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

The creation and usage of serious games on virtual reality (VR) and/or interactive platformsfor the teaching of architecture, construction, urban planning, and other derived areas, such as securityand risk prevention, require design processes, studies, and research that lead to further consolidation...

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Bibliographic Details
Authors: Fonseca, David, Cavalcanti, Janaina, Peña, Enric, Valls, Victor, Sanchez-Sepulveda, Monica V., Moreira, Fernando, Navarro, Isidro, Redondo, Ernest
Format: article
Status:Published version
Publication Date:2021
Country:España
Institution:Universitat Ramon Llull (URL)
Repository:DAU Arxiu Digital de la Universitat Ramon Llull
OAI Identifier:oai:dau.url.edu:20.500.14342/3229
Online Access:http://hdl.handle.net/20.500.14342/3229
https://doi.org/10.3390/s21093102
Access Level:Open access
Keyword:Realitat augmentada
Arquitectura -- Innovacions tecnològiques
Ensenyament universitari -- Innovacions tecnològiques
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Description
Summary:The creation and usage of serious games on virtual reality (VR) and/or interactive platformsfor the teaching of architecture, construction, urban planning, and other derived areas, such as securityand risk prevention, require design processes, studies, and research that lead to further consolidationexpansion. In that sense, this paper presents two main aims developed: the improvement of a virtualnavigation system through the results of previous user studies and mixed research (quantitative andqualitative) improved based on the user perception for educational and professional uses. The VRsystem used is based on Unreal Engine programming of the HTC Vive sensor. This study is relatedto the GAME4City 3.0 and a broader project focused on gamified visualization and its educationaluses in architectural and urban projects. The results reflect great interest, good usability, and highmotivation for further usage for all types of users. However, an apparent resistance to deepen its usecontinues to be perceived in academia. Based on the research results, weak points of educationalgamified 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 professionallevels must be pursued.