The wisdom of developmental activities that propose voluminous increase in the built infrastructure is questionable. These can seriously undermine the ability of quintessential…
Abstract
The wisdom of developmental activities that propose voluminous increase in the built infrastructure is questionable. These can seriously undermine the ability of quintessential small cities to retain the sociocultural and people centric character leading to a saner lifestyle in comparison to the burgeoning metros. This study is based in Nagpur, a Grade II city of central India. It presents a comparative analysis of three unique housing neighbourhoods developed in distinct temporal periods: historic, pre-globalisation, and post-globalisation. It focuses upon seminal parameters that are intrinsic to emotional well-being of residents and encourage positive behavioural responses. The methodology follows a qualitative approach through a study of morphological maps, non-participatory observation, and photo documentation. An argument is developed for a comprehensive urban development process, based upon respect for intrinsic socio-cultural values. It emphasises the need to celebrate and rejuvenate the thread of continuum for betterment of small cities. This enquiry resolves that to make a city smart and sustainable, efforts at people centricity are imperative along with ICT and other smart technologies of the future.
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Ashraf M. Salama and David Grierson
The nations of Africa, Central and Latin America, and most of Asia are collectively known as the Global South, which includes practically 157 of a total of 184 recognized states…
Abstract
The nations of Africa, Central and Latin America, and most of Asia are collectively known as the Global South, which includes practically 157 of a total of 184 recognized states in the world according to United Nations reports. Metaphorically, it can be argued that most of the efforts in architectural production, city planning, place making, place management, and urban development are taking place in the Global South and will continue to be so over the next several decades.
Parthasarathy P.K., Amit Mittal, Arun Aggarwal, Narinder Pal Singh and Archana Mantri
The relationship between medicine and video games is growing tremendously. In the field of medicine, realistic simulation and games have risen in popularity, and in turn…
Abstract
Purpose
The relationship between medicine and video games is growing tremendously. In the field of medicine, realistic simulation and games have risen in popularity, and in turn, gamification has transformed the game elements into a non-gaming world for human engagement like motivation and performance. It is not surprising that game-based learning has branched out in the realm of the medical world. The person’s psychological state determines the effectiveness of education during training. This study aims to examine how the usage of immersive technology impacts users’ tendency to access immersive resources for learning during an emergency like the COVID-19 pandemic. Augmented reality (AR) apps have grown to be a popular tool in education nowadays. The purpose of using AR applications is to impart knowledge during the COVID-19 pandemic. An investigation was conducted to test the effectiveness of immersive technology in learning by developing a game-based experimental model and testing it on 100 non-randomly selected users of various ages. This study shows that users are open to new teaching approaches, including AR applications, in response to the challenges presented by the pandemic. AR applications provide a potential solution to the difficulties associated with education by providing an immersive and interesting experience that enhances learning-based results. This demonstrates that while using AR apps, an individual’s viewpoints and sense of control over their learning are more essential in influencing their conduct. By integrating AR apps into learning systems, immersive education may enhance users’ engagement, motivation and overall learning experiences.
Design/methodology/approach
Convenience sampling was chosen as the method for data analysis. One hundred users from a leading private university in the northwest part of India participated in this study. This gave a minimum sample size of 79 participants. To analyse the user experience (UX), a UX questionnaire was adopted. In this research paper, the researcher explores the importance of immersive games that emphasise awareness and experience through a series of questionnaires to assess the effective awareness of COVID through immersive technology, because the immersive element plays a major role in the quality and success of awareness through COVID-19 fighter video games as an interactive learning platform.
Findings
Results showed that most people do not know how to deal with an infected person in a critical situation; either they feel scared or deal without taking precautions. COVID-19 fighters are empowered with a virtual patient, which players can interact with. Once the user finishes the FPS game, he must find out the source of viruses that will be an AR-based virtual patient. The first step of the instruction will ask the user to give the mask to the infected person; in the second step, it will ask the user to sanitise his body. In the third step, it will ask to hospitalise.
Originality/value
The research offers empirical evidence on the effectiveness of augmented reality-based game approaches to increase reality in basic education to boost the awareness of individuals. The report also gives an example of good cross-cutting education materials that provide the player with a very valuable tool for understanding knowledge of covid awareness by playing the COVID-19 fighter game.