The participation of citizens in designing their social and built environments is vital for the creation of sustainable cities and communities. However, in practice, collective decision-making remains challenging. Several researchers have proposed innovative models of governance to achieve a more democratic participation. This paper attempts to contribute to this topic from the viewpoint of urban planning. The objectives are twofold. First, to introduce a conceptual framework of a gameful collective process of urbanism based on location data. Second, to present an early stage of prototyping a case study using e-bikes. Research questions are elaborated as follows: How can collective processes of urban planning engage the collective intelligence and the local knowledge of the community? How to utilize technological tools to support new forms of participatory urban governance? The main contribution of this work lies in the combination of the concepts of temporal ownership of public space, tokenization of location data, and liquid democracy, to design a dynamic and gameful decision-making process that promotes collective intelligence.
In this study, we examine the differences in pedestrian behavior at crosswalks between communicating with conventional vehicles (CVs) and automated vehicles (AVs). To analyze pedestrian behavior statistically, we record the pedestrian’s position (x- and y-coordinates) every 0.5 s and perform a hot spot analysis. A Toyota Prius (ZVW30) is used as the CV and AV, and the vehicle behavior is controlled using the Wizard of Oz method. An experiment is conducted on a public road in Odaiba, Tokyo, Japan, where 38 participants are recruited for each experiment involving a CV and an AV. The participants cross the road after communicating with the CV or AV. The results show that the pedestrians can cross earlier when communicating with the CV as compared with the AV. The hot spot analysis shows that pedestrians who communicate with the CV decide to cross the road before the CV stops; however, pedestrians who communicate with the AVs decide to cross the road after the AV stops. It is discovered that perceived safety does not significantly affect pedestrian behavior; therefore, earlier perceived safety by drivers’ communication and external human–machine interface is more important than higher perceived safety for achieving efficient communication.
Block restructuring has been strongly emphasized in Japan for renovating cities. However, little is known about the relation between block size and building shape. Moreover, the shape of buildings designed on a block after restructuring is unclear. In this study, the relation between block size and building shape is analyzed quantitatively, and a three-dimensional building shape is estimated by a model using an urban planning GIS data set of Tokyo. Results show the quantitative relation between block size and building shape, and the building shape image on the blocks. Higher buildings and buildings with a basement tend to be built in larger blocks, leading to efficient use of the maximum volume permitted in the block. In addition, the region composed by larger blocks can be spacious, because the range of building setback will be long in larger blocks. Designation of a high floor area ratio may induce integration and enlargement of blocks. Blocks are less likely to be partitioned in zones when a high floor area ratio is designated.
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