Making Smart Cities More Playable

Making Smart Cities More Playable
Author :
Publisher : Springer
Total Pages : 374
Release :
ISBN-10 : 9789811397653
ISBN-13 : 9811397651
Rating : 4/5 (53 Downloads)

Synopsis Making Smart Cities More Playable by : Anton Nijholt

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City
Author :
Publisher : Routledge
Total Pages : 242
Release :
ISBN-10 : 9781000217780
ISBN-13 : 1000217787
Rating : 4/5 (80 Downloads)

Synopsis Games and Play in the Creative, Smart and Ecological City by : Dale Leorke

This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760

Playable Cities

Playable Cities
Author :
Publisher : Springer
Total Pages : 256
Release :
ISBN-10 : 9789811019623
ISBN-13 : 9811019622
Rating : 4/5 (23 Downloads)

Synopsis Playable Cities by : Anton Nijholt

This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.

Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City
Author :
Publisher : Routledge
Total Pages : 258
Release :
ISBN-10 : 9781000217728
ISBN-13 : 1000217728
Rating : 4/5 (28 Downloads)

Synopsis Games and Play in the Creative, Smart and Ecological City by : Dale Leorke

This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.

Urban Play

Urban Play
Author :
Publisher : MIT Press
Total Pages : 225
Release :
ISBN-10 : 9780262045346
ISBN-13 : 0262045346
Rating : 4/5 (46 Downloads)

Synopsis Urban Play by : Fabio Duarte

Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.

Soft City

Soft City
Author :
Publisher : Island Press
Total Pages : 257
Release :
ISBN-10 : 9781642830187
ISBN-13 : 1642830186
Rating : 4/5 (87 Downloads)

Synopsis Soft City by : David Sim

Imagine waking up to the gentle noises of the city, and moving through your day with complete confidence that you will get where you need to go quickly and efficiently. Soft City is about ease and comfort, where density has a human dimension, adapting to our ever-changing needs, nurturing relationships, and accommodating the pleasures of everyday life. How do we move from the current reality in most cites—separated uses and lengthy commutes in single-occupancy vehicles that drain human, environmental, and community resources—to support a soft city approach? In Soft City David Sim, partner and creative director at Gehl, shows how this is possible, presenting ideas and graphic examples from around the globe. He draws from his vast design experience to make a case for a dense and diverse built environment at a human scale, which he presents through a series of observations of older and newer places, and a range of simple built phenomena, some traditional and some totally new inventions. Sim shows that increasing density is not enough. The soft city must consider the organization and layout of the built environment for more fluid movement and comfort, a diversity of building types, and thoughtful design to ensure a sustainable urban environment and society. Soft City begins with the big ideas of happiness and quality of life, and then shows how they are tied to the way we live. The heart of the book is highly visual and shows the building blocks for neighborhoods: building types and their organization and orientation; how we can get along as we get around a city; and living with the weather. As every citizen deals with the reality of a changing climate, Soft City explores how the built environment can adapt and respond. Soft City offers inspiration, ideas, and guidance for anyone interested in city building. Sim shows how to make any city more efficient, more livable, and better connected to the environment.

The Ludic City

The Ludic City
Author :
Publisher : Routledge
Total Pages : 390
Release :
ISBN-10 : 9781134143955
ISBN-13 : 1134143958
Rating : 4/5 (55 Downloads)

Synopsis The Ludic City by : Quentin Stevens

This international and illustrated work challenges current writings focussing on the problems of urban public space to present a more nuanced and dialectical conception of urban life. Detailed and extensive international urban case studies show how urban open spaces are used for play, which is defined and discussed using Caillois' four-part definition – competition, chance, simulation and vertigo. Stevens explores and analyzes these case studies according to locations where play has been observed: paths, intersections, thresholds, boundaries and props. Applicable to a wide-range of countries and city forms, The Ludic City is a fascinating and stimulating read for all who are involved or interested in the design of urban spaces.

The City at Eye Level

The City at Eye Level
Author :
Publisher : Eburon Uitgeverij B.V.
Total Pages : 226
Release :
ISBN-10 : 9789059727144
ISBN-13 : 9059727142
Rating : 4/5 (44 Downloads)

Synopsis The City at Eye Level by : Meredith Glaser

Although rarely explored in academic literature, most inhabitants and visitors interact with an urban landscape on a day-to-day basis is on the street level. Storefronts, first floor apartments, and sidewalks are the most immediate and common experience of a city. These "plinths" are the ground floors that negotiate between inside and outside, the public and private spheres. The City at Eye Level qualitatively evaluates plinths by exploring specific examples from all over the world. Over twenty-five experts investigate the design, land use, and road and foot traffic in rigorously researched essays, case studies, and interviews. These pieces are supplemented by over two hundred beautiful color images and engage not only with issues in design, but also the concerns of urban communities. The editors have put together a comprehensive guide for anyone concerned with improving or building plinths, including planners, building owners, property and shop managers, designers, and architects.

A Guide for Creating a Playable City

A Guide for Creating a Playable City
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 1714476995
ISBN-13 : 9781714476992
Rating : 4/5 (95 Downloads)

Synopsis A Guide for Creating a Playable City by : Ryan Swanson

A Guide for Creating a Playable City explores the idea of a "Playable City" as an ecosystem of playable opportunities intertwined within the existing urban infrastructure that doesn't just disrupt our daily lives but adds to it. Looking at how play can begin to exist in everyday spaces, and encourage people to think about these spaces that could become PLAYces: like a crosswalk, laundromat, building facade, sidewalk, bus stop, or just the everyday space in-between. How these often once dull or underutilized situations can turn into stimulating, creative outlets for social interaction and community activity through the idea of play.