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Keywords = city-building games

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31 pages, 9733 KiB  
Article
Gamifying Sociological Surveys Through Serious Games—A Data Analysis Approach Applied to Multiple-Choice Question Responses Datasets
by Alexandros Gazis and Eleftheria Katsiri
Computers 2025, 14(6), 224; https://doi.org/10.3390/computers14060224 - 7 Jun 2025
Viewed by 745
Abstract
E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ answers shape the city-game world, altering building structures based on their choices. [...] Read more.
E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ answers shape the city-game world, altering building structures based on their choices. E-polis is a serious game, not a government simulation, aiming to understand players’ behaviors and opinions; thus, we do not train the players but rather understand them and help them visualize their choices in shaping a city’s future. Also, it is noticed that no correct or incorrect answers apply. Moreover, our game utilizes a novel middleware architecture for development, diverging from typical asset-prefab-scene and script segregation. This article presents the data layer of our game’s middleware, specifically focusing on data analysis based on respondents’ gameplay answers. E-polis represents an innovative approach to gamifying sociological research, providing a unique platform for gathering and analyzing data on political opinions among youth and contributing to the broader field of serious games. Full article
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23 pages, 1999 KiB  
Review
Multi-Agent Reinforcement Learning in Games: Research and Applications
by Haiyang Li, Ping Yang, Weidong Liu, Shaoqiang Yan, Xinyi Zhang and Donglin Zhu
Biomimetics 2025, 10(6), 375; https://doi.org/10.3390/biomimetics10060375 - 6 Jun 2025
Viewed by 1892
Abstract
Biological systems, ranging from ant colonies to neural ecosystems, exhibit remarkable self-organizing intelligence. Inspired by these phenomena, this study investigates how bio-inspired computing principles can bridge game-theoretic rationality and multi-agent adaptability. This study systematically reviews the convergence of multi-agent reinforcement learning (MARL) and [...] Read more.
Biological systems, ranging from ant colonies to neural ecosystems, exhibit remarkable self-organizing intelligence. Inspired by these phenomena, this study investigates how bio-inspired computing principles can bridge game-theoretic rationality and multi-agent adaptability. This study systematically reviews the convergence of multi-agent reinforcement learning (MARL) and game theory, elucidating the innovative potential of this integrated paradigm for collective intelligent decision-making in dynamic open environments. Building upon stochastic game and extensive-form game-theoretic frameworks, we establish a methodological taxonomy across three dimensions: value function optimization, policy gradient learning, and online search planning, thereby clarifying the evolutionary logic and innovation trajectories of algorithmic advancements. Focusing on complex smart city scenarios—including intelligent transportation coordination and UAV swarm scheduling—we identify technical breakthroughs in MARL applications for policy space modeling and distributed decision optimization. By incorporating bio-inspired optimization approaches, the investigation particularly highlights evolutionary computation mechanisms for dynamic strategy generation in search planning, alongside population-based learning paradigms for enhancing exploration efficiency in policy refinement. The findings reveal core principles governing how groups make optimal choices in complex environments while mapping the technological development pathways created by blending cross-disciplinary methods to enhance multi-agent systems. Full article
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22 pages, 2306 KiB  
Article
Towards Zero-Carbon Cities: Optimal Sales Strategies of Green Building Materials Considering Consumer Purchasing Behaviors
by Xiaoyu Zha, Zhi Yang, Bo Hou and Feng Zhang
Buildings 2025, 15(11), 1813; https://doi.org/10.3390/buildings15111813 - 25 May 2025
Viewed by 354
Abstract
The adoption of green building materials (GBMs) has become increasingly important in reducing carbon emissions and realizing zero-carbon cities. Although some scholars have investigated the decision-making of GBMs adoption in markets, they mainly focused on the impact factors of GBMs adoption without considering [...] Read more.
