Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education
Abstract
:1. Introduction
- RQ1: What are the main problems in VR sensor programming using the main videogame engines such as Unity or Unreal?
- RQ2: Are there differences in use, perception, satisfaction and/or expectations of serious games implemented in VR systems in the function of the user’s profile?
- RQ3: Why are the immersive and/or gamified systems poorly used in architectural education when their potential has been widely demonstrated?
2. Theoretical Framework
2.1. Virtual Reality Systems: Main Issues
- Immersion (a psychological state characterized by perceiving oneself to be enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences) [39];
- Involvement (an individual’s psychological state, energy focus, and attention on their own set of stimuli, [40]).
- Free and interactive navigation and exploration of the virtual 3D environment with access to teaching multimedia content;
- Instructional presentations to demonstrate how to perform a specific task or data;
- Guided simulations with alerts, which notify users of the occurrence of mistakes and guide them to correct their results;
- Free performance with the result at the end of the simulation.
- Motion sickness (inherent to programming in a virtual environment);
- Price;
- Player interaction and engagement with the system.
- Sensor/device type. There are two main types of sensors and displays for VR headsets: CAVE systems (project the scenery on the walls of a room with a motion tracker that monitors the user’s position and changes the projected images accordingly) and HMD (head-mounted displays) systems (these are the standard headset devices that, instead of projecting the scenery onto the walls, have screens in front of the user’s eyes). Due to the differences between the perceived space and reality and the higher degree of isolation, HMD systems tend to be more disorienting than CAVE systems [51].
- Field of view (FOV). Adjusting the maximum visual angle of display that the system provides, primarily by reducing it, alleviates the user’s discomfort, particularly during camera movement. With a lower FOV, the view becomes narrower and resembles that of a telescope, which makes the view more sensitive to headset movements and requires the user to concentrate on not moving his/her head to watch the contents properly [52].
- Flicker. This occurs when the headset screen shines unsteadily and/or varies rapidly in brightness, leading to severe VR sickness for the user [56]. The level of flicker can be influenced by the display’s refresh rate, luminance, and FOV.
- Optical flow. A significant hurdle of virtual reality is completely disconnecting what the user sees with what the user is feeling. If the user is afflicted with an illusory movement, this can cause him/her to experience a strong sense of “vection” and VR sickness. Ironically, users have reported having the highest level of discomfort while in a ten m/s motion but maintaining (or slightly decreasing) their motion sickness while moving at up to 60 m/s due to their feeling of presence being weakened.
- Graphic realism. While sharper graphics help with the flicker level and reduce discomfort, higher visual fidelity with VR content does not necessarily lower the user’s discomfort level. In contrast, due to the view being more realistic, the user may experience a higher level of sensory discrepancy between visual and vestibular information, leading to higher levels of VR sickness [57].
- Controllability. We can divide the controllability between active and passive experiences, depending on how they engage with VR media. Passive navigation does not simulate a person’s movement and/or does not give full control to the player, which forces the user to engage passively with the media, thereby severely aggravating his/her VR sickness.
- Space: The point of VR is for the user to be able to feel like he/she is inside the platform; thus, it is necessary to make some space for the user to turn around, move the hand controllers, and even move around slightly. This leads to the need to have an open area available for moving around, i.e., a space of 2 M × 1.5 M as a minimum for a comfortable experience [67].
- Sockets: While it is true that VR hand controllers have internal batteries, the user still must deal with the cables running from the headset to the computer (with some exceptions), which restrict the user’s freedom of movement and the connection of the sensors to both the AC sockets and the computer.
- Disconnect: The VR headset, unlike any other current mainstream console, works by isolating the user’s sensory attention. The user stops being able to engage with anything other than the VR media because he/she cannot see or hear anything outside of the system. Simultaneously, efforts are being made to control the remaining senses to completely isolate the user to give him/her a more realistic sensation [68,69].
2.2. Learning Processes, ICTs for Quick-Response Systems and New Active Methodologies
- It is increasingly common for any professional project to be endorsed/certified using BIM (building information modeling) systems [56];
- The quality of the objects, textures, lighting, and materials that can be viewed in actual three-dimensional models has reached a level of reality that makes it possible to make far more precise and competent decisions than those obtained through plans and models;
- To understand three-dimensional space, the end-user is increasingly demanding and requests more real and explicit methods.
- The ability to understand the relationships between people and the architectural environment that surrounds them;
- The ability to facilitate the transmission of ideas and decision-making to non-expert users;
- The ability to apply formal, functional and technical basic principles to the design and uses of complex buildings and urban environments;
- The ability to design and adapt complex spaces based on the needs or profiles of end-users.
