지고 있었다. 단세포로 있을 경우에는 큰 문제가 없었지만, 다세포의 생명체로 진화하기에는 단세포 구조만으로 여러 개의 다른 세포에 산소를 공급하는 것이 원활하지 않았을 것이다. 따라서 생명체는 진화를 통해 조직의 구석구석까지 퍼져 있는 혈관 네트워크와 순환계를 만들었다. 순환계 덕분에 더 많은 세포에 혈액을 통해 산소를 공급할 수 있게 되었고 덕분에 더 큰 조직의 생명체가 만들어졌다. 

이후 생명체가 신경세포인 뉴런을 만들어 뉴런들의 네트워크인 복잡한 신경계를 갖춘 생명이 탄생했다. 신경계가 만들어진 덕분에 먼 곳에 있는 세포들로부터 감각을 전달받고 반응할 수 있는 생명체로 진화한 것이다. 이 다세포 생명체는 다시 오랜 시간을 거쳐 척추라는 새로운 개념의 체계적인 신경 조직망을 구축하게 된다. 그 결과 지금의 여러 척추동물과 같은 종들이 만들어지게 되었다는 것이다. 이렇듯 진화론에 의하면 생명체는 순환계, 단순신경계, 척추신경계로 진화해 왔다.

도시의 진화 단계도 생명체의 진화 단계와 비슷하다. 고대의 도시들은 최소한의 기능만을 가지고 있었다. 기껏해야 몇 개의 길과 건물이 전부였을 것이다. 마치 단세포 아메바의 가장 기본적인 생명유지 시스템 수준이라고 할 수 있다. 이러한 원시적 도시에 인구가 모이고 규모가 커지면서, 많아진 거주자를 위해 더 많은 물이 필요해졌다. 생명체가 생명 유지를 위해선 피가 필요하듯이 도시가 유지되기 위해서는 물이 기본적으로 필요하다. 피에 비유될 수 있는 물을 도시의 구석구석으로 잘 전달하기 위해 물의 순환계가 필요하게 된 것이다. 이러한 필요에 잘 부응한 도시는 그 규모를 키워서 도시 간 생태계에서 우위를 차지할 수 있었을 것이다. 고대 로마가 대표적인 예이다. 고대 로마는 당시로서는 최첨단인 토목기술을 이용해 수로 네트워크를 건설하고 엄청난 양의 물을 로마 시내로 공급했다. 이를 통해 더 크고 효율적인 도시가 만들어졌고, 더 많은 사람들이 모여 살게 되었고, 더 강력한 제국을 건설하는 원동력인 강력한 도시를 만들 수 있었다. 로마제국을 만들 수 있는 강력한 중앙집권 시스템은 물 공급이 잘 되는 로마가 있었기에 가능했던 것이다. 현재의 유적을 통해 짐작하건대 로마 시민 한 사람이 사용한 물의 양은 당시 다른 도시의 수십배에 달했다. 우리가 잘 아는 카라칼라 목욕탕의 규모만 보더라도 물 소비량을 짐작할 수 있다. 고대 로마보다 1000년이나 지난 뒤에 살았던 루이 14세도 1년에 한 번 목욕을 했다는데, 로마 시민들은 목욕탕에서 살다시피 했으니 고대 로마의 물이 얼마나 풍족했는지 짐작하고도 남는다. 도시에서 상수도 시설은 유기체의 혈관 중에서도 동맥의 형성과 같은 의미라고 볼 수 있다. 그런 면에서 고대 로마는 순환계 부문이 가장 먼저 진화한 도시라고 할 수 있다. 