The adoption of green building materials (GBMs) has become increasingly important in reducing carbon emissions and realizing zero-carbon cities. Although some scholars have investigated the decision-making of GBMs adoption in markets, they mainly focused on the impact factors of GBMs adoption without considering consumers’ multi-channel purchasing behavior. Thus motivated, this paper aims to develop a theoretical game model incorporating consumers’ multi-channel purchasing behavior and study the optimal sales strategies of GBMs manufacturers and retailers in markets for promoting GBMs adoption. To do this, not only the equilibrium outcome on sales strategy is examined, but also the effects of different GBMs sales strategies on urban environments and social welfare are theoretically verified. It is found that (1) the equilibrium sales strategy relies on two core parameters, namely matching rate and online return cost. Only when the matching rate is low and the online return cost is at a medium level can the GBMs manufacturer and retailer achieve a strategic consensus, and the equilibrium sales strategy is S (i.e., selling GBMs through the online channel, offline channel, and store-to-online channel). (2) When pursuing total profits of manufacturers and retailers in GBMs markets, the S sales strategy is 100% superior to the D sales strategy (i.e., selling GBMs only through online and offline channels). This is because the introduction of a store-to-online channel can reduce online return losses by providing consumers with physical experiences. (3) When pursuing social welfare (refers to public benefits including consumer surplus, urban environmental impacts, and others), the D sales strategy is optimal if the matching rate is relatively large and the return cost is low. (4) Under certain conditions, governments should incentivize GBMs manufacturers and retailers to adopt the D sales strategy through regulatory instruments, so as to achieve a balance between economic benefits and social benefits. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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19 pages, 1298 KiB  
Article
Naming Games After Cities: Learning from Modern Board Game Design for Game-Based Planning Approaches
by Micael da Silva e Sousa
Urban Sci. 2025, 9(6), 187; https://doi.org/10.3390/urbansci9060187 - 23 May 2025
Viewed by 781
Abstract
City-building games are very popular, on both digital and analog platforms. However, analog games named after cities are a tradition in modern board games. These games, resulting from the game design innovations of the last decades, are engaging a growing number of players [...] Read more.
City-building games are very popular, on both digital and analog platforms. However, analog games named after cities are a tradition in modern board games. These games, resulting from the game design innovations of the last decades, are engaging a growing number of players worldwide. We wanted to understand what drives players and game designers to develop games that have a direct connection with cities or urban matters. We intend to explore them and identify their design patterns in order to support game-based planning support tools, mostly for participatory and collaborative planning. Planners have been using game-based processes, and analog games seem to be the easier solution. We analyzed the top-ranking city-building games (CBGs) and games named after cities (GNACs) from Board Game Geek (BGG) and then ran a survey with BGG users (n = 102). The results show that GNACs do not deeply portray cities but tend to focus on a specific dimension. CBGs are better at mimicking an urban planning process but with many simplifications. Despite this, mastering the design of these two types of games is useful for planners who wish to use game-based planning processes. However, the engagement level might depend on the target audience. Full article
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35 pages, 1140 KiB  
Article
Drivers’ Welfare and Pollutant Emission Induced by Ride-Hailing Platforms’ Pricing Strategies
by Jiayang Li, Guoyin Zhang and Debing Ni
Sustainability 2025, 17(9), 3896; https://doi.org/10.3390/su17093896 - 25 Apr 2025
Viewed by 487
Abstract
We build two multiple-stage game-theoretical models to capture how a ride-hailing platform’s ex-ante and ex-post pricing strategies induce show-up drivers’ strategic inter-area relocations. In both models, the platform operates its ride-hailing service in a two-area city, where the realizations of ride-hailing demand and [...] Read more.
We build two multiple-stage game-theoretical models to capture how a ride-hailing platform’s ex-ante and ex-post pricing strategies induce show-up drivers’ strategic inter-area relocations. In both models, the platform operates its ride-hailing service in a two-area city, where the realizations of ride-hailing demand and supply are spatially asynchronous. Based on the subgame perfect equilibria, we show that show-up drivers’ relocation equilibria induced by the platform’s pricing strategy are not unique but that the equilibrium multiplicity does not affect the platform’s profit. Further, we find that the commission rate has non-monotonic discontinuous impacts on the platform’s profitability, drivers’ welfare, and pollutant emission under both pricing strategies. The continuous impact of an increase in the commission rate leads to a win–loss outcome for the platform and drivers without any effect on the environment, while the jumps result in a loss–win–win outcome for the platform, drivers, and the environment. We finally reveal that, relative to the ex-ante pricing strategy, the ex-post pricing strategy always benefits the platform at the cost of environmental pollution and enhances (reduces) drivers’ welfare when the relocation cost is sufficiently low (high). Managerial insights are also discussed. Full article
(This article belongs to the Special Issue Sustainable Transportation Systems Design and Management)
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24 pages, 2488 KiB  
Article
Using Technologies to Spatialize STEM Learning by Co-Creating Symbols with Young Children
by Yutong Liang, Xinyun Hu, Nicola Yelland and Mingwei Gao
Educ. Sci. 2025, 15(4), 431; https://doi.org/10.3390/educsci15040431 - 29 Mar 2025
Viewed by 566
Abstract
There has been an increasing number of calls to apply new technologies to learning contexts for STEM education. However, limited studies have explored the role of technology in bridging teachers and children to create STEM knowledge collaboratively. Therefore, early childhood teachers encounter challenges [...] Read more.
