Difference between revisions of "City as a Grid"
|Line 151:||Line 151:|
SimCity goes open source as "Micropolis" :
SimCity goes open source as "Micropolis" :
Revision as of 23:46, 2 May 2010
This transversal article is a mere attempt to isolate items of the emerging shapes of a globally, distributed p2p-oriented city model in a post-scarcity society.
It is intended as a placeholder for resources linked to a hypothetical City-as-a-grid model, where resource creation and distribution are done in such a way that the city is stable on local/proximity scale, yet scalable in a global, virtual scale.
Based on such a model, there seems to be a need for separating the local-scale variables from the global ones, the global one using the Internet or similar network to have reality. While reducing transportation costs and enforcing local manufacturing, it also is easier to maintain autonomy on local scale.
Being citizen in such a city would mean having two lifes: the local one, and the global one. The local being represented by the workforce needed for local autonomy, and the global for telework-powered immaterial, high level activities.
Notions such as a part-time chore concept (citizen local participation), peer to peer learning, alternative currency models or the implications of 3D replication/printing technologies or of immersive telepresence (enabling telework) will be studied keys.
A wider goal for this project is to study the dynamics of the needed resources in conjunction with population evolution, of the local cost of the infrastructure per inhabitant, and to try estimating the progressive adoption potential.
Ultimately, the use of virtual worlds based technologies or role plays as simulation basis might help compare the discerned approaches and notions impacts.
- Non-monetary models and metrics:
- Interconnected Energy Network
- Distributed network infrastructure: Wireless Commons
- Geographical dematerialization
- Overlay production
- Peer to peer learning: Education category
- Eco-Housing: Open Farm Tech
- Local food production:
- Decision making
- Mutual ownership
- Material goods conception and distribution
Amongst resources, primal needs generation and distribution (food, energy, chores, computing, essential jobs...), commonly needed dispenses (tools sharing, maintenance fees, ...) and critical skills (medicine, teaching) would be distributed in a geographical way, allowing slow and progressive, renewable expansion.
- local needs
- primal needs
- essential skills
- community expenses
- community chores
- local resources
- community decision making
- power generation
- essential food generation
- natural resources
- community buildings
- hardware manufacturing facilities
- hardware storage: common goods lending store, post office
- elementary school
- associations buildings
The more technology advances, the more aspects of it can be shared and distributively developped. For instance, the day 3D printers come into our homes, it will be possible to apply open-source models to physical goods as well ! This means, a lot of the industry could be dematerialized. Virtual reality, telepresence, 3D printing, computer-assisted-design are key elements to this evolution.
Example workflow: engineers -> CAD -> 3D printing -> assembling
However, a LOT of things will not be doable using 3D printers, so bigger facilities will be needed, notably for producing the bootstrapping elements.
- global needs
- critical bootstrapping hardware manufacturing
- global virtual infrastructure (communication/energy/transportation) with load balancing and fault-tolerance
- incentive mecanisms
- primal goods production (used for goods manufacturing)
- global resources
All these categories represent a component in the city life that may (or not!) be distributed:
- currency models
- trade model
- ownership model
- reputation model
- incentive model
Overlay physical networks
- common goods network (commonly-owned items or resources, local or global)
- smart energy network
- communication network
- transportation and goods delivery (a single, modular transportation system)
- community network
- common needs network
- common resources network
- common knowledge network
- community bank
- personal networks
- professional network
- family/friends network
- associative network
- Cell: atomic entity representing the smallest, partially autonomous system.
- community "chores"
- cell council
- recycling/garbage handling
- city maintenance
- housing doesn't necessarily HAVE to be owned by people: there are so many people renting their houses already...
- his parallel economy can keep interacting with other models by exchanging manufactured goods or services. The monetary value gained being invested in the communities themselves (not the individual).
- the ponctual needs (e.g.: "i need a hammer for 10 hours") could be addressed by a community-available resource, possibly on a global scale (using a transportation system to send the lended item)
- collective "buyings" could be fired when requests are important enough on a geographical proximity
- Progressive bootstrapping : every new home should be bringing enough resources to counter-balance it's consumption at the cell scale. This can be seen as a community giving
- the community activities could be timely rotated
- houses could be traded
- value/price/score should be dependant on:
- f(1/ecological impact)
- f(1/demand): e.g., a community activity's rating should be inverted to the demand (the more a job is asked, the less it gives peer points)
- happiness/usefulness contribution level (reputation)
- Kim Stanley Robinson's Mars Trilogy envisions a composite (both manufacturial and culturally segmented) society model emergence during Mars' terraforming and colonization. It is a highly automated society whose economy was based on caloric input/output and had few materials valued based on their scarcity, thus bearing some similarities to technocratic ideas.
Using Open Source Code to create Simulation Games including Distributed Infrastructure ?
SimCity goes open source as "Micropolis" : http://www.donhopkins.com/home/micropolis/