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dc.contributorUniversitat Ramon Llull. La Salle
dc.contributorUniversitat Politècnica de València
dc.contributorUniversidade Portucalense
dc.contributorUniversidade de Aveiro
dc.contributorUniversitat Politècnica de Catalunya
dc.contributor.authorFonseca Escudero, David
dc.contributor.authorCavalcanti, Janaina
dc.contributor.authorPeña Camarillas, Enric
dc.contributor.authorValls, Victor
dc.contributor.authorSánchez Sepúlveda, Mónica
dc.contributor.authorMoreira, Fernando
dc.contributor.authorNavarro Delgado, Isidro
dc.contributor.authorRedondo Domínguez, Ernesto
dc.date.accessioned2021-07-12T17:50:11Z
dc.date.accessioned2023-10-02T06:29:13Z
dc.date.available2021-07-12T17:50:11Z
dc.date.available2023-10-02T06:29:13Z
dc.date.created2021-03
dc.date.issued2021-04
dc.identifier.urihttp://hdl.handle.net/20.500.14342/3229
dc.description.abstractThe 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.
dc.format.extent28 p.cat
dc.language.isoengcat
dc.publisherMDPIcat
dc.relation.ispartofSensors, 2021, 21 (9)cat
dc.rightsAttribution 4.0 International
dc.rights© L'autor/a.
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.sourceRECERCAT (Dipòsit de la Recerca de Catalunya)
dc.subject.otherRealitat augmentadacat
dc.subject.otherArquitectura -- Innovacions tecnològiquescat
dc.subject.otherEnsenyament universitari -- Innovacions tecnològiquescat
dc.titleMixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Educationcat
dc.typeinfo:eu-repo/semantics/articlecat
dc.typeinfo:eu-repo/semantics/publishedVersioncat
dc.rights.accessLevelinfo:eu-repo/semantics/openAccess
dc.embargo.termscapcat
dc.subject.udc004
dc.subject.udc378
dc.subject.udc71
dc.subject.udc72
dc.identifier.doihttps://doi.org/10.3390/s21093102cat
dc.relation.projectIDinfo:eu-repo/grantAgreement/MINECO-AEI-FEDER/PN I+D/BIA2016-77464-C2-1-Rcat
dc.relation.projectIDinfo:eu-repo/grantAgreement/MINECO-AEI-FEDER/PN I+D/BIA2016-77464-C2-2-Rcat


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