787 research outputs found

    Geo-Design:

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    Geo-Design. Advances in bridging geo-information technology and design brings together a wide variety of contributions from authors with backgrounds in urban planning, landscape architecture, education and geo-information technology presenting the latest insights and applications of geodesign. Geo-Design is here understood as a hybridization of the concepts “Geo” – representing the modelling, analytical and visualisation capacities of GIS, and “Design” – representing spatial planning and design, turning existing situations into preferred ones. Through focusing on interdisciplinary design-related concepts and applications of GIS international experts share their recent findings and provide clues for the further development of geodesign. This is important since there is still much to do. Not only in the development of geo-information technology, but especially in bridging the gap with the design disciplines. The uptake on using GIS is still remarkably slow among landscape architects, urban designers and planners, and when utilised it is often restricted to the basic tasks of mapmaking and data access. Knowledge development and dissemination of applications of geodesign through research, publications and education, therefore, remain key factors. This publication draws upon the insights shared at the Geodesign Summit Europe held at the Delft University of Technology in 2014. All contributions in the book are double blind reviewed by experts in the field

    Getting virtual 3D landscapes out of the lab

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    Increasingly realistic virtual three dimensional (3D) models have been created that demonstrate a variety of landscape designs. They have supported a more collaborative and participative approach in planning and design. However, these 3D landscape models are often developed for use in bespoke virtual reality labs that tie the models to expensive graphics hardware, or complex arrays of screens, with the viewer spatially detached from the actual site. Given the increase in prevalence of advanced “smartphone” and tablet technology with GPS and compass functionality, this paper demonstrates two methods for on-demand dissemination of existing virtual 3D landscape models using: (1) a touch based interface with integrated mapping; (2) a standard web browser interface on mobile phones. The latter method demonstrates the potential to reduce the complexity of accessing an existing 3D landscape model on-site to simply pointing a smartphone in a particular direction, loading a web page and seeing the relevant view of the model as an image. A prototype system was developed to demonstrate both methods successfully, but it was also ascertained that the accuracy of GPS positional data can have a negative effect on the browser based method. Finally, potential developments are presented exploring the future of the technology underpinning the method and possible extensions to the prototype as a technique for increasing public participation in planning and design

    Procedural digital twin generation for co-creating in VR focusing on vegetation

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    An early-stage development of a Digital Twin (DT) in Virtual Reality (VR) is presented, aiming for civic engagement in a new urban development located in an area that is a forest today. The area is presently used for recreation. For the developer, it is important both to communicate how the new development will affect the forest and allow for feedback from the citizen. High quality DT models are time-consuming to generate, especially for VR. Current model generation methods require the model developer to manually design the virtual environment. Furthermore, they are not scalable when multiple scenarios are required as a project progresses. This study aimed to create an automated, procedural workflow to generate DT models and visualize large-scale data in VR with a focus on existing green structures as a basis for participatory approaches. Two versions of the VR prototype were developed in close cooperation with the urban developer and evaluated in two user tests. A procedural workflow was developed for generating DT models and integrated into the VR application. For the green structures, efforts focused on the vegetation, such as realistic representation and placement of different types of trees and bushes. Only navigation functions were enabled in the first user test with practitioners (9 participants). Interactive functions were enabled in the second user test with pupils (age 15, 9 participants). In both tests, the researchers observed the participants and carried out short reflective interviews. The user test evaluation focussed on the perception of the vegetation, general perception of the VR environment, interaction, and navigation. The results show that the workflow is effective, and the users appreciate green structure representations in VR environments in both user tests. Based on the workflow, similar scenes can be created for any location in Sweden. Future development needs to concentrate on the refinement of buildings and information content. A challenge will be balancing the level of detail for communication with residents

    Leveraging VGI Integrated with 3D Spatial Technology to Support Urban Intensification in Melbourne, Australia

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    High density residential development in metropolitan Melbourne, where contradictory imperatives of neighbourhood character and urban intensification play important roles, remains an uncertain practice. One key issue for plan implementation is the lack of consistency between authorities, developers and the community in interpreting the standards, design guidelines, and state/local strategies, especially those relating to neighbourhood character. There is currently no mechanism to incorporate community perceptions and place experiences as subjective aspects of neighbourhood character in development assessments. There is also little use of micro-scale and multi-dimensional spatial analysis to integrate these subjective aspects with objective measures (e.g. building volume and height; streetscape) to communicate effectively—and in a limited timeframe—with all stakeholders. This paper explores the potential of two emerging geospatial technologies that can be leveraged to respond to these problems. Evidence in the literature suggests that volunteered geographic information (VGI) can provide community input around subjective aspects of the urban environment. In addition, a deluge of three-dimensional (3D) spatial information (e.g. 3D city models) is increasingly available for micro-level (building- or property-level) assessment of the physical aspects of the urban environment. This paper formulates and discusses a conceptual framework to link these two spatial technological advancements in a virtual geographic environment (VGE) that accounts for micro-scale 3D spatial analysis incorporating both subjective and objective aspects of neighbourhood character relevant in implementing compact city strategies

