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tutorial

Technology & Art in Stimulating Creative Placemaking in Public-Use Spaces

Published: 01 October 2016 Publication History

Abstract

In this tutorial we are going to elaborate on how technology and art can contribute in stimulating creative placemaking in public-use spaces. This presentation will highlight the authors approach and several other past and potential approaches that embrace on technology and connectivity to refocus on a creative function in public spaces that aims to move away from traditional planning and textbook concepts. Our approach, which is demonstrated by our design and implementation of a multi-use public space called "Adressaparken" is aimed to create a space towards greater flexibility, changeability, and appreciation for the public`s contribution. The presenters will also identify key lessons learned in the design and implementation of a technology re-usable public space. Potential variables needed to address the challenges in the integration and evaluation of digital public art installations will also be elaborated. By surveying past and present exhibited contributions and the presenters' own contributions in a public realm, this tutorial will offer guidance to artists, designers, researchers and practitioners on how they can successfully blend in to this interdisciplinary area of research.
The presenters will also identify key lessons learned in the design and implementation of a technology re-usable public space. Potential variables needed to address the challenges in the integration and evaluation of digital public art installations will also be elaborated. By surveying past and present exhibited contributions and the presenters' own contributions in the public realm, this tutorial will offer guidance to artists, designers, researchers and practitioners on how they can successfully blend in to this interdisciplinary area of research.

References

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Bilak M., et al. (2014). Hackable Cities: A toolkit for re-imagining your neighborhood. Retrieved from: https://issuu.com/pgildner/docs/hackable-cities-pages {Accessed 1st August 2016}.
[2]
de Souza e Silva A., Frith J. (2012). Mobile Interfaces in Public Spaces: Locational Privacy, Control, and Urban Sociability. New York: Routledge.
[3]
Hemmer L. (2008). Pulse Park. Retrieved from: http://www.lozano-hemmer.com/pulse_park.php {Accessed 1st August 2016}.
[4]
Hampton, K.N., Sessions Goulet, L., Albanesius, G. (2014). Change in the social life of urban public spaces: The rise of mobile phones and women, and the decline of aloneness over 30 years. Urban Studies, pp. 1--16.
[5]
Kent F., Nikitin C. (2011). Collaborative placemaking: good public art depends on good public spaces. Public Art Review, (45).
[6]
Mansilla, W. A. (2013). Quality of Aesthetic Experience and Implicit Modulating Factors. Ph.D. Thesis. University of Science and Technology: Norway.
[7]
Peckham M. (2016). Meet the Mastermind Behind This Summer's Pokémon Craze. Retrieved from: Time.com/4404282/pokemon-go-john-hanke/ {Accessed 3rd August 2016}.
[8]
Perkis A., (2015). Adressaparken. Retrieved from: https://www.ntnu.edu/thepark/ {Accessed 7th August 2016}.
[9]
Sennet, R. (1977). The Fall of the Public Man. New York: Knopf.
[10]
Sennet, R (2016). The intimate lives of others. Retrieved from: http://www.spiked-online.com/spiked-review/article/the-intimate-lives-of-others/17977#.V7J43o4tyr0 {Accessed 7th August 2016}.
[11]
The Hackable City Research (2012). Retrieved from: http://thehackablecity.nl/ {Accessed 3rd August 2016}.

Cited By

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  • (2022)Insights into placemaking, senior people, and digital technology: a systematic quantitative reviewJournal of Urbanism: International Research on Placemaking and Urban Sustainability10.1080/17549175.2022.207672117:4(525-554)Online publication date: 24-May-2022
  • (2017)Pokémon GoProceedings of the 2017 ACM on Web Science Conference10.1145/3091478.3098861(393-394)Online publication date: 25-Jun-2017

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  1. Technology & Art in Stimulating Creative Placemaking in Public-Use Spaces

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    cover image ACM Conferences
    MM '16: Proceedings of the 24th ACM international conference on Multimedia
    October 2016
    1542 pages
    ISBN:9781450336031
    DOI:10.1145/2964284
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 01 October 2016

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    Author Tags

    1. augmented reality
    2. collaboration
    3. creative placemaking
    4. design
    5. hackable citymaking
    6. interaction design
    7. pokemon go game
    8. public space
    9. technology and art
    10. tutorial

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    MM '16
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    MM '16: ACM Multimedia Conference
    October 15 - 19, 2016
    Amsterdam, The Netherlands

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    MM '16 Paper Acceptance Rate 52 of 237 submissions, 22%;
    Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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    • (2022)Insights into placemaking, senior people, and digital technology: a systematic quantitative reviewJournal of Urbanism: International Research on Placemaking and Urban Sustainability10.1080/17549175.2022.207672117:4(525-554)Online publication date: 24-May-2022
    • (2017)Pokémon GoProceedings of the 2017 ACM on Web Science Conference10.1145/3091478.3098861(393-394)Online publication date: 25-Jun-2017

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