Augmented and Virtual Reality Applied for Innovative, Inclusive and Efficient Participatory Planning (original) (raw)
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Designing Interactive Systems Conference 2021
Most participation processes in urban planning offer poor incentives, especially for young citizens, hence important citizen's needs are excluded. Our work aims at identifying the degree to which Augmented Reality (AR) might motivate young people. We developed an AR-app with Unity3D to create new interaction concepts for use cases in urban planning. Building projects and environment changes are visualized, so citizens can contribute design ideas to the process. Using a human-centered design approach, we invited different stakeholders to participate. We conducted 40 interviews and a survey, then interaction concepts were evolved by citizens in four participatory design workshops. Our findings show that AR can motivate increased participation in urban planning. We also demonstrate a new approach to engaging low-tech users in designing high-tech solutions such as AR systems by using haptic 3D-tools like Lego or clay. Furthermore, we propose ways in which AR could be used collaboratively and embedded in existing participation processes.
2013
This paper describes possibilities and examples in which augmented reality solutions can be implemented in planning and participation processes, based on an analysis of the results of the project "ways2gether-Target-group-specific use of augmented reality and web 2.0 in participative traffic planning processes". An augmented-reality-demonstrator based on the free metaio Mobile SDK was developed as part of the project ways2gether. This new communication and information tool was practically evaluated in three test cases to show the benefit in planning and participation processes in transport planning. The actual possibilities and challenges in implementing augmented reality in planning processes are discussed, the technical background and a possible workflow for the integration of augmented reality solutions in planning processes are described and finally the benefits and difficulties in using augmented reality in participation processes are explained based on the results of the test cases. 2 AUGMENTED REALITY AND PLANNING Augmented reality (AR), a term that has been increasingly used since the 1990s, refers to one's own perceptionmostly visualbeing enhanced through computer-generated information. This can be achieved in a variety of ways, though common to all systems is that virtual reality and reality are combined and overlaid. Another shared characteristic is also that these systems operate interactively in real time and threedimensional information is provided (Azuma 1997). The planning sector is becoming increasingly more interested in these instruments, with the opportunity for many planning fields to provide on-site geo-referenced information proving to be an especially interesting expansion of their repertoire of methods. The field of mobile augmented reality is particularly interesting for planning and participation processes thus an additional requirement is that the AR environment has to work on mobile devices. Due to the increasing number of mobile devices that have a camera, data connection, GPS sensors on board and sufficient computing power, mobile augmented reality applications are becoming more and more interesting for a broader public. The dissemination of (powerful) smartphones and tablets as well as the possibility to use third party applications on mobile devices has caused a visible trend in augmentation in recent years. Augmented reality is seen as an important tool in planning processes, especially in participation processes, to improve communication with "non-planners". Planning information can be shown location based, three-dimensional, and in the context of the "real world" on mobile devices (c.f.
2021
With technology’s growth in recent years, governments have begun adopting new methods of citizen participation into decision-making. New technologies require a deep analysis of their implementation, to understand and identify how it constrains or enables participation. One such technology is augmented and virtual reality (AR/VR). First built in the 1950s, this technology has seen rapid advancements over the past decade, and is now adoptable as a tool in decision-making. Alongside the rise of this technology, few studies have characterised its ability as a participatory tool, which are absent of a general framework for governments to follow. Research has shown the potential upsides and failures of AR/VR, but not sufficiently to determine its impact in citizen participation. This research aims to address this gap in research by exploring cases across North America, in determining the benefits and challenges of participatory AR/VR, and addressing its viability in citizen participation. To meet the research objectives, five cases were identified, combining in six interviews of nine individuals involved in the implementation of the technology. These participants were affiliated with the creation of the renderings, adopting of the technology, and involved in the participatory meetings. The semi-structured interviews revealed that AR/VR characteristics allow it to logically perform well as an urban planning tool, due to its realism, proactive approach to communication, and educative nature in explaining contextual information, but lacks the ability for it to function as a participatory technique, meaning it is unviable in citizen participation. This was determined by addressing characteristics of success which were clouded by shortcomings of the technology. These insights yielded requirements for participatory AR/VR to progress, which involves the adoption of a framework that uses citizen co-production, realism, interactivity, immersion, gaming engines, and real-time feedback curation. It was concluded that AR/VR must follow a distinct structure to function as a viable participatory technique. If it strays away from a framework, it loses its participatory capabilities and simply becomes a visualisation beneficial in disseminating complex contextual information. Overall, this study demonstrates AR/VR has potential in citizen participation, and expresses a set of best practices recommended for future government adoption.
Using Multi-Sensory and Multi-Dimensional Immersive Virtual Reality in Participatory Planning
Urban Science
In the last two decades, urban planners have embraced digital technologies to complement traditional public participation processes; research on the impact of smarter digital instruments, such as immersive virtual reality (IVR), however, is scant. We recruited 40 focus group participants to explore various formats of spatial planning scenario simulations in Glassboro, NJ, USA. Our study finds that the level of participation, memory recalls of scenarios, and emotional responses to design proposals are higher with multi-sensory and multi-dimensional IVR simulations than with standard presentations such as 2D videos of 3D model simulations, coupled with verbal presentations. We also discuss the limitations of IVR technology to assist urban planning practitioners in evaluating its potential in their own participatory planning efforts.
