2021
DOI: 10.55612/s-5002-048-007
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Radical Placemaking: Utilizing Low-Tech AR/VR to engage in Communal Placemaking during a Pandemic

Abstract: The COVID-19 pandemic has made the struggles of the excluded louder and has also left them socially isolated. The article documents the implementation of one instance of Radical Placemaking, an “intangible”, community-driven and participatory placemaking process, in Kelvin Grove Urban Village (KGUV), Brisbane, Australia to tackle social isolation during the COVID-19 pandemic. KGUV community members were engaged in storytelling and interactive fiction online workshops to create experiential, place-based and mob… Show more

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Cited by 10 publications
(16 citation statements)
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“…The critical reflections presented in this paper arise from a three-year program of research into Radical Placemaking. Other publications arising from this work include (i) the initial framework of Radical Placemaking and the ethos surrounding the first project, CBP (Gonsalves et al, 2020); (ii) a detailed account of the methodology in the use of immersive technologies and initial findings of CBP (Gonsalves et al, 2021b); (iii) a discussion of the findings of CBP based on the interview data of those who participated in the Radical Placemaking process (Gonsalves et al, 2022a); (iv) an account of the use of design probes within the placemaking process during the pandemic (Slingerland et al, 2022); and (v) the methodology and initial findings of THSP (Gonsalves et al, 2022b). This paper is a summative reflection and synthesis of our experience and learnings from conducting these three Radical Placemaking projects.…”
Section: Examples Of Radical Placemakingmentioning
confidence: 99%
See 3 more Smart Citations
“…The critical reflections presented in this paper arise from a three-year program of research into Radical Placemaking. Other publications arising from this work include (i) the initial framework of Radical Placemaking and the ethos surrounding the first project, CBP (Gonsalves et al, 2020); (ii) a detailed account of the methodology in the use of immersive technologies and initial findings of CBP (Gonsalves et al, 2021b); (iii) a discussion of the findings of CBP based on the interview data of those who participated in the Radical Placemaking process (Gonsalves et al, 2022a); (iv) an account of the use of design probes within the placemaking process during the pandemic (Slingerland et al, 2022); and (v) the methodology and initial findings of THSP (Gonsalves et al, 2022b). This paper is a summative reflection and synthesis of our experience and learnings from conducting these three Radical Placemaking projects.…”
Section: Examples Of Radical Placemakingmentioning
confidence: 99%
“…CBP is a situated, digital storytelling project conducted in the Kelvin Grove Urban Village (KGUV), Brisbane, Australia as a collaboration between the QUT Design Lab, local community organization Communify, and the KGUV Principal Body Corporate (Gonsalves et al, 2021b). It involved 16 KGUV experience-designers of varied racial and professional backgrounds creating KGUV-based digital stories on topics such as anxiety, domestic violence, and human migration for smartphones.…”
Section: Chatty Bench Projectmentioning
confidence: 99%
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“…Several studies have focused on the use of VR in education [6][7][8]. Other studies focus on VR in architectural design and education [9][10][11][12], urban applications of VR [13,14], and VR in architectural heritage [15][16][17]. It can be argued that the availability of consumer-level VR devices such as Oculus Rift and HTC Vive, and the increasing number of VR applications in architecture and design motivated researchers to investigate the potential of VR technology in design in recent years.…”
Section: Background and Related Workmentioning
confidence: 99%