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Radical Placemaking: Utilizing Low-Tech AR/VR to engage in Communal Placemaking during a Pandemic
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-007
Kavita Gonsalves, M. Foth, G. Caldwell
The COVID-19 pandemic has made the struggles of the excluded louder and has also left them socially isolated. The article documents the implementation of one instance of Radical Placemaking, an “intangible”, community-driven and participatory placemaking process, in Kelvin Grove Urban Village (KGUV), Brisbane, Australia to tackle social isolation during the COVID-19 pandemic. KGUV community members were engaged in storytelling and interactive fiction online workshops to create experiential, place-based and mobile low-tech AR digital artefacts. The article expands on the methodology which involved a series of online workshops to design low-tech AR digital artefacts using digital collaboration tools (Google Classroom, Slack, Zoom) and VR environments (Mozilla Hubs). The study’s findings confirm the role of accessible AR/VR technology in enabling marginalised communities to create connectedness and community by co-creating their own authentic and diverse urban imaginaries of place and cities.
COVID-19大流行使被排斥者的斗争更加激烈,也使他们在社会上被孤立。本文记录了在澳大利亚布里斯班Kelvin Grove城中村(KGUV)实施“激进场所营造”的一个实例,这是一个“无形的”、社区驱动的参与式场所营造过程,旨在解决COVID-19大流行期间的社会隔离问题。KGUV社区成员参与了讲故事和互动小说的在线研讨会,以创造体验,基于地点和移动低技术的AR数字文物。本文扩展了该方法,该方法涉及一系列在线研讨会,使用数字协作工具(Google Classroom, Slack, Zoom)和VR环境(Mozilla Hubs)设计低技术的AR数字人工制品。研究结果证实了可访问的AR/VR技术的作用,通过共同创造他们自己的真实和多样化的城市空间和城市想象,使边缘化社区能够建立联系和社区。
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引用次数: 6
A Media Architecture Approach for Designing the Next Generation of Urban Interfaces 设计下一代城市界面的媒介架构方法
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-001
A. Wiethoff, Marius Hoggenmueller, Beat Rossmy, Linda Hirsch, L. Hespanhol, M. Tomitsch
The augmentation of the built and urban environment with digital media has evolved and matured over recent years. Cities are seeing a rapid rise of various technologies; a trend also accelerated by global crises. Consequently, new urban interfaces are emerging that integrate next-generation technologies, such as sustainable interface materials and urban robotic systems. However, their development is primarily driven by technological concerns, leaving behind social, aesthetic, and spatial considerations. By analyzing our own media architecture research projects and real-world applications from the past two decades, we offer a structural approach for developing these new urban interfaces. The individual cases provide early insights and challenges related to prototyping and augmenting contexts with novel input and output modalities. These results in common, preliminary observed patterns in the process of integrating next-generation technologies into urban environments and surroundings, in response to continuously evolving social needs.
近年来,数字媒体对建筑和城市环境的增强不断发展和成熟。城市正在见证各种技术的快速崛起;全球危机也加速了这一趋势。因此,新的城市界面正在出现,这些界面集成了下一代技术,如可持续界面材料和城市机器人系统。然而,它们的发展主要是由技术问题驱动的,而忽略了社会、美学和空间方面的考虑。通过分析过去二十年来我们自己的媒体建筑研究项目和现实世界的应用,我们为开发这些新的城市界面提供了一种结构性的方法。个别案例提供了与原型相关的早期见解和挑战,并使用新颖的输入和输出模式来扩展上下文。在将下一代技术融入城市环境和周边环境的过程中,这些结果是共同的,初步观察到的模式,以响应不断变化的社会需求。
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引用次数: 1
Enhancing Urban Conversation for Smarter Cities ? Augmented Reality as an enabler of digital civic participation 加强城市对话,打造智慧城市?增强现实作为数字公民参与的推动者
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-004
Michael Hunter, A. Soro, R. Brown
This paper presents a perspective on the role immersive technologies can play in the future of urban transformation. Specifically, this paper looks to answer the following questions – How can Augmented Reality be implemented as an enabler of civic participation in the urban transformation process? What specific and novel affordances does Augmented Reality present in this context? And how do these affordances demonstrate a unique interaction paradigm between citizens and cities? We review the current literature on future cities, urban transformation, digital civic participation and augmented reality usage to determine the current state of digitally enhanced urban transformation processes. As a result, we identify an opportunity in which recent developments in Augmented Reality technologies afford entirely new ways of approaching civic participation.We suggest new Augmented Reality technologies can be considered as a novel way to engage citizens in decision making processes and as a result improve the resilience, adaptability and sustainability of future cities. Augmented Reality can allow citizens and other stakeholders to visualise and imagine possible urban transformations, to contribute to an ongoing discussion between citizens and with city councils, and to participate in a feedback loop in which ideas are refined, analysed, and iterated in a collaborative process. We finally discuss challenges, tensions, and open issues of a research agenda aimed at developing immersive technologies for participatory urban transformation.
