Youth participation in urban environmental planning through augmented reality learning: the case of Bandung City, Indonesia

被引:6
作者
Argo, Teti A. [1 ]
Prabonno, Shinta [2 ]
Singgi, Prima
机构
[1] Bandung Inst Technol, Reg & City Planning Program, Jalan Ganesha 10, Bandung 40132, Indonesia
[2] Bandung Creat City Forum, Bandung, Indonesia
来源
CITIES 2015: INTELLIGENT PLANNING TOWARDS SMART CITIES | 2016年 / 227卷
关键词
youth participation; urban environmental planning; augmented reality; local game;
D O I
10.1016/j.sbspro.2016.06.149
中图分类号
TU98 [区域规划、城乡规划];
学科分类号
0814 ; 082803 ; 0833 ;
摘要
Engaging young generation in urban planning process is an inclusive approach that recognize their important participation in shaping the agenda of urban future. Usually familiar with mobile devices, the youth is introduced to a part of game simulation and a part of data collection and analyses that reveals urban problems in their surroundings. Employing their skills and knowledge from high school level about water pollution and its effects on water bodies, an apps is developed and refined through augmented reality and interactive storytelling based on local folklore, to encourage their proposed solutions. Visual data, primary observation including interviews are pooled and allow for integrative analysis. Their hunches for exploration and interaction with nature and for analysis has been able to expose urban environmental problems as untied relation between communities and youth. This leads toward exposure of proposed solutions that invite a municipality's awareness. (C) 2016 The Authors. Published by Elsevier Ltd.
引用
收藏
页码:808 / 814
页数:7
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