Abstract

Streetscapes have presented a long-standing interest in many fields. Recently, there has been a resurgence of attention on streetscape issues, catalyzed in large part by computing. Because of computing, there is more understanding, vistas, data, and analysis of and on streetscape phenomena than ever before. This diversity of lenses trained on streetscapes permits us to address long-standing questions, such as how people use information while mobile, how interactions with people and things occur on streets, how we might safeguard crowds, how we can design services to assist pedestrians, and how we could better support special populations as they traverse cities. Amid each of these avenues of inquiry, computing is facilitating new ways of posing these questions, particularly by expanding the scope of what-if exploration that is possible. With assistance from computing, consideration of streetscapes now reaches across scales, from the neurological interactions that form among place cells in the brain up to informatics that afford real-time views of activity over whole urban spaces. For some streetscape phenomena, computing allows us to build realistic but synthetic facsimiles in computation, which can function as artificial laboratories for testing ideas. In this paper, I review the domain science for studying streetscapes from vantages in physics, urban studies, animation and the visual arts, psychology, biology, and behavioral geography. I also review the computational developments shaping streetscape science, with particular emphasis on modeling and simulation as informed by data acquisition and generation, data models, path-planning heuristics, artificial intelligence for navigation and way-finding, timing, synthetic vision, steering routines, kinematics, and geometrical treatment of collision detection and avoidance. I also discuss the implications that the advances in computing streetscapes might have on emerging developments in cyber-physical systems and new developments in urban computing and mobile computing.

Highlights

  • In this paper, I will review the state-of-the-art in streetscape science, as supported by computation.This review is, perhaps, quite timely

  • There is a recent flourish of interest in streetscape phenomena and in developing computer technologies that rely on streetscape dynamics as a medium for services that might be delivered on streets or that might support people and things as they course through the phenomena that streets support [1,2]

  • Behavioral geography [23] presents something of a bridge between the ego-centric and allocentric attributes of cognition, and the built context views of streetscape dynamics, while melding environmental and human considerations in a unified theoretical framework

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Summary

Introduction

I will review the state-of-the-art in streetscape science, as supported by computation. Many telecommunications systems rely on individuals and the networked devices that they carry along streets as mobile points of presence in massively complex webs of interactive data transfer [58,59] In this sense, streets may operate as cyber-physical systems [60], and there is wide interest in understanding how people move so that services or content can be delivered to those systems in the right places, time, and context. Models and simulations of streetscape phenomena are of direct interest (often as computational media rather than as scientific experiments) to people working in computer graphics, gaming, and special effects These communities have long been interested in building believable and entertaining street dynamics into their movies, character interactions, and behaviors [64]. I will review the prospects for the future of computing streetscapes relative to these fluctuating influences

Domain-Specific Approaches to Streetscape Modeling
Physics
Urban Studies
Animation
Psychology
Behavioral Geography
Biology
Dataware for Streetscape Models
Acquiring and Generating Peoplescape Data
Big Data
Data Models
Prevailing Methods for Streetscape Simulation
Path-Planning
Navigation and Way-Finding
Timing
Vision
Steering to Avoid and Avail of Interaction
Kinematics and Effort
Collision Detection and Avoidance
Conclusions

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