Enabling Citizen Engagement via Geolocated AR Interaction with a Digital Twin City
Abstract
1. Introduction
1.1. Background
1.2. Scope and Objectives
- Technology Capability Survey Aim: To establish what the opportunities are for recent technology in AR to be configured to implement a geolocated AR system that is capable of delivering, visualising and recording urban information and data whilst the citizen user is in a physical city environment. By connecting the data collected to a locally abstracted section of an actual DTC model, it shows that the data can be integrated with the DTC in a two-way flow of information.
- System Analysis Question: To analyse what technical workflows and system architectures are the most applicable and effective for a typical citizen user to transmit geo-referenced information to a DTC model dataset using a geolocated AR approach.
- Usability Evaluation Question: To what extent does the prototyped geolocated AR system demonstrate an acceptable technical performance and indicative feasibility that is sufficient to support its potential use as a citizen-interactive interface that could communicate with a DTC environment?
2. Opportunities for Citizen Engagement
2.1. The Citizen Layer
2.2. The Proposed Geolocated AR System
3. Methodology
3.1. Literature and Technical Review
- Geolocation-based AR systems;
- Mobile AR software development kits (SDKs);
- Spatial data integration workflows;
- Hardware capabilities of consumer mobile devices.
3.2. Prototype Development and Experimental Implementation
- Integrating geospatial data from the digital twin environment into an AR platform;
- Implementing location-aware AR visualisation functions on mobile devices;
- Testing system workflows, including data loading, spatial alignment, and real-time interaction;
- Iteratively refining the prototype based on technical performance and usability considerations.
3.3. Usability Evaluation
- A formative evaluation was used during the prototype refinement process to identify usability issues that were related to navigation, clarity of information, and interaction feedback.
- A summative evaluation was conducted to assess the overall system usability, feasibility, and performance once the prototype had reached a stable configuration.
- Novelty;
- Aesthetics;
- Focused attention;
- Felt involvement;
- Perceived usability;
- Endurability.
4. Prototype Development and Testing
4.1. Fundamental Requirements of the Potential AR System
- A Generally Good Level of Accuracy and Stability: SLAM and GPS enable the user to track the position and orientation with a relatively high level of accuracy in the real world, and their straightforward mode of operation of identifying the physical coordinate to initiate the AR makes the location remain stable with minimal interruption, even within a complex and dynamic urban environment.
- Wide Accessibility and Engagement: With modern mobile devices now equipped with essential sensors, geo-supported services have been highly accessible to most users for interacting with their environment. Major technology firms such as Apple and Google are continuously developing AR tools and solutions, broadening access and engagement across the public sector.
- Enhanced Interactivity and Communication: The ICT development of 5G/6G features in this networking between users and the information that can be achieved effectively in real-time. Their urban information awareness and storytelling can be facilitated and personalised with immersive experiences for specific spatial targets in the immediate city surroundings.
- Realistic Scalability and Registration: With scalability to large areas offering a real 1:1 virtual object model within a city or even an entire country, the technology registers with global unified coordinates and with a trajectory in the physical world, which bridges the gap between virtual and physical reality and further creates a better cognitive experience in the physical world.
4.2. AR Technology Components
4.3. Objective
4.4. Process
4.4.1. Unity
4.4.2. Aero
4.5. Outcomes of Unity and Aero Testing
4.6. Application of Test Cases
5. Evaluation of the Geolocated AR Approach
5.1. IsoMetrics Evaluation of the Technology Implementation
- Suitability for the task;
- Self-descriptiveness;
- Controllability;
- Conformity with user expectations;
- Error tolerance;
- Suitability for individualisation;
- Suitability for learning.
5.2. UES for Users
- Novelty: Curiosity and interest in the interactive task.
- Aesthetics: The attractiveness and visual appeal of the interface.
- Focused Attention: Feeling absorbed in the interaction and losing.
- Felt Involvement: The sense of being “drawn in” and having fun.
