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About this book

This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people’s lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.

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Table of Contents

Frontmatter

The Unveiling Potential of Cyberparks

Frontmatter

Open Access

The Rationale of CyberParks and the Potential of Mediated Public Open Spaces

Cybertechnologies are changing the world, both in terms of sociability and subjectivity, and consequently how people experience the city, appreciate urban landscape and nature, along with the way people interrelate to each other and with the space. The penetration of ICT into urban landscapes has increased the open space typology, adding a concept of ‘cyberpark’ to it – the public open space where nature, society, and cybertechnologies blend together to generate hybrid experiences and enhance quality of urban life. A cyberpark evolves through different ways of the implementation and use of digital technologies into a new type of a connectable, real-time responsive, sharing and integrating public place, in which, the physical dimension of a space becomes a more dynamic and blurred form of interaction This calls for understanding such hybrid spaces as more than a simple new spatial unit of urban tissue. This chapter proposes a conceptual framework for a better understanding of interweaving between physical and virtual spheres in public open spaces and addresses the results of the COST Action CyberParks. It explores, in terms of policy-making, urban planning and design, the numerous challenges and opportunities created by digital and mobile technologies. The efforts of this work are thus centred on the potential of ICT to increased possibilities for new uses and elements or even types of urban open spaces, as an important added value to the quality of life, inclusiveness, responsiveness and attractiveness of the city. In critically addressing opportunities, the chapter shall seek to question and challenge, the more ‘traditional’ understanding of what makes a good public place. In doing so, it shall attempt to provide pointers towards a re-conceptualised view of urban space design/production and (planning) control/guidance.
Carlos Smaniotto Costa, Ina Šuklje Erjavec

Open Access

Heterotopic Landscapes: From GreenParks to Hybrid Territories

This chapter develops an interest in clarifying the meaning of cyberparks through an interrogation beyond its material preconditions. A cyberpark, as a fold in space generated by a hybrid emergent form of co-mediated space, is a disjunctive combination: it presupposes an encounter between open public urban places and the use of ICT tools. Outstretched beyond its physical manifestation as a place of encounter, a «heterotopic» reading might reveal that the subject is displaced in many different ways, from the analogue to the digital landscape, and from the specificity of the local to the universal of the global web. It is in such transferences that several worlds blend, both in its symbolic function and social significance. Impacts of such «Other Spaces» on the nature of human being’s behaviours can be critically reflected by the consideration of the social role of ICTs as tools of alienation through reinforced governances. Hence the question of creating «non-places» arouses, affording both a consensual appropriation process and the representative commodity networks, that henceforth includes natural, technical and human aspects and at the same time constitutes hybrid identities at the interfaces of its users, subjects, objects and places.
Catarina Patrício, Christoph Breser, Konstantinos Ioannidis

Open Access

Cybercities: Mediated Public Open Spaces - A Matter of Interaction and Interfaces

In the near past, sources of information about public open spaces were: people, the place itself and historical archives. Accordingly, the information could be obtained by interviewing the visitors, by reading some poorly equipped signs on monuments or by research in libraries. Today, a new source appeared: The place itself covers its own information by the mean of the growing of the ICT (Information Communication Technologies). In addition, the information can be personalised in a way each people can access it individually. Ten years ago, a left-over newspaper on a park bench was a compact piece of information. Today, the newspaper resides on a smartphone in our pockets. In the future, the park bench will still be there, but dramatically changed to an IoT (Internet of things) object, bringing information to the people. Therefore, there is the need to re-think the park bench as an interface. A simple, fundamental point is: the quality of the interface rules the quality of the information. With a special focus on the latter, this chapter discusses how the classical model of the city is enhanced with the senseable city concept and how digital information influences, adopts, transforms and re-configures different objects in urban areas.
Stefan Zedlacher, Anna Khromova, Eva Savina Malinverni, Preben Hansen

