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dc.contributor.authorFonseca, D.
dc.contributor.authorCavalcanti, J.
dc.contributor.authorPeña Camarillas, Enric
dc.contributor.authorValls, V.
dc.contributor.authorSánchez Sepulveda, M. V.
dc.contributor.authorMoreira, F.
dc.contributor.authorNavarro, I.
dc.contributor.authorRedondo, E.
dc.date.accessioned2026-07-01T07:48:38Z
dc.date.available2026-07-01T07:48:38Z
dc.date.issued2021
dc.identifier.citationFonseca, D., Cavalcanti, J., Peña Camarillas, E., Valls, V., Sánchez Sepulveda, M. V., Moreira, F., Navarro, y Redondo, E. (2021). Mixed assessment of virtual serious games applied in architectural and urban design education. Sensors, 21(9). https://doi.org/10.3390/s21093102es
dc.identifier.issn1424-8220
dc.identifier.urihttp://hdl.handle.net/20.500.12251/4523
dc.description.abstractThe 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. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.es
dc.language.isoenges
dc.publisherMDPI AGes
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleMixed assessment of virtual serious games applied in architectural and urban design educationes
dc.typearticle
dc.identifier.doi10.3390/s21093102
dc.identifier.urlhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85105483076&doi=10.3390%2fs21093102&partnerID=40&md5=605607edb7a7913f3a05f602d39318a3
dc.issue.number9es
dc.journal.titleSensorses
dc.rights.accessRightsopenAccesses
dc.subject.keywordRealidad Virtual (RV)es
dc.subject.keywordUrbanismoes
dc.subject.keywordPlanificación urbanísticaes
dc.subject.keywordAplicaciones en educaciónes
dc.subject.keywordVideojuegoses
dc.subject.unesco1203.09 Diseño Con Ayuda del Ordenadores
dc.subject.unesco3305 Tecnología de la Construcciónes
dc.subject.unesco3305.33 Resistencia de Estructurases
dc.subject.unesco5801 Teoría y Métodos Educativoses
dc.subject.unesco1203 Ciencia de Los Ordenadoreses
dc.subject.unesco1203.26 Simulaciónes
dc.subject.unesco1209.03 Análisis de Datoses
dc.volume.number21


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