This paper puts forward a conceptual proposition that ties the discourses on ‘urban memory’ (Stillman and Johanson, 2009; Ringas, Christopoulou, Stefanidakis., 2011; Loughran, Fine & Hunter, 2015), sensory ethnography (Pink 2017 ), and counter-mapping (Crampton and Krygier 2018; ) with digital methods (Rogers, Sánchez-Querubín, and Kil, 2015). As an ‘interventionist’ approach, we understand co-producing counter (dynamic) maps with local stakeholders (actors), coupled with sensory and sentient data as a way of capturing the memory of urban peripheral landscapes (through intervention and participation) and thus creating archival knowledge.Urban memory is often understood as a form of collective memory that isconstituted by individual experiences within the place itself and through its historyand social environment (Ringas et al., 2011). With rapid changes in digitaltechnologies, digital and material have become “inseparate and entangled inenvironments people move and navigate their lives through'' (Pink and Fors, 2017).Memories are “evoked with material engagement with devices” which “opens up afield of sensory and affective engagement” research (ibid). While Pink and Forspropose to follow such engagement in a mundane and everyday setting, seen as anon-representational, phenomenological approach, we put forward a mixedmethods approach that connects sensory and sentient data (as agents) with the largerenvironmental context.Urban areas are often conceptualized as sites of ‘creative destruction’, in between stability and change, space (that can be developed) and place (that is lived in), often subjected to planning, regulation, and economic forces (Batty, 2007). This is especially true for urban areas that are located outside of the ‘center’ or in the cities’ periphery. These areas have experienced an endless cycle of deconstruction and reconstruction often witnessed and captured by local inhabitants, creatives, and activists. Currently, many of the peripheral areas are emancipating, bringing forward and openly communicating their complexities, values, and engaging various stakeholders in their regeneration efforts (which happens in a broader context of many European cities repositioning themselves in more polycentric and polyphonic ways, (Scott, 2015).To be able to capture the memory of ever-changing, ‘built a new’ urban places, we put forward counter (dynamic) mapping using digital methods as complemented with sensory and sentient data generated through interactions with digital technologies. Building on Crampton’s notion of maps (Crampton and Krygier, 2018), cartography is understood as existence (becoming) rather than essence (fixed ontology). Maps are therefore taken not as ‘objects’, but as performative practices. Digital methods, on the other hand, enable us to understand dynamic place-making, through ‘tracing’ the stakeholders (actors) and their relations overtime to capture the ways the urban environment gets performed.To clarify with an example, in Spinoza Imaginaries Lab & Cafe situated inAmsterdam Southeast we have been capturing the ever changing urbanenvironment in partnership with local stakeholders (actors), mapping their evolvingrelationships (and grouping) using the IssueCrawler and sentient data co-gatheredby researchers and students, with the clear understanding that to be able to capturea place, it is important to map the vernacular knowledge of that place (imaginaries,including art, movies, unrealized plans and initiatives, etc.). We propose this mixedmethods approach as an epistemological practice geared towards archiving thedynamic state of urban peripheral landscapes.
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With the rise of chronic diseases as the number one cause of death and disability among urban populations, it has become increasingly important to design for healthy environments. There is, however, a lack of interdisciplinary approaches and solutions to improve health and well-being through urban planning and design. This case study offers an HCI solution and approach to design for healthy urban structures and dynamics in existing neighborhoods. We discuss the design process and design of ROOT, an interactive lighting system that aims to stimulate walking and running through supportive, collaborative and social interaction.
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In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included codesign activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In codesign, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.
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Studies on city‐building games as educational tools show positive results in addressing different learning objectives, but also identify a missing link to reality, as they are mostly computer‐based. Given the differences between existing games and their capabilities, the exact function of these games in an urban planning curriculum is unclear. The city‐building game Cities: Skylines currently has three different versions (Digital, Tabletop, VR). Through an affordance analysis of the game’s three versions, this study analyses how the versions afford four primary knowledge dimensions, and in doing so identifies different educational applications for each version of Cities: Skylines in different planning disciplines. The results show that: (a) the board game is strong in fostering player participation and critical thinking more suited for the social and health studies, public policy, and citizen participation domains of urban planning; (b) the digital version functions as moddable simulator, ensuring familiarity with existing systems and monitoring their effects, useful in logistics and transportation planning; (c) the VR form viscerally involves players in the simulated processes, applicable in design‐focused segments of urban planning, such as sustainable design theory, housing, and land‐use management. The results of this study can help urban planning educators identify possible uses for different versions of Cities: Skylines.
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Machine learning models have proven to be reliable methods in classification tasks. However, little research has been conducted on the classification of dwelling characteristics based on smart meter and weather data before. Gaining insights into dwelling characteristics, which comprise of the type of heating system used, the number of inhabitants, and the number of solar panels installed, can be helpful in creating or improving the policies to create new dwellings at nearly zero-energy standard. This paper compares different supervised machine learning algorithms, namely Logistic Regression, Support Vector Machine, K-Nearest Neighbor, and Long-short term memory, and methods used to correctly implement these algorithms. These methods include data pre-processing, model validation, and evaluation. Smart meter data, which was used to train several machine learning algorithms, was provided by Groene Mient. The models that were generated by the algorithms were compared on their performance. The results showed that the Long-short term memory performed the best with 96% accuracy. Cross Validation was used to validate the models, where 80% of the data was used for training purposes and 20% was used for testing purposes. Evaluation metrics were used to produce classification reports, which indicates that the Long-short term memory outperforms the compared models on the evaluation metrics for this specific problem.