- Perceived Usability: The negative affect experienced as a result of the interaction and the degree of control and effort expended.
- Endurability: The overall success of the interaction and users’ willingness to recommend an application to others or engage with it in future.
6. Conclusions
- Visualisation of Urban Information: Urban data is transformed into augmented digital content within the digital twin framework and positioned at reasonably precise geographic coordinates. Users can access this information through the geolocated AR system with their mobile devices when they arrive at predefined locations, ensuring effective and context-sensitive delivery.
- Flexible Integration of Content: Various forms of information, including 2D and 3D spatial data, can be incorporated if they can be modelled in real-time environmental contexts. While our experiment focused on visual content, evidence suggests that audio and video elements are also feasible, although they remain untested in this study.
- Facilitating the Information Workflow: Our case study demonstrates how urban information can be transformed into geolocated AR content, enabling a one-way information flow from professional creators to the public. It also shows potential for how citizen feedback can be captured and tied to site location and context, though this workflow was not fully implemented. Our future studies will further explore feedback workflows that test the bi-directional interactions of this approach. However, we believe the research establishes that the data collected is appropriately structured, accurate enough and sufficiently useful to be capable of integration with a digital twin, which would be worthwhile.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| API | Application Programming Interface |
| AR | Augmented Reality |
| BIM | Building Information Modelling |
| CIM | City Information Modelling |
| DT | Digital Twin |
| DTC | Digital Twin City |
| GIS | Geographic Information Systems |
| GPS | Global Positioning System |
| HCI | Human–Computer Interaction |
| ICT | Information and Communications Technology |
| IoT | Internet of Things |
| MR | Mixed Reality |
| SDKs | Software Development Kits |
| SLAM | Simultaneous Localisation and Mapping |
| UAV | Unmanned Aerial Vehicle |
| UES | User Engagement Scales |
| URP | Universal Render Pipeline (in Unity) |
| VR | Virtual Reality |
| WCC | Wellington City Council |
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| Items | A-Frame | Unity | Unreal Engine 5 | Adobe Aero | Reality Composer (Incl.Pro) | Windows Mixed Reality |
|---|---|---|---|---|---|---|
| Key features | 1. Open-source web framework for building 3D and WebXR experiences | 1. Cross-platform game engine to produce real-time 2D and 3D experiences for game or immersive technology | 1. Multi-platform, powerful real-time game engine with high-quality graphics and rendering | 1. All-in-one AR authoring and viewing platform with a wide range of digital content support | 1. Specified for creating AR experiences for Apple’s ecosystem only | 1. A platform embedded within Windows 10 and 11, which provides VR/AR/MR experience with compatible head-mounted displays |
| 2. Based on top of the HTML to reach all platforms via the web | 2. Covers the widest platforms, especially suitable for developing mobile projects | 2. High-performance requirement for creating AAA titles and digital content, suitable for PC heavyweight large-scale projects | 2. Cross-platform solution and mobile-friendly with no coding and minimal 3D experience required | 2. A visual development environment solution, which offers a user-friendly, drag-and-drop, intuitive interface with or without coding. | 2. Features an AR/MR operating environment in which any Universal Windows Platform app can run | |
