Neighborhood: Difference between revisions

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Neighborhoods in the Tygron Engine are mutual exclusive spatial areas that divide a city/ village. These areas do not overlap and are, when available, based on real (historical) data.
Neighborhoods in the Tygron Engine are mutual exclusive spatial areas that divide a city/ village. These areas do not overlap and are, when available, based on real (historical) data.


It is possible to build up a [[project session]], by not making all available neighborhoods active in the first level(s). This would facilitate a first introductory level, with a small neighborhood only active, so that users can familiarize themselves with the Tygron Engine in a secluded area of the project, before progressing into the more complex spatial issues at hand.
It is possible to build up a [[project session]], by not making all available neighborhoods active in the first [[Levels|level(s)]]. This would facilitate a first introductory level, with a small neighborhood only active, so that users can familiarize themselves with the Tygron Engine in a secluded area of the project, before progressing into the more complex spatial issues at hand.


{{Editor steps|title=(de)activate Neighborhoods per level|Load or create a project with existing Neighborhoods in the editor|From the Top Bar of the editor, select Storyline > Levels|On the Left panel of the Editor, select (expand) the level where neighborhoods need to be (de)activated|On the bottom of the list the just expanded options for the selected level, select 'Playable Neighborhoods'|Use the check boxes on the list on the Right Panel of the editor to (de)activate the Neighborhoods as required for the selected level ]]}}
{{Editor steps|title=(de)activate Neighborhoods per level|Load or create a project with existing Neighborhoods in the editor|From the Top Bar of the editor, select Storyline > Levels|On the Left panel of the Editor, select (expand) the level where neighborhoods need to be (de)activated|On the bottom of the list the just expanded options for the selected level, select 'Playable Neighborhoods'|Use the check boxes on the list on the Right Panel of the editor to (de)activate the Neighborhoods as required for the selected level ]]}}

Revision as of 12:04, 2 November 2016

Please note: This page is currently being updated.

Please note: This article refers to the Preview server only!

Template:Learned

File:Chelsea1217.JPG
The Meatpacking District neighborhood of Manhattan in New York City


What is a Neighborhood?

From:https://en.wikipedia.org/wiki/Neighbourhood

A neighbourhood (Commonwealth English), or neighborhood (American English), is a geographically localized community within a larger city, town, suburb or rural area. Neighbourhoods are often social communities with considerable face-to-face interaction among members. Researchers have not agreed on an exact definition, but the following may serve as a starting point: "…Neighborhood is generally defined spatially as a specific geographic area and functionally as a set of social networks. Neighborhoods, then, are the spatial units in which face-to-face social interactions occur—the personal settings and situations where residents seek to realize common values, socialize youth, and maintain effective social control."

How does a Neighborhood relate to the Tygron Engine?

The Neighborhoods of Amsterdam West, as depicted in the Tygron Engine.

Neighborhoods in the Tygron Engine are mutual exclusive spatial areas that divide a city/ village. These areas do not overlap and are, when available, based on real (historical) data.

It is possible to build up a project session, by not making all available neighborhoods active in the first level(s). This would facilitate a first introductory level, with a small neighborhood only active, so that users can familiarize themselves with the Tygron Engine in a secluded area of the project, before progressing into the more complex spatial issues at hand.

How to (de)activate Neighborhoods per level:
  1. Load or create a project with existing Neighborhoods in the editor
  2. From the Top Bar of the editor, select Storyline > Levels
  3. On the Left panel of the Editor, select (expand) the level where neighborhoods need to be (de)activated
  4. On the bottom of the list the just expanded options for the selected level, select 'Playable Neighborhoods'
  5. Use the check boxes on the list on the Right Panel of the editor to (de)activate the Neighborhoods as required for the selected level ]]


Adding and removing a Neighborhood from a project

It is common for the Wizard of the Tygron Engine to read the location of existing neighborhoods from available data. A Project can also involve a new neighborhood (to be constructed) that does not exist in the available data sets yet. In such a case it is possible to add a new Neighborhood to a project.

Editing a Neighborhood in a project