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CELLULAR AUTOMATA

Static (input only)

SYSTEMS
Dynamic
Reactive Sytems

- the Response is always fixed

“designers oftehn use the word ‘interactive’ to describe systems that simply react to input, for example,
describing a set of Web pages connected by hyperlinks as interactive media.” -Usman Haque

FUNCTION
Input Output

Interactive Sytems
Syn. Feedback Loop, closed information loop, serlf-regulating systems, recirculating system

- The response is dynamic and dependent on the input

Feedback
Static (input only)

FUNCTION
Input Output
Dynamic

SYSTEMS
First Order

- Simple feedback loop


- Has only one loop
- Can not adjust its own goals

Feedback

SET
Input FUNCTION Output

Second Order
Syn. Learning System, Self adjusting system
Reactive
Interactive

- Can modify its goals based on the effects of another system or inputs from the environment
- Second order systems can be nested within one other and they can either reinforce each either or have
competing goals.
Static (input only)

Assess DETERMINE
Outcome FUNCTION

First Order System Output


Dynamic

Environmental factor Output


Second Order System Output

SYSTEMS
CELLULAR AUTOMATA

A regular grid of cells with finite states and a defined neighbourhood.


any dimension eg. on/off eg. A cell’s neighbourhood can be itself and its
surrounding cells in any direction up to 2 cells distance.

Time = 0
Cells are given a defined state to begin with.
First Order
Second Order

Ti = 1 unit
Time
ge
generation 1
Each cell assesses its own state and the state of its neighbours and responds according to a set of rules.
according to some fixed rule eg. If 2 or more neighbours are ‘on’,
turn ‘off.’ Otherwise, remain ‘on’
Reactive
Interactive

Time = 2 unit
Ti
generation 2
g
Each cell re-asesses its own state and the state of its neighbours and responds according to a set of rules.
Static (input only)

typically the rules are the same for all cells


Time
Ti = 3 unit and are applied to all cells simultaneously.
generation
g 3
Dynamic

Time
Ti = 4 unit
generation
g 4

SYSTEMS
Conway’s Game of Life - Neighbours = directly surrounding cells. States = live/dead. Rules: 1_cell with fewer than 2 live neighbours dies. 2_Cell with more than 3 live
neighbours dies. 3_Cell with 2 or 3 live neighbours lives to next generation. 4_dead cell with exactly 3 live neighbours becomes live.
<http://www.youtube.com/watch?v=RrV6FwLSEYM>

Brian’s Brain - Neighbours = directly surrounding cells.States =on/dying/off. Rules: 1_off cell turns on if exactly two neighbours are on. 2_On cells enter a dying state.3_dy-
ing cells go to off state.

CELLULAR AUTOMATA - Digital Models


CELLULAR AUTOMATA - Digital Model (2D)
< http://www.youtube.com/watch?v=xOL0gXEEl5c>
CELLULAR AUTOMATA - Digital Model (2D)
<http://www.youtube.com/watch?v=q6Jx4plpTqs&feature=related>
CELLULAR AUTOMATA - Digital Model (3D)
<http://www.youtube.com/watch?v=CYgbnI_R1E0>
Mixing of two liquids appears random.
However, the process follows a definite set
of rules. Each molecules ability to move and
therefore mix depends on its own physical
properties and the physical properties of
its neighbours. These conditions are as-
sessed and direction and speed of motion
are determined accordingly.

CELLULAR AUTOMATA - Biological Model (mixing of liquids)


<hhttp://adarob.wordpress.com>
Each cell undergoes a chemical reaction
activated by motion or its adjacent neigh-
bours.

CELLULAR AUTOMATA - Biological Model (bioluminescent algae)


Secretion of pigment from each cell is de-
pendant on its neighbouring cells similar
to Rule 30 where cells are activated based
on a mathematical sequence of numbers.

CELLULAR AUTOMATA - Biological Model (conus seashells)


< http://en.wikipedia.org/wiki/Cellular_automaton>
Déplacements -
It consists of 24 cells
arranged in a grid.
Each fan acts as a cell
and is activated ac-
cording to the ‘game
of life’.
Hardware: 24 fans,
3 Pico IP systems, 1
computer. Software:
Processing, PicoLib.
(Developed by Manuel
Braun)

CELLULAR AUTOMATA - Physical Model


< http://www.decept.org/nolife/index_english.html#video>
Evil/Live 2 - 256 hal-
ogen lights and speak-
ers were arranged in a
16 x16 grid each acting
as a cell and following
the rules of ‘game of
life’.

(Developed by Bill Vorn)

CELLULAR AUTOMATA - Physical Model


< http://blog.makezine.com/archive/2008/11/game_of_life_materialized.html>
Propagaciones - It consists of 50 small robots installed
on top of poles. They are all made of similar circuits but each
looks different. They interact with people around them and
among each other by turning lights on and spinning around.
Each follows the rules from Conway’s game of life.

(Developed by Leandro Núñez )

CELLULAR AUTOMATA - Physical Model


< www.we-make-money-not-art.com/yyy/0aaarco98ub.jpg>
Adaptive Fa[ca]de - An adaptive skin that is
constantly training itself to understand the envi-
ronment. It uses an artificial neural network that
responds to the level of light in the environment
aiming to provide optimal light intensity for a
space.

(Developed by Marilena Skavara )

CELLULAR AUTOMATA - Physical Model


< http://www.digital-architecture.org/hinterlands/exhibitor/marilena-skavara/>

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