| 3. Unlimited access to JavaScript, DOM APIs, three.js, WebVR, and WebGL. | 3. Supports the widest range of AR SDKs and API, and includes the most tools, libraries, plugins and customisation features | 3. Various support of the toolkit, and the assets include 3D models, textures, scripts, and shadows | 3. Intuitive for designers to create, edit, interact, and publish AR works | 3. Limited to Apple’s SDKs and toolkits only, with a pre-built library and built-in physics engine for AR | 3. Tightly integrated and enabled various HMD MR devices | |
| 4. Based on web development, making it simple and accessible | 4. Simple to learn and use with a beginner-friendly interface, support low-coding or non-coding for non-techies | 4. Complex interface and a steep learning curve for developers | 4. Easy for viewers to receive, view, and collaborate with the interactive AR experience | 4. Visual creation and logic design are simple for beginners, and advanced features can be accessed with Pro | 4. Interact with digital content in physical spaces to blend the real world with digital experiences. | |
| 5. Component-based Architecture makes it a powerful and versatile tool for web-based 3D development | 5. Good graphics with lightweight and low-level scale projects, suitable for mobile and indie development | 5. Cutting-edge graphics and state-of-the-art visuals to transcend reality and achieve digital realism | 5. Multiple pathways and convenient to bridge the physical and digital worlds | 5. Accessible high-performance AR experience for Apple’s full range of devices with its original toolkits | 5. Potential to revolutionise the interaction with the physical world and work at a real-world scale |
| Hardware | DELL OptiPlex 7490 desktop computer with Windows 11 (Dell Technologies Inc., Round Rock, TX, USA) MacBook Air (M1 chips) laptop with MacOS Sonoma (Apple Inc., Cupertino, CA, USA) iPhone 12 Pro Max with iOS 17 (Apple Inc., Cupertino, CA, USA) Huawei P30 with HarmonyOS 3.0 (Huawei Technologies Co., Shenzhen, China) |
| Software | Unity 2022.3.13f1 with Unity Hub 3.6 (Unity Technologies, San Francisco, CA, USA) Adobe Aero Geospatial Pre-release 0.24.3 (Adobe Inc., San José, CA, USA) XCode 15.3 (Apple Inc., Cupertino, CA, USA) Visual Studio 2022 (Microsoft Corporation, Redmond, WA, USA) Cesium for Unity 1.2.0 (CesiumGS, Philadelphia, PA, USA) ARCore extensions 1.37.0 (Google LLC, Mountain View, CA, USA) Apple ARKit XR Plugin 5.1.1 (Apple Inc., Cupertino, CA, USA) Android NDK r25 (Google LLC, Mountain View, CA, USA) |
| Sub-Scales | Number | Cronbach’s Alpha | Mean | Variance | Std. Dev. | 95% Confidence | 95% Confidence Interval | |
|---|---|---|---|---|---|---|---|---|
| Novelty | 20 | 0.85 | 2.05 | 0.68 | 0.83 | 0.36 | 1.69 | 2.41 |
| Aesthetics | 20 | 0.85 | 1.85 | 0.56 | 0.75 | 0.33 | 1.52 | 2.18 |
| Focused Attention | 20 | 0.83 | 2.05 | 0.79 | 0.89 | 0.39 | 1.66 | 2.44 |
| Felt Involvement | 20 | 0.87 | 2.35 | 0.56 | 0.75 | 0.33 | 2.02 | 2.68 |
| Perceived Usability | 20 | 0.87 | 2.25 | 0.72 | 0.85 | 0.37 | 1.88 | 2.62 |
| Endurability | 20 | 0.81 | 1.75 | 1.04 | 1.02 | 0.45 | 1.30 | 2.20 |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Zhang, X.; Brown, A.; Pelosi, A. Enabling Citizen Engagement via Geolocated AR Interaction with a Digital Twin City. Urban Sci. 2026, 10, 176. https://doi.org/10.3390/urbansci10040176
Zhang X, Brown A, Pelosi A. Enabling Citizen Engagement via Geolocated AR Interaction with a Digital Twin City. Urban Science. 2026; 10(4):176. https://doi.org/10.3390/urbansci10040176
Chicago/Turabian StyleZhang, Xin, André Brown, and Antony Pelosi. 2026. "Enabling Citizen Engagement via Geolocated AR Interaction with a Digital Twin City" Urban Science 10, no. 4: 176. https://doi.org/10.3390/urbansci10040176
APA StyleZhang, X., Brown, A., & Pelosi, A. (2026). Enabling Citizen Engagement via Geolocated AR Interaction with a Digital Twin City. Urban Science, 10(4), 176. https://doi.org/10.3390/urbansci10040176

