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Streetscape Analysis with Generative AI (SAGAI): Vision-Language Assessment and Mapping of Urban Scenes
Streetscape Analysis with Generative AI (SAGAI): Vision-Language Assessment and Mapping of Urban Scenes Joan Perez 1 and Giovanni Fusco 2 1 Urban Geo Analytics, France 2 Universit e Cˆ ote-Azur-CNRS-AMU-Avignon Universit e, ESPACE, France April 2025 Abstract Streetscapes are an essential component of urban space. Their assessment is presently either limited to morphometric properties of their mass skeleton or requires labor-intensive qualitative evaluations of visually perceived qualities. This paper introduces SAGAI: Streetscape Analysis with Generative Artificial Intelligence, a modular workflow for scoring street-level urban scenes using open-access data and vision-language models. SAGAI integrates OpenStreetMap geometries, Google Street View imagery, and a lightweight version of the LLaVA model to generate structured spatial indicators from images via customizable natural language prompts. The pipeline includes an automated mapping module that aggregates visual scores at both the point and street levels, enabling direct cartographic interpretation. It operates without task-specific training or proprietary software dependencies, supporting scalable and interpretable analysis of urban environments. Two exploratory case studies in Nice and Vienna illustrate SAGAI's capacity to produce geospatial outputs from vision-language inference. The initial results show strong performance for binary urban-rural scene classification, moderate precision in commercial feature detection, and lower estimates, but still informative, of sidewalk width. Fully deployable by any user, SAGAI can be easily adapted to a wide range of urban research themes, such as walkability, safety, or urban design, through prompt modification alone. Keywords: Vision-Language Models, Street View Imagery, Streetscape Analysis, Geospatial AI, zero-shot inference 1 Introduction Assessing the qualities and functions of urban streetscapes is essential to understand walkability, safety, commercial vitality, and social life in cities [1, 2, 3]. However, traditional methods for observing and evaluating street-level conditions, such as field surveys, audits, and manual photo interpretation, remain time-consuming, labor-intensive, and difficult to scale beyond small pilot zones [2]. Geo-processing of vector models of the built environment allows the assessment of Email: jperez@urbangeoanalytics.com, ORCID: 0000-0003-3003-0895 Email: giovanni.fusco@univ-cotedazur.fr,
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Spatial Reasoning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning > Generative AI (0.69)
Steam now explicitly states you don't own the digital games you're buying
Have you ever bought an app or game from a digital storefront, only for it to suddenly disappear and become inaccessible without warning? It's both confusing and frustrating, which is why some governments are stepping in and hoping to make things clearer for consumers. Gavin Newsom, governor of California, recently signed a new law (AB 2426) that involves the purchasing of digital goods and services. Under the new law, online storefronts that sell digital copies of video games, music, movies, TV shows, and ebooks must be explicit as to whether customers actually own what they're purchasing. Some digital services are already adapting to the new regulations, which aren't set to be enforced until next year.
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Steam defined the modern video game industry
Gather'round, children, and let me tell you a story about the old bugaboo we used to call DRM. Digital Rights Management was the beast under every gamer's bed in the mid-2000s, an invisible bit of software baked into game discs that dictated and tracked player behavior under the guise of preventing piracy. DRM software, like SecuROM, limited the times a game could be downloaded and forced players to regularly connect to the internet for authentication checks, at a time when less than half of American adults had reliable broadband connections. DRM features soured the releases of BioShock, Mass Effect and Spore, and by 2010, anti-piracy software had rendered Assassin's Creed 2 and Splinter-Cell: Conviction unplayable. When Microsoft attempted to release the Xbox One with always-on DRM features in 2013, intense vitriol from fans forced the company to reverse its plans at the 11th hour.
Nintendo's eShop closures are putting generations of games out of reach
The Nintendo eShop for the Wii U and 3DS game consoles officially closed for business on March 27th, 2023, permanently disabling all new purchases on the platforms. We knew this was coming. Nintendo quietly announced the eShop's closure over a year ago, asserting that it was the "natural life cycle for any product line as it becomes less used by consumers over time." That doesn't make it any less of a loss for Nintendo fans, because legally playing some of these console's best games is now not only harder, but in some cases, nearly impossible. The time to argue that Nintendo should keep this aging digital storefront open has long since passed (though yes, they should have).
