TY - GEN
T1 - Visual technologies for urban design competences in architecture education
AU - Sanchez-Sepulveda, Monica V.
AU - Marti-Audi, Nuria
AU - Fonseca-Escudero, David
N1 - Funding Information:
This research was supported by the National Program of Research, Development and Innovation aimed to the Society Challenges with the references BIA2016-77464-C2-1-R & BIA2016-77464-C2-2-R, both of the National Plan for Scientific Research, Development and Technological Innovation 2013-2016, Government of Spain, titled “Gamificación para la enseñanza del diseño urbano y la integración en ella de la participación ciudadana (ArchGAME4CITY)”, ?“Diseño Gamificado de visualización 3D con sistemas de realidad virtual para el estudio de la mejora de competencias motivacionales, sociales y espaciales del usuario (EduGAME4CITY)”. (AEI/FEDER, UE). With the support of the Secretaria d’Universitats i Recerca of the Department of Business and Knowledge of the Generalitat de Catalunya with the help of 2017 SGR 934.
Publisher Copyright:
© 2019 ACM.
PY - 2019/10/16
Y1 - 2019/10/16
N2 - The paper is concerned about the influence of visual technologies as an aid to acquire the required competences in the process of designing and representing urban spaces in Architecture studies. It is inferred that by using technology, an architecture student can perform their projects in a way that adjust the way of learning to their profile and to the current tendency of visualization. An analysis of the characteristics of the contemporary students' profile is made along with how traditional methods that can be supported with technology specifically with immerse virtual systems. It is demonstrated in this article how gamified strategies for the understanding of three-dimensional space improve spatial competences of students generating greater motivation in their use and it ease for understanding the space and making decisions. The data is obtained from the quantitative assessment, to evaluate the effectiveness of virtual systems on the design of urban environments. This lets us identify specific features in an objective way. The findings show that the use of Virtual Reality helps to increase the digital competences in complex representation and permit assessment and decision-making in the processes of urban design spaces. The relevance of this study is the redefinition of the studies of the design processes in Architecture studies in relation to the adaptation of teaching methodologies to the profile of today's students.
AB - The paper is concerned about the influence of visual technologies as an aid to acquire the required competences in the process of designing and representing urban spaces in Architecture studies. It is inferred that by using technology, an architecture student can perform their projects in a way that adjust the way of learning to their profile and to the current tendency of visualization. An analysis of the characteristics of the contemporary students' profile is made along with how traditional methods that can be supported with technology specifically with immerse virtual systems. It is demonstrated in this article how gamified strategies for the understanding of three-dimensional space improve spatial competences of students generating greater motivation in their use and it ease for understanding the space and making decisions. The data is obtained from the quantitative assessment, to evaluate the effectiveness of virtual systems on the design of urban environments. This lets us identify specific features in an objective way. The findings show that the use of Virtual Reality helps to increase the digital competences in complex representation and permit assessment and decision-making in the processes of urban design spaces. The relevance of this study is the redefinition of the studies of the design processes in Architecture studies in relation to the adaptation of teaching methodologies to the profile of today's students.
KW - Architecture Education
KW - Competences
KW - Innovation
KW - Urban design
KW - User Experience
KW - Virtual reality
KW - Visual technologies
UR - http://www.scopus.com/inward/record.url?scp=85075456212&partnerID=8YFLogxK
U2 - 10.1145/3362789.3362822
DO - 10.1145/3362789.3362822
M3 - Conference contribution
AN - SCOPUS:85075456212
T3 - ACM International Conference Proceeding Series
SP - 726
EP - 731
BT - Proceedings - TEEM 2019
A2 - Conde-Gonzalez, Miguel Angel
A2 - Rodriguez-Sedano, Francisco Jesus
A2 - Fernandez-Llamas, Camino
A2 - Garcia-Penalvo, Francisco Jose
PB - Association for Computing Machinery
T2 - 7th International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2019
Y2 - 16 October 2019 through 18 October 2019
ER -