Open Access

Liveable Open Public Space - From Flaneur to Cyborg

Open public spaces have always been key elements of the city. Now they are also crucial for mixed reality. It is the main carrier of urban life, place for socialization, where users rest, have fun and talk. Moreover, “Seeing others and being seen” is a condition of socialization. Intensity of life in public spaces provides qualities like safety, comfort and attractiveness. Furthermore, open public spaces represent a spatial framework for meetings and multileveled interactions, and should include virtual flows, stimulating merging of physical and digital reality. Aim of the chapter is to present a critical analysis of public open spaces, aspects of their social role and liveability. It will also suggest how new technologies, in a mixed reality world, may enhance design approaches and upgrade the relationship between a user and his surroundings. New technologies are necessary for obtaining physical/digital spaces, becoming playable and liveable which will encourage walking, cycling, standing and interacting. Hence, they will attract more citizens and visitors, assure a healthy environment, quality of life and sociability. Public space, acting as an open book of the history of the city and of its future, should play a new role, being a place of reference for the flaneur/cyborg citizen personal and social life. The key result is a framework for understanding the particular importance of cyberparks in contemporary urban life in order to better adapt technologies in the modern urban life needs.
Aleksandra Djukic, Thanos Vlastos, Viera Joklova

Open Access

Exploring the Concept of Cyberpark: What the Experts Think

The chapter aims to provide a contextualisation of the cyberpark concept as this is perceived by a wide range of experts in public space and information technologies. To do so it makes use of a questionnaire survey conducted with the participants of the CyberParks COST Action, which collected their views on a number of aspects concerning both the mediated and the not mediated public open spaces, such as: their elements and qualities, the facilities they should offer, the activities they should facilitate, the type of space and location that are most suitable to accommodate them, their appropriate size and manner for their development, their target user group and other aspects of their configuration. The analysis brings out the commonalities and differences in experts’ views regarding the mediated and the not mediated public open spaces, and, as such, it contributes to specify further the cyberpark concept, mapping out its characteristics and dimensions. This should enrich the ongoing dialogue within the literature and facilitate interactions between relevant, yet fragmented, scientific disciplines in the area to inform the production and appropriation of both mediated and the not mediated public open spaces.
Paschalis Arvanitidis, Konstantinos Lalenis, Georgios Artopoulos, Montserrat Pallares-Barbera

Socio-Spatial Practices

Frontmatter

Open Access

Socio-Spatial Practices: An Introduction and Overview

We are now firmly in a digital era and technologies are ever-present. Since the introduction of new digital technologies and ICTs, such as smart phones, the literature has presented some contrasting analyses of the socio-spatial practices and impacts that have resulted from the uptake of new technologies in urban public spaces. On one hand, there is a particular set of debates that have expressed concerns that the introduction of digital technologies, especially personal ICTs, is leading to a greater withdrawal from urban public spaces.
Therese Kenna, Gabriela Maksymiuk

Open Access

People - Space - Technology: An Ethnographic Approach

CyberParks aims at advancing knowledge on the relationship between information and communication technologies and the socially sustainable production and usage of public open spaces. Such research necessitates a solid methodological base. Urban ethnography brings together a number of perspectives and approaches to deal with cultural and social aspects of urban life, and as such it is able to provide an integrated methodological framework for the study of technology-public space relationship. The ethnographic approach means, by definition, an in-depth, micro-scale look at the phenomena under concern. However, the technological dimension makes the relationship between people and space more complex. This is not simply because an additional layer of analysis is added; it comes as a result of the emergence of multiple connections between the real and the virtual. From an ethnographic perspective, this requires the researcher to capture, explore and understand the cyber-social phenomena and dynamics in a multifaceted, hybrid, triangulated and cross-referenced way. This makes ethnographic research much more complicated but more interesting as well. The current chapter attempts to outline such an analytical framework to guide empirical research on the issues. This framework draws on the public space literature and adds the technological dimension brought in by the CyberParks project. We argue that this enriches the ethnographic approach providing a more integrated framework for the analysis of the relationship between people, space and technology.
Marluci Menezes, Paschalis Arvanitidis, Therese Kenna, Petja Ivanova-Radovanova

