Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education

被引:30
作者
Fonseca, David [1 ]
Cavalcanti, Janaina [2 ]
Pena, Enric [1 ]
Valls, Victor [1 ]
Sanchez-Sepulveda, Monica [1 ]
Moreira, Fernando [3 ,4 ]
Navarro, Isidro [5 ]
Redondo, Ernesto [5 ]
机构
[1] Univ Ramon Llull, Architecture Salle, Barcelona 08022, Spain
[2] Univ Politecn Valencia, Inst Invest & Innovac Bioingn I3B, Valencia 46022, Spain
[3] Univ Portucalense, REMIT, IJP, P-4200072 Porto, Portugal
[4] Univ Aveiro, IEETA, P-3810193 Aveiro, Portugal
[5] Univ Politecn Cataluna, Escola Tecn Super Arquitectura Barcelona, Barcelona 08028, Spain
关键词
virtual reality; interactive systems; serious games; mixed assessment; user experience; user profile; usability; learning implementation; architecture and urban projects; decision making; AUGMENTED REALITY; VISUALIZATION; STUDENT; TOOLS; PARTICIPATION; TECHNOLOGIES; CITIZENSHIP; INTERFACES; ANXIETY; GENDER;
D O I
10.3390/s21093102
中图分类号
O65 [分析化学];
学科分类号
070302 ; 081704 ;
摘要
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles' function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.
引用
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页数:28
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