순환계 다음의 진화 단계인 신경계는 생명체 내에서 각기 다른 기관과 세포 간의 정보를 교환하는 것을 주목적으로 하고 있다. 도시 시스템에 비유한다면 사람 간의 소통을 원활하게 해주는 교통망이 이에 해당될 것이다. 그렇다면 역사상 교통망이 가장 혁신적으로 발달했던 도시는 어디일까? 아마도 도시 교통망을 가장 혁신적으로 개선해 진화의 다음 단계로 도약한 도시는 19세기 중반 오스만 시장에 의해 도로망이 리모델링되었던 파리를 들 수 있을 것이다. 당시 거미줄처럼 복잡한 유럽의 여타 중세 도시 교통망과는 달리 사통팔달로 뚫린 파리의 방사형 교통망은 파리를 세계에서 도시 내 커뮤니케이션이 가장 앞선 도시로 만들어주었다. 파리는 당시로서는 혁신적인 하수도 설비도 완성했다. 생명체에 비유한다면 혈관의 정맥 네트워크까지 완성된 도시 진화의 단계라고 볼 수 있다. 파리가 19세기를 대표하는 도시가 될 수 있었던 것은 우연이라기보다 이 같은 진화의 단계에서 가장 앞서나갔기 때문이다. 이후 지하철 네트워크 개발까지 이어져 파리는 오랫동안 전 세계에서 순환계와 신경계가 가장 진화된 도시의 자리를 굳건히 지켰다. 

생명체에서 진화의 다음 단계는 척추신경계의 발생이다. 도시 진화적인 측면에서 척추신경계에 비유될 수 있는 것은 전화망이다. 전신전화 설비는 알다시피 알렉산더 그레이엄 벨에 의해 미국에서 가장 먼저 보급되었으며 전화통신 시스템이 잘 설치된 뉴욕은 20세기 들어 세계를 이끌어가는 도시가 되었다. 이 시스템으로 뉴욕은 세계 금융의 중심인 월스트리트를 가질 수 있었고 세계의 수도라는 면모를 갖추게 된 것이다. 전화통신망이 척추신경계 진화의 첫 단계라면 다음 단계인 인터넷 통신망의 구축은 향후 세계를 선도하는 도시가 될 수 있는 키가 될 것이다. 양방향 커뮤니케이션의 기능이 강화된 케이블이나 인터넷은 감각신경계가 발달한 진화의 단계로 비유할 수 있다. 다행스럽게도 서울은 이런 면에서 아주 진화된 도시 중 하나라고 할 수 있다. 가장 최근의 도시 진화 단계인 무선통신망의 구축은 물리적인 구성을 넘어 영혼, 텔레파시와 같은 영장류의 단계에 이른 것으로 볼 수 있다. 서울은 무선 인터넷 신경망이 잘 구축된 도시다. 하지만 서울의 고질적인 교통 체증은 서울이 세계적인 도시로 부상하는 데 발목을 잡는 동맥경화와 같은 병이 될 것이다. 

■ 바이러스 같은 도시

자, 그렇다면 고등 척추동물과도 같은 수준으로 진화한 현대의 도시는 진화의 마지막 단계에 와 있다고 볼 수 있을까? 대답은 부정적이다. 순환계와 신경계 측면의 진화에서 바라본 현대 도시의 진화 단계는 유기체 진화의 최종 단계와 유사하다고 할 수 있지만, 에너지 소비의 관점에서 살펴보면 아직도 고대 도시 수준에서 하나도 진화하지 못했다고 해도 과언이 아니다. 알다시피 도시라는 유기체의 생명을 유지하기 위해 너무나도 많은 에너지가 소비되고 있다. 실제로 도시가 바람직한 다음 단계로 진화하기 위해서는 실질적으로 유기적인 성격을 더 가져야 한다. 좀 더 정확하게 말한다면 동물성이 아닌 식물성의 유기체적인 특징을 더 가져야 한다. 현대의 도시는 에너지 문제를 스스로 해결하지 못하고 다른 생명체에 기생해 에너지를 소비하면서 생존한다. 이런 면에서 영화 <매트릭스>에서 에이전트 스미스가 말한 것처럼 도시는 진화한 유기생명체라기보다는 생명 진화의 초기 단계인 바이러스에 더 가까운지도 모른다.

12.20.2012

Shaping London_Terry Farrel


Contents

1. Introduction

2. The River :'Liquid History'
 - Rural Upper Thames
 - The Urban Thames
 - The Docklands
 - Estuary Thames : London's Engine Room
 - The Tributaries

3. London's Infrastructure : Inventing the Metropolis
  - Canals
  - Railways
  - The Tube - London Underground


4. London's Roads and Pavements : Emerging Conflicts 
  - Inner Roads
  - Outer Roads  
  - Pedestrians, Cyclists, and Buses 

5. Occupying the Land
  - Landscapes, Parks and Gardens

6. Conculision : London's Urbiculture 







  





















"How Dare You Care" series 2 !!!

