Policy analysis Implementing disruptive technologies at the CO3 project is translated into a platform composed of several modules, each of those implementing several toolkits, frameworks, and protocols. Some of the modules used in CO3 come from previous developments. The handicap
Blockchain is a distributed append-only data structure that enables the verifiability and traceability of transactions. Transactions are performed
by adding blocks of data thanks to a peer-to-peer network, constituted by different entities called nodes (users). Trusted and non-trusted nodes can
interact with each other and be verified without the intervention of an external trusted authority. The nodes responsible for the full blockchain
verification are identified as full nodes.
The Outreach of Participatory Methods in Smart Cities, From the Co-Design of Public Services to the Evaluation: Insights From the Athens Case Study
Participatory design methods are becoming increasingly known, required, and applied in innovation projects. This article presents the experience gained in the H2020 projectCO3. It describes the participatory design-oriented approach to actively engage stakeholders in the definition of public services augmented by disruptive technologies in the area of urban commoning.
Turin’s pilot generated an interesting set of considerations: The user interface must be simple and capable of actually making the organizations’ and citizens’ interaction. The augmented reality technology has high requirements that may not be available to many citizens/organizations. The use of blockchain technology for payments is very recent. The Covid 19 restrictions required corrections to allow remote actions.
Lessons learned in the Parisian pilot case indicate that local citizens are sensitive to matters concerning urban commons and ways to manage them.CO3 technologies have a huge potential for didactical/pedagogical activities. Professors and Education Institutions are inclined to change and innovate their programs and the way they teach if the technologies proposed are up to their expectations.
CO3project carried out the analysis on the lessons learned in the implementation of disruptive technologies. The following article is the first of three localized analytical summaries, beginning with Athen’s case. Citizens are open to exploring new technologies. The usability and ease of use of new technologies are proportional to the level of their adoption. Local society is highly sensitive to matters referring to social policy. Digital wallet features might receive hesitation from the end-user due to their connection with money exchange.
The use of the AR interface in handhelds is gaining importance at this time. Public and private organizations cannot be left behind and should meet the demand for interactive services with AR. AR is the technology that enables the interposition of virtual 3D objects in a real 3D environment. It is a common issue that technology comes at cost, some of them reported here as a barriers that are difficult to overcome.
Based on an abstract from Int. J. Electronic Government. Ruth S. Contreras-Espinosa and Alejandro Blanco are the authors. This post suggests applying gamification to different stages of maturity models to boost citizen participation and overcome some limitations. Gamification as a
The concept of Smart City has evolved in the last decades, and it involves several factors: digital technology, disruptive innovation, and urban environments. From the initial attempts to directly link the Smart City paradigm to a technology-driven approach that considers the integration of information systems with urban processes, the attention has shifted to a more comprehensive vision that focuses on different facets of urban sustainability at its core.
Gamification theory and motivation. A literature review of e-government services with gamification elements
Many democracies face breaches of communication between citizens and political representatives, resulting in low engagement in political decision making and public consultations. Gamification strategies can be implemented to generate constructive relationships and increase citizens’ motivation and participation by including positive experiences like achievements.
In Co3’s hypothesis, a pervasive network of IoT devices, located throughout smart cities, will soon interact with mobile devices augmented with spatial intelligence capabilities. To work together, devices will need a shared map of the physical space: a reference frame where users can interact with digital entities. We could name this new digital layer, “the Inter-Grid,” as opposed to the internet.
The platform developed in the CO3 project comes from previous developments by each of the partners that have been deeply modified to adapt to the project, providing the new functionality required and a high modular capacity; Each partner can update with some autonomy its characteristics.
Ruth Contreras (FUB), currently WP6 coordinator, recently present the CO3 project at
the 4th Research colloquium on Environmental Sciences.