Mission-Oriented in Geodesign Experience: Teaching About Cultural Landscape Values
Computational Science and Its Applications – ICCSA 2022 Workshops. ICCSA 2022. Lecture Notes in Computer Science – Ano 2022
Autores desta publicação
- SENA, Ítalo S. – Ítalo Sousa de Sena - Pesquisador GeoGames
- MOURA, Ana Clara M. – Prof. Ana Clara Mourão Moura - COORDENADORA
Resumo da publicação
Como citar:
de Sena, Í.S., Moura, A.C.M. (2022). Mission-Oriented in Geodesign Experience: Teaching About Cultural Landscape Values. In: Gervasi, O., Murgante, B., Misra, S., Rocha, A.M.A.C., Garau, C. (eds) Computational Science and Its Applications – ICCSA 2022 Workshops. ICCSA 2022. Lecture Notes in Computer Science, vol 13379. Springer, Cham. p. 263-278
https://doi.org/10.1007/978-3-031-10545-6_19
Abstract (english text)
Citizens’ inclusion in the process of urban planning brought innovative
ways to produce, assess and make data available. The principle of voluntary geographic information was proposed to register people’s activities and can result from motivation, as “mission-oriented”. Processes emerged from the use of geospatial data by citizens, and geodesign is also presented, as a purposeful process of creating ideas, preferably in a collaborative setting. The presented workshop happened in areas of social vulnerability, whose landscape is composed of cultural values related to a historically used geodiversity. Participants had to complete tasks to design an intervention in a protected area. The objective was to motivate digital natives to think about the risks, vulnerabilities, and potentialities of the landscape. A geographic virtual environment was created fromMinecraft using GIS and ETL for processing data, as a representation model. The model for dynamic interaction with the landscape was based on quests (missions) that participants had to accomplish. NPCs (Non-Playable Characters) presented contexts of restrictions and potentialities to be considered, which was the evaluation model. Once the participants had completed the step, the result considered the modification to the virtual landscape made by each pair of participants. In total, 22 design proposals met the established goals (change model). An evaluation of participants’ experiences was carried out to track the increase in awareness of the subject of study. Future developments are focused on the implementation of stages for negotiation and voting for the best ideas, which can also be associated with the co-creation of proposals.
Available in:
https://link.springer.com/chapter/10.1007/978-3-031-10545-6_19