![]() ![]() ![]() These 2D layouts consist of cut edges and fold edges that bound polygons of a building. In this paper, a greedy algorithm adapted to CityGML building models is presented, which creates print templates for such paper models. Here, color textured paper models offer an inexpensive and under-appreciated alternative. Since 3D color printing is still comparatively expensive and the colors often fade over time, many of these models are monochrome. The gaming outcomes show a high similarity across all teams in close relationship to users' daily life routines, demonstrating a new powerful role for urban designers as a coordinator of interactive and collaborative planning processes.ģD city models are mainly viewed on computer screens, but many municipalities also use 3D printing to make urban planning tangible. The experiences documented in this study demonstrate how 3D interactivity, real-time engagement, and bottom-up perspectives may enhance the potential of using immersive digital twins during collective decision-making. Using a digital community game approach, it has collected opinions and needs from public housing residents, promoted collaborative design thinking processes, and provided a platform for participants to increase their understanding of the complexity of planning problems through 3D visualisation tools. Focusing on community engagement methods, the project has engaged with residents of a case study housing estate, Jat Min Chuen in the Shatin Wai area of Hong Kong, to facilitate collective planning discussions about the past, present, and future of community facilities. The research project investigates how digital gamified participatory design can be applied in decision-making processes for the planning of public facilities in high-density housing estates. ![]() Overall, this study demonstrates AR/VR has potential in citizen participation, and expresses a set of best practices recommended for future government adoption.ĭigital Commons" explores the intersection between participatory design, digital gamification, and community engagement, contextualised in the planning of high-density housing estates in Hong Kong. If it strays away from a framework, it loses its participatory capabilities and simply becomes a visualisation beneficial in disseminating complex contextual information. It was concluded that AR/VR must follow a distinct structure to function as a viable participatory technique. 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. This was determined by addressing characteristics of success which were clouded by shortcomings of the technology. 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. These participants were affiliated with the creation of the renderings, adopting of the technology, and involved in the participatory meetings. To meet the research objectives, five cases were identified, combining in six interviews of nine individuals involved in the implementation of the technology. 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. Research has shown the potential upsides and failures of AR/VR, but not sufficiently to determine its impact in citizen participation. 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. 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. One such technology is augmented and virtual reality (AR/VR). New technologies require a deep analysis of their implementation, to understand and identify how it constrains or enables participation. With technology’s growth in recent years, governments have begun adopting new methods of citizen participation into decision-making. ![]()
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