2.3. EduGAME4City 3.0. User Experience Contextualization
- Art, science and technology: As we explained previously, we are developing interactive and gamified representations of urban spaces for specific proposals related to the final entities’ needs using new interactive platforms. In this sense, the most critical issue is to improve the usability and accessibility of both the proposals and VR systems with participation in fairs, exhibitions and workshops by students, teachers, professionals and citizens.
- Collaborative work: It is necessary to transfer data and results between neighborhood entities and administrations, thereby increasing dissemination activities at all levels, especially in the academic field, using teaching activities for the co-creation and participation of virtual spaces by students, professionals and citizens.
- Educational and professional actualization: The COVID-19 pandemic has changed the academic workflow such that identifying new methodologies and technologies for developing and validating architectural and urban projects has become fundamental. In this sense, we need to develop new training and content for student and teacher capacitation while also considering any data about the user profiles and the project’s final impact on the end-users.
- Urban planning and local management: The new interactive proposals must be developed, considering the regulations and municipal policies of tactical urbanism. All interventions in buildings, squares or neighborhoods, regarding the new spaces within the city, need understanding and the correct size design, which are aspects that smart eco-social-city technologies can address.
- Sustainability and social democracy: By understanding neighborhoods’ needs, we can develop projects based on co-responsibility in the design, implementation and changes of urban spaces. These actions can be applied to high-level and low-level projects, such as the design of urban furniture or the prioritization of sustainable needs.
- The use of interactive digital systems in the educational process of urban design improves urban space re-evaluation.
- In formal and informal education related to collaborative urban design, our method improves public motivation, implications, and satisfaction in urban decision-making processes.
- Participants were receptive to and aware of adapting this new paradigm using advanced visualization methods.
- The results reflect the usefulness of the method in the academic field of architecture and define a new space-participation model guided at the local scale by single citizens and by the local community.
- It was demonstrated that teaching methodologies could be successfully approached using methods that adjust to student profiles and, just as important, processes that adapt to what is used in the professional field.
3. Methodology
3.1. Optimization of Virtual Systems for a Comfortable User Experience
- To recreate the level into an office (with textures, assets, and lighting);
- To recreate the user’s path to the goal;
- To prepare several types of traps for the user to fall to;
- To give the user new abilities (being able to sprint and to call a shield that protects him/her from surprises);
- To prepare warning signs with different properties (such as being visible only when the player chooses to be, or having intermittent LEDs);
- To program collectable objects into time boons that would give the player extra time to finish the course.
- Exporting hierarchy: As we stated previously, a vital functionality that UE4 presents is its inheritance. We have developed an object class and then we have generated a child, i.e., an inheritance, of that class. This process’ main problem has occurred when exporting the children of a C++ class object into another project. It turns out that the inheritance of the C++ classes is more in-depth than that obtained with blueprint classes and thus is made to work specifically on the project they were created on. The solution has been to order to the engine that, if at any moment, a C++ class asks for a reference to the original project, it must be redirected to a new one (see Figure 4).
- User inputs: Due to the current societal conditions, we may want to avoid using intrusive inputs such as the VR headset for more hygienic and less intrusive means of control. Therefore, we have prepared the game to be played with either a VR headset, a keyboard, a keyboard and a mouse, or a joystick, both in the first- and third-person point of view (see Figure 5).
- Character movement: We can find three main types of character movement in this kind of game, i.e., how the character moves through the map due to input from the user:
- ○
- First, the character moves by teleporting him/herself little by little. This method removes the sickness that the movement can produce for the user and reduces some work related to preparing a smooth action; however, it adds some discomfort to the user because he/she needs to relocate him/herself after every jump.
- ○
- Second, the character moves little by little at an accelerated rate until reaching a speed cap; when he/she stops pressing the forward button, the character decelerates until it stops. We found this method to be much less responsive, as it adds a lag between the user’s input and the user’s expected reaction.
- ○
- Third, lineal character movement is the simplest method that reduces VR sickness the most between the three options. The user pushes the forward button, and the character immediately moves forward.
- Pitfall trap: One of the traps present on the level is a hole on the ground surrounded by warning paint. We have found that the best way to prepare the hole consistently is to prepare the whole scene using BoxGeometry and then continue using BoxGeometry but with the brush typesetting set on subtractive. In this way, we can set a hole wherever we want. For the warning paint, we added another narrower cube with the warning paint material applied to it. To finish it off, we grouped the geometry to be copy-pasted as needed (see Figure 6).
- Particle effects: Several of the traps and boons of the level have particle effects (the flamethrower has a default flame, the wet floor has default mist), and we had at hand the default particle effects from Unreal; however, we wanted a special particle effect for the time boon (Figure 7). Therefore, we used Cascade, the particle effect creation software from UE4, to create an explosion of green “+10” displays that always face the player, which indicates to the player the quantity of time that he/she just gained.
