184 research outputs found

    Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies

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    The final publication is available at link.springer.comA mixed-methods study evaluating the motivation and satisfaction of Architecture degree students using interactive visualization methods is presented in this paper. New technology implementations in the teaching field have been largely extended to all types of levels and educational frameworks. However, these innovations require approval validation and evaluation by the final users, the students. In this paper, the advantages and disadvantages of applying mixed evaluation technology are discussed in a case study of the use of interactive and collaborative tools for the visualization of 3D architectonical models. The main objective was to evaluate Architecture and Building Science students’ the motivation to use and satisfaction with this type of technology and to obtain adequate feedback that allows for the optimization of this type of experiment in future iterations.Postprint (author’s final draft

    Motivación y mejora académica utilizando realidad aumentada para el estudio de modelos tridimensionales arquitectónicos

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    En el presente artículo discutimos los resultados de evaluar el grado de motivación, el perfil y el nivel de satisfacción de los estudiantes en flujos de trabajo que utilizan la visualización aumentada de modelos complejos en 3D. El estudio muestra los resultados de experimentos realizados con alumnos de grado a lo largo de los dos primeros cursos de Arquitectura y el actual grado de Ciencias y Tecnologías de la Construcción (antiguo grado español de Ingeniería de la Construcción, y con cuyo nombre se reconoce a nivel europeo). Hemos utilizado un método mixto que combina el uso de técnicas cuantitativas y cualitativas de evaluación de la respuesta del estudiante, con el fin de completar una visión más global del uso de nuevas tecnologías, dispositivos móviles y métodos visuales avanzados en campos académicos. Los resultados nos muestran cómo los estudiantes partícipes de dichos experimentos han mejorado sus resultados académicos y su implicación con la materia, un punto clave en el actual marco educativo compuesto por estudiantes nativos digitales y un gran número de aplicaciones y dispositivos para la enseñanza y el aprendizajePostprint (published version

    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

    Virtual interactive innovations applied for digital urban transformations : mixed approach

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    © 2018 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY licenseThe cities in which we live are changing rapidly, presenting the scenery to debate future visions of transformative designs and its impact on the city. In order to take advantage of the changes and opportunities offered by the inclusion of digital technologies, an accommodation of the digital transformation into the visualization of Urbanism is required. It is a challenge for organizations and society to question the status quo and experiment often. The discussion about the increasing integration of digital technologies in urban spaces involves a number of questions relating to the complex processes of transformation that impact cities, like economic, social, political, and environmental. The main goal of the paper is to present the use of Digital Transformation in processes of urban design through technological innovation in which the diverse forms of active citizenship operate from below as agents of innovation, inclusion and social development. The results showed that it is possible to empower Digital Transformation –as for example the use Augmented and Virtual Reality (AR/VR) systems in collaborative urban design– to improve public motivation, implication, and satisfaction in urban decision-making processes.Peer ReviewedPostprint (published version

    Geo-elearning for urban projects: new educational strategies using mobile devices: a case study of educational research

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    El presente trabajo incluido en un marco de investigación más amplio, tiene como objetivo la implementación de un sistema de navegación georeferenciado y con realidad aumentada sobre plataforma Layar© para dispositivos móviles con propósitos docentes. Dicha aplicación permite la creación de canales de información mediante bases de datos con modelos virtuales y todo tipo de contenido multimedia. La metodología de trabajo es la de un caso de estudio de investigación educativa llevada a cabo con estudiantes de Arquitectura y Planificación Urbana a nivel de máster en una materia centrada en el uso de las Tecnologías de la Información y la Comunicación en el Diseño Urbano, usando como tema central los campus universitarios. Denominamos Geo-elearning a nuestra experiencia porque además de usar estrategias propias del E-Learning, incorpora la geolocalización de contenidos, permitiendo, sobre un emplazamiento determinado, su evaluación con propósitos docentes, lo que nos ha permitido demostrar su viabilidad y eficacia educativa.El present treball inclòs en un marc d’investigació més ampli, té com objectiu la implementació d’un sistema de navegació georeferenciat i amb realitat augmentada sobre plataforma Layar© per dispositius mòbils amb propòsits docents. Aquesta aplicació permet la creació de canals d’informació mitjançant bases de dades amb models virtuals i tot tipus de contingut multimèdia. La metodologia de treball és la d’un cas d’estudi d’investigació educativa portada a terme amb estudiants d’Arquitectura i Planificació Urbana a nivell de màster en una matèria centrada en l’ús de les Tecnologies de la Informació i la Comunicació en el Disseny Urbà, utilitzant com tema central els campus universitaris. Denominem Geo-elearning a la nostra experiència perquè a més d’utilitzar estratègies pròpies de E-learning, incorpora la geolocalització de continguts permetent, sobre un determinat emplaçament, la seva avaluació amb propòsits docents, el que ens ha permès demostrat la seva visibilitat i eficàcia educativa.This paper, which is included in a larger research framework, aims to study the implementation of a mobile Geolocation-based Augmented Reality (AR) system on Layar© platform, for educational purposes. This application allows the creation of information channels using databases that store 3D models and all kinds of multimedia content. The working methodology for this educational research was the study case. It was conducted with students of Architecture degree and Urban Planning Masters, and we were focused on the use of ICT in Urban Design, using college campuses as a central theme. The experience was called Geo-learning because, besides the use of E-Learning strategies, it incorporated student’s 3d content geo-localization. This allowed its assessment on a particular site, and enabled us to demonstrate feasibility and effectiveness of this technology in educational settings.Peer Reviewe