12.12.2012

10개의 다이어그램을 보는 도시계획의 진화


꼬르뷔제의 계획이 종이 위에 표현 되지 않았다면 그 힘을 발휘하지 못하였을 것이다. 그는 1930년 당시 급진적인 생각을 가진 것으로 평가되었으나 그의 다이어그램이 상상력을 일깨워 주었다. 이와 같이 도시계획을 바꾼 다이어그램 전시회인 "Grand Reductions: Ten diagrams that changed urban planning"이 San Francisco Planning and Urban Research Association의 주최로 열리고 있다. 추상적인 개념을 단순한 일러스트레이션으로 보여주는 전시회이다. 안타깝게도 조금 먼 샌프란시스코에서 내년 2월까지 열린다. 무료입장이다.
1. Ebenezer Howard’s Garden City

Courtesy of the Town and Country Planning Association
2. Le Corbusier’s Radiant City

From Le Corbusier's "The Radiant City" (1933)

United States Geological Survey
3. Frank Lloyd Wright’s Broadacre City

Courtesy the Frank Lloyd Wright Foundation Archives
4. The Street Grid

Courtsey David Rumsey Map Collection
5. The Megaregion

From Jean Gottamn's "Megalopolis"
6. The Transect

Courtesy Andres Duany
7. The Setback Principle

From New York's 1916 Zoning Resolution

The Library of Congress
8. The Nolli Map

Courtesy the University of California Berkeley Library
9. Psychogeography

From Kevin Lynch, "The Image of the City" (1960)
10. The Hockey Stick

Courtesy Michael Mann 


http://blog.daum.net/abrief

5.14.2012

instant city by Archigram

http://wanderinglondon-ming.blogspot.co.uk


Instant City forms part of a series of investigations into mobile facilities which are in conjunction with fixed establishments requiring expanded services over a limited period in order to satisfy an extreme but temporary problem.

[Instant City is] A research project based on the conflict between local, culturally isolated, centres and the well serviced facilities of the metropolitan regions. Investigating the effect and practicality of injecting the metropolitan dynamic into these centres by means of a mobile facility carrying the information – education – entertainment services of the city, extended through the establishment of this together with the national telecommunication network. The initial study for this project is to be published in May. Grant approval for the main stage is under negotiation at this time. This project is carried out in co-operation with the Architectural Association. The Systems Consultant is Professor Gordon Pask of Brunel University Department of Cybernetics; Audio Visual Consultants, Program Partnership; Film Consultant Dennis Postle of B.B.C. Television.

The illustration shows a possible configuration when the Instant City is attached to a declining industrial area. The structures used are known forms such as toweres as in building operations, air structures and converted commercial vehicles.

Archigram


The Notion

In most civilised countries, localities and their local cultures remain slow moving, often undernourished and sometimes resentful of the more favoured metropolitan regions (such as New York, the West Coast of the United States, London and Paris). Whilst much is spoken about cultural links and about the effect of television as a window on the world (and the inevitable global village), people still feel frustrated. Younger people even have a suspicion that they are missing out on things that could widen their horizons. They would like to be involved in aspects of life where their own experiences can be seen as part of what is happening.

Against this is the reaction to the physical nature of the metropolis – and somehow there is this paradox – if only we could enjoy it but stay where we are.

The Instant City project reacts to this with the idea of a `travelling metropolis’, a package that comes to a community, giving it a taste of the metropolitan dynamic – which is temporarily grafted on to the local centre – and whilst the community is still recovering from the shock, uses this catalyst as the first stage of a national hook-up. A network of information-education-entertainment –‘play-and-know yourself’ facilities.

In England the feeling of being left out of things has for a long time affected the psychology of the provinces, so that people become either overprotective about local things or carry in their minds a ridiculous inferiority complex about the metropolis. But we are nearing a time when the leisure period of the day is becoming really significant; and with the effect of television and better education people are realising that they could do things and know things, they could express themselves (or enjoy themselves in a freer way) and they are becoming dissatisfied with the television set, the youth club or the pub.

A Background to Archigram Work

With our notion of the robot (the symbol of the responsive machine that collects many services in one appliance), we begin to play with the notion that the environment could be conditioned not only by the set piece assembly but by infinite variables determined by your wish, and the robot reappears in the Instant City in several of the assemblies.

