The integration of digital twin and serious game framework for new normal virtual urban exploration and social interaction

IF 3.9 2区 社会学 Q1 URBAN STUDIES
Sheng-ming Wang , Lan Hong Vu
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引用次数: 1

Abstract

COVID-19 has disconnected humanity, reduced social interaction in physical urban areas, and led to the new normal, which describes the anticipated changes in human life and professionals due to the impact of the pandemic. In addition, as part of digital transformation, the post-pandemic New Normal includes accelerating digital solutions and new standards for virtual urban exploration and planning. This study applies the concept of digital twin and serious game design and uses Minecraft, a game-based platform that inspires creative, inclusive learning through play, for virtual urban exploration and the development of social interaction among participants. Dadaocheng, a historical area of Taipei city, is then studied as a case study with the Geoboxers application to develop the prototype for a co-creation experiment in Minecraft. The prototype development and the results of the experiment are then used in the Analytic Hierarchical Process (AHP) method to evaluate a set of influential criteria proposed in this study through pairwise comparisons by expert panelists. The results of the AHP analysis reveal users' simultaneous preferences for urban planning and social interaction with urban characteristics (22.14%), urban exploration (12.29%), and 3D models (11.97%). Subsequently, the research results showed a need to promote the integration of digital twins and serious game applications as digital tools for urban exploration and social interaction, increasing post-pandemic virtual urban planning and applying new urban design techniques. This study also contributes to the acceleration of digital transformation in urban planning and management.

数字孪生与严肃游戏框架的融合,用于新常态的虚拟城市探索和社交
COVID-19切断了人类的联系,减少了城市实体地区的社会互动,并导致了新常态,新常态描述了由于大流行的影响,人类生活和职业的预期变化。此外,作为数字化转型的一部分,大流行后的新常态包括加速数字化解决方案和虚拟城市探索和规划的新标准。本研究应用数字孪生和严肃游戏设计的概念,并使用Minecraft(一个基于游戏的平台,通过游戏激发创造性,包容性学习)进行虚拟城市探索和参与者之间社会互动的发展。大道城是台北市的一个历史区域,然后以Geoboxers应用程序为案例研究,为《我的世界》中的共同创造实验开发原型。然后将原型开发和实验结果用于层次分析法(AHP)方法,通过专家小组成员的两两比较来评估本研究中提出的一套有影响力的标准。AHP分析结果显示,用户对城市规划和具有城市特色的社交互动(22.14%)、城市探索(12.29%)和3D模型(11.97%)的同时偏好。随后,研究结果表明,需要促进数字孪生和严肃游戏应用的整合,作为城市探索和社会互动的数字工具,增加大流行后虚拟城市规划和应用新的城市设计技术。该研究还有助于加速城市规划和管理的数字化转型。
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
CiteScore
9.50
自引率
4.90%
发文量
45
审稿时长
65 days
期刊介绍: Journal of Urban Management (JUM) is the Official Journal of Zhejiang University and the Chinese Association of Urban Management, an international, peer-reviewed open access journal covering planning, administering, regulating, and governing urban complexity. JUM has its two-fold aims set to integrate the studies across fields in urban planning and management, as well as to provide a more holistic perspective on problem solving. 1) Explore innovative management skills for taming thorny problems that arise with global urbanization 2) Provide a platform to deal with urban affairs whose solutions must be looked at from an interdisciplinary perspective.
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