scholarly journals LEARNING THROUGH SERIOUS GAMES: A DIGITAL DESIGN MUSEUM FOR EDUCATION

Author(s):  
C. Bolognesi ◽  
D. Aiello

Abstract. This project aims to demonstrate the communicative and educational possibilities offered by ICT in the promotion and enhancement of museum heritage. To this end, the researchers have outlined a workflow that includes both a technical-engineering component and a psychological component for the development of a serious game, designed to educate users in a pleasant way and applied to a small museum institution located in an ancient building in the city of Milan: the Studio Museo Achille Castiglioni, which hosts a collection of design objects created by one of the most important designers of the 20th century. Virtual Reality was considered the most effective means to make it possible to remotely enjoy the 3D space, thanks to its ability to fully immerse the user in the game space and to physically and emotionally involve him or her through interactive elements, allowing to learn by acting, to live a first-person experience as the protagonist of the visit and not just as a spectator.

Author(s):  
Cecilia Maria Bolognesi ◽  
Damiano Antonino Angelo Aiello

The experimentations described here concern the virtualization of the Studio Museo Achille Castiglioni, a small museum that hosts important artefacts designed by one of the most famous architects and designers of the 20th century, winner of 7 “Compasso d'oro” awards. The digitization process creates two virtual experiences to enjoy the place and the design objects to give visibility to the small context far from the big museum. The first (less complex and immersive) experimentation deals with the semantic implementation of 360° panoramic photographs, giving rise to a virtual tour of the museum available on the web with no interaction: it is the description of the state of the art of this place. The second one (a real VR simulation) derives from a more complex workflow based on digital surveying, digital modelling, and developing of virtual environments and interactions. The two proposed case studies demonstrate how new technologies can represent indispensable instruments for the safeguard, enhancement, and communication of Cultural Heritage.


PANALUNGTIK ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 41-60
Author(s):  
Nanang Saptono

The capital of Ciamis Regency has experienced several displacements. During the reign of Raden Adipati Aria Kusumadiningrat the development of the capital was encouraged to develop into a city. After the kulturstelsel era, many European capitalists invested in Ciamis. At the beginning of the 20th century economic infrastructure, especially the means of distribution of commodities is much needed. Building economic facilities have sprung up in several locations in Ciamis. Such conditions result in the development of the city. This study aims to get a picture of the spatial layout of Ciamis and the city development process. The research method applied descriptive research. Data collection is done through direct observation in the field and accompanied by the utilization of instrument in the form of ancient maps. In the area of Ciamis City there are still some old building objects that can be used as a spatial bookmark of the city. At a glance the city's development spontaneously, but visible on the basis of existing infrastructure, in the 20th century the city of Ciamis showed a planned city. The growth of Ciamis city is of course influenced by several factors including economic and geographical factors.Keywords: city, layout, planned, industrial area


Author(s):  
S. E. Sidorova ◽  

The article concentrates on the colonial and postcolonial history, architecture and topography of the southeastern areas of London, where on both banks of the River Thames in the 18th–20th centuries there were located the docks, which became an architectural and engineering response to the rapidly developing trade of England with territories in the Western and Eastern hemispheres of the world. Constructions for various purposes — pools for loading, unloading and repairing ships, piers, shipyards, office and warehouse premises, sites equipped with forges, carpenter’s workshops, shops, canteens, hotels — have radically changed the bank line of the Thames and appearance of the British capital, which has acquired the status of the center of a huge empire. Docks, which by the beginning of the 20th century, occupied an area of 21 hectares, were the seamy side of an imperial-colonial enterprise, a space of hard and routine work that had a specific architectural representation. It was a necessary part of the city intended for the exchange of goods, where the usual ideas about the beauty gave way to considerations of safety, functionality and economy. Not distinguished by architectural grace, chaotically built up, dirty, smoky and fetid, the area was one of the most significant symbols of England during the industrial revolution and colonial rule. The visual image of this greatness was strikingly different from the architectural samples of previous eras, forcing contemporaries to get used to the new industrial aesthetics. Having disappeared in the second half of the 20th century from the city map, they continue to retain a special place in the mental landscape of the city and the historical memory of the townspeople, which is reflected in the chain of museums located in this area that tell the history of English navigation, England’s participation in geographical discoveries, the stages of conquering the world, creating an empire and ways to acquire the wealth of the nation.


Urban Science ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 42
Author(s):  
Dolores Brandis García

Since the late 20th century major, European cities have exhibited large projects driven by neoliberal urban planning policies whose aim is to enhance their position on the global market. By locating these projects in central city areas, they also heighten and reinforce their privileged situation within the city as a whole, thus contributing to deepening the centre–periphery rift. The starting point for this study is the significance and scope of large projects in metropolitan cities’ urban planning agendas since the final decade of the 20th century. The aim of this article is to demonstrate the correlation between the various opposing conservative and progressive urban policies, and the projects put forward, for the city of Madrid. A study of documentary sources and the strategies deployed by public and private agents are interpreted in the light of a process during which the city has had a succession of alternating governments defending opposing urban development models. This analysis allows us to conclude that the predominant large-scale projects proposed under conservative policies have contributed to deepening the centre–periphery rift appreciated in the city.


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


Urban Science ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 16
Author(s):  
Irene Sánchez Ondoño ◽  
Luis Escudero Gómez

A process of land squandering began in Spain in the mid 1990s until the great crisis of 2008. The intensive production of urban land affected the Spanish medium-sized towns. They were characterized by their compact nature and then they underwent an intense diffuse urbanization. However, in some cases there had been previous examples of urban sprawl. In this article, we study one of them, the unique and historic city of Toledo, in the Centre of the Iberian Peninsula. We will show how the city has experienced the land squandering and has been extensively widespread throughout the hinterland, consisting of their peripheral municipalities. We will also check how Toledo has had a previous internal dispersion process in the last quarter of the 20th Century through the called Ensanche (widening). We will use the urban estate cadaster as a fundamental source for evolutionary and present analysis of the city and its hinterland. The field and bibliographic work complete the methodology. The final conclusion is that there have been remarkable urban increments in Spanish medium-sized cities such as Toledo, in external and peripheral districts, under the logic of speculation and profit, resulting in a disjointed space.


2012 ◽  
Vol 43 (3) ◽  
pp. 315-327
Author(s):  
Silvia Castelli
Keyword(s):  

Abstract According to the text of the Petronian fragment reported by Stern (GLAJJ 1,1976, no. 195) as frg. 37 Ernout, the Iudaeus unwilling to circumcise was forced to migrate “to the Greek cities” (“graias . . . ad urbes.”) Several proposals have been made to emend the text of v. 5, and more or less popular conjectures have been advanced from the 16th to the 20th century to emend the unclear received reading “graia . . . urbe.” This note defends the reading “graia” of codex Bellovacensis on textual grounds, and suggests that graia urbs, through a Virgilian allusion, might indicate the city of Rome.


2005 ◽  
Vol 277-279 ◽  
pp. 318-323
Author(s):  
Yang Hee Nam

Architectural design is one of those areas that have actively employed interactive design tools such as CAD/CAM software. In order to add a realistic view of the design results in the 3D work process, there have been several recent attempts to employ a virtual reality technology that allows architects to explore design in 3D space. However, VR’s weakness is that common interaction tasks, such as navigation and selection, are still not supported conveniently in 3D space. In addition, VR devices are generally unfamiliar to the average person and are too expensive to use. This paper presents a VR framework that makes the design task easily achieved by employing a PDA interface for a VR interaction applied to street-view emotional color design problems.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


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