Literature DB >> 33946868

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

David Fonseca1, Janaina Cavalcanti2, Enric Peña1, Victor Valls1, Mónica Sanchez-Sepúlveda1, Fernando Moreira3,4, Isidro Navarro5, Ernesto Redondo5.   

Abstract

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.

Entities:  

Keywords:  architecture and urban projects; decision making; interactive systems; learning implementation; mixed assessment; serious games; usability; user experience; user profile; virtual reality

Year:  2021        PMID: 33946868     DOI: 10.3390/s21093102

Source DB:  PubMed          Journal:  Sensors (Basel)        ISSN: 1424-8220            Impact factor:   3.576


  15 in total

1.  Immersion and emotion: their impact on the sense of presence.

Authors:  R M Baños; C Botella; M Alcañiz; V Liaño; B Guerrero; B Rey
Journal:  Cyberpsychol Behav       Date:  2004-12

2.  Immersive interfaces for engagement and learning.

Authors:  Chris Dede
Journal:  Science       Date:  2009-01-02       Impact factor: 47.728

3.  The effect of user's perceived presence and promotion focus on usability for interacting in virtual environments.

Authors:  Huey-Min Sun; Shang-Phone Li; Yu-Qian Zhu; Bo Hsiao
Journal:  Appl Ergon       Date:  2015-03-29       Impact factor: 3.661

4.  Immersion and the illusion of presence in virtual reality.

Authors:  Mel Slater
Journal:  Br J Psychol       Date:  2018-05-21

5.  Standards of Virtual Reality Application in Balance Training Programs in Clinical Practice: A Systematic Review.

Authors:  Grzegorz Juras; Anna Brachman; Justyna Michalska; Anna Kamieniarz; Michał Pawłowski; Anna Hadamus; Dariusz Białoszewski; Janusz Błaszczyk; Kajetan J Słomka
Journal:  Games Health J       Date:  2018-09-21

6.  Identifying Anxiety Through Tracked Head Movements in a Virtual Classroom.

Authors:  Andrea Stevenson Won; Brian Perone; Michelle Friend; Jeremy N Bailenson
Journal:  Cyberpsychol Behav Soc Netw       Date:  2016-06

7.  The effect of virtual reality cognitive training for attention enhancement.

Authors:  Baek-Hwan Cho; Jeonghun Ku; Dong Pyo Jang; Saebyul Kim; Yong Hee Lee; In Young Kim; Jang Han Lee; Sun I Kim
Journal:  Cyberpsychol Behav       Date:  2002-04

8.  An improved cognitive model of the Iowa and Soochow Gambling Tasks with regard to model fitting performance and tests of parameter consistency.

Authors:  Junyi Dai; Rebecca Kerestes; Daniel J Upton; Jerome R Busemeyer; Julie C Stout
Journal:  Front Psychol       Date:  2015-03-12

9.  Virtual Reality Clinical Research: Promises and Challenges.

Authors:  Bernie Garrett; Tarnia Taverner; Diane Gromala; Gordon Tao; Elliott Cordingley; Crystal Sun
Journal:  JMIR Serious Games       Date:  2018-10-17       Impact factor: 4.143

10.  Virtual Peer Teaching During the COVID-19 Pandemic.

Authors:  Lily Jeong; Zachary Smith; August Longino; Susan E Merel; Karen McDonough
Journal:  Med Sci Educ       Date:  2020-09-09
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