II Fractals - A Definition

The best way to define a fractal is through its attributes: a fractal is "rugged", which means that it is nowhere smooth, it is "self-similar", which means that parts look like the whole, it is "developed through iterations", which means that a transformation is repeatedly applied and it is "dependent on the starting conditions". Another characteristic is that a fractal is "complex", but nevertheless it can be described by simple algorithms - that also means that beneath most natural rugged objects there is some order.

2.1 What is a Fractal?

"Fractals are objects of any kind whose spatial form is nowhere smooth, hence termed "irregular", and whose irregularity repeats itself geometrically across many scales"[01].

In fact there are so many different types of fractals, some of which will be introduced in chapter "3 Different Fractals", that it is not possible to give one definition for all of them. Besides, when we are talking about fractals in general we should never forget that there are many which have not been found yet. Considering this circumstance, it is more useful to describe some of their characteristics.

2.2 Characteristics

... the world is chaotic, discontinuous, irregular in its superficial physical form but ... beneath this first impression lies an order which is regular, unyielding and of infinite complexity[02].

2.3 Influences

There is one important fact about the group of "general" fractals namely the natural development. This means that for the growth of natural but also for artificial objects many additional influences have to be thought of. Thus a tree or a fern can be produced by fractal geometry but these pictures nevertheless offer some differences in respect to their natural brothers. A tree standing alone on a hill for example is influenced by the wind blowing there, which forms the tree in one typical form: branches are only to be found on the side turning away from the direction the wind blows. Other influences may be soil and water conditions, kinds of plants nearby and animals.

Nevertheless "true" fractals can produce typical natural and man-made forms, but only under sterile conditions. If some random factor is added then the resulting objects come nearer to the "real" world. Likewise the development of cities underlies a couple of influences like natural barriers such as hills and rivers, but also man-made ones such as roads leading to other towns, important industrial areas and green-zones of which the growth of the city reacts. The same is true for elevations and even ground plans of buildings that react to the surrounding no matter whether it is man-made or natural.

From that follows that if we know the underlying algorithm of any object - under sterile conditions - and if some mechanisms for simulation of certain influences are added, we may determine future developments of e.g. the growth of a city.

Footnotes

[01] Batty and Longley, Fractal Cities (1994), Academic Press Inc., ISBN 0-12-4555-70-5, p.3.
[02] Fractals can be called the geometry of chaos. Batty and Longley, Fractal Cities (1994), Academic Press Inc., ISBN 0-12-4555-70-5, introduction p.v.

Urban Transformation Between Built and NaturalSystems by Means of an Adapted Wave FunctionCollapse Approach

Journal Paper In JoDLA –  Journal of Digital Landscape Architecture (e-ISSN 2511-624X)

In practice, urban transformation is often carried out at the outskirts or in between existing areas of a city. In that context, important questions are: How can one imagine a transition between different urban structures? ...

Healthcare and Wellbeing

Presentation: at the School of Environment and Society, Institute of Science Tokyo, Japan

This presentation explores process-driven approaches to healthcare design through early-stage functional planning and agent-based simulation. ...

Urban Data

Presentation: at the School of Environment and Society, Institute of Science Tokyo, Japan

This presentation explores how municipal data provided by the City of Vienna can be used to support urban analysis, planning, and decision-making. ...

eCAADe 2025:
Artificially Interactive Individualized Genetic Algorithms (AIIGA) for Gestalt Analysis

Evolutionary algorithms enhanced with sAI in architectural design
Talk and Proceeding: eCAADe 2025 – Confluence (Ankara, Turkey | conference)

This research is concerned with the automation of the user interventional aspect within interactive genetic algorithms (IGA) as already explored in previous publications by the authors considering their use for Gestalt analyses and generative design optimization. ...

Interview with Wolfgang E. Lorenz

in: DAP / Re:Search_2020.2025
S. 244 - 257, Research Department for Digital Architecture and Planning, TU Wien (Publisher)

Interview with Wolfgang E. Lorenz on research, teaching, and practice, especially over the last 5 years

DGC, Lissabon 2025

4th Digital Geographies Conference 2025

Artificial geographies: opening the black box for a new wave of critical thinking.
Predicting Material Composition of Walls and Floors using Machine Learning...