Abstract
This paper describes the theoretical context, design, implementation and evaluation of a novel method for understanding pedestrian movement in public/private space. It examines the pedestrian counting and tracking methodologies of Space Syntax and proposes an alternative methodology that links sensors embedded in real-world environments and carried by pedestrians with an environment and avatars in a contemporary computer game. In this way observers are able to closely trail pedestrians without affecting their decision making. Results from a field trial are presented where the sensors and computer gaming technology were tested within a challenging real-world environment. ©2011, Association for Computer-Aided Architectural Design Research in Asia (CAADRIA).
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CITATION STYLE
Lowe, R., Hedley, M., & Goodwin, R. (2011). Real-time porosity: Combining a computer game engine with environmental sensors to better understand pedestrian movement in public/private space and in real-time. In Circuit Bending, Breaking and Mending - Proceedings of the 16th International Conference on Computer-Aided Architectural Design Research in Asia, CAADRIA 2011 (pp. 229–238). https://doi.org/10.52842/conf.caadria.2011.229
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