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Visual Technologies for Urban Design Competences in Architecture Education

Published: 16 October 2019 Publication History

Abstract

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.

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  • (2023)Immersive virtual reality in AECO/FM to enhance education: Systematic literature review and future directionsComputer Applications in Engineering Education10.1002/cae.2263131:5(1465-1491)Online publication date: 18-Apr-2023
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Published In

TEEM'19: Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality
October 2019
1085 pages
ISBN:9781450371919
DOI:10.1145/3362789
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • University of Salamanca: University of Salamanca

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 16 October 2019

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Author Tags

  1. Architecture Education
  2. Competences
  3. Innovation
  4. Urban design
  5. User Experience
  6. Virtual reality
  7. Visual technologies

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  • Research-article
  • Research
  • Refereed limited

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TEEM'19

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Overall Acceptance Rate 496 of 705 submissions, 70%

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Cited By

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  • (2024)Virtual reality and gamification in education: a systematic reviewEducational technology research and development10.1007/s11423-024-10351-3Online publication date: 19-Mar-2024
  • (2023)The Application of Extended Reality Technology in Architectural Design Education: A ReviewBuildings10.3390/buildings1312293113:12(2931)Online publication date: 24-Nov-2023
  • (2023)Immersive virtual reality in AECO/FM to enhance education: Systematic literature review and future directionsComputer Applications in Engineering Education10.1002/cae.2263131:5(1465-1491)Online publication date: 18-Apr-2023
  • (2022)Evaluation of Mixed Reality Support for Bridge Inspectors Using BIM Datai-com10.1515/icom-2022-001921:2(253-267)Online publication date: 19-Jul-2022
  • (2022)Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic reviewInternational Journal of Digital Earth10.1080/17538947.2022.203829115:1(503-526)Online publication date: 22-Feb-2022
  • (2021)Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game MechanicsSensors10.3390/s2107255621:7(2556)Online publication date: 6-Apr-2021
  • (2021)Auto-Assessment of Teamwork and Communication Competences Improvement Applying Active Methodologies. Comparing Results Between Students of First Academic Year in Architecture, Economics and Engineering DegreesLearning and Collaboration Technologies: New Challenges and Learning Experiences10.1007/978-3-030-77889-7_13(193-209)Online publication date: 3-Jul-2021
  • (2020)Combining BIM systems and Video-Games engines in Educational Ephemeral Urban and Architectural ProposalsEighth International Conference on Technological Ecosystems for Enhancing Multiculturality10.1145/3434780.3436544(283-290)Online publication date: 21-Oct-2020
  • (2020)Evaluation of an interactive educational system in urban knowledge acquisition and representation based on students' profilesExpert Systems10.1111/exsy.1257037:5Online publication date: 2-May-2020
  • (2020)GAME4CITY. Gamification for Citizens Through the Use of Virtual Reality Made Available to the Masses. Viability Study in Two Public EventsLearning and Collaboration Technologies. Human and Technology Ecosystems10.1007/978-3-030-50506-6_23(315-332)Online publication date: 19-Jul-2020
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