Exploring the formation of cyberparks as a smart urban public open space (Case study: the initiative cyberpark projects)

Document Type : Research article

Authors

1 Assistant Professor in Science & Technology of Architecture Faculty of Architecture & Urban Planning, University of Art, Tehran, Iran

2 Assistant Professor in Urban Design, Faculty of Architecture & Urban Planning, University of Art, Tehran, Iran

Abstract

Introduction
The rapid growth of information and communication technology, mobile connectivity and social media has led to the emergence of new needs, patterns and relationships. They are driving forces in smartification and extremely influencing the way that people experience time and space. Despite the challenges of information and communication technologies, they also provide users with many opportunities through the provision of various digital services and improve business and enhance interactions between people, spaces and infrastructure.
Cyber parks are a kind of smart public open spaces that focusing on Technological systems, human and environmental issues. In this context, real-world space is combined with intelligent infrastructure through the co-creation. Consecrating both virtual systems and real systems in nature, Cyberpark can establish a balance between digital and human life. Co-creation is strategic solutions to engage stakeholders through social interactions and synergies in different aspects of human life. CyberPark explains how digital media can become an attraction to bring people outdoors getting them engaged in forms of learning and attracting them to lead an active healthy life style in POS. This Cyber-physical system allows users to exchange information, share knowledge, experiences, and transfer technology and innovation as drivers of future growth.
Methodology
The aim of this research is to compare and analyze the pioneering cyberpark projects in order to extract their goals, models and processes. Given the new and sophisticated concept of cyberpark and the emergence of cyberpark projects in the world, this research attempts to use the features of qualitative content analysis and systematically research in order to document the cyberpark pioneering projects, their goals and methods of cyberpark implementation. In the research method, three key examples of the pioneering cyberpark project and their elements have systematically reviewed by comparatively analyzing from different approaches.
Results and discussion
The pattern and function of public open spaces, stakeholders and ICTs along with the implementation methods and goals of cyberpark development have been explored in the case studies.
The first pioneer Cyberpark is C3Places project. This project has been implemented in three locations in the form of living labs, the first one focuses on teenagers in Lisbon, the second one works on old citizens in Vilnius and the third one emphasizes on green stakeholders within open public in Ghent. The main aim of these labs is to explore the attributes of Cyberparks, analyze the related information and observe social media.
The components of the sub-project in Lisbon are open public spaces (park, green spaces, garden, square and sidewalk), stakeholders (teenagers, 13-17) and information and communication technology-ICT (mobile and web applications, living labs in open public spaces and dynamic system models). In this way, the elements of the sub-project in Vilnius are including open public spaces (living labs, the urban zones), stakeholders (inhabitants, owners of cultural-commercial buildings and municipality) and information and communication technology (mobile and web applications, social media). Finally, the modules of the sub-project in Ghent are open public spaces (Mega space, the complex of park and square), stakeholders (green users) and information and communication technology (mobile and web applications).
The second pioneer Cyberpark is the project by the name of digital interactions in university campus. This project was executed in 2019 in three areas of Europe continent with different cultures (Cork University in Ireland, University of Thessaly in Greece, and University of Warsaw in Poland). The major goal of this project is to investigate interactions among students within the universities in order to evaluate the social behavior models regarding the usage of information technology and communication. The main components of this project are open public spaces (cultural-educational open public spaces), stakeholders (students, visitors and clerks) and information and communication technology (lab tops, personal desktop computers, tablets and smart mobile phones).
The third pioneer Cyberpark is User-generated content (UGC) project. The chief objective of this project is to focus on content of social digital media (data and information generated, collected and shared in the forms of different files such as audio, video, visual and written by stakeholders specifically users) within open public spaces in Barcelona, Spain in order to identify new social manners and behaviors. The main components of this project are open public spaces (city center, riverside, seashore and cultural exhibition square in Barcelona), stakeholders (local users, visitors and tourists) and information and communication (twitter social network and way app).
Conclusion
The most important achievement of cyberpark as a social networking context is to encourage people to participate and interact in various community affairs in order to create quality, vibrant and intelligent urban environments and thus promote sense of place, social interaction and vitality in public open spaces. The findings of this research indicate that pioneering Cyberpark projects focus on both technological and human issues. They try to improve the quality of environment and enhance the level of modern human’s life so as to achieve the goals of sustainable development.

Keywords


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