Frontiers in Virtual Reality, 2023
Augmented reality (AR) allows objects to be digitally simulated in the real world through smartphones, tablets, and headsets. While there are interesting AR technology case studies in participatory urban planning, this type of research has yet to be conducted within a real-life municipal planning scenario. Following the UN Habitat recommendation that further studies in AR as a participatory tool seek to integrate planning with real citizens, we studied the use of AR for the Oslo Trees plan in Norway. The case study consists of field work with AR between 2020 and 2021 over five weeks, with five different groups of youth participants from eight different districts of Oslo, who were tasked with planning a portion of Oslo's 100,000 new trees. We document how these youths used AR in films, images, drawings, interviews, screen recordings, and recorded presentations. We find that AR is a highly intuitive tool for these youth user groups in design and planning and how the AR schemes impacted the final design of the plan. The use of AR aided users' ability to generate their own planning proposals on site at scale; nearly all participants increased their understanding of participation, urban planning, architecture, and design in the workshops. In addition, the youths experienced an increased sense of confidence in displaying their design intentions and appreciated being given control of the planning process. However, we also found that location tracking and positioning in AR is imprecise and often "buggy" in the current state of the technology, causing irritation among users. Furthermore, despite the high degree of control afforded to users through AR, experts were still needed to verify which tree proposals were viable, offering important insights into how AR could be designed in the future. We conclude with a discussion on opportunities and barriers for the implementation of AR in participatory urban planning, pointing to the need for a more coordinated and holistic approach to both AR technology development and planning policy if the technology is to be developed further for participatory urban planning.
1 ABSTRACT This paper describes possibilities and examples in which augmented reality solutions can be implemented in planning and participation processes, based on an analysis of the results of the project "ways2gether-Target-group-specific use of augmented reality and web 2.0 in participative traffic planning processes". An augmented-reality-demonstrator based on the free metaio Mobile SDK was developed as part of the project ways2gether. This new communication and information tool was practically evaluated in three test cases to show the benefit in planning and participation processes in transport planning. The actual possibilities and challenges in implementing augmented reality in planning processes are discussed, the technical background and a possible workflow for the integration of augmented reality solutions in planning processes are described and finally the benefits and difficulties in using augmented reality in participation processes are explained based on the...
Augmented Reality for City Planning
2020
We present an early study designed to analyze how city planning and the health of senior citizens can benefit from the use of augmented reality (AR) with assistance of virtual reality (VR), using Microsoft’s HoloLens and HTC’s Vive headsets. We also explore whether AR and VR can be used to help city planners receive real-time feedback from citizens, such as the elderly, on virtual plans, allowing for informed decisions to be made before any construction begins. In doing so, city planners can more clearly understand what design features would motivate senior citizens to visit or exercise in future parks, for example. The study was conducted on 10 participants 60 years and older who live within 2 miles from the site. They were presented with multiple virtual options for a prospective park, such as different walls for cancelling highway noise, as well as benches, lampposts, bathroom pods, walking and biking lanes, and other street furniture. The headsets allowed the participants to cle...
APPLICATION OF AUGMENTED REALITY &VIRTUAL REALITY IN ARCHITECTURE AND PLANNING:AN OVERVIEW
AR and VR-simulation tools created to assist global evolution for saving time. Time as resource is difficult to harness; however, it would make work highly efficient and productive when tackled with automation. All concerned are excited about AR and VR's involvement in our lifestyle, but not all have comprehended its impact. AR and VR in Architecture & Planning were introduced as assisting tools and has helped generate multiple design options, expanded possibilities of visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling us to visualize the result of work at hand well before the commencement of the project. These tools are further being developed for city development decisions, helping citizens interact with local authorities, access public services, and plan their commute. After reviewing multiple research papers on AI, it was observed that all are moving forward with the changes brought by it, without entirely understanding its role. This paper provides an overview of the application of AR & VR in architecture and planning.
Virtual Reality As a New Tool in the City Planning Process
Tsinghua Science & Technology, 2008
The introduction of virtual reality (VR)-models in the city planning process will cause changes in the traditional roles of the involved parties. In order to better understand some of these changes, the events involving the use of VR-models in an architectural competition concerning rebuilding-proposals for the city library in a Swedish city were analyzed. The study shows that VR was introduced into the competition as an extra add-on and that the VR-presentation was experienced as useful by the jury. The transformation of the architects' contributions into VR was experienced as problematic by the architects, partly because they lost full control over the presentation. In the future architects are likely to have to produce the VR-models for their proposals themselves. This may make it more difficult for smaller architectural firms to enter the market but their proposals will be more accessible to a wider group of stakeholders.
2020
The paper focuses on the design and development of an Augmented Reality (AR) app for public participation in urban transformations. The project, named "AR4CUP: Augmented Reality for Collaborative Urban Planning", is part of H2020 EIT Digital (Digital Cities) and involves the Augmented Reality company Artefacto, the university Politecnico di Milano, the research center VTT, and the Real Estate Developer Company Covivio. The project began in January 2019 and will end on December 2019. A pilot case study application will be carried out at the end of 2019 on an urban transformation project in the south of Milan (Scalo di Porta Romana), namely the design project VITAE, developed in the frame of the C40 Reinventing City. The AR4CUP project is organized in four main parts: analysis of customer’s needs, development of the methodology for studying people experience in place, app design and implementation, pilot case study application with final users. The paper addresses the first ...