Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Wenling Wang
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引用次数: 0

Abstract

The traditional design process lacks fun and participation, so new elements need to be introduced to enhance the attraction and creativity of the design. The goal of the research is to design an urban landscape design method based on gamified elements and virtual robots to increase the interactivity and entertainment experience in the design process, and to explore its impact on the design results. This paper proposes an urban landscape design framework based on gamified elements and virtual robots, which includes multiple stages in the design process, each of which introduces different gamified tasks and interactions of virtual robots. Designers can gain new design ideas and inspiration by completing tasks and interacting with virtual robots. The study evaluated the effects of design methods using gamification elements and virtual robots on the design process and design results. The results show that this approach effectively increases the engagement and enjoyment of the design process, while also promoting innovation and sustainability of the design results. The urban landscape design method based on gamification elements and virtual robots has broad application prospects, which can bring more creativity and fun to urban landscape design.

基于游戏化的虚拟机器人在城市景观设计中的应用:设计过程中的互动和娱乐体验
传统的设计过程缺乏趣味性和参与性,因此需要引入新的元素来增强设计的吸引力和创造性。本研究的目标是设计一种基于游戏化元素和虚拟机器人的城市景观设计方法,以增加设计过程中的互动性和娱乐体验,并探讨其对设计结果的影响。本文提出了一个基于游戏化元素和虚拟机器人的城市景观设计框架,其中包括设计过程中的多个阶段,每个阶段都引入了不同的游戏化任务和虚拟机器人的互动。设计师可以通过完成任务和与虚拟机器人互动,获得新的设计理念和灵感。研究评估了使用游戏化元素和虚拟机器人的设计方法对设计过程和设计结果的影响。结果表明,这种方法能有效提高设计过程的参与度和乐趣,同时还能促进设计成果的创新性和可持续性。基于游戏化元素和虚拟机器人的城市景观设计方法具有广阔的应用前景,能为城市景观设计带来更多的创意和乐趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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