    Emerging technologies in urban design pedagogy: augmented reality applications

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    In the contemporary era of urban design, the advent of big data and digital technologies has ushered in innovative approaches to exploring urban spaces. This study focuses on the application of Augmented Reality (AR) and Extended Reality (XR) technologies in the metropolitan areas of Houston and Amsterdam. These technologies create immersive 'Phygital Installations' that blend physical and digital elements, effectively capturing people's perceptions and enhancing urban design proposals. By fostering human-centered planning, AR and XR technologies make urban design more interactive and accessible to the public. Houston, with its rapid industrial growth and diverse socio-economic landscape, provides a unique setting to examine the impacts of these technologies on urban form and socio-environmental dynamics. In contrast, Amsterdam, with its rich historical layers and socio-cultural diversity, offers insights into the integration of AR/XR technologies in urban planning, particularly in the realm of historical preservation and contemporary urban development. This research contributes to the emerging field of AR/XR in urban design by highlighting the transformative potential of these technologies in enhancing the understanding and engagement in urban design and spatial planning

    Sketch-a-park Study of the usability of diagrams for participatory sketching

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    Children’s view in participation currently gaining popularity (CABE Space and CABE Education, 2004) along with digital tools of participation based on design exploration currently known as Digital Participatory Platforms (DPPs) (Falco and Kleinhans, 2018), (Gün et al., 2020). Space Syntax Theory (SST) offers a well-proven human-centred analytic framework with applications for public engagement via digital twins (Dembski et al., 2019). Yet, as some authors argue (Baeck and Saunders, 2015), (Dembski et al., 2020), more needs to be done to improve the experiential side of these systems and empower citizens and children, in particular, to carry out their designs within these events using what is. We argue that using diagrammatic sketching as the basis of DPPs is particularly suited for SST since most SS models work out abstractions of urban morphology which can be drawn using simple diagrammatic sketches. However, this type of drawing may prove too abstract for participants and questions remain open regarding the usability of this type of drawings in a participatory environment. It is yet to be proven whether general members of the public, in particular young kids, can engage with diagrammatic sketches and what influence digital environments have on this engagement. To address these questions, we carried out two pilot studies with participants aged 10 to 11-year-old where we asked them to carry out drawings of urban proposals with different levels of information regarding diagrammatic drawings. Tests were repeated with different groups making paper drawings as well as using a bespoke digital tool at different stages of the drawing. We develop an analytic framework for drawings and carry out a comparative study of the material produced. Results from the experiment suggest that 10- to 11-year-old can easily understand the abstraction behind diagrammatic sketches and adopt this technique as a form of expression. We observe that this happens more markedly when using digital tools. This suggests diagrammatic sketches have the potential to be deployed as part of a SS driven participatory tool

    MoMove Modern Movement and Industrial Heritage

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    Documentation, digitalization and dissemination of knowledge about buildings and sites of Modern Movement, and in particular industrial heritage, have been in the focus of this year´s MoMove publication. The publication is a collection of the students´ exhibits, developed by the students of the Master’s programs of Integrated Architectural Design (MIAD) and Integrated Design (MID) in the academic year 2021/22, within the Conference and Communication (ConCom) course at the Detmold School of Architecture and Interior Architecture (TH OWL), and as a part of the 19th Docomomo Germany Conference 2022, Zeche Zollverein, Essen. As a co-organizer of the Docomomo Germany Conferences since 2019, the Detmold School was able to connect research and educational projects to the events, often exploring novel forms of ideation, documentation, design and dissemination. This publication complements MoMove publication developed in the academic year 2020/21 on the Modern Movement and Infrastructure theme (Pottgiesser et al., 2021). The students´ exhibits presented in this publication showcase and apply current digital visualization and communication technologies, such as: websites, apps, films, as well as applications of 360-degree images, virtual reality and gamification. They exploit the creative and novel digital potentials for the safeguard of the recent built heritage: preservation through VR and 3D-models (e.g. Mumbai Textile Mills, Mechanical systems), commemorating (e.g. Zollverein Game and Solar Power Plant Revival), community engagement and data accessibility (e.g. Digitalization of the Heritage Buildings with Photogrammetry and Industrial Heritage Quartet). Moreover, the exhibits demonstrate the students’ reflections and concerns towards the future design and reuse of the industrial heritage, buildings and sites, inspired by the lessons learnt from Modern Movement, addressing the topics such as: redevelopment and sustainable renovation (e.g. Sustainable refurbishment of Sanaa-Cube and Adaptive reuse of Zollverein), embedded energy (e.g. Zollverein Salt Factory), sustainable materials and energy efficiency, biodiversity and landscape (e.g. Biodiversity at Zollverein), aesthetics and building analysis (e.g. Fagus Werk and Zollverein Aesthetics). The contributions aimed to create new content for the Docomomo virtual exhibition – MoMove, developed by Docomomo International in 2015 (http://exhibition. docomomo.com/) with the goal of fostering its role as an international platform making the knowledge and information about the architectural heritage of the Modern Movement available online. We hope to inspire you as a reader and visitor
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