3 research outputs found
Informational Urbanism. A Conceptual Framework of Smart Cities
Contemporary and future cities are often labeled as âsmart cities,â âdigital citiesâ or âubiquitous cities,â âknowledge cities,â and âcreative cities.â Informational urbanism includes all aspects of information and (tacit as well as explicit) knowledge with regard to urban regions. âInformational cityâ (or âsmart cityâ in a broader sense) is an umbrella term uniting the divergent trends of information-related city research. Informational urbanism is an interdisciplinary endeavor incorporating on the one side computer science and information science as well as on the other side urban studies, city planning, architecture, city economics, and city sociology. In this article, we present both, a conceptual framework for research on smart cities as well as results from our empirical studies on smart cities all over the world. The framework consists of seven building blocks, namely information and knowledge related infrastructures, economy, politics (e-governance) and administration (e-government), spaces (spaces of flows and spaces of places), location factors, the peopleâs information behavior, and problem areas. \
Digital konst för stadens vÀntrum
Tid förhÄller vi oss alla till. Ibland sker glapp i tidsplaneringen och dÄ intrÀder vÀntan och vÀntrummet. Generellt Àr vÀntan nÄgot som upplevs som trÄkigt och de flesta försöker att undvika att vÀnta eller Ätminstone upplevelsen av att vÀnta. PÄ perronger uppstÄr sÄdana vÀntrum och trots att dessa offentliga platser Àr Àmnade för att vÀnta pÄ Àr de sÀllan utformade för att stimulera dess resenÀrer. PÄ perrongerna Triangeln och Malmö C i Malmö finns konst som förbigÄr det konventionella. Konsten Àr av digital prÀgel. I denna studie undersöks hur digital konst lÀmpar sig som arkitektoniskt element för att förhöja kvaliteten pÄ vÀntan vid perronger.
Syftet med denna studie var att bidra med kunskap om stadens vĂ€ntplatser och digitaliseringens roll inom arkitekturen och stadsplaneringen samt att fĂ„ en egen ökad förstĂ„else för dessa. Ăven att bidra med kunskap om hur dessa, i framtiden, kan utvecklas och nyttjas i utformningen av stadens offentliga vĂ€ntplatser.
Datainsamlingen har gjorts genom fallstudier pÄ Triangeln och Malmö C som utarbetats genom tre stycken pilotstudier pÄ Uppsala C. Litteraturstudier av mestadels elektroniska vetenskapliga texter har utgjort underlag för diskussion och jÀmförelse av insamlade data.
Resultatet visade att digital konst kan som arkitektoniskt element, bidra till en mer kvalitativ
vÀntan och att dess roll inte behöver vara primÀr för att göra detta. Aktiviteten pÄ perronger pÄverkas av den fysiska utformningen av vÀntrummet samt att upplevelsen av den digitala konsten pÄverkas av aktiviteten pÄ perrongerna. Av resultatet framgÄr det att stimulanser pÄverkar den upplevda vÀntetiden för resenÀrerna och att det finns en konkurrens mellan olika stimulanser pÄ perrongen, varav en av dessa Àr frÄn digital konst.
En av slutsatserna frÄn studien Àr att digital konst pÄ perronger betraktas pÄ ett vis som skiljer sig frÄn konst pÄ museum och att dess roll dÀrav blir en annan. Det som kvarstÄr att undersökas Àr bland annat hur den digitala konstens innehÄll Àr kopplat till betraktarens kÀnslor och hur det kan anvÀndas inom arkitekturen.Time is something we can all relate to. Sometimes gaps occur in planning of time whereby the wait and the waiting room enters. Generally, waiting is considered boring and most people try to avoid waiting or at least the experience of waiting. In train platforms, such waiting rooms occurs and despite the fact that these public places are destined for waiting are they rarely designed to stimulate the travellers. On the platforms Triangeln and Malmö C in Malmö there is art that exceeds the conventional kind. The art is of digital approach. This study examines how digital art is suitable as an architectural element to improve the qualities of waiting in platforms.
The aim of this study was to contribute knowledge about the waiting spots in the city and the role of digitization within architecture and city planning, as well to increase my own knowledge within these. Furthermore, the aim was to contribute knowledge about how these could be developed and used in the future.
Collection of data has been done through case studies at Triangeln and Malmö C which was developed and structured through three pilot studies at Uppsala C. The literature study on mostly electronic scientific papers has been used as basis of discussion and comparison of the collected data.
The results indicated that digital as an architectural element, can contribute to a more qualitative
wait and that its role does not have to be primary to do so. The activity at platforms is affected by the physical design of the waiting room and the experience of the digital art is affected by the activity on the platform. It appears from the results that different stimuli affect the travellerâs waiting experience and that there is a competition among stimuli at platform whereby digital art compose one of them.
One of the conclusions from this study is that digital art at platforms can be viewed in a way that differs from art in museums which also provides digital art with a different role. What remains to be examined is, among other, how the content of digital art is connected to the viewerâs emotions and how this can be used within architecture
Living Among Screens in the City
International audienceScreens have become the apparatuses through which we encounter the world. However, this does not simply mean that our use of screens has increased, but rather that our relationship towards them has changed the way in which we see and live. Through screens we get knowledge and communicate with other people as well as with what is all around us, particularly the urban environment. Individuals and screens have become the inseparable elements of a single communicational and social system raising the fundamental questions of its comprehension and governance. The proliferation of screens and new information and communication technologies (ICT) is accomplishing a perceptive revolution. Our goal is to study the use of screens in the city and propose a new ecosystem contributing to their better use and mastery