Catálogo de publicaciones - libros
Título de Acceso Abierto
CyberParks: The Interface Between People, Places and Technology
Carlos Smaniotto Costa ; Ina Šuklje Erjavec ; Therese Kenna ; Michiel de Lange ; Konstantinos Ioannidis ; Gabriela Maksymiuk ; Martijn de Waal (eds.)
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
User Interfaces and Human Computer Interaction; Coding and Information Theory; Special Purpose and Application-Based Systems; Computer Communication Networks; Computer Appl. in Social and Behavioral Sciences
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No requiere | 2019 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-3-030-13416-7
ISBN electrónico
978-3-030-13417-4
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2019
Información sobre derechos de publicación
© The Editor(s) (if applicable) and The Author(s) 2019
Cobertura temática
Tabla de contenidos
Modelling Co-creation Ecosystem for Public Open Spaces
Aelita Skarzauskiene; Monika Maciuliene; Petja Ivanova-Radovanova
Co-creation can be defined as the involvement of citizens in the initiation and/or the design process of public services in order to (co)create beneficial outcomes and value for society. Mediated public open spaces are ideal environments for co-creation to emerge due to the involvement of the community and ICT in the knowledge creation. The aims of the research presented in the chapter are two-fold: to conduct a mapping activity in order to collect the insights on civic technologies promoting the creation of open public spaces through the use of ICT and to define the critical dimensions in designing co-creative ecosystems. The mapping strategy was conducted by evaluating the civic technologies in Lithuania and Bulgaria. The insights from the empirical exercise allow to draw managerial and organizational recommendations for strengthening the collective efforts of citizens, IT developers, public and governmental institutions in creating open, inclusive and reflective open public spaces.
Part IV - Digital Hybrids - Between Tool and Methods | Pp. 262-277
Using ICTs for the Improvement of Public Open Spaces: The Opportunity Offered by CyberParks Digital Tools
Eneko Osaba; Roberto Pierdicca; Tiago Duarte; Alfonso Bahillo; Diogo Mateus
In the last decade, the potential of mobile devices for augmenting outdoor experience opened up new solutions, whose value is twofold. On one hand, users can experience new forms of interaction with space. On the other, stakeholders can have access to the so-called User Generated Data, that is different types of information related to public spaces that could be used to improve their conception of space. In line with this, several digital tools have been developed and tested within the framework of CyberParks COST Action TU-1306 with the intention of exploring how information and communication technologies (ICTs) can contribute to the improvement of Public Open Spaces (POS). In this way, this chapter aims to study the relationship between ICTs and POS, focused on the opportunities offered by three different digital tools: the WAY-CyberParks, the EthnoAlly, and the CyberCardeto. The main advantages of using these digital tools are: (1) the real-time data gathering, (2) maintaining an updated database, (3) collecting traces of different activities and users’ groups “at the same time and space”, and (4) recording their opinion and preferences, via text, video, sound or pictures. Furthermore, the chapter attempts to analyse distinct types of results produced by their use, based on different study cases where the digital tool has been tested. The data obtained in these places serve to demonstrate the features and type of data gathered. With these case studies, the chapter attempts to highlight the main potential of each platform as related to different stakeholders and users.
Part IV - Digital Hybrids - Between Tool and Methods | Pp. 278-293
A Pedagogical Model for CyberParks
Philip Bonanno; Michal Klichowski; Penelope Lister
This chapter discusses the recent conceptual developments about CyberParks and their educational potential. Key learning characteristics and pedagogical principles will be identified through a review of learning theories and studies from cognitive neuroscience. Relevant pedagogical models are reviewed to develop one that describes learning in CyberParks, which will be used to design and evaluate learning in such context. An innovative connectivist-inspired process-oriented pedagogical model is proposed to serve as a signpost in the process of developing adaptive expertise through which new pedagogies and innovative uses of CyberParks address the evolving needs of citizens.
Part IV - Digital Hybrids - Between Tool and Methods | Pp. 294-307
The Application of Advanced IoT in Cyberparks
Jamal Raiyn; Jugoslav Jokovic
The diffusion of information and communication technologies (ICT) into public spaces is giving birth to a new type of public space: the cyberpark. ICT and the next generation of internet of things (IoT) impact the evolution of modern cities, changing traditional urban planning processes. The IoT with e-economy, e-government, e-medicine, e-learning, and e-society is believed to make a city more efficient and effective. Both IoT and ICT can be used to incentive people to use public open spaces and to spend more time outdoors. In order to attract people, public open spaces have to be attractive, easily accessible and inclusive. IoT can be used to manage the resources in mediated places, including the street traffic in conjunction with events offered in a particular place at a particular time for different user groups. IoT tools are implemented in public spaces to prevent crime and to increase the safety of users. Security services goes from smart cameras that are being installed in many places, to determining users’ position and signal tracking with the support of smart mobile phones, GPS/GNSS, QR codes, web services, and Wi-fi. Furthermore, biometric of all types are considered an enhancement of visual surveillance. Biometric are already being used for identification and verification including fingerprint, face iris, speech, eye, and DNA analysis. Various IoT tools are used to design and to create virtual games based on augmented reality for different target such as, human interaction, information collection, and playing in abnormal condition. This chapter addresses IoT tools used in public places to promote their safer use.
Part IV - Digital Hybrids - Between Tool and Methods | Pp. 308-321