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In the last ten years, the area of Kings Cross has changed significantly with new and refurbished buildings leading to significant increase in house prices and population density as part of an overall process of gentrification. The study explores the effects of gentrification in the area with a focus on the correlation between increased land value, the dynamics of the cultural infrastructure and the emerging environmental inequalities.
With the aim of gathering granular environmental information, the team assembled an Arduino device, consisting of loudness and particulate matter sensors. This information was collated with housing prices and crime rates to trace correlations between areas of environmental hazard and perceived attractiveness. Further historical studies mapping art studios and exhibition spaces highlighted how artists and cultural events had been used in the area prior to regeneration to heighten desirability for profit purposes.
As a result, the proposal explores the idea of reverting the dynamics of how cultural production has been used in the area for land value inflation, using agent-based design methods to strengthen the exiting cultural infrastructure with distributed craft and art production community to enable mechanisms of fairer growth and localised regeneration.
Socio- economic information such as income, education, and employment rates, is mapped to identify a hotspot of gentrification in King’s Cross.
High housing prices are mainly located in the central part of Kings Cross while the crime hotspots are, at opposite, located on the edges of the area.
The historical map of cultural infrastructure shows venues catering urban civic interests categorised into exhibition and production spaces.
Approximately 20,000 comments from Instagram, geo located in King’s Cross, were analysed using a CBOW Continuous Bad of Words (CBOW) model and K-Means clustering.
House prices, crime rates, air quality and noise information were put in correlation to generate a map of hazardous vs. desirable areas.
The project makes use of agent-based simulation to explore function distribution and growth.
The crawling simulation adapts to different environmental conditions to generate varying façade patterns.
The project proposes new distributed craft and art spaces at the community scale to enable mechanisms of fairer growth.