65,794 research outputs found
Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach
This paper presents a new method of engaging older participants in the
process of application and IT solutions development for older adults for
emerging IT and tech startups. A new method called SPIRAL (Support for
Participant Involvement in Rapid and Agile software development Labs) is
proposed which adds both sustainability and flexibility to the development
process with older adults. This method is based on the participatory approach
and user empowerment of older adults with the aid of a bootstrapped Living Lab
concept and it goes beyond well established user-centered and empathic design.
SPIRAL provides strategies for direct involvement of older participants in the
software development processes from the very early stage to support the agile
approach with rapid prototyping, in particular in new and emerging startup
environments with limited capabilities, including time, team and resources
Immersive and non immersive 3D virtual city: decision support tool for urban sustainability
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
The role of earth observation in an integrated deprived area mapping “system” for low-to-middle income countries
Urbanization in the global South has been accompanied by the proliferation of vast informal and marginalized urban areas that lack access to essential services and infrastructure. UN-Habitat estimates that close to a billion people currently live in these deprived and informal urban settlements, generally grouped under the term of urban slums. Two major knowledge gaps undermine the efforts to monitor progress towards the corresponding sustainable development goal (i.e., SDG 11—Sustainable Cities and Communities). First, the data available for cities worldwide is patchy and insufficient to differentiate between the diversity of urban areas with respect to their access to essential services and their specific infrastructure needs. Second, existing approaches used to map deprived areas (i.e., aggregated household data, Earth observation (EO), and community-driven data collection) are mostly siloed, and, individually, they often lack transferability and scalability and fail to include the opinions of different interest groups. In particular, EO-based-deprived area mapping approaches are mostly top-down, with very little attention given to ground information and interaction with urban communities and stakeholders. Existing top-down methods should be complemented with bottom-up approaches to produce routinely updated, accurate, and timely deprived area maps. In this review, we first assess the strengths and limitations of existing deprived area mapping methods. We then propose an Integrated Deprived Area Mapping System (IDeAMapS) framework that leverages the strengths of EO- and community-based approaches. The proposed framework offers a way forward to map deprived areas globally, routinely, and with maximum accuracy to support SDG 11 monitoring and the needs of different interest groups
Online participation: the Woodberry Down experiment
The internet and world wide web are generating radical changes in the way we are able tocommunicate. Our ability to engage communities and individuals in designing theirenvironment is also beginning to change as new digital media provide ways in whichindividuals and groups can interact with planners and politicians in exploring their future.This paper tells the story of how the residents of one of the most disadvantagedcommunities in Britain ? the Woodberry Down Estate in the London borough ofHackney ? have begun to use an online system which delivers everything from routineservices about their housing to ideas about options for their future. Woodberry Down isone of the biggest regeneration projects in Western Europe. It will take at least 10 years,probably much longer, to complete, at a cost of over ÂŁ150 million. Online participation isone of the many ways in which this community is being engaged but as we will show, itis beginning to act as a catalyst. The kinds of networks which are evolving aroundsystems like these will change the nature of participation itself, the ways we need to thinkabout it, and the ways we need to respond. Before the experiment is described, we set thecontext by describing the wide range of digital media for communicating plans andplanning which suggests a new typology for web participation consistent with this fastemerging network culture
User and Developer Interaction with Editable and Readable Ontologies
The process of building ontologies is a difficult task that involves
collaboration between ontology developers and domain experts and requires an
ongoing interaction between them. This collaboration is made more difficult,
because they tend to use different tool sets, which can hamper this
interaction. In this paper, we propose to decrease this distance between domain
experts and ontology developers by creating more readable forms of ontologies,
and further to enable editing in normal office environments. Building on a
programmatic ontology development environment, such as Tawny-OWL, we are now
able to generate these readable/editable from the raw ontological source and
its embedded comments. We have this translation to HTML for reading; this
environment provides rich hyperlinking as well as active features such as
hiding the source code in favour of comments. We are now working on translation
to a Word document that also enables editing. Taken together this should
provide a significant new route for collaboration between the ontologist and
domain specialist.Comment: 5 pages, 5 figures, accepted at ICBO 2017, License update
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