设计健康的公共空间:通过沉浸式虚拟现实的参与式方法

Suzan Evers, G. Dane, P. V. D. van den Berg, Alexander K. A. J. Klippel, Timon Verduijn, T. Arentze
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摘要

摘要参与式设计方法越来越多地用于让公民参与决策过程,以积极地解决他们的偏好。处理城市问题的参与式设计技术通常依赖于数字制作的静态图像。然而,静止图像缺乏沉浸感和解释,这可能会对非专家对不同设计决策含义的理解产生负面影响。使用静态图像也减少了非专家在环境设计过程中的积极参与。为了解决这些缺点,我们开发并测试了沉浸式虚拟现实(IVR)应用程序“CoHeSIVE”,用于设计健康的公共空间。它包括一个创新的方法,结合直观的设计决策,基于在模拟环境中施加的调整。应用程序根据人们的选择,通过组合不同的预先组合的设计元素,自动生成新的设计场景。这样做是为了了解和讨论个人和群体对新的、尚未存在的场景的偏好。关于广场重新设计的试点测试结果表明,参与者可以通过应用程序来解释和设计城市形态。此外,与会者认为界面和功能是简单和有用的,可以通过选择首选元素将基本方案更改为新的设计方案。这些结果显示了应用程序在市民和设计师之间发起有意义的设计结果对话的能力。提出了一套用于城市研究的工具实施准则,以便使其使用标准化,并使应用程序成为进一步发展多用户支持和作为严肃游戏工具的方法改进的基础。
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Designing healthy public spaces: A participatory approach through immersive virtual reality
Abstract. Participatory design approaches are increasingly used to involve citizens in the decision-making processes to actively address their preferences. Participatory design techniques dealing with urban issues often depend on digitally produced still-images. However, still-images lack immersion and explanation, which can negatively influence non-experts’ understanding of the implications of different design decisions. Use of still-images also reduce active participation of non-experts in the design process of their environments. To address these shortcomings, the Immersive Virtual Reality (IVR) application ‘CoHeSIVE’ is developed and tested for designing healthy public spaces. It includes an innovative methodology to incorporate intuitive design decisions based on inflicted adjustments in a simulated environment. The application automatically generates new design scenarios by combining different pre-composed design elements based on people’s selection. This is done to understand and discuss preferences of individuals and groups for new, not yet existing scenarios. Results from a pilot test, concerning the redesign of a plaza, indicated that participants can interpret and design urban forms through the application. Furthermore, participants felt that the interface and features were easy and useful to alter the base scenario into a new design scenario by selecting preferred elements. These results show the capability of the application to initiate a conversation between citizens and designers towards meaningful design outcomes. A set of guidelines for implementing the instrument for urban research is suggested in order to standardize its use and allow the application to be a base for methodological improvements to be further developed regarding multi-user support and as serious game instrument.
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