4,450 research outputs found

    Urban gamification in architecture

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    This paper describes early stages of an educational project focused on using gamification in architecture education. The state of the art of gamification technologies applied to education, architecture and urban design, is introduced, as well as main objectives of the project. It is based on the use of virtual reality systems on urban spaces to asses motivational, social, and spatial competences in an educational context. Finally, assessment methodology and previous design concepts are discussed.Postprint (author's final draft

    Scenarios for Educational and Game Activities using Internet of Things Data

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    Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria

    Greencoin – educational information system for ecoinclusion and empowering urban adaptability

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    The SARS-CoV19 pandemic exposed a broad spectrum of challenges for modern cities, societies and the environment at large. The post-Covid transformation requires new social, ecological and educational solutions, adjusted to modern challenges, but also equipped with technological advances that allow for digital inclusion and sustainable urban development to benefit the local economy and society. Many information systems designed to enable pro-environmental behaviours are being tested or implemented worldwide, mostly in developed countries; however, most of them focus on a sectorial approach only. On the other hand, community currencies (CCs) consider social, economic, and environmental issues yet do not fully exploit the potential of the current technological advancement. Therefore, the paper describes the process of defining the theoretical framework for Greencoin as an information system designed to be a supportive tool while shaping urban adaptability and mitigating climate change, within which a CC is embedded. The 120 social currencies and information systems (IS) analysed in this research provide valuable data that is essential to shaping the framework of the Greencoin IS, to be implemented in the subsequent stages of the project. Greencoin IS aims to operate based on an application, the work resulting from studies of existing solutions, their functionalities and technological aspects, which enable social engagement and eco-inclusion. It responds to the question of how the new types of currencies and applications enriched with gamification elements can encourage residents to get involved in shaping urban resilience. This research goal is to build a future framework for Greencoin IS based on the performed systematic literature review and case studies

    An Investigation into using Digital Games-Based Learning in Architecture Education

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    Through the evolution of human life, the changes that happen in all fields, such as transportation, industry, communication, etc., are recognized, however the classroom and its education facilities are still as they have been for a long time, based on the concept of transforming information or knowledge from the mind of the instructor to the minds of students. Students, as a new generation, have evolving skills in dealing with digital technologies, having begun the process in their childhood; therefore, they cannot be educated via conventional methods. This study introduces digital gaming in education as a new, futuristic learning technique to be used in architectural education to attract students to learn, based on the common ground between the processes of designing and playing games, from exploring possibilities under certain constraints to emphasizing decision-making and activity-based collaborations. The research has originated from the lack of studies regarding this subject, especially in the architectural field, aiming to introduce a theoretical approach to investigating the use of digital game-based learning (DGBL) in architectural education as an integration between real and virtual educational environments particularly through the virtual worlds based on the ’Second Life’- digital platform. This study is significant in terms of making design learning fun and constructive, reaching new possibilities in architectural design

