TY - GEN
T1 - Collaborative Design of Urban Spaces Uses
T2 - Thematic Area on Human Computer Interaction, HCI 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
AU - Sanchez-Sepulveda, Monica V.
AU - Fonseca, David
AU - Franquesa, Jordi
AU - Redondo, Ernesto
AU - Moreira, Fernando
AU - Villagrasa, Sergi
AU - Peña, Enric
AU - Martí, Nuria
AU - Canaleta, Xavier
AU - Montero, José Antonio
N1 - Funding Information:
Acknowledgments. This research was supported by the National Program of Research, Development and Innovation, Spain 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, titled “Gamificación para la enseñanza del diseño urbano y la integración en ella de la participación ciudadana (Arch-GAME4CITY)”, & “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).
Publisher Copyright:
© 2019, Springer Nature Switzerland AG.
PY - 2019
Y1 - 2019
N2 - The paper is concerned with the design of virtual environments for collaborative design. The interests of citizens are coming to the forefront nowadays with the awareness that a livable city does not only consist of good infrastructure and sustainable energy supply but also citizen input and feedback. The project consists of a transversal research at the intersection between computer science, the teaching of future architects and multimedia engineers and the urban policies of the cities of the future in which citizen participation is fundamental. The hypothesis is based on demonstrating the following two statement: (1) The implementation of virtual gamified strategies in the field of urban design will generate an improvement in citizen participation by being a more dynamic, real and agile collaborative environment thanks to enhanced visual technologies and immersive. (2) Gamified strategies for the understanding of three-dimensional space improve spatial competencies of students generating greater motivation in their use and a degree of satisfaction high. First, we studied the contemporary student profile and better ways of teaching according to it. Second, rehearse and evaluate the teaching of the urban project incorporating collaborative design, immersive ICTs, gamification and citizen participation. Third, the data obtained from the quantitative assessment, exemplify the role and use of technologies, in the educational processes to improve the students’ motivation, involvement and way of learning.
AB - The paper is concerned with the design of virtual environments for collaborative design. The interests of citizens are coming to the forefront nowadays with the awareness that a livable city does not only consist of good infrastructure and sustainable energy supply but also citizen input and feedback. The project consists of a transversal research at the intersection between computer science, the teaching of future architects and multimedia engineers and the urban policies of the cities of the future in which citizen participation is fundamental. The hypothesis is based on demonstrating the following two statement: (1) The implementation of virtual gamified strategies in the field of urban design will generate an improvement in citizen participation by being a more dynamic, real and agile collaborative environment thanks to enhanced visual technologies and immersive. (2) Gamified strategies for the understanding of three-dimensional space improve spatial competencies of students generating greater motivation in their use and a degree of satisfaction high. First, we studied the contemporary student profile and better ways of teaching according to it. Second, rehearse and evaluate the teaching of the urban project incorporating collaborative design, immersive ICTs, gamification and citizen participation. Third, the data obtained from the quantitative assessment, exemplify the role and use of technologies, in the educational processes to improve the students’ motivation, involvement and way of learning.
KW - Architecture schools
KW - Higher education
KW - Information and communication technologies
KW - Urban spaces
KW - User experience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85069880885&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-22636-7_18
DO - 10.1007/978-3-030-22636-7_18
M3 - Conference contribution
AN - SCOPUS:85069880885
SN - 9783030226350
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 253
EP - 269
BT - Human-Computer Interaction. Design Practice in Contemporary Societies - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
A2 - Kurosu, Masaaki
PB - Springer Verlag
Y2 - 26 July 2019 through 31 July 2019
ER -