This article reviews rehabilitation programs in Barcelona, focusing on aspects such as the intervention model, actual public investment, and results. Programs of this type are not exclusive to Barcelona; however, similar examples can be found in other European cities, especially where European Union (EU) funding is present. After analyzing these models, we reached a series of general conclusions that may be of interest. Thus, an eminently practical and reflective analysis is presented, aimed at technicians and those responsible for the design of intervention policies in urban regeneration. Rehabilitation programs are increasingly focused on vulnerable settings, and in this context, the participation and service function of public administrations are particularly relevant. The general model for rehabilitation subsidies rarely takes into account the specific characteristics of disadvantaged urban settings, as the article will show. After analyzing the different policies presented in this research, we identified two essential requirements: detailed knowledge of the affected neighborhood, and ongoing evaluation of the development of programs—beyond simple management indicators—so negative effects can be corrected in time such as gentrification, real estate speculation, and other by-products that the intervention itself can promote. This study confirms that not all public investments have the expected results.
This article presents the methodology and results of a pioneering investigation in the determination and mapping of socio-residential vulnerability in the city of Barcelona according to a multi-criteria synthetic analysis. The methodology followed is based on a system of indicators elaborated from the exploitation of habitual statistical Open Data complemented with specific unprecedented data elaborated and supplied by the Barcelona City Council. The analysis is based on secondary data and it is structured in georeferenced axes, components, and indicators, which allow determination of the sociodemographic, socioeconomic, and urban and residential space characteristics at neighborhood, population census unit, and urban block level. The objective of the research was to detect, determine, and establish a measure of differentiation relative to the degree of residential vulnerability of some neighborhoods with respect to others, in order to seek prioritization measures for action in the most vulnerable areas. The results of the research provide a series of maps that allow us to define the areas where the highest levels of vulnerability indicators coincide according to a synthetic multi-criteria analysis.
Videogame technology is quickly maturing and approaching levels of realism once reserved to 3D rendering applications used in architecture, in real-time and with the capacity to react in real-time to user input. This paper describes an educational experience using videogame technology in architecture education, exploring its applicability in the field in architecture compared to more traditional media. A prototype application modeling a proposed urban space was developed using Unreal Engine and a group of architecture students were asked to use the software to navigate the virtual environment. The development process of the applications is discussed as well as the design of the survey to assess the participants' experience in four key areas (a) player profile, (b) experience using the beta version, (c) use of videogame technology as an educational tool, and (d) applicability of game engines in Architecture.
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