    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

    Interactive virtual method applied in urban design education. Mixed Approach

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    La memòria d'aquesta tesi tracta sobre l'ús de la transformació digital en l'ensenyament i els processos de disseny urbà, a través de conceptes innovadors i metodologies pràctiques. L'objectiu és promoure l'ús de tecnologies digitals, en particular per avaluar la inclusió de la realitat virtual en diversos entorns d'ensenyament formals i informals del disseny urbà col·laboratiu, per tal de millorar, accelerar i augmentar el seu impacte social de forma positiva i millorar l'ensenyament universitària ajudant al fet que els estudiants consolidin amb major efectivitat les seves habilitats. Amb les característiques d’un sistema de realitat virtual, podem provar la nostra hipòtesi en funció de demostrar: (1) La implementació d'estratègies virtuals gamificades en el camp del disseny urbà generarà una millora i motivació en la participació ciutadana i dels estudiants, ja que l’entorn és més dinàmic, real i permet un disseny col·laboratiu àgil gràcies a les tecnologies visuals immersives, mentre avaluen críticament el resultat d'un disseny urbà i prenen decisions. (2) L'ús de sistemes virtuals interactius per a la comprensió de l'espai tridimensional millora en els estudiants i professionals la percepció de la comprensió de l'espai, generant major enteniment de les condicions d'ubicació, dimensions i relacions dels espais urbans, i defensar els arguments de projectes urbans i propostes urbanes definides interactivament que proven diverses estratègies d'acció. Per provar les nostres hipòtesis, fem servir un mètode quantitatiu i qualitatiu aplicat en diferents escenaris i als diferents perfils d'usuaris, estudiants, professionals i usuaris finals. Els resultats mostraran que és possible potenciar la transformació digital, millorar la motivació pública, la implicació i la satisfacció en els processos de presa de decisions urbanes, així com complementar l'adquisició de competències urbanes específiques necessàries per a la professió en estudiants d'Arquitectura.La memoria de esta tesis trata sobre el uso de la transformación digital en la enseñanza y los procesos de diseño urbano, a través de conceptos innovadores y metodologías prácticas. El objetivo es promover el uso de tecnologías digitales, en particular para evaluar la inclusión de la realidad virtual en diversos entornos de enseñanza formales e informales del diseño urbano colaborativo, con el fin de mejorarlo, acelerar y aumentar su impacto social positivo y mejorar la enseñanza universitaria ayudando a que los estudiantes consoliden con mayor efectividad sus habilidades. Con las características de un sistema de realidad virtual, podemos probar nuestra hipótesis en función de demostrar: (1) El uso de sistemas virtuales interactivos para la comprensión del espacio tridimensional mejora en los estudiantes y profesionales la percepción de la comprensión del espacio, generando mayor entendimiento de las condiciones de ubicación, dimensiones y relaciones de los espacios urbanos, y defender los argumentos de proyectos urbanos y propuestas urbanas definidas interactivamente que ensayan diversas estrategias de acción. (2) La implementación de estrategias virtuales gamificadas en el campo del diseño urbano generará una mejora y motivación en la participación ciudadana y en los estudiantes, ya que es un entorno de colaboración más dinámico, real y ágil gracias a las tecnologías visuales inmersivas, mientras evalúan críticamente el resultado de un diseño urbano y toman decisiones. Para probar nuestras hipótesis, utilizamos un método cuantitativo y cualitativo aplicado en diferentes escenarios y a diferentes perfiles de usuarios, estudiantes, profesionales y usuarios finales. Los resultados mostrarán que es posible potenciar la transformación digital, mejorar la motivación pública, la implicación y la satisfacción en los procesos de toma de decisiones urbanas, así como complementar la adquisición de competencias urbanas específicas necesarias para la profesión en estudiantes de Arquitectura.The memory of this thesis deals with the use of digital transformation in the teaching and processes of urban design, through innovative concepts and practical methodologies. The objective is to promote the use of digital technologies, in particular, to evaluate the inclusion of virtual reality in various formal and informal teaching environments of collaborative urban design, in order to improve it, speed up, and increase its positive social impact and improve university teaching by helping students consolidate their skills more effectively. With the characteristics of the VR system, we can test our hypothesis based on demonstrating: (1) The use of virtual-interactive systems for the understanding of three- dimensional space improve in students and professionals the perception of the comprehension of the space, generating a greater understanding of the location conditions, dimensions and relationships of urban spaces, and defend the arguments of urban projects and interactively defined urban proposals rehearsing various strategies of action. (2) The implementation of virtual gamified strategies in the field of urban design will generate improvement and motivation in citizen participation and students as it is a more dynamic, real and agile collaborative environment thanks to the immersive visual technologies as they critically evaluate the result of the urban design and make decisions. To validate our hypothesis, we use a quantitative and qualitative method applied in different scenarios and to a different profile of users, students, professionals and end users. The results will show that it is possible to empower digital transformation, to improve public motivation, implication, and satisfaction in urban decision-making processes as well as complementing the improvement of the perception of the comprehension of the space needed for the profession in Architecture students

    Pervasive Displays Research: What's Next?