Open Access

Public Space Engagement and ICT Usage by University Students: An Exploratory Study in Three Countries

The new mobile information and communications technologies expand human connectivity to reconfigure public spatialities and to give rise to novel needs for, and practices of, public space usage. The research in this chapter focuses on university students to explore how they perceive and use the public space of university campuses and how they use personal information and communications technologies in it. This allows for an identification of emerging patterns and practices of university public space usage, along with preferable characteristics, designs and ways of management. Data are collected from three case studies, the University College Cork in Cork (Ireland), the University of Thessaly in Volos (Greece), and the Warsaw University of Life Sciences in Warsaw (Poland), enabling us to spot similarities and differences in the above trends, that would be attributed to culture and local conditions and lifestyles.
Paschalis Arvanitidis, Therese Kenna, Gabriela Maksymiuk

Open Access

Teenagers’ Perception of Public Spaces and Their Practices in ICTs Uses

The new information and communications technologies are expanding human connectivity, reconfiguring urban spatialities and generating a kind of social space that spans real and virtual, personal and impersonal, private and public. As a result, the space and time boundaries become blurred, giving rise to novel needs for, and practices of, public space usage. However, the ways in which these new practices affect public space engagement and public life in general, remain yet unclear. In addition, variations might exist due to differences in local culture and conditions, or due to specific lifestyles and behaviours favouring isolation and privatism or, at best, interaction only with close friends and kin. The above issues become even more critical for young people, who born in a digital era are able to handle new technologies with utmost ease. This chapter sheds light on the related perceptions and practices of adolescents. Structured interviews were applied to eight teenagers living in Hannover (Germany), Lisbon (Portugal), Tel Aviv (Israel) and Volos (Greece) to gather focused, qualitative and textual data. It examines how young people of distinct sociocultural contexts perceive and use both public spaces and digital technologies. This enables to identify emergent logics, needs and patterns of socialization and public space engagement placing specific emphasis on the role information technologies can play in them.
Marluci Menezes, Paschalis Arvanitidis, Carlos Smaniotto Costa, Zvi Weinstein

Open Access

Challenging Methods and Results Obtained from User-Generated Content in Barcelona’s Public Open Spaces

User-generated content (UGC) provides useful resources for academics, technicians and policymakers to obtain and analyse results in order to improve lives of individuals in urban settings. User-generated content comes from people who voluntarily contribute data, information, or media that then appears in a way which can be viewed by others; usually on the Web. However, to date little is known about how complex methodologies for getting results are subject to methodology-formation errors, personal data protection, and reliability of outcomes. Different researches have been approaching to inquire big data methods for a better understanding of social groups for planners and economic needs. In this chapter, through UGC from Tweets of users located in Barcelona, we present different research experiments. Data collection is based on the use of REST API; while analysis and representation of UGC follow different ways of processing and providing a plurality of information. The first objective is to study the results at a different geographical scale, Barcelona’s Metropolitan Area and at two Public Open Spaces (POS) in Barcelona, Enric Granados Street and the area around the Fòrum de les Cultures; during similar days in two periods of time - in January of 2015 and 2017. The second objective is intended to better understand how different types of POS’ Twitter-users draw urban patterns. The Origin-Destination patterns generated illustrate new social behaviours, addressed to multifunctional uses. This chapter aims to be influential in the use of UGC analysis for planning purposes and to increase quality of life.
Montserrat Pallares-Barbera, Elena Masala, Jugoslav Jokovic, Aleksandra Djukic, Xavier Albacete

Open Access

Social Implications of New Mediated Spaces: The Need for a Rethought Design Approach

