755 research outputs found

    Virtual learning scenarios for qualitative assessment in higher education 3D arts

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    Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf

    Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups

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    Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way to capture wider audience attention and to place events in context before a competition starts. This article examines 28 gamified sports pieces developed by media outlets from seven countries during the last two Olympics (2016 Summer Olympics in Rio and 2018 Winter Olympics in Pyeongchang) and Football World Cups (2014 in Brazil and 2018 in Russia). This sample comprises two categories following Ferrer-Conill (2015): “gamified pieces” (game like elements that are part of a bigger interactive feature) and “newsgames” (more sophisticated pieces often included in complex graphics or multimedia content). The results show that, despite its entertaining formula, gamification serves mainly informational purposes and adds value to sports coverage. Especially in the Summer and Winter Olympics, gamified sports pieces tend to be explanatory and data-driven in order to inform the audience about nonmainstream sports

    Digital common(s): the role of digital gamification in participatory design for the planning of high-density housing estates

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    “Digital Commons” explores the intersection between participatory design, digital gamification, and community engagement, contextualised in the planning of high-density housing estates in Hong Kong. The research project investigates how digital gamified participatory design can be applied in decision-making processes for the planning of public facilities in high-density housing estates. Focusing on community engagement methods, the project has engaged with residents of a case study housing estate, Jat Min Chuen in the Shatin Wai area of Hong Kong, to facilitate collective planning discussions about the past, present, and future of community facilities. Using a digital community game approach, it has collected opinions and needs from public housing residents, promoted collaborative design thinking processes, and provided a platform for participants to increase their understanding of the complexity of planning problems through 3D visualisation tools. The experiences documented in this study demonstrate how 3D interactivity, real-time engagement, and bottom-up perspectives may enhance the potential of using immersive digital twins during collective decision-making. The gaming outcomes show a high similarity across all teams in close relationship to users’ daily life routines, demonstrating a new powerful role for urban designers as a coordinator of interactive and collaborative planning processes

    Transparency in Persuasive Technology, Immersive Technology and Online Marketing: A Narrative Review. EROGamb 2 Narrative Review

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    In the current age of emerging technologies and big data, transparency has become an important issue in online marketing for not only consumers’ online privacy but also their impression of trustworthiness, integrity and good conduct (Seizov and Wulf, 2020; DiStaso and Bortree, 2012; Rawlins, 2008). However, there is a lack of consensus on what constitutes or relates to transparency across domains of research, not to mention clear guidelines to achieve transparency for designers and marketers. The main aim of this review is to examine the transparency-related aspects, either elements and mechanisms or issues and risks, implemented or discussed in the fields of persuasive technology, immersive technology and online marketing. In this multidisciplinary narrative review, we explored the question of what transparency means in current research and practices by reviewing the existing literature in the three fields. Whilst the focus is on the above mentioned fields, the knowledge synthesised from this review is transferrable to a range of contexts relating to communication of information in the digital world. Literature searches were conducted in Web of Science. Two experienced reviewers independently screened titles and abstracts. For potentially eligible studies, one reviewer read the full texts. To be included, the article had to be relevant to transparency and within the field of persuasive technology, immersive technology or online marketing. Transparency could appear in various forms, given the lack of definition and discussion of transparency in literature. Relevance to transparency was evaluated based on the elements, mechanism or current practices implemented or discussed in the literature regarding the lack or support of transparency. Through this narrative review, we provide insights into the different aspects of transparency involved in persuasive technology, immersive technology and online marketing. Addressing these aspects will facilitate the users’ or consumers’ freedom and autonomy and thus contribute to their informed decision making. In summary, transparency in persuasive technology involves transparency of persuasive design and techniques, transparency of potential risks and user autonomy, and informed decision making and dark patterns of design. Similarly, transparency in immersive technology involves transparency of potential risks, transparency of system and user control, and using immersive technology as a tool for enhancing information transparency and informed decision making. Transparency in online marketing comprises organisational transparency, information transparency, transparency of data privacy and informed consent, and transparency of online advertising and social media. We summarised the recommendations based on this review to guide the design and practice of transparency. In future, more efforts should be focused on ensuring users’ awareness and understanding regarding the persuasive nature and intention in persuasive technology, and the computing process where possible, and these efforts involvesimproving related regulation and policy, raising awareness of the relationship between transparency and trustworthiness, and improving the design of information disclosure. Transparency also involves the notion that new technologies should be designed and developed to support human-computer collaboration and reciprocity. Also, visualisation could support transparency of recommendations by providing users with the rationale behind suggested items. User consent should be achieved prior to a data collection process, including the purpose of data collection, what data is collected, and how the data is stored, anonymised and removed. Information should also be made transparent regarding the potential impact or risks of the technology, including how it may interfere with users’ activities and restrict their autonomy. Benefits and risks of the technology should be given equal value in consent forms to be presented to users. the potential solution to improving transparency involves a human-centred, personalised approach to the design of new technologies. The good practices for transparency of persuasive and immersiv

    Game-like interactive environment using BIM-Based Virtual Reality for the Timber Frame Self-Build Housing Sector

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    BIM, gamification, and Virtual Reality applications are more often used to serve the interests of Design for Manufacture and Assembly (DfMA). This paper presents a comprehensive study to exploit these technologies’ innovative approaches and capabilities. The study is specifically adopted to implement small and medium-size architectural and construction practices with a limited budget and time dedicated to visualisation creation. The collected evidence proved that a game-like platform combined with BIM could provide simplified data delivery to a client, leading to customer satisfaction, confidence and increased sales. The designed workflow and templates were tested in the case study of a small self-build construction company. The staff was trained to provide BIM data correctly and use supplied game templates. The case study demonstrated that automation of the VR House Configurator creation is achievable. The study’s outcome is an integrated solution to regenerate BIM models in the game environment and utilise the house configurator’s organised furniture library and costing interface. Furthermore, the usability tests confirmed the applicability, practicability, and validity of the developed framework and tools to deal with the revealed challenges in the self-build sector. Finally, the research provided a fresh approach for the companies in the sector, a step-by-step guide for implementing the innovative changes, and detailed descriptions of the methodologies and workflows

    Simulating bodily movement as an agent for the reactivation of forgotten open air spaces in the city

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    This paper presents experimental work that uses immersive technologies for engaging users and local communities in the design process of architectural interventions on historic, fragmented environments in an effort to re-activate the place under study. In addition to the use of cutting-edge methods of capturing and analysing on-site information, this research framework, implemented in the on-going study of Paphos Gate area of historic Nicosia which lies on the infamous Green Line that still divides the city, explores the potential of narrative-led visualization to enable personal interpretations of space and its history. This virtual environment hosts reconstructions of the Paphos Gate neighbourhood which were produced based on archival material and via 3D data acquisition (LiDAR, UAV and terrain Structure-from-Motion techniques), in order to explore the associations between the transformation of the monument through the years – from its construction to present day – and the bodily experience of the visitors sojourning in its surrounding part of the city. The vision of this research is to develop a digital platform which through immersion, cinematic language and storytelling will enable the evaluation of alternative scenarios and design interventions in the context of the management plan of forgotten open air spaces that used to be popular within their urban fabric.Funded by the Horizon 2020 Framework Programme of the European Union.peer-reviewe

    Editorial: Metaverse in co-virtual city design

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