本文介绍了沉浸式技术在未来城市转型中的作用。具体来说,本文希望回答以下问题-如何在城市转型过程中实现增强现实作为公民参与的推动者?在这种情况下,增强现实提供了哪些具体和新颖的功能?这些能力如何展示公民和城市之间独特的互动模式?我们回顾了当前关于未来城市、城市转型、数字公民参与和增强现实使用的文献,以确定数字增强城市转型过程的现状。因此,我们发现了一个机会,增强现实技术的最新发展为接近公民参与提供了全新的方式。我们建议,新的增强现实技术可以被视为一种新颖的方式,让公民参与决策过程,从而提高未来城市的弹性、适应性和可持续性。增强现实可以让市民和其他利益相关者可视化和想象可能的城市转型,为市民和市议会之间的持续讨论做出贡献,并参与反馈循环,在协作过程中对想法进行提炼、分析和迭代。最后,我们讨论了一项研究议程的挑战、紧张关系和开放问题,旨在为参与式城市转型开发沉浸式技术。
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引用次数: 5
GeoACT: Augmented Control Tower using Virtual and Real Geospatial Data GeoACT:使用虚拟和真实地理空间数据的增强控制塔
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-006
Seungyoub Ssin, Hochul Cho, Woontack Woo
Despite prior efforts to solve urban problems and build smart cities using large-scale urban information, researchers have yet to develop tools for city administrators to easily access a diverse mix of city information. To address this limitation, this article proposes an augmented reality visualization system, GeoACT, which can develop a digital twin to present city information from both macro and micro perspectives. GeoACT employs a 3D virtual city miniature with real and virtual IoT information to provide a macro perspective view, and a 360-degree-video-based visualization technique is used for a micro perspective view. We applied GeoACT to an urban space and demonstrated that it could effectively visualize city information through an augmented reality Head Mounted Display (HMD). Furthermore, GeoACT can be used in urban control centers.
尽管之前已经努力利用大规模城市信息来解决城市问题和建设智慧城市,但研究人员尚未开发出城市管理者可以轻松访问各种城市信息的工具。为了解决这一限制,本文提出了一个增强现实可视化系统GeoACT,它可以开发一个数字孪生体,从宏观和微观角度呈现城市信息。GeoACT采用具有真实和虚拟物联网信息的3D虚拟城市微缩模型提供宏观视角,采用基于360度视频的可视化技术提供微观视角。我们将GeoACT应用于城市空间,并证明它可以通过增强现实头戴式显示器(HMD)有效地可视化城市信息。此外,GeoACT还可用于城市控制中心。
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引用次数: 1
The Seductive Smart City and the Benevolent Role of Transparency 诱人的智慧城市和透明的仁慈作用
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-005
Brydon Wang
Digital Twins and automated decision-making systems operate on real-time sensor data extracted from the built environment to seamlessly produce insights and decisions to predict and influence behaviour in the city. However, these processes are opaque to urban occupants and as such, power holders are not held accountable for decisions. This article applies a Deleuzian lens to consider how desiring-production and modulated forms of control seduce the urban occupant through an uncritical techno-entrepreneurial framing of the smart city. In turn, this techno-optimistic narrative of smart cities seduces us into new modulated representations of ourselves in a society of control. This article argues that transparency practices in digital twins and other smart city technologies are essential as they need to signal benevolence and support trust formation in the city. Transparency practices that communicate the context of data focused decision-making allow power holders, HCI and CSCW practitioners, other technology developers and city administrators to be held accountable for these decisions. At the same time, transparency in the architecture and processes of the digital twin and ADSs creates spaces within seamless dataveillance-to-decision output processes for selfhood development, to allow ‘the right to the city’ to emerge. This article also considers strategies in which practices of power through seduction in digital twins and other smart city technologies can be made to be more benevolent through transparency.
