14 research outputs found

    Representar o patrimônio territorial com as crianças: o caso de Santa Leopoldina no Brasil

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    Esta pesquisa baseia-se na abordagem territorialista italiana que articula uma aproximação conceitual, metodológica e prática do patrimônio territorial, a uma participação multicolorida de crianças no contexto de Santa Leopoldina, um município de montanha do estado do Espírito Santo, no Brasil. Entre os cidadãos, aqueles que geralmente não são considerados nos processos de planejamento e gestão do território, como as crianças, estão envolvidos aqui na elaboração de representações de valores patrimoniais, através de desenhos individuais e coletivos e intervenções lúdicas nos espaços públicos. Os aspectos perceptivos e cognitivos das crianças são transpostos para o mapeamento digital com a tecnologia de geoinformação, atribuindo-lhes também uma gradação de alto, médio e baixo valores. Em suma, a pesquisa reforça um caminho consolidado na Itália, mas novo no Brasil, onde o foco no patrimônio e nas crianças pode significar um investimento positivo no projeto de valorização e transformação da cidade.Heritage & Value

    Immersive Technologies for Education in Heritage & Design: An online program adapted for the Architecture track in times of COVID-19

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    Applying imaging to architectural and urban heritage studies is not new. Drawing, painting and pho-tographing, and most recently digital imaging have been applied as techniques for the representation and preservation of heritage buildings, cities and landscapes. New technologies and media in the service of heritage is a fast-growing field, best known as virtual or digital heritage (Wang et al., 2020). Such immersive experiences include Virtual Reality (VR), Serious Geogames have been enhancing and enriching how people experience heritage, improving and upscaling public involvement and knowledge about its cultural significance.Heritage & Value

    Altered spaces: new ways of seeing and envisioning nature with Minecraft

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    The climate crisis has inspired youth-led activism across the world and young people now lead global campaigns and political protest on climate justice. However, aside from news media coverage of youth activism and the attendant focus on young people’s hand-drawn protest placards, relatively little is known about young people’s views on the actions needed to respond to the climate crisis or how they imagine environmentally-sustainable futures. This visual essay addresses that lacuna by exploring young people’s ideas about local climate actions. The images selected for consideration were created using Minecraft, the 3D block-building visualisation game, at workshops held in Ireland. Young people and their families were invited to create environmentally-sustainable futures at Minecraft workshops. Exploring these 3D designs as images, the essay documents young people’s visual representations of desirable climate actions and reflects on these Minecraft images to shed light on how young people envision alternative climate futures. These collective visions, or climate imaginaries, are powerful indicators of what young people imagine is possible in the future. In doing so, they present an alternative to the mainstream news and entertainment media preoccupation with dystopian constructions of the climate crisis. They also highlight the power of Minecraft as a visual medium to open up new ways of seeing nature and of envisioning nature-society relations. The selected images were also exhibited as part of the CLIMATE Look Lab 2022 held at the Open Eye Gallery, Liverpool. The gallery invited researchers, community groups and artists to use the gallery as a lab space to engage visitors with our changing environment and to explore how images can change the visual narrative on climate change.Heritage & Value

    Let’s discuss our city! Engaging youth in the co-creation of living environments with digital serious geogames and gamified storytelling

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    This article concentrates on ways in which novel playful technologies can engage youth in co-creation of living environments. The presented study focuses on five selected prototypes of serious digital geogames and gamified storytelling that were developed specifically for younger generations of users. The analysis concentrates on reviewing their goals, game story, outcomes, and the results of testing serious digital geogames prototypes with youth. It leads to a set of identified urban planning engagement forms that can be well supported with the help of serious digital geogames. They include exploring landscapes, learning about places, learning about specific topics, reconstructing the past, envisioning the future, connecting with action projects, and communicating. The article concludes with the discussion of the main findings and perspectives for further research.Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Heritage & Value

    Value-based redesign in gamified learning environments

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    Architectural redesign risks damaging or destroying built heritage, especially when designers are unaware of its cultural significance. This needs to be prevented, as built heritage is a human right, as coined by the 2005 Faro Convention. As a result, architects are now encouraged to conduct values-based redesigns with a broader range of stakeholders in order to uncover the cultural relevance of built heritage and co-create their redesigns. This shift in perspective, from one that was formerly expert-based and individualistic, aims to better preserve built heritage and its cultural relevance. Students, the architects of tomorrow, must acquire the knowledge, skills, and attitude to master this shift in perspective. This chapter reports on the lessons learned when teaching values-based redesign in gamified learning environments (GLEs) in two courses offered to architecture students by the Heritage and Architecture Section of the TUDelft, in the Netherlands. GLEs were chosen because of their known efficacy in enhancing stakeholder involvement and contributing to decisionmaking processes in other contexts. Results revealed that even if students are more aware of heritage value, their redesign decisions are more often guided by their personal values, rather than collective values (i.e. cultural significance). Values-based design and co-creation are not relevant for the redesign of built heritage only. The lessons learned in this research can help develop learning objectives across bachelor and master programs so that students learn to engage with different stakeholders in different contexts. Elsewhere, this new approach is being applied in practice, often without training. In this situation, training new architects on the use of GLEs as engagement tools contributes to their professional development, fostering a culture of greater participation and co-creation in urban planning, architecture and built heritage.Heritage & Value

    GeoMinasCraft: A Serious Geogame for Geographical Visualization and Exploration

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    This chapter concentrates on the implementation of the geogame GeoMinasCraft and its use for geographical virtual explorations. The game was implemented to study the use of geospatial data for the visualizations of landscapes in a serious game. The users/players can take on an adventure, explore the landscapes, learn about geodiversity, and face different challenges. The game takes us to the City of Ouro Preto in Minas Gerais in Brazil. The city was selected due to its historical significance and socio-cultural values. We used satellite images and transformed them into blocks imitating these real-world landscapes and cities in Minecraft. We tested the game prototype with nine students which gave us the needed feedback for the improvements of the first prototype. This chapter summarizes the game concept, its implementation, and the testing results. We conclude the chapter with a discussion and further research directions.Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Heritage & Value

