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The Virtual and the Real in Planning and Urban Design: Perspectives, Practices and Applications explores the merging relationship between physical and virtual spaces in planning and urban design. Technological advances such as smart sensors, interactive screens, locative media and evolving computation software have impacted the ways in which people experience, explore, interact with and create these complex spaces. This book draws together a broad range of interdisciplinary researchers in areas such as architecture, urban design, spatial planning, geoinformation science, computer science and psychology to introduce the theories, models, opportunities and uncertainties involved in the interplay between virtual and physical spaces. Using a wide range of international contributors, from the UK, USA, Germany, France, Switzerland, Netherlands and Japan, it provides a framework for assessing how new technology alters our perception of physical space.
Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
Artificial Intelligence in Urban Planning and Design: Technologies, Implementation, and Impacts is the most comprehensive resource available on the state of Artificial Intelligence (AI) as it relates to smart city planning and urban design. The book explains nascent applications of AI technologies in urban design and city planning, providing a thorough overview of AI-based solutions. It offers a framework for discussion of theoretical foundations of AI, AI applications in the urban design, AI-based research and information systems, and AI-based generative design systems. The concept of AI generates unprecedented city planning solutions without defined rules in advance, a development raising important questions issues for urban design and city planning. This book articulates current theoretical and practical methods, offering critical views on tools and techniques and suggests future directions for the meaningful use of AI technology. Includes a cutting-edge catalogue of AI tools applied to smart city design and planning Provides case studies from around the globe at various scales Includes diagrams and graphics for course instruction
This open access book examines collaborative approaches to urban transformation processes and guides smart co-design applications in such contexts. It presents a selection of co-design methods that can be fruitfully integrated with mobile applications, focusing on the CitySense app, the result of two H2020 European Projects. This innovative solution favours a virtuous co-creation process involving decision-makers, architects, developers, and citizens. It provides a service for assessing the existing urban context and possible design solutions from the community perspective. It enables the study of citizens’ perceptions by pairing Augmented and Virtual Reality with the “Experiential Environmental Impact Assessment: exp-EIA©” method, which integrates psychological and architectural perspectives. This approach shapes all phases of the design process, encouraging evidence-based design and decision-making, and also supports the definition of a proper design brief before investing and the pre-assessment of the urban design project’s experiential outcomes before construction. The book starts by presenting the evolution of citizens’ involvement from traditional to smart solutions, and then provides a general framework of co-design options using smart applications (especially the CitySense app). The overall approach fosters a phygital (physical + digital) approach by outlining possible ways of enhancing fruitful public/private collaborations with a view to making shared, high-performance urban decisions.
This book is thematically positioned at the intersections of Urban Design, Architecture, Civil Engineering and Computer Science, and it has the goal to provide specialists coming from respective fields a multi-angle overview of state-of-the-art work currently being carried out. It addresses both newcomers who wish to obtain more knowledge about this growing area of interest, as well as established researchers and practitioners who want to keep up to date. In terms of organization, the volume starts out with chapters looking at the domain at a wide-angle and then moves focus towards technical viewpoints and approaches.
Amidst the soot, stink and splendour of Victorian London, a coterie of citizen-sociologists set out to break up the British Empire. They were the followers of the French philosopher Auguste Comte, a controversial figure who introduced the modern science of sociology and the republican Religion of Humanity. Moralising Space examines how from the 1850s Comte’s British followers practised this science and religion with the aim to create a global network of 500 utopian city-states. Curiously the British Positivists’ work has never been the focus of a full-length study on modern sociology and town planning. In this intellectual history, Matthew Wilson shows that through to the interwar period affiliates to the British Positivist Society – Richard Congreve, Frederic Harrison, Charles Booth, Patrick Geddes and Victor Branford – attempted to realise Comte’s vision. With scarcely used source material Wilson presents the Positivists as an organised resistance to imperialism, industrial exploitation, poverty and despondency. Much to the consternation of the church, state and landed aristocracy they organised urban interventions, led ad hoc sociological surveys and published programmes for realising idyllic city-communities. Effectively this book contributes to our understanding of how Positivism, as a utopian spatial design praxis, heavily influenced twentieth-century architecture and planning.
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
This book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.
"This book provides an overview of online research methods in urban and planning studies, exploring and discussing new digital tools and Web-based research methods, as well as the scholarly, legal, and ethical challenges associated with their use"--Provided by publisher.