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«CSAAR (7: 2010: Amman) Sustainable Architecture and Urban Development \ Edited by Steffen Lehmann, Husam Al Waer, Jamal AI-Qawasmi. Amman: The Center ...»

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20 Dave Jones introduced his upcoming MMO All Points Bulletin at Develop 2009 where he was a keynote speaker. According to Jones, one ofthe key features distinguishing APB frorn its competitors is that it runs on a server and therefore allows the street to exist in

real time. Visit Youtube for his presentation (accessed 13 122010):

Part 1: http://www.youtube.com/watch?v=18wxgfeFlOw Part 2: http://www.youtube.com/watch?v=uqPow9J8D8M Paul Guzzardo & Lorens Holm Lets speculate: it Is only a matter of time before someone in the gaming industry develops gameware that would allow you to navigate a model of a real city. You could then join a community of players organized by the on-line game infrastructure - and by the city. This presents the possibility of a community ­

not yet realized for whom the idea of location raises interesting questions:

loeation would become on-line and plaee-based at the same time. A splitting of location. It would begin the process of reeognizing a form of media and built environment hybrid. The planning department at UCL already has a model of London. 21 Make it interaetive, make it the environment for a GTA or an APB type game. You would be able to meet your mates downtown, shoot up your own high street and then drive to your friend's and shoot up hers. The challenge for planners will be to take this interaetion off the virtual stage and transfer it to the built environment. And to make the city plan respond to it. But it is ironie that the most advanced examples of deep gaming always go toward spectac!e. These street spaces are hyper real and drained of content at the same time. Of course, the driver for the gaming industry is no different than the driver for development of the city: it is the market. Although both the city and the game model social relations, they are first and foremost investment opportunities. And the image of the city that they both produce is literally and metaphorically - plunder.

PG Market or not, the media environment is too big to look the other way. Better than Brahms or the big box. The question i8 how can we grab the gaming phenomena and use it to transform civics? How do we graft it onto the street?

The contest is inevitable. Spectacle may win.

LH We need to call time. Our editors want to know what all this has to do with urbanism and sustainability.

PG Traffic cops and game designers aren't the first to be gripped by drifting and splitting, layering, and flowing in several places simultaneously. Our modemist fathers Giedion, Leger, Sert imagined it.

Modern materials and new techniques are at hand, light metal structures.... panels 0/ different textures. colors and sizes; light elements like ceilings which can be suspended /rom big trusses involving practically unlimited spans... Mobile elements, changing positions and casting different shadows when ac ted upon by wind or machinery, can be the source 0/new architectural effects. During night Professor Mike Batty at the Centre for Advanced Spatial Analysis, University College London, presented clips of it at Managing metropolitan regions: Geddes and the Digital Age (2007) a conference hosted by the Geddes Institute for Urban Research at the University ofDundee.

Sustainable Architecture and Urban Development hours, color andforms can be projected on vast surfaces.... Man-made landscapes would be correlated with nature 's land~capes and all elements combined in terms of the new and vast far;ade, sometimes extending for many mi/es, which ha~ been revealed to us by the air view. This could be contemplated not only during a rapid flight but also from a helicopter stopping in mid_air. 22 LU Their radiant city never happened. They didn 't have the technology to inject, penetrate and overlay knowledge. Nor was it to hand when the situationist city succeeded the radiant one. Now we have the chance to structure change. We can start "that irrigation of territories", and this time, zone in on knowledge. Build a network of store front mapping stations where we can read the ecology we're plumbed into. For Koolhaas, the city is a flow of space, money, psyche, and information.

'If there is to be a "new urbanism" it will not be based on the twin fantasies of order and omnipotence; it will be the staging of uncertainty; it will no longer be concerned with the arrangement of more or less permanent objects but with the irrigation of territories with potential; it will no longer aim for stable configurations but for the creation of enabling fields that accommodate processes that refuse to be crystallized info definitive form; it will no longer be about meticulous definition, the imposition of limits, but about expanding notions, denying boundaries, not about separating and identifYing entities, but about discovering unnameable hybrids; it will no longer be obsessed with the city but with the manipulation of infrastructure for endless intensifications and diversifications. shortcuts and redistributions - the reinvention of psychological space. Since the urban is now pervasive, urbanism will never aga in be about the new, only about the "more" and the "mod!f}ed." It will not be about the civilized, but about underdevelopment. 3 PG Geddes' greatest contribution was to realise that how we understand the worId will change over time; and that the street is a tool to crank out maps to refresh that understanding. In this time of rapid change, this is the BRIEF - the BRIEF for the design of a sustainable city.

LU 22 Siegfried Giedion, Femand Leger, and lose Luis Sert, "Nine Points on Monumentality" (1943), reprinted in Paul Bentel and Lynn Hopffgarten, eds., Harvard Architectural Review IV: Monumentality and the City (Cambridge, MA: MIT Press, 1984) 23 Rem Koolhaas, "What Ever Happened to Urbanism?" (1994), in S,M,L,XL,OMA (with Bruce Mau) (Monicelli Press, New York, 1995) pp. 959/971.

