7,492 research outputs found

    Geoweb 2.0 for Participatory Urban Design: Affordances and Critical Success Factors

    Full text link
    In this paper, we discuss the affordances of open-source Geoweb 2.0 platforms to support the participatory design of urban projects in real-world practices.We first introduce the two open-source platforms used in our study for testing purposes. Then, based on evidence from five different field studies we identify five affordances of these platforms: conversations on alternative urban projects, citizen consultation, design empowerment, design studio learning and design research. We elaborate on these in detail and identify a key set of success factors for the facilitation of better practices in the future

    Designing a Technological Pathway to Empower Vocational Education and Training in the Circular Wood and Furniture Sector through Extended Reality

    Get PDF
    Extended Reality (XR) is a term that refers to virtual, augmented, and, more recently, mixed reality (VR/AR//MR), which are key enabling technologies of the Industry 4.0 (I4.0) and the simulated digital environment of the metaverse. XR enables the simulation of workplace scenarios, providing workers with training in a risk-free environment, resulting in cost savings, improved occupational risk prevention, and enhanced decision-making processes. XR is ideal for supporting digital transformation for organisations in fields such as production, occupational risk prevention, maintenance, and marketing. XR is also a key driver for training initiatives aimed at promoting good practices in the circular economy in specific sectors such as woodworking and furniture (W&F). The European Commission has recognised the potential of XR for the W&F sector, funding initiatives such as the European project, Allview, which seeks to identify the most appropriate and beneficial technologies of I4.0 with a green and digital transition focus from the perspective of vocational education and training (VET). This paper presents the work carried out within the framework of Allview, including the research and comparison of current software and hardware of XR tools suitable for VET in the W&F field, a review of successful examples of XR applied to W&F training actions, and an analysis of the opinions gathered from European students, teachers, and training organisations regarding the use of XR in education. As a result, the authors present a training pathway aimed at the development and implementation of a XR training scenario/lab/environment focused on VR, 360Ā° videos, and MR, as a guideline for developing immersive XR training contents, contributing to the digital and green transformation of VET in the W&F sector
    • ā€¦
    corecore