Argo, Teti Armiati and Prabonno, Shinta and Singgih, Prima Murti Rane (2016) Youth Participation in Urban Environmental Planning through Augmented Reality Learning: The Case of Bandung City, Indonesia. Procedia: Social and Behavioral Sciences, 227. ISSN 1877-0428
Full text not available from this repository.Abstract
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.
Item Type: | Article |
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Subjects: | 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 006 Special Computer Methods 300 Social Sciences > 300 Social sciences, sociology and anthropology > 307 Communities (Incl. Indigenous, Rural, Suburban and Urban Communities) 300 Social Sciences > 350 Public administration and military science > 354 Public administration of economy and environment |
Divisions: | Faculty of Art & Design > Visual Communication Design |
Depositing User: | Administrator UMN Library |
Date Deposited: | 04 Nov 2021 03:12 |
Last Modified: | 04 Nov 2021 03:12 |
URI: | https://kc.umn.ac.id/id/eprint/19043 |
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