13,297 research outputs found

    Geoweb 2.0 for Participatory Urban Design: Affordances and Critical Success Factors

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    In this paper, we discuss the affordances of open-source Geoweb 2.0 platforms to support the participatory design of urban projects in real-world practices.We first introduce the two open-source platforms used in our study for testing purposes. Then, based on evidence from five different field studies we identify five affordances of these platforms: conversations on alternative urban projects, citizen consultation, design empowerment, design studio learning and design research. We elaborate on these in detail and identify a key set of success factors for the facilitation of better practices in the future

    The challenges of participatory research with 'tech-savvy' youth

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    This paper focuses on participatory research and how it can be understood and employed when researching children and youth. The aim of this paper is to provide a theoretically and empirically grounded discussion of participatory research methodologies with respect to investigating the dynamic and evolving phenomenon of young people growing up in networked societies. Initially, we review the nature of participatory research and how other researchers have endeavoured to involve young people (children and youth) in their research projects. Our review of these approaches aims to elucidate what we see as recurring and emerging issues with respect to the methodological design of involving young people as co-researchers. In the light of these issues and in keeping with our aim, we offer a case study of our own research project that seeks to understand the ways in which high school students use new media and network ICT systems (Internet, mobile phone applications, social networking sites) to construct identities, form social relations, and engage in creative practices as part of their everyday lives. The article concludes by offering an assessment of our tripartite model of participatory research that may benefit other researchers who share a similar interest in youth and new media

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Third Revolution Digital Technology in Disaster Early Warning

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    Networking societies with electronic based technologies can change social morphology, where key social structures and activities are organized around electronically processed information networks. The application of information and communications technologies (ICT) has been shown to have a positive impact across the emergency or disaster lifecycle. For example, utility of mobile, internet and social network technology, commercial and amateur radio networks, television and video networks and open access technologies for processing data and distributing information can be highlighted. Early warning is the key function during an emergency. Early warning system is an interrelated set of hazard warning, risk assessment, communication and preparedness activities that enable individuals, communities, businesses and others to take timely action to reduce their risks. Third revolution digital technology with semantic features such as standard protocols can facilitate standard data exchange therefore proactive decision making. As a result, people belong to any given hierarchy can access the information simultaneously and make decisions on their own challenging the traditional power relations. Within this context, this paper attempts to explore the use of third revolution digital technology for improving early warning

    Bridging the Gap Between Traditional Metadata and the Requirements of an Academic SDI for Interdisciplinary Research

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    Metadata has long been understood as a fundamental component of any Spatial Data Infrastructure, providing information relating to discovery, evaluation and use of datasets and describing their quality. Having good metadata about a dataset is fundamental to using it correctly and to understanding the implications of issues such as missing data or incorrect attribution on the results obtained for any analysis carried out. Traditionally, spatial data was created by expert users (e.g. national mapping agencies), who created metadata for the data. Increasingly, however, data used in spatial analysis comes from multiple sources and could be captured or used by nonexpert users – for example academic researchers ‐ many of whom are from non‐GIS disciplinary backgrounds, not familiar with metadata and perhaps working in geographically dispersed teams. This paper examines the applicability of metadata in this academic context, using a multi‐national coastal/environmental project as a case study. The work to date highlights a number of suggestions for good practice, issues and research questions relevant to Academic SDI, particularly given the increased levels of research data sharing and reuse required by UK and EU funders

    From Sensor to Observation Web with Environmental Enablers in the Future Internet

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    This paper outlines the grand challenges in global sustainability research and the objectives of the FP7 Future Internet PPP program within the Digital Agenda for Europe. Large user communities are generating significant amounts of valuable environmental observations at local and regional scales using the devices and services of the Future Internet. These communities’ environmental observations represent a wealth of information which is currently hardly used or used only in isolation and therefore in need of integration with other information sources. Indeed, this very integration will lead to a paradigm shift from a mere Sensor Web to an Observation Web with semantically enriched content emanating from sensors, environmental simulations and citizens. The paper also describes the research challenges to realize the Observation Web and the associated environmental enablers for the Future Internet. Such an environmental enabler could for instance be an electronic sensing device, a web-service application, or even a social networking group affording or facilitating the capability of the Future Internet applications to consume, produce, and use environmental observations in cross-domain applications. The term ?envirofied? Future Internet is coined to describe this overall target that forms a cornerstone of work in the Environmental Usage Area within the Future Internet PPP program. Relevant trends described in the paper are the usage of ubiquitous sensors (anywhere), the provision and generation of information by citizens, and the convergence of real and virtual realities to convey understanding of environmental observations. The paper addresses the technical challenges in the Environmental Usage Area and the need for designing multi-style service oriented architecture. Key topics are the mapping of requirements to capabilities, providing scalability and robustness with implementing context aware information retrieval. Another essential research topic is handling data fusion and model based computation, and the related propagation of information uncertainty. Approaches to security, standardization and harmonization, all essential for sustainable solutions, are summarized from the perspective of the Environmental Usage Area. The paper concludes with an overview of emerging, high impact applications in the environmental areas concerning land ecosystems (biodiversity), air quality (atmospheric conditions) and water ecosystems (marine asset management)

    Engaging Youth Through Spatial Socio-Technical Storytelling, Participatory GIS, Agent-Based Modeling, Online Geogames and Action Projects.

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    The main goal of this paper is to present the conceptual framework for engaging youth in urban planning activities that simultaneously create locally meaningful positive change. The framework for engaging youth interlinks the use of IT tools such as geographic information systems (GIS), agent-based modelling (ABM), online serious games, and mobile participatory geographic information systems with map-based storytelling and action projects. We summarize the elements of our framework and the first results gained in the program Community Growers established in a neighbourhood community of Des Moines, the capital of Iowa, USA. We conclude the paper with a discussion and future research directions
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