Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Winston Wenchen Guo , Wenjuan Chen , Yining Zhang , Caro Menghan Shi , Hailiang Wang
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引用次数: 0

Abstract

As urbanization accelerates, modern cities face many challenges. One key dimension is the lack of identity awareness and emotional interaction between the public and the city. This paper reports an interdisciplinary project, Portrait of the City, an interactive installation located in various public spaces in Beijing, which aims to utilize Human-computer interaction (HCI) technologies (localized media data-driven, motion capture, AIGC, etc.) in conjunction with public spaces to bridge the emotional and humanities of the public’s connection to the city. We further evaluated its accessibility and practical effectiveness through exhibitions and mixed research methodology. The findings suggest that public interactive installations can activate collective memories, evoke diverse personal experiences, encourage ongoing dialogue about the city, and promote a closer link between civic and place identities. Our interdisciplinary case study may provide insights into HCI and public design as well as practical ideas for fostering more vibrant and culturally distinctive cities in the future.
城市的画像:通过互动艺术装置连接地方身份和情感参与的案例研究
随着城市化进程的加快,现代城市面临着诸多挑战。一个关键的方面是缺乏身份意识和公众与城市之间的情感互动。本文报道了一个跨学科的项目,城市肖像,一个位于北京各种公共空间的互动装置,旨在利用人机交互(HCI)技术(本地化媒体数据驱动,动作捕捉,AIGC等)与公共空间相结合,以弥合公众与城市的情感和人文联系。我们通过展览和混合研究方法进一步评估其可及性和实际有效性。研究结果表明,公共互动装置可以激活集体记忆,唤起不同的个人经历,鼓励关于城市的持续对话,并促进公民和地方身份之间更紧密的联系。我们跨学科的案例研究可以为HCI和公共设计提供见解,并为未来培育更具活力和文化特色的城市提供实用的想法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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