数字孪生和自动化决策系统基于从建筑环境中提取的实时传感器数据,无缝地产生洞察力和决策,以预测和影响城市中的行为。然而,这些过程对城市居民来说是不透明的,因此,掌权者不对决策负责。本文运用德勒兹的视角,通过对智慧城市不加批判的技术创业框架,思考欲望生产和控制的调制形式是如何吸引城市居住者的。反过来,这种对智能城市的技术乐观主义叙述诱使我们在一个控制社会中对自己进行新的调整。本文认为,数字孪生体和其他智慧城市技术的透明度实践至关重要,因为它们需要在城市中发出善意的信号,并支持信任的形成。透明实践能够传达以数据为中心的决策背景,使掌权者、HCI和CSCW从业者、其他技术开发人员和城市管理者能够对这些决策负责。与此同时,数字孪生体和ads的架构和流程的透明度为自我发展的无缝数据监控到决策输出过程创造了空间,允许“城市权利”出现。本文还考虑了在数字孪生体和其他智慧城市技术中,通过诱惑的权力实践可以通过透明度变得更加仁慈的策略。
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引用次数: 3
Augmented reality supported model for the use of local data in architectural design 在建筑设计中使用本地数据的增强现实支持模型
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-003
Faruk Can Ünal, Yüksel Demir
This study presents a model that aims to enable better understanding of local site-specific data in the context of architectural design using augmented reality. It is developed by considering the necessities of local data in architectural design and the potentials of the location based augmented reality. The classification of the local data is provided with the use of a framework, and the structure of the model is based on researches on location based augmented reality applications. The operability of the model is described by an integrated workflow that is explained under the stages of data acquisition, data query and data display. Lastly, it is conceptually presented by use cases that are focus on the necessities of local data from the architectural perspective. By bringing the architect into more direct contact with the site, the model facilitates to understand local data in situ and supports the reasoning process to design.
本研究提出了一个模型,旨在使用增强现实技术在建筑设计的背景下更好地理解当地特定场地的数据。它是通过考虑建筑设计中本地数据的必要性和基于位置的增强现实的潜力而开发的。使用框架对局部数据进行分类,模型的结构基于基于位置的增强现实应用研究。通过数据采集、数据查询和数据显示三个阶段的集成工作流来描述模型的可操作性。最后,它是通过用例在概念上呈现的,这些用例从体系结构的角度关注本地数据的必要性。通过使建筑师更直接地接触场地,该模型有助于了解现场的本地数据,并支持设计的推理过程。
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引用次数: 0
Designing for Mixed Reality Urban Exploration 混合现实城市探索设计
Pub Date : 2021-06-10 DOI: 10.55612/s-5002-048-002
S. Andolina, Yi-Ta Hsieh, Denis Kalkofen, Antti Nurminen, Diogo Cabral, A. Spagnolli, L. Gamberini, A. Morrison, D. Schmalstieg, Giulio Jacucci
This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned.