- Seven segments: We needed an un-intrusive way of showing the player how long he/she has to finish the maze, so we decided to set seven segment displays in different locations around the level. Every second controls the time and sets the unneeded segments’ material to black and the needed segments to neon red (see Figure 8 and Figure 9).
3.2. Mixed Method Assessment
- Q1—Gamified 3D systems help the user design the urban/architectural space.
- Q2—Three-dimensional visualization systems help the user to improve the aesthetics and composition of the urban/architectural space.
- Q3—Three-dimensional visualization systems allow a better understanding of complex projects.
- Q4—It is useful and necessary that the end-user can propose and interact with the architecture and urban spaces’ design.
- Q5—The proposals generated by the end-user must be considered in the execution.
- Q6—I am motivated to use gamified systems to design complex 3D spaces.
- Q7—I am motivated to use gamified systems to visualize complex 3D spaces.
- Q8—Previous experiences using different technologies and devices.
- Q9—Level of motivation to follow new training about the same systems.
- Q10—Level of perception of the need to master these technologies for their current and future work.
4. Results
4.1. Quantitative Users’ Perception
4.2. Qualitative Bipolar Laddering Assessment (BLA)
5. Discussion and Conclusions
- Catalogue: The first version of the project had a catalogue with nine assets available. The labels had to be manually and individually prepared, and the spawned assets linked to their icon. In the future, we will prepare a catalogue that displays a preview of all available assets and shows them in 3D.
- Import assets: Once the platform is ready, we want the user to be able to load new assets for later placement within the environment. The user will only have to place the 3D objects into a folder, and the program will automatically load them all. If possible, the items will be divided into folders within the catalogue.
- Lights: The user will be able to place assets and lights and regulate their intensity and color.
- Light switches: The user will be able to link lights to switches and later use them.
- Real sun position: In the last two versions, the user could rotate the sun position at will. This time, the user will be able to set a place and a time, and the sun will be set at the correct position.
- HUD: Since we will add many functionalities, it will be wise to prepare dynamic HUDs to show the assets’ properties for the user to choose from.
- Save and load: The user will be capable of saving a scene to load it later.
- Camera: The user will be able to export renders of a scene, as if he/she had a camera on him/her.
- Blueprint generator: In case the user wants to check the scene from a top-down perspective, he/she will be able to generate a render of the environment as if it was a construction blueprint.
- Wall generator: In case the user wants to add some new edifications and new buildings but does not have enough assets, he/she will be able to generate walls through the scene and adjust their dimensions as he/she sees fit.
- Material modifier: Following the previous line, the user will be able to change the assets’ textures whenever he/she wants.
- Multiplayer: The platform may be useful for an architect to show the environment to a person. However, we may also want both individuals to move at the same time through the scene. That is why we will develop a multiplayer mode.
- There is resistance to the use of advanced visualization systems in the architectural teaching field because most teachers (males) are more reluctant to use non-traditional systems such as printed plans, models, or panels;
- This resistance may be due to the previous teachers’ education, which is based on traditional methods, and their lack of training regarding the new method;
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Sample by Age and Gender | Females | Average (Av.) and Standard Deviation (SD) | Males | Av. and SD |
---|---|---|---|---|
18–24 | 49 | 20.02 (1.56) | 29 | 20.20 (1.67) |
25–40 | 11 | 30.18 (5.11) | 13 | 29.76 (2.80) |
41–49 | 8 | 45.25 (3.05) | 11 | 45.81 (3.48) |
More than 50 | 6 | 54.00 (6.66) | 6 | 55.16 (5.19) |
GLOBAL | 74 | 27.01 (11.82) | 59 | 30.64 (12.96) |
Sample by Activity | Arch. | Av. and SD | Non-Arch. | Av. and SD |
Archit. vs. No architectural activity | 100 | 24.26 (8.95) | 33 | 42.41 (11.87) |
