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Researchers from the National Institute of Standards and Technology (NIST) have devised a new method to digitally simulate hurricanes. Using data derived from 100 years of hurricane monitoring, infused with modern AI techniques, the researchers suggest that simulating the trajectory and wind... View full entry
As part of this year’s Venice Biennale, architect Sean Lally of Switzerland-based Sean Lally Architecture has paired a physical installation with an immersive simulation video game. Shaped Touches is an investigation into the ways architecture and space can be perceived, showcasing... View full entry
Two recently released video games are updating the SimCity model to better incorporate the complex relationship humans and cities have to nature and its precious resources. The first, Islanders, has users generate a city on an island with a limited amount of resources. Users are given a set... View full entry
Along the way, the games have introduced millions of players to the joys and frustrations of zoning, street grids and infrastructure funding — and influenced a generation of people who plan cities for a living. For many urban and transit planners, architects, government officials and activists, “SimCity” was their first taste of running a city. — Los Angeles Times
"It was the first time they realized that neighborhoods, towns and cities were things that were planned, and that it was someone's job to decide where streets, schools, bus stops and stores were supposed to go," writes Jessica Roy for the Los Angeles Times. Happen to look for a real life urban... View full entry
While normally used by online gamers to create a generated world for exploration and combat, the world-building computer game Minecraft has been noted for its architectural capabilities. BlockWorks, a design studio in the UK, uses the game as a design tool to create materials for marketing... View full entry
In this extended short, City Beautiful takes on the old school classic SimCity from the perspective of a professional planner 20 years later. Along the way, City Beautiful provides pertinent observations of game play versus reality. — theurbanist.org
Urban Design Ph.D student Dave Amos circles back around to the game that sparked his passion as a kid playing computer games. An advocate for sustainable living and diverse cities, Amos plays through the old school SimCity game providing relevant insights learned over the years in his career. View full entry
The caption to the photograph reveals that this isn’t New York at all, of course, but Sweden: a life-size replica of Harlem in a forest in the west of the country, near Gothenburg. The asphalt and snow are real enough, but nearly everything else is fake. The streets are void of people and cars; the store fronts are life-size photographs, printed on canvas and hung on steel frames. Welcome to the Potemkin village: a place of clones, impostors, facsimiles, frauds. Maybe don’t plan to stay. — The New York Times
Why is there a life-size replica of Harlem in Sweden? This bizarre space turns out to be a test track for self-driving cars. Why Harlem? Even Austrian artist Gregor Sailer who photographed the space doesn't know. Sailer traveled around the world to capture 25 of these false architectural... View full entry
Although the game was simulating an environment from 1989, urban planners these days still run into problems trying to get officials to think about their city in the long run. Climate change and sea level rise is a very crystalline example of the way city officials get in their own way and set themselves up for larger obstacles later on [...]
Playing SimCity 2000 nowadays is a strange but wonderful way to realize what defines a city is not what it currently is, but what it could be.
— inverse.com
More on simulations and gameplay for city planning:SimCity and beyond: the history of city-building gamesThree guiding principles for a fine fake metropolis"Cards Against Urbanity," the hilarious and surreal urban planning gameCalifornia Water Crisis? Now there's a board game for that!As It Lays... View full entry
space and building costs are just as much of guiding principles in designing real prisons as they are in Prison Architect. [...]
"Prisoners themselves are generally not included in the conversation where the prison construction budget is allocated to different priorities, so their needs come last and cell size is generally set at the legal minimum," Sperry said. "The legal standard only bars 'cruel or unusual punishment'—a cell can be punitively small as long as it doesn't cross that limit."
— motherboard.vice.com
More on the discussion around prison architecture:How one California prison is betting on architecture to decrease recidivism ratesArchitecture of correction: Rikers IslandThe NYT on prison architecture and ethicsHow Prison Architecture Can Transform Inmates' LivesADPSP and the Architecture of... View full entry
Different policy debates come into play throughout the game and the player is tasked with making choices that will affect the final rent – for instance build in high-cost neighborhoods, pay workers prevailing wages, expend public money to subsidize the building, or to give in and accept higher rents than desired. — chpcny.org
The rent is too damn high, but so are a lot of other development costs. In this simulation game by NYC's Citizens Housing Planning Council, players go through the steps of planning a NYC rental in the current economic climate – complete with housing shortage and gentrifying neighborhoods.After... View full entry