本文介绍了一个混合现实城市探索(MRUE)的设计框架,并以一个历史城市的具体实现为基础。该框架集成了不同的模式,如虚拟现实(VR)、增强现实(AR)和触觉音频界面,以及个性化推荐、社交探索和行程管理等高级功能。它允许解决一些关于信息过载、安全性和体验质量的问题,这些问题在传统的非集成方法中没有得到充分解决。本研究提出了一个建立在此框架之上的集成移动平台,并总结了经验教训。
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引用次数: 1
Using gamification as an online teaching strategy to develop students' 21st century skills 利用游戏化作为在线教学策略,培养学生的21世纪技能
Pub Date : 2021-02-10 DOI: 10.55612/s-5002-047-004
Eva Mårell-Olsson
This paper reports on a study investigating the use of gamification as a teaching strategy in an online setting for developing upper -secondary students’ 21st century skills (i.e., collaboration, critical reasoning, communication, solving complex problems, and being able to use and manage digital tools and devices). More specifically, the study aimed to empirically explore pedagogical design perspectives as well as students’ and teachers’ experiences on what opportunities and challenges they perceive about gamification teaching designs in this context. University students co-created the gamification activities’ design and the participating teachers chose virology and immunology (Biology 2 for upper-secondary schools in Sweden) as the topics. The study was conducted during Spring 2020 and in total 26 upper-secondary students, 2 teachers, and 7 engineering students studying in the Master of Science programmes participated. The empirical material is based on observations during the online tests in which the school students tested the university students’ design, a survey with the school students, post-interviews with the teachers and the university students, and the university students’ written report as a mandatory assignment in their course. The findings illustrate three themes: 1) developing pedagogical design principles for online gamification activities, 2) the school students’ experiences, and 3) the participating teachers’ experiences. The findings show that designing for gamification teaching in an online setting with a specific purpose in developing students’ 21st skills is quite a complex process. The participating teachers, for example, perceive gamification teaching designs as a catalyst for motivating and engaging students’ learning to a high extent, but the challenges they experience concern foremost how to design tasks and assess an individual student’s knowledge in collaborative assignments. The collaboration between the university and K–12 education concerned combining the different competences in the TPACK-model, and in addition aligning expressed motives and goals towards an applied teaching design. This presented study is an aspiration and a practical example of directing towards development of smart learning ecosystems.
本文报告了一项研究,该研究调查了在在线环境中使用游戏化作为培养高中生21世纪技能(即协作、批判性推理、沟通、解决复杂问题以及能够使用和管理数字工具和设备)的教学策略。更具体地说,该研究旨在实证探索教学设计视角,以及学生和教师在这种背景下对游戏化教学设计的机遇和挑战的看法。大学生共同设计游戏化活动,参与的教师选择病毒学和免疫学(瑞典高中生物2)作为主题。该研究于2020年春季进行,共有26名高中生、2名教师和7名攻读理学硕士课程的工程系学生参与了研究。实证材料是基于在线测试期间的观察,其中在校学生测试大学生的设计,对在校学生的调查,对教师和大学生的后访谈,以及大学生的书面报告作为必修课程的作业。研究结果说明了三个主题:1)开发在线游戏化活动的教学设计原则,2)学校学生的经验,以及3)参与的教师的经验。研究结果表明,以培养学生21世纪技能为特定目的的在线游戏化教学设计是一个相当复杂的过程。例如,参与的教师将游戏化教学设计视为一种催化剂,可以在很大程度上激励和吸引学生的学习,但他们所面临的挑战主要是如何在合作作业中设计任务和评估单个学生的知识。大学和K-12教育之间的合作涉及将tpack模型中的不同能力结合起来,并将表达的动机和目标对准应用教学设计。本研究是指导智能学习生态系统发展的愿望和实际例子。
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引用次数: 4
Web-based videoconferencing for teaching online: Continuance intention to use in the post-COVID-19 period 基于网络的在线教学视频会议:在covid -19后时期继续使用的意向
Pub Date : 2021-02-10 DOI: 10.55612/s-5002-047-006
S. Nikou
Web-based videoconferencing has gained a great momentum worldwide, with extremely high adoption rates during the COVID -19 pandemic. The current study aims to investigate the use of web-based videoconferencing for teaching in the post-COVID-19 landscape. The study proposes and evaluates a model to predict continuance intention to use videoconferencing systems, from the perspective of University teachers. The proposed model combines constructs from the Technology Acceptance Model (TAM) and the Expectancy Confirmation Model (ECM). Sixty-six academic staff members filled out a survey questionnaire about their attitudes towards continuing using videoconferencing systems for teaching in the post-Emergency Remote Teaching (ERT) period. Partial Least Squares (PLS) was used to test the measurement and the structural model. The model explains and predicts 73% of the total variance in continuance intention to use. User satisfaction with web-based videoconferencing and perceived usefulness are the top two strong predictors. Implications for school administrators and instructional designers are discussed.
