The People’s Smart Sculpture — Social Art in European Spaces (PS2)

Project · Digital Art, Culture & Urban Participation

PS2 — Letting Bitola’s Citizens Redesign Their Own City, Virtually First

A 29-country Creative Europe art project in which GAUSS Institute built a navigable 3D model of Bitola layered with history, then opened it to crowd-sourced redesign — turning citizen ideas for the city’s derelict corners into a live online debate, and one of them into a real, rebuilt public space.

Creative Europe Culture Sub-Programme · Cooperation Projects, Guidelines EAC/S16/2013 · Sub-project “4D — Virtual Urban Art”

Project at a Glance

Title
“The People’s Smart Sculpture — Social Art in European Spaces” (PS2); GAUSS’s sub-project: “4D — Virtual Urban Art”
Funding / Donor
European Commission — Creative Europe Culture Sub-Programme, Support for European Cooperation Projects (agreements signed 2014)
Period of Implementation
2015 – 2017 (whole PS2 project ran 2014/2015 – 2017)
Wider Consortium
12 project partners running 11 sub-projects in 8 European countries, engaging artists and creatives from 29 European countries
Position of GAUSS Institute
Project beneficiary of PS2 project; Co-partner of the “4D — Virtual Urban Art” sub-project, alongside NI Institute and Museum – Bitola.
PS2 was a large, multi-country Creative Europe consortium; GAUSS Institute was not the coordinator of the overall project, but co-ran one of its eleven sub-projects — “4D — Virtual Urban Art,” based in Bitola — together with the NI Institute and Museum – Bitola.
Hochschule Bremen, Media to Culture Institute Bremen (M2C), Germany Kristianstad University, Sweden & Warehouse9, Denmark Hochschule Düsseldorf, Germany University of Oslo & Oslo Children’s Museum, Norway Gdańsk City Gallery, Poland Metropolia UAS, Helsinki, Finland Museum of Broken Relationships, Zagreb, Croatia NI Institute and Museum – Bitola + GAUSS Institute, North Macedonia

The nine partner institutions behind PS2’s eleven sub-projects, each exploring participatory art and urban culture in its own city

Objective & Summary

Across Europe, PS2’s premise was the same: urban development usually happens to citizens, not with them, decided by professionals working with abstract plans that ordinary residents never see and couldn’t easily respond to even if they did. Eleven sub-projects, from Bremen to Zagreb, each tested a different artistic method for closing that gap. Bitola’s version — built by GAUSS Institute with the NI Institute and Museum – Bitola — attacked it through time and geography at once.

3D City Model

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Time (History)

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4D — Virtual Urban Art

The idea was simple to state and hard to build: a precise 3D model of Bitola, geo-referenced object by object with type, historical background and legal status, that citizens could explore not just spatially but across time — seeing how a place looked and functioned in past decades — before suggesting what it should become.

Explore
The 4D City Model
Citizens explore Bitola’s “Hot Spot” areas in 3D, layered with historical data — travelling in time before proposing the future
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Suggest
Art Crowd-Sourcing
Artists, architects and citizens upload redesign ideas via the web platform, or sketch them on-site with pen tablets
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Discuss
Social & Public Debate
Proposals are refined through social-media discussion, opinion polls and a public debate with local decision-makers
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Build
Real-World Change
The strongest ideas are exhibited — and at least one was physically reconstructed on the ground in Bitola

How an idea moved from a citizen’s screen to a rebuilt corner of Bitola

Role & Activities of the GAUSS Institute

  • Built the 3D model of Bitola, geo-referencing every included object with its type, historical background and applicable planning regulations, in collaboration with participating artists and architects.
  • Developed the web-access software platform (urbandialog.net) implementing “Art Crowd Sourcing” — letting people of any background suggest and upload redesign ideas for pre-selected “Hot Spot” areas of the city, fully integrated with social media for discussion and voting.
  • Added the time dimension (“3D + time = 4D”), letting users call up historical data on chosen objects and areas — a “time travel” feature meant to ground future proposals in a place’s real past rather than a blank slate.
  • Ran a promotional, on-site phase using portable input points equipped with WACOM pen tablets, so citizens without web access or digital confidence could sketch and submit ideas directly in the areas concerned.
  • Organised participatory workshops with artists and architects in the sub-project’s first phase, before opening the process to the general public.
  • Ran public engagement activities including bilateral meetings with authorities and the local artists’ society, roughly 50 stakeholder meetings, two public opinion polls, and a public political debate with local decision-makers.
  • Delivered the sub-project’s closing exhibition of virtual and real objects at the NI Institute and Museum – Bitola, and reported the project’s results to the European Commission with no deviations from the Grant Agreement.

Outputs (Deliverables)

  • A geo-referenced 3D model of selected Bitola city areas, layered with historical and regulatory data for individual objects.
  • The urbandialog.net web platform, combining the 3D/4D model with a citizen-facing crowd-sourcing and social-media-integrated discussion tool.
  • Portable on-site input stations for direct citizen participation without needing personal internet access.
  • An exhibition of virtual and real objects at the NI Institute and Museum – Bitola, closing the sub-project.
  • One physically reconstructed public space, rebuilt on the basis of ideas generated through the PS2 process.

Outcomes

85
artists, architects and creatives directly involved in Bitola’s “4D — Virtual Urban Art” sub-project
48 + 54
redesign proposals submitted by international/local artists and by citizens through the web platform
1
previously unused city spot physically rebuilt on the basis of ideas generated through the project

GAUSS’s own final report to the European Commission is unambiguous about what this added up to: for the first time, ordinary residents of Bitola — with no architecture or planning background required — had a direct, structured channel into decisions about their own city, and it worked. A simple written suggestion or a publicly aired idea, the report notes, was sometimes enough to drive a real change. The consortium’s coordinator rated the partnership “Excellent,” no deviations from the Grant Agreement were recorded, and partners went on to develop new joint proposals together after PS2 formally closed.

Significance

Participatory urban planning tools usually stop at collecting opinions; few close the loop all the way to a rebuilt space on the ground. Bitola’s sub-project did, and it did so by taking tacit, hard-to-capture local knowledge — what a place used to be, what it means to the people who pass it daily — and giving it the same digital weight as an architect’s formal plan. That the platform reached citizens with no technical background at all, through pen-tablet input stations as well as a website, mattered as much as the technology itself.

For the GAUSS Institute, PS2 is where its 3D city-modelling and geo-referencing capability was first built at scale — the same underlying skillset it would apply again, more visibly, in the CineCulture project’s 3D reconstruction of Bitola’s Old Theatre and Bazaar buildings. It also placed GAUSS inside one of the largest, most geographically diverse consortiums in its whole portfolio, with active partners from Bremen to Zagreb to Helsinki.

This project was funded by the European Union’s Creative Europe Programme, Culture Sub-Programme. The content of this page reflects the work of GAUSS Institute and does not necessarily represent the official position of the European Commission or the Education, Audiovisual and Culture Executive Agency (EACEA).

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