GAME4CITY. Gamification for Citizens Through the Use of Virtual Reality Made Available to the Masses. Viability Study in Two Public Events

Hereby we present the first results of a Research Funded Project that focuses on the use of SG (Serious Games) with citizen’s participation in urban design projects. After the early trials of HMD devices used by the neighbors in three urban scenarios, the complexity of obtaining results was confirmed due to the system limitations and users’ mistrust in spite of the scenes realism. Therefore, a contingency plan was defined, with a strategic variation, participating in events and expositions with big audience; a monographic hall of the architecture professional environment and an international exposition focused on video games. We were able to validate SG usefulness by testing the new use of HMD (Head Mounted Display) in great public gatherings and also a new interaction methodology through touch screens joined with screenings of great size in a semi immersive environment. By this means the user designs and modifies the scene in third person, navigating through it with the help of a joystick or using HMD as an alternative. The result of the screening has proven to be robust and stable along the time, it is accessible to all types of users and very encouraging. With this installation and the participation of the citizens in our project has increase exponentially, allowing us to validate the agility of itself by having different people playing simultaneously with it and taking data by automatically taking screen captures.

[1]  Anna Lobovikov-Katz,et al.  Methodology for Spatial-Visual Literacy (MSVL) in Heritage Education , 2019, Revista Electrónica Interuniversitaria de Formación del Profesorado.

[2]  Ana Sedeño,et al.  Videogames as cultural devices: development of spatial skills and application in learning , 2010 .

[3]  Diana Gagnon,et al.  Videogames and spatial skills: An exploratory study , 1985 .

[4]  Sevil Sariyildiz,et al.  The role of ICT as a partner in Architectural Design Education , 1998 .

[5]  Gintaras Stauskis Development of methods and practices of virtual reality as a tool for participatory urban planning: a case study of Vilnius City as an example for improving environmental, social and energy sustainability , 2014 .

[6]  Manuel Contero,et al.  Development of a Fast Remedial Course to Improve the Spatial Abilities of Engineering Students , 2008 .

[7]  Monica V. Sanchez-Sepulveda,et al.  Visual Technologies for Urban Design Competences in Architecture Education , 2019, TEEM.

[8]  Josep Llorca,et al.  Programming Virtual Interactions for Gamified Educational Proposes of Urban Spaces , 2018, HCI.

[9]  Ana Sedeño,et al.  Videojuegos como dispositivos culturales: las competencias espaciales en educación , 2010 .

[10]  Arturo Di Bella Digital Urbanism in Southern Italy , 2012 .

[11]  Peter Fröhlich,et al.  Gamification as Motivation to Engage in Location-Based Public Participation? , 2016, LBS.

[12]  Isidro Navarro Delgado Nuevas tecnologías de visualización para la mejora de la representación arquitectónica en educación , 2017 .

[13]  Erik Champion,et al.  Otherness of Place: Game‐based Interaction and Learning in Virtual Heritage Projects , 2008 .

[14]  Mariano Alcañiz Raya,et al.  AR_Dehaes: An Educational Toolkit Based on Augmented Reality Technology for Learning Engineering Graphics , 2010, 2010 10th IEEE International Conference on Advanced Learning Technologies.

[15]  Ji Young Cho,et al.  Understanding Spatial Ability in Interior Design Education: 2D–to–3D Visualization Proficiency as a Predictor of Design Performance , 2019, Journal of Interior Design.

[16]  David Fonseca,et al.  Urban data and urban design: A data mining approach to architecture education , 2018, Telematics Informatics.

[17]  Tim Heath,et al.  Urban Design Today , 2011 .

[18]  David Fonseca,et al.  Qualitative assessment of urban virtual interactive environments for educational proposals , 2018, TEEM.

[19]  Ralph Schroeder,et al.  Possible Worlds: The Social Dynamic of Virtual Reality Technology , 1996 .

[20]  Katona János,et al.  The CAD 3D course improves students’ spatial skills in the technology and design education , 2019, YBL Journal of Built Environment.

[21]  David Fonseca,et al.  Methodologies of Learning Served by Virtual Reality: A Case Study in Urban Interventions , 2019, Applied Sciences.

[22]  Rabee M. Reffat Revitalizing architectural design studio teaching using ICT: Reflections on practical implementations , 2007 .

[23]  Barbara E.A. Piga,et al.  Non-conventional Representation for Urban Design: Depicting the Intangible , 2018 .

[24]  Sergi Villagrasa,et al.  Collaborative Design of Urban Spaces Uses: From the Citizen Idea to the Educational Virtual Development , 2019, HCI.