    Educating Urban Designers using Augmented Reality and Mobile Learning Technologies / Formación de Urbanistas usando Realidad Aumentada y Tecnologías de Aprendizaje Móvil

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    El presente artículo describe una experiencia educativa usando Realidad Aumentada (RA) en dispositivos móviles para el aprendizaje de conceptos de diseño urbano en estudiantes del Grado de Arquitectura. A tal efecto, se ha diseñado un ejercicio práctico sobre la casuística de un proyecto real, donde los estudiantes deben diseñar una escultura para una plaza pública en función de los parámetros del entorno, debiendo controlar sus parámetros, la forma, escala, localización, materiales, etc. El ejercicio se visualiza y controla mediante plataformas móviles de RA, lo que permite enfatizar un aprendizaje colaborativo mediante el estudio de las propuestas del resto de estudiantes in situ. Para la evaluación del proceso, tanto a nivel de usabilidad como de mejora del proceso educativo, hemos dividido a los estudiantes en dos grupos: uno primero de control, que cursó un sistema tradicional de la asignatura en base a ejercicios de laboratorio, y un grupo experimental, que utilizó el sistema descrito en la ubicación real del proyecto. Al final del curso, y en base a los resultados obtenidos y discutidos en el presente artículo, el grupo experimental obtuvo mejores notas finales, al mismo tiempo que se constata un incremento en el grado de satisfacción y motivación de los estudiantes que han utilizado la propuesta experimental. Este aspecto nos permite reafirmar la utilidad del método en la mejora educativa en el ámbito donde se circunscribe la experiencia.Postprint (author's final draft

    Methodologies of learning served by virtual reality: a case study in urban interventions

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    A computer-simulated reality and the human-machine interactions facilitated by computer technology and wearable computers may be used as an educational methodology that transforms the way students deal with information. This turns the learning process into a more participative and active process, which fits both the practical part of subjects and the learner’s profile, as students nowadays are more technology-savvy and familiar with current technological advances. This methodology is being used in architectural and urbanism degrees to support the design process and to help students visualize design alternatives in the context of existing environments. This paper proposes the use of virtual reality (VR) as a resource in the teaching of courses that focus on the design of urban spaces. A group of users—composed of architecture students and professionals related to the architecture field—participated in an immersing VR experience and had the opportunity to interact with the space that was being redesigned. Later, a quantitative tool was used in order to evaluate the effectiveness of virtual systems in the design of urban environments. The survey was designed using as a reference the competences required in the urbanism courses; this allowed the authors to identify positive and negative aspects in an objective way. The results prove that VR helps to expand digital abilities in complex representation and helps users in the evaluation and decision-making processes involved in the design of urban spaces.Peer ReviewedPostprint (published version

    From Raw Data to Meaningful Information: A Representational Approach to Cadastral Databases in Relation to Urban Planning

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    Digesting the data hose that cities are constantly producing is complex; data is usually structured with different criteria, which makes comparative analysis of multiple cities challenging. However, the publicly available data from the Spanish cadaster contains urban information in a documented format with common semantics for the whole territory, which makes these analyses possible. This paper uses the information about the 3D geometry of buildings, their use and their year of construction, stored in cadastral databases, to study the relation between the built environment (what the city is) and the urban plan (what the city wants to become), translating the concepts of the cadastral data into the semantics of the urban plan. Different representation techniques to better understand the city from the pedestrians’ point of view and to communicate this information more effectively are also discussed.Postprint (published version
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