基于网络的视频会议在全球范围内获得了巨大的发展势头,在COVID -19大流行期间的采用率极高。目前的研究旨在调查在covid -19后的环境中使用基于网络的视频会议进行教学。本研究从大学教师的角度出发,提出并评估了一个预测持续使用视频会议系统意愿的模型。提出的模型结合了技术接受模型(TAM)和期望确认模型(ECM)的构造。66名教职员填写了一份调查问卷,了解他们对在紧急情况后远程教学(ERT)时期继续使用视频会议系统进行教学的态度。采用偏最小二乘法(PLS)对测量结果和结构模型进行检验。该模型解释并预测了持续使用意愿总方差的73%。用户对基于网络的视频会议的满意度和感知到的有用性是最重要的两个预测因素。对学校管理者和教学设计师的启示进行了讨论。
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引用次数: 21
Teaching Programming in Secondary Schools: Stepping and Stumbling Stones 中学编程教学:前进与绊脚石
Pub Date : 2021-02-10 DOI: 10.55612/s-5002-047-003
Majid Rouhani, Veronica Farshchian, M. Divitini
Programming is introduced in secondary education in a growing number of subjects. This results in an increasing number of teachers teaching programming in their classes, often without proper training. Learning programming might be complicated, even more so is teaching it. In this context, there is a need to understand teachers’ perspectives on teaching programming. This paper aims to identify challenges that teachers in secondary schools face and might negatively impact their teaching, i.e., stumbling stones, as well as elements that promote teaching and give motivation, i.e., stepping stones. The paper is based on the analysis of reflection notes delivered by in-service teachers attending a university-level course on teaching programming. The teachers compile the reflection notes after they complete their final project. Projects are centred around the definition of teaching plans to be tried out in class. The reflection notes of 173 students are analysed to identify issues related to: programming; teaching programming; recurrent didactic issues; and external challenges. The analysis is then summarised in a set of stumbling and stepping stones. For example, time is identified as one of the main stumbling stones by teachers. On the other side, motivation is one of the central stepping stones that we can identify in the data, often connected to the excitement of teaching something that was not previously taught in schools or that teachers perceive as highly relevant for society and the future job market. Implications for teacher training are also identified.
在中学教育中,越来越多的科目引入了程序设计。这导致越来越多的教师在课堂上教授编程,往往没有经过适当的培训。学习编程可能很复杂,教编程更是如此。在此背景下,有必要了解教师对教学规划的看法。本文旨在找出中学教师面临的挑战,并可能对他们的教学产生负面影响,即绊脚石,以及促进教学和给予动力的因素,即垫脚石。本文是基于对参加大学课程教学规划的在职教师的反思笔记的分析。老师们在完成期末作业后编写反思笔记。项目围绕着教学计划的定义,在课堂上进行试验。对173名学生的反思笔记进行分析,以确定与编程相关的问题;教学程序设计;反复出现的教学问题;以及外部挑战。然后将分析总结为一系列绊脚石和垫脚石。例如,时间被老师认为是主要的绊脚石之一。另一方面,动机是我们可以在数据中识别的核心垫脚石之一,通常与教授以前学校没有教过的东西或教师认为与社会和未来就业市场高度相关的东西的兴奋有关。还确定了对教师培训的影响。
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引用次数: 1
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