Departing from the traditional understanding of the social implications of urban design and the underlying notion of ‘place’, the chapter first questions its current relevance vis-à-vis the mediated city. It examines whether ICT has given rise to the establishment of new notions of space and place, identifying new design challenges for cities and rethought approaches to the production of space. In view of the latter, the chapter subsequently questions the manner with which digital media may facilitate inclusive design of public spaces. In order to address this objective, the chapter illustrates some interesting empirical data emanating from literature and research projects based in the UK, Poland and Malta. The case studies in the literature illustrate how ICTs are being used as tools within participatory processes for the inclusive design of urban public and recreational spaces and in order to gauge citizen/user expectations towards urban space. The chapter finally attempts to redefine public participation through ICT and to frame the above discussion within the potentially newly redefined role of urban designers involved in such processes. The underlying question to be addressed in this chapter, therefore, has to deal with the manner with which urban professionals may effectively achieve inclusive participatory design, particularly in light of new phenomena brought about by the mediated city and with the potential of this newly obtained and enriched data.
Antoine Zammit, Therese Kenna, Gabriela Maksymiuk

Programming and Activating Cyberparks

Frontmatter

Open Access

Programming and Activating Cyberparks: An Introduction and Overview

Part 3 Programming and Activating Cyberparks deals with the variety of ways in which urban public spaces can be reinvigorated through the use of digital media technologies. As is outlined in the introduction to this volume, digital media technologies profoundly shape the use and perception of urban public spaces. Critical observers have noted that digital media may threaten the public nature of our cities and civic spaces. For instance, elsewhere we have described these threats in terms of three Cs: commercialisation, control, and capsularisation (de Lange and de Waal 2013). First, the combination of digital media technologies and consumer culture overlays everyday urban life with a market logic of pervasive customer tracing, quantification, and a vying for attention. Datafication and personalized recommendation services capitalise on our habitual everyday movements in the city, turning them into an ever-expanding string of (potential) customer ‘touchpoints’. This affects the spatial, social and cultural dimensions of almost every realm of urban life, from work to meeting to leisure to travel to home. Visible illustrations include the rapidly changing appearance of high streets in most cities, or the nature and quality of inner-city neighbourhoods coinciding with the popularity of platforms like Airbnb (for more on platforms, see van Dijck et al. 2018). As a result, our polyvocal and frictional public open spaces are being transformed into silent and seamless marketplaces, where public interactions are reduced to commercial transactions.
Michiel de Lange, Martijn de Waal

Open Access

Smart Citizens in the Hackable City: On the Datafication, Playfulness, and Making of Urban Public Spaces Through Digital Art

This contribution explores concepts, approaches and technologies used to make urban public spaces more playful and artful. Through a variety of compelling narratives involving play and art it assists in the design of new cyberparks, public spaces where digitally mediated interactions are an inherent part. How can play and interactive art be used to strengthen urban public spaces by fostering citizen engagement and participation? We propose to not only utilise interactive media for designing urban (public) spaces, but also for social innovation for the benefit of citizens. in cyberparks. The contribution connects urbanity, play and games, as well as concepts of active and passive interactive digital art as part of trends towards pervasive urban interaction, gameful design and artification. We position this as an important part of developing human-centred smart cities where social capital is central, and where citizens engaging in play and art are prerequisites for sustainable communities. Using art, play and games to foster citizen engagement and collaboration is a means to develop social technologies and support the development of collective intelligence in cyberparks. This is studied in concrete cases, such as the Ice Castle in Luleå, Sweden and the Ars Electronica in Linz, from a multi-disciplinary stance involving interaction design, digital art, landscape design, architecture, and health proficiencies. We will analyse two cases of gameful design and one case of digital interactive art being used to address urban issues. Rezone the game is an interactive multimedia game developed to tackle vacancy in the city of Den Bosch in the Netherlands. The Neighbourhood is a board game developed to involve various stakeholders in making their neighbourhood using water as a collective resource.
Michiel de Lange, Kåre Synnes, Gerald Leindecker