The planning implications of Instant City have emerged more and more strongly as the project has developed, so that by the time we are making the sequence describing the airship’s effect upon the sleeping town, it is the infiltrationary dynamic of the town itself that is as fascinating as the technical dynamic of the airship. Again we have to reflect on the psychology of a country such as England, where there is a historical suggestion that vast upheaval is unlikely. We are likely to capitalise on existing institutions and existing facilities whilst complaining about their inefficiency – but a country such as England must now live by its wits or perish, and for its wits it needs its culture.

A Programme Background

The likely components are audio-visual display systems, projection television, trailered units, pneumatic and lightweight structures and entertainments facilities, exhibits, gantries and electric lights.

This involves the theoretical territory between the ‘hardware’ (or the design of buildings and places) and ‘software’ (or the effect of information and programming on the environment). Theoretically it also involves the notions of urban dispersal and the territory between entertainment and learning.
The Instant City could be made a practical reality since at every stage it is based upon existing techniques and their application to real situations. There is a combination of several different artefacts and systems that have hitherto remained as separate machines, enclosures or experiments. The programme involved gathering information about an itinerary of communities and the available utilities (clubs, local radio, universities, etc) so that the ‘City’ package is always complementary rather than alien. We then tested this proposition against particular samples.

The first stage programme consisted of assemblies carried by approximately 20 vehicles, operable in most weathers and carrying a complete programme. These were applied to localities in England and in the Los Angeles area of California. Later, having become interested in the versatility of the airship, we came to propose this as another means of transporting the Instant City assembly (a great and silent bringer of the whole conglomeration).

Later we applied the method of the Instant City to proposals for servicing the Documenta exhibition at Kassel in Germany. By this time also there had developed a feedback of ideas and techniques between this project and our Monte Carlo entertainments facility.

A Typical Sequence of Operations (truck-borne version)

1. The components of the ‘City’ are loaded on to the trucks and trailers at base.

2. A series of ‘tent’ units are floated from balloons which are towed to the destination by aircraft.

3. Prior to the visit of the ‘City’ a team of surveyors, electricians, etc have converted a disused building in the chosen community into a collection-information and relay-station. Landline links have been made to local schools and to one or more major (permanent) cities.

4. The ‘City’ arrives. It is assembled according to site and local characteristics. Not all components will necessarily be used. It may infiltrate local buildings and streets, it may fragment.

5. Events, displays and educational programmes are supplied partly by the local community and partly by the ‘City’ agency. In addition, major use is made of local fringe elements: fairs, festivals, markets, societies, with trailers, stalls, displays and personnel accumulating on an often ad hoc basis. The event of the Instant City might be a bringing together of events that would otherwise occur separately in the district.

6. The overhead tent, inflatable windbreaks and other shelters are erected. Many units of the ‘City’ have their own tailored enclosure.

7. The ‘City’ stays for a limited period.

8. It then moves on to the next location.

9. After a number of places have been visited the local relay stations are linked together by landline. Community One is now feeding part of the programme to be enjoyed by Community Twenty.

10. Eventually, by this combination of physical and electronic, perceptual and programmatic events and the establishment of local display centres, a ‘City’ of communication might exist, the metropolis of the national network.

11. Almost certainly, travelling elements would modify over a period of time. It is even likely that after two to three years they would phase out and let the network take over.

12. As the Instant City study developed, certain items emerged in particular. First, the idea of a ‘soft-scene monitor’, a combination teaching-machine, audio-visual jukebox, environmental simulator, and, from a theoretical point of view, a realisation of the ‘Hardware/Software’ debate (which is still going on in our Monte Carlo work), as the notion of an electronically aided responsive environment. Next, the dissolve of the original large, trucked, circus-like show into a smaller and very mobile element backed by a wonderful, magical dream descending from the skies. The model of the small unit suggests two trucks and a helicopter as the carriage, with quick folding arenas and apparatus that can quickly be fitted into the village hall. Another stimulus was the invitation to design the ‘event structure’ for the 1972 Kassel Documenta, an elaborate art/event/theatre scene requiring a high level of servicing but a minimum of interference with the ‘open-air creative act’. The ‘Kassel-Kit’ of apparatus can therefore be considered as a direct extension of the original IC Kit.