Paul Guzzardo & Lorens Holm Geddes' contribution was to imagine the city as an expanding archive of knowledge. Our knowledge is inscribed on the surface of the earth. To know yourself and to understand your relation to the world, you have to be able to reflect upon this surface, and find the technology to instrumentalise it, visualize it, manipulate it, and put it into circulation. To imagine tbis possibility, we draw on the experiments of gaming, serious or otherwise. The problem of sustainability is thus a problem of creating spatial and digital places for collective reflection and thought about ourselves and our world. W ithout these forums, there is no possibility for sensible decisions about the environment. This was Guattari's point in The Three Ecologies (an essential read), where he argued that the ecologies of the physical, social, and psychical worlds are interrelated;

and that the problem of ecological sustainability is not a lack of knowledge or technology but a problem of homeostasis. We will never achieve a homeostatic relation with the physical world - built or unbuilt - until we are in homeostatic relations with Others and with ourselves. We will not be able to make sensible ecological decisions until we put our social and psychical houses in order.

Controversies asides, Rachael Carson published Silent Spring in 1962; and Greenpeace was founded in 1971. We have been living with climate change under one name or another for two generations, yet we pretend we have just discovered i1. The UK Research Councils are now talking about Connected Communities, and their supporting technologies, a belated recognition that if we are not able to build mechanisms that bring us together to make sensible decisions, all the zero carbon technology in the world will not help US. 24 If there is to be a new urbanism, it will have to be a sustainable one. Giedion and Koolhaas are both problematic references: although they imagine the city as an armature for continual change, integrated consciousness, community, and new creative possibilities; if there is to be a new urbanism, it will not be based on monuments or the fantasy of laissez-faire urbanism. The point I want to leave with: a sustainable urbanism is a matter of creating forums where people can make sane decisions about the city they live in. These forums will be spatial and digital because these are the primary media of community and communication.

These forums have to be in the city, fully engaged with it, because the city is our primary repository of knowledge about ourselves, our society, our material world.

PG We need platforms on the street to plumb the complexity/dynamic ofGuattari's 3 E's, to allow an ongoing 3 E's assessment, that relationship between humans and their environment. That is what Geddes attempted with his surgieal interventions, his outlook tower, his eities exhibitions what is now being done off street with John Paul Gee and serious gaming. We simply want to bring it baek to street; we have to find room out there on the street to build.

24 Felix Guattari, The Three Eco[ogies (London: Athlone Press, 2000). Trans!. by lan Pindar and Paul Sutton from the original French, Trois Ecologies, 1989.

Sustainable Architecture and Urban Development LG Patrick Geddes was a message Huxley and Darwin sent to the future. He died in 1932; the same year Aldous Huxley published Brave New Warld - another dispatch. Geddes left us a tool ehest paeked with rnaps. They're maps to build platforms that glimpse, peer ahead, assess what is eoming, and maybe humanize this new plaee.

Image eredits:

1 Creative eommon lieensees for Raymond Yee (left), Be Ho Be (eentre), and Jvidhee (right).

2 © Lorens Holm 3 © Paul Guzzardo 4 © Lorens Holm and Paul Guzzardo Sustainable Arehiteeture and Urban Development 435 Beyond Colours: Sustainability Pentagon as a Proposed Integrative Framework for Sustainable Development Implementation Jerry Kolo, Ph.n.

American University 0/Shatjah, Shatjah, United Arab Emirates Abstract Sustainable development (SD) now features prominently in poliey and seholarly diseussions about growth and development at all levels of soeiety. A heated and unsettling aspeet of these diseussions remains how eommunities, with their vast differenees, ean aehieve the intent and ideals of SD. Of the various extant agendas and initiatives for SD implementation, one premier and faseinating initiative is what is loosely ealled 'green development.' In virtually all professions, there are 'green development' initiatives, defined anyhow. This paper contends that these initiatives are neeessary but insuffieient to aehieve SD goals, especially in the developing world where the cost of green development is prohibitive. From a poliey analysis stance, the paper argues that SD implementation eannot be couehed in 'jargons' that may make for political grandstanding and publie relations but not for SD implementation. Beyond eolours, therefore, SD implementation frameworks are needed that target the root causes of unsustainable polieies, attitudes and practices in different communities.

In the context of policy modelling, the paper proposes a sustainability pentagon, which consists of five 'E-prineiples', as a promising integrative framework for SD implementation, from poliey making to poliey implementation (vision to action). The five Es include the c1assical three Es delineated by the Brundtland Commission, viz, Environment, Economy and Equity. The two additional Es of the pentagon are Enlightenment and Engagement. The paper eoncludes by rationalizing that, beyond colour-eoding, SD implementation will be effective only if community citizens are fully enlightened about SD policies, options, initiatives, costs and benefits, and if they are engaged in the proeesses of formulating and implementing SD initiatives. Citizen knowledge and citizen participation must be integral eomponents of any SD policy that aims to be effeetive. On these two accounts, most global and local SD initiatives are found Jeny Kolo, Ph.D wanting, and the way forward must shift the paradigmatic framework for SD implementation. Sustainability pentagon is an example of a promising pragmatie and elilturally relevant framework.

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