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Integrating agent-based modeling, serious gaming, and co-design for planning transport infrastructure and public spaces
URBAN DESIGN International ( IF 1.862 ) Pub Date : 2020-03-06 , DOI: 10.1057/s41289-020-00117-7
Liu Yang , Lufeng Zhang , Andreas Philippopoulos-Mihalopoulos , Emile J. L. Chappin , Koen H. van Dam

Car-oriented transport infrastructure developments have had detrimental impacts on the public realm in terms of poor walkability and fractured leftover urban spaces. To build integrated transport infrastructure and public space systems with considering non-motorized travelers’ behavior, we present an integrated methodology incorporating an agent-based simulation model, serious games, and co-design which provides opportunities to involve citizens into the urban design process. In this paper, we show this process for a case study in London Hackney Wick. Qualitative data collected from collaborative experiments, cognitive and human needs mapping, interviews and conversations offer insights into people’s engagement with their environment and the public expectations. In parallel, an Agent-Based Model (ABM) informed by the gathered data is used to visualize local activities for the residents and to predict travel demand and spaces occupancy patterns of various designs. The prediction results indicate that a holistic design strategy is needed for planning attractive and pedestrian-friendly transport-public space systems. Lessons learned also lead to a proposal to improve the model with more realistic human behavior and activity schedules. The coupling of ABM–Game–Design is a valuable tool for engaging the audience and providing both qualitative and quantitative supports to decision-making.

中文翻译:

集成基于代理的建模、严肃的游戏和协同设计,以规划交通基础设施和公共空间

以汽车为导向的交通基础设施的发展对公共领域产生了不利影响,因为步行性差和剩余的城市空间破碎。为了在考虑非机动旅行者的行为的情况下构建综合交通基础设施和公共空间系统,我们提出了一种综合方法,该方法结合了基于代理的模拟模型、严肃的游戏和协同设计,为公民参与城市设计过程提供了机会。在本文中,我们将在伦敦哈克尼威克 (London Hackney Wick) 的案例研究中展示此过程。从协作实验、认知和人类需求映射、访谈和对话中收集的定性数据提供了对人们对其环境的参与和公众期望的洞察。在平行下,由收集到的数据通知的基于代理的模型 (ABM) 用于可视化居民的当地活动,并预测各种设计的旅行需求和空间占用模式。预测结果表明,需要一个整体的设计策略来规划有吸引力和行人友好的交通公共空间系统。吸取的经验教训还提出了一项建议,以通过更现实的人类行为和活动时间表来改进模型。ABM-游戏-设计的结合是吸引观众并为决策提供定性和定量支持的宝贵工具。预测结果表明,需要一个整体的设计策略来规划有吸引力和行人友好的交通公共空间系统。吸取的经验教训还提出了一项建议,以通过更现实的人类行为和活动时间表来改进模型。ABM-游戏-设计的结合是吸引观众并为决策提供定性和定量支持的宝贵工具。预测结果表明,需要一个整体的设计策略来规划有吸引力和行人友好的交通公共空间系统。吸取的经验教训还提出了一项建议,以通过更现实的人类行为和活动时间表来改进模型。ABM-游戏-设计的结合是吸引观众并为决策提供定性和定量支持的宝贵工具。
更新日期:2020-03-06
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