Open Access

Using ICT in the Management of Public Open Space as a Commons

The chapter defines public open space as a commons and explores innovative ways for its management and sustainable development through the use of new information and communication technologies. It argues that hybrid conglomerates of space and technological interfaces provide this possibility. Section 2 defines common pool resources and discusses issues of its management, before it moves to identify public open space as a commons and to outline key directives for governance. Section 3 outlines the new ICT and considers practices and technologies that can be used in order to enhance community identity, social interaction and user engagement in the governance of the public open space as a commons. Finally, the last section concludes this chapter with some remarks on the conditions under which the hybrid of a public open space with ICT features could be approached as yet another kind of ‘soft’ type of common pool resource.
Georgios Artopoulos, Paschalis Arvanitidis, Sari Suomalainen

Open Access

Revealing the Potential of Public Places: Adding a New Digital Layer to the Existing Thematic Gardens in Thessaloniki Waterfront

In recent years, mobile devices have become very popular communication tools that provide access to information and communication, influence people’s social behaviour and change patterns of their everyday activities. The use of communication technologies in public open spaces has become significant for the outdoor experiences of people and the relationship between users and technologically mediated outdoor activities. More specifically, wireless digital cultures not only influence spatial layout, infrastructure systems and moving patterns, but also require ICT-based placemaking strategies. This is often not considered sufficiently during the physical design stage. It is important to consider a space appropriation approach to the use of digital technologies in public spaces, based on user requirements and the local context. This is demonstrated with a case study of the Gardens at new waterfront of Thessaloniki, Greece. In this project space analysis and users’ questionnaires were applied to relate digital space to the reality of the physical landscape as a first stage in the design process. This approach has wider implications for successful place making strategies. This chapter considers the possibilities of extensive outdoor use of digital media technologies in traditional forms of spatial experiences. It proposes that the new digital layer overlaying the physical space should first be methodologically explored in a way that could advance understanding of the extent to which immaterial networks and relationships can affect material planning and design dimensions.
Tatiana Ruchinskaya, Konstantinos Ioannidis, Kinga Kimic

Open Access

Cyberpark, a New Medium of Human Associations, a Component of Urban Resilience

The centre point of this chapter is how to increase the resilience of the urban environment by integrating the cyberpark in its spatial planning and policies. Disaster prevention and preparedness are a priority in resilience, and two major related sectors are infrastructure and information. Significant components of prevention infrastructure in cities are public/free spaces. Public spaces are used as refuge in cases of natural disasters (earthquakes, fires etc.), but also as spaces of physical contact, communication, community bonding, and provision of social services in cases of social crises (the cases of refugees). Information, as the other major sector of prevention, may vary from dissemination of information in an individual basis, to information exchange in a collective basis, the latter being of significant value in cases of prevention. The collective basis of information exchange is further expanded and technologically improved through Information and Communication Technologies (ICTs). This chapter focuses on the psychological and social roles of ‘the cyberpark’ in extraordinary events and illustrate the importance of its physical form and spatiality. Cyberparks combines and explores the relationship between Information and Communication Technologies (ICTs) and urban open/public spaces. In this sense, they combine elements of both, prevention infrastructure and information, and they constitute significant components of urban resilience.
Konstantinos Lalenis, Balkiz Yapicioglou, Petja Ivanova-Radovanova

Open Access

A Spotlight of Co-creation and Inclusiveness of Public Open Spaces

This chapter focuses on co-creation as the way to engage different stakeholders with everyday urban environments based on equality, diversity and social cohesion. It presents the relationship of co-creation and inclusiveness of public open spaces together with different aspects of co-creation related to issues of publicness and space. It discusses why and how co-creation must take into consideration the characteristics of the comprehensive spatial development processes. It suggests that co-creation is a wider concept than co-design and is a multistage process that contributes to inclusive public spaces, providing measures for social sustainability of place. This chapter argues that digital tools may help to overcome challenges of co-creation and provide an opinion on the contribution of digital technologies to the co-creation process by engaging people in the design, use and management of public spaces, providing new resources for interaction and users’ empowerment. For that it presents an overview of the possible contribution of digital technologies to support inclusiveness of the co-creation processes that is structured by typologies of digital tools and their possible interlinking with the steps of the co-creation process. To improve the understanding of such possibilities it critically addresses strengths and weaknesses of using digital tools for co-creation and inclusiveness and provides recommendations for their further development.
Ina Šuklje Erjavec, Tatiana Ruchinskaya