Females | Av. and SD | Males | Av. and SD | |
Students | 47 | 20.46 (2.84) | 28 | 20.71 (3.14) |
Architecture professional activity | 10 | 32.30 (10.59) | 15 | 37.67 (11.84) |
No architectural professional activity | 16 | 43.38 (12.08) | 15 | 42.33 (11.82) |
Sample by Age and Gender | Av. Female (SD) | Av. Male (SD) | p |
---|---|---|---|
18–24 | 4.34 (0.02) | 4.31 (0.01) | 0.7318 |
25–40 | 4.35 (0.08) | 4.18 (0.08) | 0.3322 |
41–49 | 4.48 (0.12) | 4.41 (0.08) | 0.7107 |
More than 50 | 4.45 (0.13) | 4.50 (0.09) | 0.7967 |
Sample | Av. and SD | Av. and (SD) | p |
---|---|---|---|
By activity (Arch vs. Non-Arch) | 4.20 (0.03) | 4.46 (0.04) | 0.0317 |
Architecture students (fem vs. male) | 4.35 (0.03) | 4.36 (0.01) | 0.7793 |
Architecture professionals (fem vs. male) | 4.41 (0.11) | 4.05 (0.09) | 0.0422 |
Non-architectural users (fem vs. male) | 4.41 (0.08) | 4.60 (0.04) | 0.1897 |
Item Id | Description | Av. Score (Av) | Mention Index (MI) |
---|---|---|---|
CP1 | Space comprehension | 9.08 | 75.00% |
CP2 | Interaction | 9.20 | 31.25% |
CP3 | Extended data (lights, materials, other) | 8.33 | 37.50% |
CP4 | Student capacitation in new ICTs | 9.33 | 18.75% |
CP5 | Error/Problem detecting | 9.00 | 31.25% |
CP6 | Multiple uses | 8.00 | 12.50% |
CP7 | Professional uses | 9.25 | 25.00% |
CP8 | Better communication with final users | 9.50 | 25.00% |
CP9 | Initial comprehension | 9.00 | 12.50% |
PP1 | Scale 1:1 working | 9.00 | 6.25% |
PP2 | Improve motivation in the users (Stud. and Citz.) | 7.00 | 6.25% |
PP3 | Accessible technologies | 8.00 | 6.25% |
PP4 | Game options | 9.00 | 6.25% |
PP5 | Cost | 9.00 | 6.25% |
PP6 | Quick System | 7.00 | 6.25% |
Item Id | Description | Av. Score (Av) | Mention Index (MI) |
---|---|---|---|
CN1 | Individual use | 4.67 | 18.75% |
CN2 | Technology comfort | 5.67 | 18.75% |
CN3 | Visualization and sickness | 3.00 | 12.50% |
CN4 | Accessibility/Cost | 4.00 | 25.00% |
CN5 | Lack of continuous use | 4.00 | 18.75% |
CN6 | Lack of habit | 3.33 | 37.50% |
CN7 | Non-professional support/less critical thinking | 4.00 | 18.75% |
CN8 | Non-physical/real interaction | 3.00 | 25.00% |
CN9 | Difficult to use | 2.33 | 18.75% |
CN10 | Lack of standards | 2.50 | 12.50% |
CN11 | Moment of use | 2.67 | 18.75% |
CN12 | Developing time | 6.00 | 12.50% |
PN1 | Lack of other senses | 3.00 | 6.25% |
Item Id | Description | Mention Index (MI) |
---|---|---|
CS1 | Capacity of interaction with other users (Multi-user) | 25.00% |
CS2 | More explanation to understand more possibilities of VR systems | 56.25% |
CS3 | More quality/data (real materials, textures, lights, etc.) | 56.25% |
CS4 | More interaction with the space and objects | 37.50% |
CS5 | Improve usability of VR Glasses (new devices more accessible) | 18.75% |
CS6 | More practices in the academic/professional fields | 62.50% |
CS7 | No limitations in the field of project presentation/visualization | 12.50% |
CS8 | Improve the interaction and sharing ideas with the final users | 37.50% |
CS9 | Improve the timing of project development | 25.00% |
CS10 | Adaptation of the VR environment based on the user profile | 37.50% |
CS11 | Use of disposable and cheap devices | 18.75% |
CS12 | Add/improve link with other devices (touch, hearing…) | 31.25% |
CS13 | Improve standards between software/hardware | 31.25% |
CS14 | Share the control between technological and project subjects | 31.25% |
PS1 | Improve its uses in interior spaces | 6.25% |
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Fonseca, D.; Cavalcanti, J.; Peña, E.; Valls, V.; Sanchez-Sepúlveda, M.; Moreira, F.; Navarro, I.; Redondo, E. Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. Sensors 2021, 21, 3102. https://doi.org/10.3390/s21093102
Fonseca D, Cavalcanti J, Peña E, Valls V, Sanchez-Sepúlveda M, Moreira F, Navarro I, Redondo E. Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. Sensors. 2021; 21(9):3102. https://doi.org/10.3390/s21093102
Chicago/Turabian StyleFonseca, David, Janaina Cavalcanti, Enric Peña, Victor Valls, Mónica Sanchez-Sepúlveda, Fernando Moreira, Isidro Navarro, and Ernesto Redondo. 2021. "Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education" Sensors 21, no. 9: 3102. https://doi.org/10.3390/s21093102
APA StyleFonseca, D., Cavalcanti, J., Peña, E., Valls, V., Sanchez-Sepúlveda, M., Moreira, F., Navarro, I., & Redondo, E. (2021). Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. Sensors, 21(9), 3102. https://doi.org/10.3390/s21093102