06 Model
6.2 Site View
01 Render all
02 Render Part
03 Different Views

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@twinscity
06 Model
6.2 Site View
01 Render all
02 Render Part
03 Different Views
06 Model
6.1 Project
01 Law map in site
Treat site as a rectangular: 90x280m
Compress the law map to this size, using the center point for positioning.
Put 20x20 cells in
02 Five Dimensions of a Database
Law: Plan
War: Structural components
Art: Elevation + Envelope
Myth: Courtyard + Enclosure
Language: Material
16 Materials Every Architect Needs to Know (And Where to Learn About Them) | ArchDaily
03 Model test (01 frame)
Human perspective
04 30-frame model generation
Blender all
Law
War
Myth
Art
Language Material
05 Site
Site Analysis
04 Street View
4.5 Match with All Map
Match the map once per second
Video Link: street
04 Street View
4.4 Match with Language, Myth, and Art
01 YOLO Video Matching Logic
Combine the data from each SOM cell into a single matching text, then use the query corresponding to the YOLO class to perform the match.
Filter the results using the YOLO data from each frame:
score =
0.60 × semantic similarity
+ 0.20 × base strength
+ operation bonus
+ visual position score
+ diversity bonus
- usage penalty
matched_ALL_modal_NONEMPTY_aggregated_300dpi
04 Street View
4.3 Match with War
01 Street skeletons
02 Match
Street Skeletons Data (geometric vector) match War Skeletons Data (geometric vector) and choose War cells
War Map Link: Prepared War SOM Matching with Pose Features
04 Street View
4.2 Match with Law
01 Match Rules
Traffic sign confidence × box area --- Rule intensity --- Match to the Law cells
02 Whole Video Match Results
04 Street View
4.1 Video Analysis
1.Original video
We downloaded a 30-second video of a Rotterdam street.
2.Yolo detection
Video Link: street
3.Classification with dataset
03 Databases and Analysis
3.6 Cross-modal matching
01 Matching logic
Language provides semantic relationships, Theology provides narrative roles, and Art provides visual symbols.
three_modal_art_language_theology_matching.csv
02 Art, Language, Myth SOM
three_modal_compact_preview_stage_raw.png
03 Databases and Analysis
3.4 Language
01 The Play in Language
Huizinga believed that the ‘play’ inherent in language is manifested in the way it creates a poetic world; I therefore chose poetry as my language corpus and crawled 1,000 poems from PoetryDB.
poetry_dataset.csv
I used the large language model Ollama to extract metaphors from the poems, identifying the subject and object of each metaphor, and utilised ‘subject / target / metaphor’ as the semantic input for subsequent SOM and cross-modal matching.
poetry_metaphors_1000_ollama.csv
3.5 Myth
01 The Play in Myth
homo_ludens_myth_index.csv
Huizinga argues that the fun of ‘Play’ in ‘Myth’ is embodied in the personification of myth; by extracting ‘personification gods’ and their narrative roles from mythological texts, these are utilised as a mythological narrative layer in subsequent spatial generation.
Six sources of mythological texts:
1. Rig Veda 10.90: Purusha Sukta
2. Poetic Edda: Völuspá
3. Hesiod: Theogony
4. Hesiod: Theogony — Theoi version
5. Bulfinch’s Mythology: The Age of Fable
6. The Remains of Hesiod the Ascraean
02 Myth Narrative Database
Using keywords relating to the personification of gods in Humoludens, 1,614 related texts were identified; after filtering, 330 narrative mythological texts were retained.
myth_related_paragraphs_strict.csv
03: Use Ollama to extract narrative roles
God role cards:
personified gods
mythological characters
narrative actions
social roles
myth_personified_god_role_cards.csv
03 Databases and Analysis
3.3 Art
01 The Play in Art
Huizinga believed that there exists an instinct for play in art and painting, which also embodies religious sacredness; it is precisely this ‘play-function’—combined with elements of decoration, creation and mythology—that constitutes the ‘play’ within art.
Religious paintings
Consequently, I selected Christian paintings as the database for ‘Art’. Christian paintings contain numerous symbolic elements, which I have decomposed using YOLO. The database comprises 600 Christian paintings, segmented into 1,038 fragments, corresponding to the three-dimensional YOLO labels.
02 YOLO+ SAM
Dimension 1: Ritual
Angel, Chalice, Cross, Halo, Holy_Nails, Madonna
Dimension 2: Ornament
Decoration, Fleur_de_lis, Scroll
Dimension 3: Agon
Flag, Shield, Staff, Sword
03 Art SOM
The labels of the fragments of paintings are first translated into geometric prototypes, and then different spatial arrangements and graphic operations are generated based on Huizinga’s three dimensions of play.
In Huizinga’s theory, Language, Myth and Art are interconnected; they all generate symbols, order and cultural meaning through play. I therefore proceed to cross-modal matching of these three datasets.
03 Databases and Analysis
3.2 War
01 100 War News Videos
War corresponds to Huizinga’s final characteristic of play: Social Group Formation. Therefore, the war video is not treated simply as a record of combat or violence, but as a process through which a separated community is produced.
02 Yolo Model to Detect Pose
It focuses on how human bodies appear, move, gather, disappear, or become hidden within the battlefield image.
Yolo Detection Video Link: War
03 SOM
These pose embeddings were used to train a SOM (Self Organize Map), so similar bodily actions were organized into nearby positions. Each sample then received a som_x / som_y coordinate.
04 Visualization
1.Create a conversion rule table
2.Map
03 Databases and Analysis
3.1 LAW
01 Huizinga’s theory
Huizinga describes legal procedure as a rule-bound and ritualized form of play. Law corresponds to Huizinga’s final characteristic of play: Fixed Rules and Order.
02 Workflow
11 videos
Blip (describe videos)
Whisper (transcribe video transcripts)
Pyannote (Identify different speakers)
Whisper + Pyannote = speaker's identity
Merged (speaker's identity + on-screen descriptions = video content)
03 Analyze Court Rules
Rule Map Link: Markov Rule Topology: Final Edition
04 Visualize the Map
1.Construct a rule conversion table
2.Draw Map
Court Rules Video Link: law
02 Theoretical Framework
Civilization at Play
Theory
Inspired by Huizinga’s Homo Ludens, this project explores play as a cultural force that precedes and shapes civilization. It investigates five databases—art, myth, language, war and law—to reveal how different social structures already contain rules, roles, conflicts, rituals and pleasures of play.
While engaging Constant Nieuwenhuys’ manifesto in New Babylon to challenge the modern city as a system that regulates behavior and extracts productivity.
The characteristics of play
Free Activity
Outside Ordinary Life
Bounded by Time and Space
Fixed Rules and Order
Social Group Formation
01 Project Question
As a typical example of post-war modernist urban planning, Rotterdam’s reconstruction was based on functional zoning and strong rational order. By focusing on efficiency and solving urgent problems, this planning logic helped the city survive after the war, but it also gradually removed Rotterdam’s diversity and weakened its historical memory.
Model
Law+ War
War
Connect the first and second floors.
Vertical circulation or an atrium connecting two levels.
Slope
Model Refinement