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Xbox exec calls the metaverse a 'poorly built video game'
Put a microphone in front of Phil Spencer and the guy will always deliver. Spencer, who you may or may not know as the head of Microsoft Gaming (he's in charge of all things Xbox), sat down with the Wall Street Journal at its WSJ Tech Live event for a wide-ranging interview about everything from Microsoft's plans for mobile gaming to Spencer's personal feelings on the metaverse. Spencer is one of the few industry leaders who actually gives real answers to questions on occasion (and comes across as "one of the good guys" for it), so let's break down the highlights. Undoubtedly the funniest thing Spencer said at WSJ Tech Live came at the expense of Meta's Mark Zuckerberg-fueled metaverse efforts. As you can see at about the 1:15 mark in this clip from the WSJ YouTube channel, Spencer seemed to take a bit of a jab at Meta's work-focused metaverse, without naming names of course.
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How to save money when you buy video games and consoles
Downloading games is far more convenient than buying them on a disc these days but if you play on consoles, buying a physical copy often costs substantially less – especially a few weeks or months after a game comes out. Use a price comparison website such as Best-Game-Price.co.uk, which lists lots of different retailers, and you will often be able to save £10 or more, even on new full-price games. Ebay regularly has random discount code promotions that can be applied to physical games. Plus, you have got something to put on your shelf that you can resell later or lend to a friend. That said, when the PlayStation Store, Nintendo eShop or Xbox Store have digital sales, the discounts can be great. All the digital storefronts have rolling sales most of the time.
Salesforce Commerce Cloud: Top 5 Features You Should Know About
By 2023, digital sales are projected to reach 22% of all retail sales worldwide. Considering the vast growth and adoption of online mediums for shopping, more and more retailers are using Salesforce Commerce Cloud to run their online stores. Salesforce Commerce Cloud allows you to scale your business to take it to the next level. You get to expand your business' geographical boundaries, growth and present your brand on the global market with Commerce Cloud. And today, we will tell you how to do all this and much more in this article.
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Voila raises $6M for its A.I.-powered storefronts for online creators – TechCrunch
Voila, a startup building infrastructure for social commerce, is bringing concepts from China's e-commerce market to the U.S. The company offers an alternative to the "link in bio" solutions used today by creators, like Linktree and Beacons, which direct followers to creators' social profiles, personal websites, and other recommendations. Instead of a link list or landing page, Voila creates A.I.-powered customizable, shoppable storefronts by automatically detecting items in the creators' online content then generating shoppable links. With now over 10,000 creators signed up for the service, Voila is today announcing the close of its $6 million Series A led by Sinnovation Ventures and joined by Fosun Rz Capital. To date, Voila has raised $7.5 million, including from investors SOSV and Artesian. Voila founder Ke Shang first moved from China to the U.S. to attend college.
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Can It Really Do That? -- Introducing the Edge X AI Camera
The MXC Foundation has made a remarkable entry into the nascent multi-billion dollar AI smart device market. With the exponential growth of its network across the globe, the Foundation is thrilled to introduce more aspects to its network usage, allowing its mining community to utilize the data republic and see the network in action. The proprietary MXProtocol, together with scalable and secure aspects of device provisioning that connect with sensor technology, has proven successful and brings us a step closer to realizing truly smart cities. One such use case, which the MXC Foundation recently tested in a controlled environment, was the Edge X AI Camera. Read on to find out more about all the great functionalities packed into one small device.
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Independent Video Game Stores Are Here to Stay
When I walk into J&L Games on 6th Avenue in New York, I feel as though I've entered something between a time capsule from 1998 and a dive bar where everyone knows my name. Lit with hard fluorescent overhead lighting, J&L Games is practically a video game museum: lined with rows of display cases brimming with old-school titles, walls decorated with hanging retro consoles, and a giant plastic Pikachu at the entrance to welcome guests. Before I get a chance to introduce myself, Kevin H, an MTA transit worker, comes in to pick up his copy of Hitman 3 for the PS5. Kevin practically knows everyone in the store, especially Kit Chiu, a long-time employee who first met Kevin when he was a regular at J&L's old Chinatown location in the early 2000s. In fact, Kevin bought his Playstation 2 from Kit in March of 2000, at J&L's original storefront on Elizabeth Street in Chinatown, and distinctly remembers "a giant line of people looping around the building" waiting for the new console.
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