    Landscapes of Hope: weaving shared values through resilience narratives and serious geogames

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    This article deals with questions and practices involving the debate on the role of shared urban values as a measure of an interactive and healthy urban life to design the post-pandemic city based on the ethics of collaboration and trust. It was in this sense that, over a series of teaching and research activities at the School of Architecture, Planning and Environmental Policy, University College Dublin, Ireland, we proposed the application of narrative of resilience and serious geogames in the debate of care in public engagement. This was done in order to assess their potential in designing possible common futures through ludic elements as an approach to emancipatory learning and action. The results of these experimental activities and the participants' feedback point to the formulation of an “open” methodology, which unfolds, based on epistemologies and local actors, for the weaving of collaborative and resilient urban landscapes in the face of the problem 1) the unsustainability of urban development opposed to community values; 2) the digital revolution and the rise of individualism and detachment, and 3) urban diversity in decay due to the increase in privatization, suppression or restriction of accessing public spaces and everyday life. Next steps of the research will focus on the creation of an original game in mixed reality for the co-creation of the post-pandemic city based on care between the inhabitants and the territory at a new level of depth of engagement through hope.Heritage & Value

    Peoples’ values and feelings matter: Participatory heritage management using social media

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    Social media has been increasingly used by various communities to express their opinions, values, and feelings about cities and, in particular, built heritage. Social media platforms, interactive technologies used by virtual communities and networks became an important source for recent innovative studies on participatory heritage management. Amongst them, the application of artificial intelligence (AI) methods to analyze social media data for heritage management, in particular peoples’ feelings and their relation to cultural significance(values and attributes), is seldom explored. This chapter explores the potential of social media content as a data source and artificial intelligence methods to analyze people’s feelings and opinions about the cultural significance of built heritage. The city of Yazd, Iran, was taken as a case study, with a specific focus on windcatchers(architectural element used for natural ventilation), a key urban attribute also conveying outstanding universal value, ever since inscribed on the UNESCO World Heritage List in 2017. This chapter details: 1) the state of the art on participatory heritage management using social media; 2) the methodology to extract values and sentiments assigned to windcatchers on Instagram and Twitter posts over the last ten years; 3) and last, the preliminary findings on the values of windcatchers, sentiment and emotion analysis, and the association analysis between the values of windcatchers and emotions. Results indicate the most and least addressed categories of values and emotions. Moreover, some potential relations between values and emotions (e.g., economic, ecological, and scientific values with trust) are revealed. Besides, it became proven that negative sentiments over windcatchers of Yazd are scarcely expressed (e.g., critiques) in social media. This study confirms the potential of social media for heritage management in terms of (de)coding and measuring the values of heritage attributes and related feelings. This research is useful to the windcatchers in Yazd, but also replicable to other case studies and scales.Heritage & Value

    Dataset on the literature on public participation and consensus building: Bibliography and meta-analysis of selected studies

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    The data presented in this Data in Brief article offers an insight into the scientific literature on conceptual and empirical approaches to public participation and consensus-building. It consists of articles retrieved from the Scopus search engine which feature “public participation”, “consensus”, and “value and attribute” in the title, abstract, and author keywords. Information on the bibliography is recorded, namely title, author(s), year of publication, and source title. Metadata on how the articles were analyzed is provided in the dataset. From 121 publications, most literature (103) analyzes public participation through case studies. The studies were analyzed according to factors that were identified inductively and grouped in two categories: 1) public participation: actor, method, and level of public participation, and 2) consensus: approaches, conflict. The data is related to the research article entitled “Public participation and consensus-building in urban planning from the lens of heritage planning: A systematic literature review”. This paper focuses on the public participation factors as the factors on consensus are already explained in the main article. This paper shows which factors of participation were implemented in the analyzed studies. Given that, this article contributes to researchers and practitioners working on public participation because it reveals the diversity of approaches for consensus-building in public participation processes, which help them realize which level of participation they want to achieve and the means to reach it.Heritage & Architectur

    Capturing public voices: The role of social media in heritage management

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    Social media platforms have been increasingly used by locals and tourists to express their opinions about buildings, cities, and built heritage in particular. Most recently, scholars have been using social media to conduct innovative research on built heritage and heritage management. Still, the application of artificial intelligence (AI) methods to analyze social media data for heritage management is seldom explored. This paper investigates the potentials of short texts (sentences and hashtags) shared through social media as a data source and artificial intelligence methods for data analysis for revealing the cultural significance (values and attributes) of built heritage. The city of Yazd, Iran was taken as a case study, with the particular focus on windcatchers, key attributes conveying outstanding universal values, as inscribed on the UNESCO World Heritage List. This paper has three subsequent phases: 1) state of the art on the intersection of public participation in heritage management and social media research; 2) methodology of data collection and data analysis related to coding people's voices from Instagram and Twitter into values of windcatchers over the last ten-years; 3) preliminary findings on the comparison between opinions of locals and tourists, sentiment analysis, and its association with the values and attributes of windcatchers. Results indicate that the age value is recognized as the most important value by all interest groups, while the political value is the least acknowledged. Besides, the negative sentiments are scarcely reflected (e.g., critiques) in social media. Results confirm the potential of social media for heritage management in terms of (de)coding and measuring the cultural significance of built heritage for windcatchers and also other attributes in Yazd and other case studies and scales.Heritage & Architectur
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