Open Access

CyberParks Songs and Stories - Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories

This chapter offers theoretical considerations and reflections on technological solutions that contribute to digitally supported documentation, access and reuse of localised heritage content in public spaces. It addresses immaterial cultural heritage, including informal stories that could emerge and be communicated by drawing hyperlinks between digitised assets, such as songs, images, drawings, texts and more, and not yet documented metadata, as well as augmenting interaction opportunities with interactive elements that relate to multiple media stored in databases and archives across Europe. The aim is to enable cultural heritage to be experienced in novel ways, supported by the proliferation of smartphones and ubiquitous Internet access together with new technical means for user profiling, personalisation, localisation, context-awareness and gamification. The chapter considers cyberparks as digitally enhanced public spaces for accessing and analyzing European cultural heritage and for enriching the interpretation of the past, along with theoretical ramifications and technological limitations. It identifies the capacities of a proposed digital environment together with design guidelines for interaction with cultural heritage assets in public spaces. The chapter concludes with describing a taxonomy of digital content that can be used in order to enhance association and occupation conditions of public spaces, and with discussing technological challenges associated with enriching public spaces with localized cultural heritage material.
Kåre Synnes, Georgios Artopoulos, Carlos Smaniotto Costa, Marluci Menezes, Gaia Redaelli

Digital Hybrids - Between Tool and Methods

Frontmatter

Open Access

Digital Hybrids - Between Tool and Methods: An Introduction and Overview

If last century’s conception of open public space was understood as a performance stage where individuals could negotiate and establish relationships not only amongst them but also with elements of spatial manifestation demonstrating the significance of some visual, most times, qualities, a contemporary observer will probably not make this link.
Konstantinos Ioannidis, Carlos Smaniotto Costa

Open Access

Methodological Approaches to Reflect on the Relationships Between People, Spaces, Technologies

Social behaviour in public spaces has changed over the time and has become attractive to all those involved in designing people’s spaces. Communities in different countries in Europe have shown more and more interest and various activities have started to shape the public spaces all round the world. The main objective of the chapter is to review development of the methodologies that have been used to analyse public spaces worldwide and to summarize their requirements and conditions to suggest how they can be applied in order to analyse the relationship between people and spaces, with the aim to boost the active participation of people in design process. The chapter describes the methodologies using ICTs, especially e-participation, mobile technologies, GIS systems, or on the methodologies increasing the attractiveness of the public open spaces for citizens and visitors (laser holograms, QR codes, interactive boards, online and interactive maps, questionnaires and social interaction, etc.). Information technology offers new potentials of citizen participation and provides a communication platform, which suppresses a barrier of non-professionalism, allowing for distant contacts and enabling participatory process management. Users, accustomed to communicating through ICT also in public spaces, feel by using this tool more anonymous and less harassed to express their opinion. Not only ICT are important in the 21st century society, but also new ways of social media, which are accessible/open to use for larger group of people. The institutions or municipalities could use them as semi-official information platform, public open discuss forums or resource of the public initiatives.
Barbora Čakovská, Mária Bihuňová, Preben Hansen, Ernesto Marcheggiani, Andrea Galli

Open Access

Modelling Co-creation Ecosystem for Public Open Spaces

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.
Aelita Skarzauskiene, Monika Maciuliene, Petja Ivanova-Radovanova

Open Access

Using ICTs for the Improvement of Public Open Spaces: The Opportunity Offered by CyberParks Digital Tools

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.
Eneko Osaba, Roberto Pierdicca, Tiago Duarte, Alfonso Bahillo, Diogo Mateus

Open Access

A Pedagogical Model for CyberParks

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.
Philip Bonanno, Michal Klichowski, Penelope Lister

Open Access

The Application of Advanced IoT in Cyberparks

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.
Jamal Raiyn, Jugoslav Jokovic

Backmatter

Additional information