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    Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany

    Experiencing Cultural Heritage Through Gamification: Mardin orphanage

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    This paper presents early-stage research about the role of gamification in experiencing cultural heritage strongly within the sociological context, specifically focusing on the transformation of the old orphanage located in the historical city center of Mardin. The study acknowledges the significance of the old orphanage as an architectural heritage exemplar, built of natural Mardin stone, situated within a unique historical and archaeological urban environment. However, it recognizes the challenges of preserving the building's heritage value, which necessitate surpassing the superficial restoration methods applied to adapt it into a hotel. The primary motivation of this research is to develop a method for creating a navigable and interactive virtual replica of the orphanage, centering on the processes and outcomes of transferring its heritage value. To achieve this, the paper initially outlines the documentation and analysis procedures employed, utilizing photogrammetry to capture the past and current states of the orphanage. Subsequently, participants engage with a gamified and realistic digital replica of the orphanage, involving task-based interactions and scenario-based experiences. The paper concludes by presenting preliminary results concerning participant reactions to the initial virtual model, delivered through a VR device. By raising awareness about the significance of restoring and preserving historical heritage, this study aims to positively impact the domains of tourism, education, and conservation. Furthermore, it intends to shed light on future research opportunities in the field of digital cultural heritage.International Technological Universit

    Digitalization within the informal settlements. Participatory technologies in design for upgrading the informality in Maputo, Mozambique

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    Participatory Technologies in design offers an opportunity for architects to re-design cities and find new opportunities, in different scales, with their citizens, to create new economic, social, environmental values and provide better public realms and empowering the community by engaging them in participatory actions, aiming at the sustainability of urban public space and rapidly suppress its insufficiencies. Accordingly, the city and architecture of the future face the challenge of innovation in an evolution that involves society, economy, environment, etc. But what about the informal settlements which are dealing with socio-economic and environmental issues? These neighborhoods present the greatest challenges to human sustainable development and equity, safety, environmental quality, and resiliency central to the New Urban Agenda. As information and communication technology (ICT) becomes pervasive, the architect has to rethink the rules for communication between the citizen and physical urban space for adapting to the period in which we are living in. Over the last few decades, an increasingly collaborative work developed among spatial practitioners such as architects, urban planners, artists and, media designers; has produced a particular landscape of projects that engage information technology as a catalytic tool for interactions in the physical urban space. ICT, mobiles, applications, and digital technologies are tools to empower slum residents and their youth to have greater control over their lives. Communities and prosperity through access to information and knowledge are going to be more engaged and empowered. Basically, to develop a public realm or neighborhood or a barrio, the first tool is data. Architects and decision-makers will be the data users. Moreover, citizens will be the Data collectors and, in this system, they can get aware of individual impacts on themselves and the whole. Enabling communities to participate in settlement planning and upgrading including, the management of new infrastructure undoubtedly, requires action at the political level but, we cannot hesitate architect’s role to society aim to provide lasting solutions to specific needs and, the active participation of the community lends these additional values. In this context, the proposed paper will present an overview of the participatory digital technologies involved in civic engagement in informal cities in Africa. This analysis is essential to define the application of spatial acupunctures or plug-ins in the public realm and urban environment to upgrade the informality in Maputo, Mozambique.info:eu-repo/semantics/publishedVersio

    Gamification in urban design for upgrading the informal settlements (open public space) in African neighborhoods

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    The city and architecture of today and the future will face and are facing the challenge of innovation. Simultaneously, Informal African neighborhoods; present challenges to human sustainable development and equity, safety, environmental quality, and resiliency issues. As ICT becomes pervasive, architects have to rethink rules for communication between the citizen and physical urban space. Accordingly, the digital participation integration in specific Serious Games can be a tool to empower slum residents and engage communities to participate in settlement upgrading design based on SDG 11. Thus, the proposed paper will present an overview of the participatory gamification technology involved in civic engagement in informal African neighborhoods that fosters engagement and democratization. The research reaches from Literature review on some Gaming tools and participatory process Articles. Moreover, to achieve the goals, a detailed study on; authors and the extensive research of HABITAT on informal settlements and the United Nations, qualitative data analysis methods to organize and interpret the collected research findings. This analysis showed that Gaming tools and Gamification as a methodology; helps to; empower any residents with different knowledge to participate in settlement upgrading design in specific Minecraft can foster engagement, make cities and human settlements inclusive, safe, resilient, and sustainable with communities of different ages and specifically women and children without any expertise and knowledge.info:eu-repo/semantics/publishedVersio
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