38,386 research outputs found

    Actions speak louder than words: designing transdisciplinary approaches to enact solutions

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    Sustainability science uses a transdisciplinary research process in which academic and non-academic partners collaborate to identify a common problem and co-produce knowledge to develop more sustainable solutions. Sustainability scientists have advanced the theory and practice of facilitating collaborative efforts such that the knowledge created is usable. There has been less emphasis, however, on the last step of the transdisciplinary process: enacting solutions. We analyzed a case study of a transdisciplinary research effort in which co-produced policy simulation information shaped the creation of a new policy mechanism. More specifically, by studying the development of a mechanism for conserving vernal pool ecosystems, we found that four factors helped overcome common challenges to acting upon new information: creating a culture of learning, co-producing policy simulations that acted as boundary objects, integrating research into solution development, and employing an adaptive management approach. With an increased focus on these four factors that enable action, we can better develop the same level of nuanced theoretical concepts currently characterizing the earlier phases of transdisciplinary research, and the practical advice for deliberately designing these efforts

    Liberate your avatar; the revolution will be social networked

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    This paper brings together the practice-based creative research of artists Charlotte Gould and Paul Sermon, culminating in a collaborative interactive installation that investigates new forms of social and political narrative in multi-user virtual environments. The authors' artistic projects deal with the ironies and stereotypes that are found within Second Life in particular. Paul Sermon’s current creative practice looks specifically at the concepts of presence and performance within Second Life and 'first life', and attempts to bridge these two spaces through mixed reality techniques and interfaces. Charlotte Gould’s Ludic Second Life Narrative radically questions the way that users embody themselves in on-line virtual environments and identifies a counter-aesthetic that challenges the conventions of digital realism and consumerism. These research activities and outcomes come together within a collaborative site-specific public installation entitled Urban Intersections for ISEA09, focusing on contested virtual spaces that mirror the social and political history of Belfast. The authors' current collaborative practice critically investigates social, cultural and creative interactions in Second Life. Through these practice-based experiments the authors' argue that an enhanced social and cultural discourse within multi-user virtual environments will inevitably lead to growth, cohesion and public empowerment, and like all social networking platforms, contribute to greater social and political change in first life

    New technologies for urban designers: the VENUE project

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    In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500

    A Survey of Current Trends in Incorporating Virtual Reality and GIS

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    April 1-

    A survey of current trends in incorporating virtual reality and geographical information systems

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    The paper describes the results of a comprehensive literature and Internet survey on current trends in virtual Reality GIS (VRGIS). In the first part of the paper, a background of VRGIS is set, followed by the description and classification of the main research areas which focus in VRGIS research with an attempt to clarify the reasons that led the researchers to pursue a VR solution for the specific problems in their research field. Based on the observations from the current practice, the main definitions of VRGIS are discussed in the third section. Finally, future directions and possibilities for development are drawn

    Urbanheart surgery - a logic of design alternatives

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    In 1972 Sir Leslie Martin in his essay “The Grid as Generator”, advocated “a strong theoretical basis for [planning and] urban design” (Carolin P, 2000, p4) by methodically shifting design parameters regarding the way “in which buildings [could be] placed on the land” Martin was able to demonstrate how the generation of alternatives could “allow wider scope for decisions and objectives” to be considered and discussed (Carmona M, & Tiesdell S 2007, p81). Operating within a conventional design studio yet drawing of Sir Leslie Martin’s logic, ie developing an informed understanding of a problem by identifying a finite world of design ‘alternatives’, the following paper outlines a studio based program at the School of Architecture and Building, Deakin University, referred to as the ‘UrbanHeart Surgery’. While most atelier-based courses operate largely on an ad-hoc basis where students often work within self imposed competitive isolation, Urbanheart adopts a more open yet structured approach where students work in design collaboratives to generate a matrix of alternative design scenarios. The program actively integrates postgraduate students from Architecture, Urban Design and Planning into a design research culture and allows them to engage in critical discourse by working on strategic design projects in three areas significant to the future development of the state of Victoria: Metropolitan Urbanism, Urbanism on the Periphery and Regional Urbanism

    Immersive and non immersive 3D virtual city: decision support tool for urban sustainability

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    Sustainable urban planning decisions must not only consider the physical structure of the urban development but the economic, social and environmental factors. Due to the prolonged times scales of major urban development projects the current and future impacts of any decision made must be fully understood. Many key project decisions are made early in the decision making process with decision makers later seeking agreement for proposals once the key decisions have already been made, leaving many stakeholders, especially the general public, feeling marginalised by the process. Many decision support tools have been developed to aid in the decision making process, however many of these are expert orientated, fail to fully address spatial and temporal issues and do not reflect the interconnectivity of the separate domains and their indicators. This paper outlines a platform that combines computer game techniques, modelling of economic, social and environmental indicators to provide an interface that presents a 3D interactive virtual city with sustainability information overlain. Creating a virtual 3D urban area using the latest video game techniques ensures: real-time rendering of the 3D graphics; exploitation of novel techniques of how complex multivariate data is presented to the user; immersion in the 3D urban development, via first person navigation, exploration and manipulation of the environment with consequences updated in real-time. The use of visualisation techniques begins to remove sustainability assessment’s reliance on the existing expert systems which are largely inaccessible to many of the stakeholder groups, especially the general public

    Using natural means to reduce surface transport noise during propagation outdoors

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    This paper reviews ways of reducing surface transport noise by natural means. The noise abatement solutions of interest can be easily (visually) incorporated in the landscape or help with greening the (sub)urban environment. They include vegetated surfaces (applied to faces or tops of noise walls and on building façades and roofs ), caged piles of stones (gabions), vegetation belts (tree belts, shrub zones and hedges), earth berms and various ways of exploiting ground-surface-related effects. The ideas presented in this overview have been tested in the laboratory and/or numerically evaluated in order to assess or enhance the noise abatement they could provide. Some in-situ experiments are discussed as well. When well-designed, such natural devices have the potential to abate surface transport noise, possibly by complementing and sometimes improving common (non-green) noise reducing devices or measures. Their applicability strongly depends on the available space reserved for the noise abatement and the receiver position
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