The Virtual and the Real in Planning and Urban Design


Book Description

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.




The Virtual and the Real in Planning and Urban Design


Book Description

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.




Designing Disorder


Book Description

Rethinking the open city Planners, privatisation, and police surveillance are laying siege to urban public spaces. The streets are becoming ever more regimented as life and character are sapped from our cities. What is to be done? Is it possible to maintain the public realm as a flexible space that adapts over time? Can disorder be designed? Fifty years ago, Richard Sennett wrote his groundbreaking work The Uses of Disorder, arguing that the ideal of a planned and ordered city was flawed, likely to produce a fragile, restrictive urban environment. The need for the Open City, the alternative, is now more urgent that ever. In this provocative essay, Pablo Sendra and Richard Sennett propose a reorganisation of how we think and plan the life of our cities. What the authors call 'infrastructures for disorder' combine architecture, politics, urban planning and activism in order to develop places that nurture rather than stifle, bring together rather than divide, remain open to change rather than rapidly stagnate. Designing Disorder is a radical and transformative manifesto for the future of twenty-first-century cities.




Multimedia Cartography


Book Description

The explosion of interactive multimedia cartography products, on online, has generated an immense interest in developing methodologies that best exploit both the technology and the distribution capabilities of multimedia mapping. From a discussion of theoretical elements of multimedia cartography, to chapters on specific products and production tools, to an analysis of future technologies and applications, this is a comprehensive and absorbing exploration of a fast-moving field.




Urban Play


Book Description

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.




Virtual Cities


Book Description

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.




Technologies for Urban and Spatial Planning: Virtual Cities and Territories


Book Description

"This book covers a multitude of newly developed hardware and software technology advancements in urban and spatial planning and architecture, drawing on the most current research and studies of field practitioners who offer solutions and recommendations for further growth, specifically in urban and spatial developments"--




Smart Co-Design for Urban Planning


Book Description

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.




Game + Design Education


Book Description

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.




Tokyo Roji


Book Description

The Japanese urban alleyway, which was once part of people’s personal spatial sphere and everyday life has been transformed by diverse and competing interests. Marginalised through the emergence of new forms of housing and public spaces, re-appropriated by different fields, and re-invented by the contemporary urban design discourse, the social meaning attached to the roji is being re-interpreted by individuals, subcultures and new social movements. The book will introduce and discuss examples of urban practices which take place within the dynamic urban landscape of contemporary Tokyo to portray the life cycle of an urban form being rediscovered, commodified and lost as physical space.