Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1007/978-3-030-50506-6_23guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
Article

GAME4CITY. Gamification for Citizens Through the Use of Virtual Reality Made Available to the Masses. Viability Study in Two Public Events

Published: 19 July 2020 Publication History

Abstract

Hereby we present the first results of a Research Funded Project that focuses on the use of SG (Serious Games) with citizen’s participation in urban design projects. After the early trials of HMD devices used by the neighbors in three urban scenarios, the complexity of obtaining results was confirmed due to the system limitations and users’ mistrust in spite of the scenes realism. Therefore, a contingency plan was defined, with a strategic variation, participating in events and expositions with big audience; a monographic hall of the architecture professional environment and an international exposition focused on video games. We were able to validate SG usefulness by testing the new use of HMD (Head Mounted Display) in great public gatherings and also a new interaction methodology through touch screens joined with screenings of great size in a semi immersive environment. By this means the user designs and modifies the scene in third person, navigating through it with the help of a joystick or using HMD as an alternative. The result of the screening has proven to be robust and stable along the time, it is accessible to all types of users and very encouraging. With this installation and the participation of the citizens in our project has increase exponentially, allowing us to validate the agility of itself by having different people playing simultaneously with it and taking data by automatically taking screen captures.

References

[3]
Cooper Hewitt Org. https://www.cooperhewitt.org/2017/02/20/22454. Accessed 12 Feb 2020
[4]
Cho JY and Suh J Understanding spatial ability in interior design education: 2D-to-3D visualisation proficiency as a predictor of design performance J. Inter. Des. 2019
[5]
János K and Gyula NK The CAD 3D course improves students’ spatial skills in the technology and design education YBL J. Built Environ. 2019 7 1 26-37
[6]
Lobovikov-Katz A Methodology for spatial-visual literacy (MSVL) in heritage education: application to teacher training and interdisciplinary perspectives Revista Electronica Interuniversitaria de Formacion Del Profesorado 2019
[7]
Piga BEA and Salerno R Cocchiarella L Non-conventional representation for urban design: depicting the intangible ICGG 2018 - Proceedings of the 18th International Conference on Geometry and Graphics 2019 Cham Springer 1694-1705
[8]
Martín-Dorta N, Saorín JL, and Contero M Development of a fast remedial course to improve the spatial abilities of engineering students J. Eng. Educ. 2008
[9]
Champion, E.M.: Otherness of place: game-based interaction and learning in virtual heritage projects place and interaction in virtual heritage projects. Int. J. Herit. Stud. (2008).
[10]
Reffat R Revitalizing architectural design studio teaching using ICT: reflections on practical implementations Int. J. Educ. Dev. Inf. Commun. Technol. (IJEDICT) 2007 3 1 39-53
[11]
Sariyildiz, S., Der Veer, P.: The role of ICT as a partner in architectural design education. In: Design Studio Teaching EAAE (1998)
[12]
Valls F, Redondo E, Fonseca D, Torres-Kompen R, Villagrasa S, and Martí N Urban data and urban design: a data mining approach to architecture education Telemat. Inform. 2017
[13]
Navarro, I.: Nuevas tecnologías de visualización para la mejora de la representación arquitectónica en educación. Universidad Ramon Llull, España (2017). https://www.tesisenred.net/handle/10803/403374
[14]
Sanchez-Sepulveda, M.V., Marti-Audi, N., Fonseca Escudero, D.: Visual Technologies for urban design competences in architecture education. In: Proceedings of 7th International Conference on Technological Ecosystems for Enhancing Multiculturality, Leon, Spain, pp. 726–731. ACM, New York (2019).
[15]
Gagnon D Video games and spatial skills: an exploratory study Educ. Commun. Technol. 1985 33 4 263-275
[16]
Sedeno A Video games as cultural devices: development of spatial skills and application in learning Comunicar 2010 17 34 183-189
[17]
Martín-Gutiérrez, J., Saorín, J.L., Contero, M., Alcaniz, M.: AR_Dehaes: an educational toolkit based on augmented reality technology for learning engineering graphics. In: 2010 10th IEEE International Conference on Advanced Learning Technologies, pp. 133–137 (2010).
[18]
Stauskis G Development of methods and practices of virtual reality as a tool for participatory urban planning: a case study of Vilnius City as an example for improving environmental, social and energy sustainability Energy Sustain. Soc. 2014
[19]
Calvo, X., et al.: Qualitative assessment of urban virtual interactive environments for educational proposals. In: Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain, 24–26 October 2018 (2018)
[20]
Carmona, M., Heath, T., Tiesdell, S., Oc, T.: Urban design today. In: Public Places Urban Spaces, pp. 3–19 (2010). https://doi.org/10.1016/B978-1-85617-827-3.10001-X
[21]
Di Bella A Digital urbanism in Southern Italy Int. J. E-Plan. Res. 2012 1 73-87
[22]
Thiel SK and Fröhlich P Gartner G and Huang H Gamification as motivation to engage in location-based public participation? Progress in Location-Based Services 2016 2017 Cham Springer 399-421
[23]
Schroeder R Ralph Possible Worlds: The Social Dynamic of Virtual Reality Technology 1996 Boulder Westview Press Inc.
[24]
Sanchez-Sepulveda MV et al. Kurosu M et al. Collaborative design of urban spaces uses: from the citizen idea to the educational virtual development Human-Computer Interaction. Design Practice in Contemporary Societies 2019 Cham Springer 253-269
[25]
Calvo X, Fonseca D, Sánchez-Sepúlveda M, Amo D, Llorca J, and Redondo E Zaphiris P and Ioannou A Programming virtual interactions for gamified educational proposes of urban spaces Learning and Collaboration Technologies. Learning and Teaching 2018 Cham Springer 128-140
[26]
Sanchez-Sepulveda, M., Torres-Kompen, R., Fonseca D., Franquesa-Sanchez, J.: Methodologies of learning served by virtual reality: a case study in urban intervention. Appl. Sci. 9, 5161 (2019).

Cited By

View all
  • (2023)Immersive Augmented Reality Experience for Sports Trainers: Understanding Athletes with Visual DisabilitiesProceedings of TEEM 202310.1007/978-981-97-1814-6_125(1276-1284)Online publication date: 25-Oct-2023
  • (2021)Heritage Augmented Reality Applications for Enhanced User ExperienceLearning and Collaboration Technologies: Games and Virtual Environments for Learning10.1007/978-3-030-77943-6_20(302-312)Online publication date: 24-Jul-2021

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image Guide Proceedings
Learning and Collaboration Technologies. Human and Technology Ecosystems: 7th International Conference, LCT 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II
Jul 2020
685 pages
ISBN:978-3-030-50505-9
DOI:10.1007/978-3-030-50506-6

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 19 July 2020

Author Tags

  1. Gamification
  2. Urban design
  3. Educational research
  4. Public participation
  5. Usability

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 16 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Immersive Augmented Reality Experience for Sports Trainers: Understanding Athletes with Visual DisabilitiesProceedings of TEEM 202310.1007/978-981-97-1814-6_125(1276-1284)Online publication date: 25-Oct-2023
  • (2021)Heritage Augmented Reality Applications for Enhanced User ExperienceLearning and Collaboration Technologies: Games and Virtual Environments for Learning10.1007/978-3-030-77943-6_20(302-312)Online publication date: 24-Jul-2021

View Options

View options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media