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Menschen mit einer psychotischen Störung haben häufig ein negatives Selbstbild und damit ein geringes Selbstwertgefühl. Untersuchungen haben auch gezeigt, dass Paranoia direkt mit negativen Vorstellungen über das Selbst zusammenhängen kann. Sich minderwertig zu fühlen und an Paranoia zu leiden, kann zu Verletzlichkeit und Aggression führen. In der forensischen Psychiatrie gibt es eine Kategorie stationärer Patienten mit einer psychotischen Erkrankung und Paranoia. Diese Patienten leiden schwer unter ihrer Störung, die obendrein ein Prädiktor für einen ungünstigen Behandlungsverlauf ist und eine lange Verweildauer innerhalb der (forensischen) Psychiatrie nach sich zieht. In einer randomisierten kontrollierten Studie wird die Wirksamkeit des Competitive Memory Training (COMET), eines kognitiv-verhaltenstherapeutischen Behandlungsprogramms zur Verbesserung des Selbstbildes bei in der Forensik untergebrachten psychotischen Patienten, die ebenfalls an Paranoia leiden, evaluiert und untersucht, ob ein positiveres Selbstbild auch zur Verringerung der Paranoia dieser Patienten führt. Die an einer kleinen Stichprobe durchgeführte Studie ergab eine signifikante Verbesserung des Selbstwertgefühls, aber keine Verringerung der Paranoia bei den Patienten, die an COMET teilnahmen.
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Short abstract:With our case study ‘Researching the City: Mapping Imaginaries’ of Amsterdam Zuidoost, we explore grass-root, collaborative knowledge practices through mixed methods of counter-mapping that fosters critical emancipatory awareness and affective engagement with areas in the urban semi-periphery.Long abstract:Urban transformations often result in ‘affective displacement’ and have consequences for the health and well-being of residents (Butcher & Dickens, 2016; Brummet and Reed, 2019). Displacement is a form of violence, that includes processes of ‘cultural appropriation’ (Elliott-Cooper et al., 2020) and its impacts need to be better ‘documented and resisted’ (ibid). Responding to this call, with our case study of ‘Researching the City: Mapping Imaginaries’ of Amsterdam Southeast (Zuidoost), we turned to medium specific, embodied, non-representational (Thrift, 2008) counter-mapping to better engage (in terms of cultural sensitivity and inclusivity) with the urban ‘semi-periphery’ (Blagojevic, 2009).We used digital methods (Rogers, 2013) to explore how Amsterdam Southeast is ‘seen’ through search engine results (stakeholders networks). We intervened in the mapping with local expert knowledge of activists, artists, and researchers. We also used affect as an intervention and collaboratively collected sensory data (recording with images, sounds, videos) with students and local communities. In this process we created a counter-archive, bringing to the forefront imaginaries, senses, emotions, and memories -- a repository of local affective knowledge.Our case study shows that "counter-mapping" can be a meditative and reflective practice that fosters critical and emancipatory awareness in students, partners, and local communities. It opens space for reimagining and productive affective engagement with areas in the urban periphery. It also enables various themes of consideration: ‘body as an archive’, and archiving 'imaginaries' practices such as performance, memory, and digital objects.
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In human-controlled environments and in cultivated landscapes, the plants accommodate social, cultural and economic needs. This article will focus on the use of plants for agriculture, urban planning, forestry, environmental education and indoor decoration in The Netherlands. This exploration, based on literature review and observations, reveals mostly anthropocentric, instrumental and unsustainable practices. In urban landscapes plants are pushed to the margins, if not entirely eradicated. This article shows that moral recognition of plants is an ethical imperative, which is also critically important to achieve environmental sustainability. In line with ecocentric ethics and in the interest of long-term sustainability, this article suggests alternative, more ethical and sustainable ways of relating to plants in The Netherlands and beyond. This is the Author’s Original Manuscript of an article published by Taylor & Francis in Journal of Urbanism: International Research on Placemaking and Urban Sustainability, on October 2018, available online: https://www.tandfonline.com/doi/full/10.1080/17549175.2018.1527780 https://doi.org/10.1080/17549175.2018.1527780
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Human and plant relationships are described within the rich tradition of multispecies ethnography, ethnobotany, and political ecology. In theorizing this relationship, the issues of functionalism, and interconnectivity are raised. This article aims to re-examine the position of plants in the context of contemporary urban spaces through the prism of environmental ethics. Despite conceptual plurality and socio-cultural complexity of human–plant relationships, social scientists fail to note how the perception of ‘greenery’ has objectified plants in urban environment. Without seriously considering bioethics, theories of human–plant relationship might fail to note exploitive anthropocentric relationship between humans and plants in urban spaces. The article is inspired by reflections of urban flora in Amsterdam, The Netherlands. https://doi.org/10.1016/j.scs.2013.01.007 https://www.linkedin.com/in/helenkopnina/
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This booklet holds a collection of drawings, maps, schemes, collages, artistic impressions etc. which were made by students during an intense design moment in the project (re)CYCLE Limburg, which took place in December 2016. Students of Built Environment, Facility Management, Social Work and Health & Care cooperated in making designs and developing strategies for urban renewal in Kerkrade West (Province of Limburg, the Netherlands). The study focused on the importance of qualitative and shared public spaces. The local community (inhabitants, shopkeepers, entrepreneurs, municipality, housing corporation) was actively engaged by sharing knowledge and information, ideas and opinions. These reflections are part of the Limburg Action Lab (part of the Smart Urban Redesign Research Centre). It engages in research by design on innovative and tactical interventions in public space, that might enhance the identity, sustainability and socio-spatial structure of neighbourhoods.
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