Are we back to heroics then, with a giant, pretty and evocative object? The Blimp: the airship: beauty, disaster and history. On the one hand we were designing a totally unseen and underground building at Monte Carlo, and on the other hand flirting with the airborne will-o-the-wisp. The Instant City as a series of trucks rushing round like ants might be practical and immediate, but we could not escape the loveliness of the idea of Instant City appearing out of nowhere, and after the ‘event’ stage, lifting up its skirts and vanishing. In fact, the primary interest was spontaneity, and the remaining aim to knit into any locale as effectively as possible. For Archigram, the airship is a device: a giant skyhook.
Operationally, there were two possibilities. A simple airship with apparatus carried in the belly and able to drop down as required. Otherwise, a more sophisticated notion of a ‘megastructure of the skies’. Ron Herron’s drawings (ref) suggest that the ‘ship’ can fragment, and the audio/visual elements are scattered around a patch of sky. Once again, the project work of the group has picked up a dream of it own past – the ‘Story of a Thing’ made (almost) real.

We then built a model, which could hang out its entrails in a number of ways. This was the simpler ‘ship’, which reads with the scenario of a small town transformation. In the drawing with airship ‘Rupert’, a major shift in Instant City was first articulated: the increasing feeling for change-by-infiltration. The ‘city’ is creeping into half-finished buildings, using the local draper’s store, gas showrooms and kerbside, as well as the more sophisticated set-up. And there is a mysterious creeping animal: the ‘leech’ truck, which is able to climb up any structure and service from it: with the resulting possibility of ‘bugging’ the whole town as necessary. Gently then, the project dissolves from the simple mechanics or hierarchies of ‘structuring’ and like-objects. Just as did the Plug-In City: it sowed the seeds of its own fragmentation into investigations of a gentler, more subtle environmental thing.

Archigram, Edited by Peter Cook, Warren Chalk, Dennis Crompton, David Greene, Ron Herron & Mike Webb, 1972 [reprinted New York: Princeton Architectural Press, 1999].

1.31.2012

Singapore Buona Vista Masterplan Competition_Toyo Ito

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Eum Yang – Multi-functional Administrative City

http://chrofi.com/#688216/Eum-Yang


Eum and Yang are opposites. Part of Eum is in Yang, part of Yang is in Eum. Eum and Yang are interdependent. 
Eum and Yang consume and support each other.

This proposal recognises the interdependency, and interconnectedness of the urban fabric and the natural systems as well as the necessity of developing a relationship where both elements consume and support each other in ways that are sustainable and sustaining. The human economy and the environmental economy are ultimately one and the same. We do not, because we cannot, distinguish between the natural and built environments. 

From its inception, the key objective is to ensure that all aspects of consumption are balanced by production in a cradle-to-cradle economy that rejects the concept of ‘waste’. 

The close proximity between natural systems and urban systems allow the city to be a testbed for these ideas.
In the New City, mass transit systems generate a compact linear form that minimises the city’s physical footprint, maximises the city/country edge ratio, and promotes increased service efficiencies.

These are firstly, ‘The SuperConnector’, a subterranean, high-speed, maglev transit system with thirteen transit nodes. Completing the circuit in 30 minutes, no two nodes are more than 15 minutes apart. 

And secondly, ‘The Circulator’, an at-grade, high- frequency, ‘on-off’ people mover links ‘SuperConnector’ nodes. It is integrated with vehicular, cycleway and pedestrian paths. Nowhere in the city is more than a 10-minute walk from The Circulator.

The hyperconnectivity provided by the New City’s transit infrastructure generates a new kind of urban space where physical separation does not imply social or psychological separation. 

It minimises travel times, facilitates navigability, and provides a sense of connection between everywhere in the city. Nowhere is “too far”. 

This is a solution to the esssential conundrum of the contemporary city, where access to its vast range of opportunities is frustrated by the tyranny of traffic congestion and distance. 

Korea’s New City is an opportunity to harness the inherent efficiencies of a looped linear system and to generate a vibrant, dense urban fabric within a few minutes’ walk of open country.

The design received 2008 Australian Institute of Landscape Architects Award, Planning Category.