@misc{14070,
  abstract     = {{Deploying digital twins across the broader building stock is constrained by a key bottleneck: high-quality 3D content from LiDAR or photogrammetry remains labor-intensive and difficult to scale. We introduce Generative Twins (GT), a workflow that shifts digital twin creation from explicit geometric reconstruction toward probabilistic 3D synthesis. The pipeline takes a
single street-level façade photograph, corrects perspective distortion and removes occlusions, uses an instruction-conditioned multimodal image model to synthesise an isometric view of the building, and passes that view to an image-to-3D reconstruction model that leverages learned shape priors to produce a textured mesh without manual modelling. Three image to-3D platforms (Hitem3D, Hyper3D and Hunyuan3D 3.1) are compared on identical isometric inputs and assessed on architectural boundary clarity. We demonstrate GT through two applied cases: (i) reconstruction of ordinary residential streets in Detmold as stimuli for a virtual-reality study of multi sensory urban perception, and (ii) Green Editor, a design-exploration tool in which façade greenery is added or removed at the image layer before mesh generation.
Together these cases position Generative Twins as a scalable pathway for the digitization of ordinary building stock, with emphasis on controllability, editability, and iterative design workflows.}},
  author       = {{Ashmawy, Mohamed Khaled and Akay, Buse and Balderrama, Alvaro}},
  booktitle    = {{eCAADe proceedings}},
  issn         = {{2684-1843}},
  keywords     = {{Digital Twins, Virtual Reality (VR, Artificial Intelligence (AI), Image-to-3D, Generative Design.}},
  location     = {{Lübeck}},
  publisher    = {{eCAADe}},
  title        = {{{Towards Generative Twins: An AI Based Pipeline from Explicit 3D Reconstruction to Probabilistic Synthesis}}},
  doi          = {{10.52842/conf.ecaade.2026.1.619}},
  volume       = {{1}},
  year         = {{2026}},
}

@misc{13000,
  abstract     = {{The following paper examines how gamification principles can expand citizen engagement and participatory processes in the Smart City. Smart city data in particular can be communicated excellently via digital media, regardless of location and time, due to the way it is technologically generated, stored and processed. Consequently, it makes sense to develop separate digital visualizations and tools for citizens, which on the one hand explain relevant relationships in a generally understandable way and on the other hand can reduce the high technological complexity. Especially in recent times, new formats of digital citizen participation have been emerging, some of which are specially developed between actors in urban development and media agencies (i.e. ZebraLog, Decidim, etc.). It is not uncommon that also the latest technologies such as VR glasses, digital twins, etc. come to use. But despite all the technological innovation, one of the basic problems of classic participation remains unsolved: The mix of participating citizens does not reflect the diversity of society even remotely. Socioeconomically disadvantaged groups in particular are not sufficiently reached and hence not included; instead, it tends to be the educated middle class that participates "who may be passionate about certain issues and ignore larger issues" (Ampatzidou et al. 2018; Akers 2022). Moreover, digital platforms require the decision to actively access it online. Against the background of this challenge, the two research teams of the Institute for Design Strategies at the University of Applied Sciences and Arts Ostwestfalen-Lippe are trying to link digital Smart City techniques with the potential of gamification by building and testing very simple and analog tools and methods. In these the linked digital data tends to take place much more in the background while the joy of playing with tangible elements could support citizen engagement and behavioural changes in an easier way. This paper looks at a selection of six applied methods and formats that the team has tested in the public spaces of the medium sized city Detmold, Germany, in a completely or partially analog way in 2024. Topics such as urban planning, data security, mobility, climate change and the Smart City itself were discussed in the formats. The methods tested serve as supplementary elements to online participation and as a further development of classic outreach. Categorizations of gamification elements were reviewed for the analysis. In addition, the methods were classified at different levels of participation according to Cardullo and Kitchin based on Arnstein's work. The paper also takes a critical look at the statement that "Many believe that technological advancements in communication will support a bright new era of political engagement and dialogue" (Green 2020) and that digitalization is therefore the panacea for participation. Furthermore, it has been examined how power imbalances can be countered and a more inviting environment for participatory practices can be achieved.}},
  author       = {{Licht, Mareile and Albrecht, Kyra and Ashmawy, Mohamed Khaled and Scholten-Reintjes, Marie-Joelle and Nether, Ulrich and Häusler, Axel}},
  booktitle    = {{REAL CORP 2025: Urban innovation to boldly go where no cities have gone before - medium sized cities and towns as a major arena of global urbanisation : proceedings of 30th International Conference on Urban Planning, Regional Development and Information Society }},
  editor       = {{Schrenk, Manfred and Popovich, Tatiana and Zeile, Peter and Elisei, Pietro and Beyer, Clemens and Ryser, Judith and Trattnig, Uwe}},
  isbn         = {{978-3-9504945-4-9}},
  issn         = {{2521-3938}},
  keywords     = {{citizen, smart city, gamification, participation, communication}},
  location     = {{Graz}},
  pages        = {{553--564}},
  publisher    = {{CORP - Competence Center of Urban and Regional Planning }},
  title        = {{{Gamification in the Smart City: Insights from Participation and Communication Processes}}},
  doi          = {{10.48494/REALCORP2025.6032}},
  year         = {{2025}},
}