There has been an increasing number of calls to apply new technologies to learning contexts for STEM education. However, limited studies have explored the role of technology in bridging teachers and children to create STEM knowledge collaboratively. Therefore, early childhood teachers encounter challenges integrating digital technologies to support children’s STEM learning. The challenges include developing effective and innovative scaffolding strategies to incorporate digital technology and visualize the processes of using technologies in children’s STEM knowledge building. This study reports on an in-depth exploratory case study from a kindergarten classroom in Hong Kong, exemplifying a new approach to integrating digital technologies within spatialized STEM learning. The case selected continuity learning episodes from a spatially directed STEM learning unit on making a safe traffic city. Under digital technology-integrated scaffolding, the teacher and children co-created a traffic symbolic system by designing symbols of landmarks, developing and applying spatial language, making maps and traffic games with rules. The thematic analysis was adopted to analyze the teachers’ STEM activity plans and reflective reports. The finding indicated that the process through which the teacher and children collaboratively created STEM knowledge via technology-integrated scaffolding involved recalling spontaneous understanding about everyday concepts, exploring ideas in authentic contexts, sorting and organizing their collected information, and identifying and correlating abstract concepts with corresponding everyday practices. The children required two levels of technology-integrated scaffolding strategies to engage in STEM knowledge collaborative creation: scaffolding for technology using and scaffolding through use of technology. Three novel roles of technology emerged that transform learning from knowledge delivery to collaborative creation in inquiries STEM tasks for young children: application, mediator, and catalyst. The study also highlights teachers and children transforming into new roles in knowledge collaborative creation processes in spatialized STEM learning under the technology-integrated scaffolding strategies. Moreover, it spotlights the reconceptualization of the STEM learning culture in the technology-integrated knowledge co-create classroom from teacher-centered to more open child-centered learning. Full article
24 pages, 23958 KiB  
Article
Empowering Communities Through Gamified Urban Design Solutions
by Ioannis Kavouras, Ioannis Rallis, Emmanuel Sardis, Eftychios Protopapadakis, Anastasios Doulamis and Nikolaos Doulamis
Smart Cities 2025, 8(2), 44; https://doi.org/10.3390/smartcities8020044 - 10 Mar 2025
Cited by 2 | Viewed by 1589
Abstract
The rapid urbanization of recent decades has intensified climate change challenges, demanding sophisticated solutions to build resilient and sustainable cities. A key aspect of sustainable urban planning is decentralizing and democratizing its processes, which requires citizen involvement from the early design stages. While [...] Read more.
The rapid urbanization of recent decades has intensified climate change challenges, demanding sophisticated solutions to build resilient and sustainable cities. A key aspect of sustainable urban planning is decentralizing and democratizing its processes, which requires citizen involvement from the early design stages. While current solutions such as digital tools, participatory workshops, gamification, and social media can enhance participation, they often exclude non-experts or those lacking digital skills. To address these limitations, this manuscript proposes a VR/AR gamified solution using open-source software and open GIS data. Specifically, it investigates the euPOLIS game as an innovative participatory tool offering an alternative to traditional approaches. This game decentralizes urban planning by shifting technical tasks to experts while citizens engage interactively, focusing solely on proposing solutions. To explore the potential of the proposed methodology, the euPOLIS game was demonstrated as a workshop activity in TNOC 2024 Festival, where 30 individuals from different academic background (i.e., citizens, architects, planners, etc.) voluntarily engaged and provided their impressions and feedback. The findings suggest that gamified solutions such as serious/simulation AR/VR games can effectively promote co-design, co-participation, and co-creation in urban planning in an inclusive and engaging manner. Full article
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31 pages, 19426 KiB  
Article
A Reconstruction of the Shrine of the Prophet Nahum: An Analysis of 3D Documentation Methods and Data Transfer Technology for Virtual and Augmented Realities
by Karel Pavelka, Karel Pavelka and Lukáš Běloch
Appl. Sci. 2025, 15(2), 1000; https://doi.org/10.3390/app15021000 - 20 Jan 2025
Viewed by 1601
Abstract
This article focuses on modern methods of documentation and visualization for a historic object. Digital photogrammetry and terrestrial laser scanning (TLS), which are essential tools for documenting cultural heritage in view of their rapid development in recent years, were used, compared, and analyzed. [...] Read more.
This article focuses on modern methods of documentation and visualization for a historic object. Digital photogrammetry and terrestrial laser scanning (TLS), which are essential tools for documenting cultural heritage in view of their rapid development in recent years, were used, compared, and analyzed. Furthermore, the use of available 3D computer graphics technologies for visualization is described and an optimal procedure for converting the object into VR and AR is proposed and implemented. The technologies presented in this article were tested within the context of a project on the reconstruction of the shrine of the Prophet Nahum in the city of Alqosh in northern Iraq, taking the shrine as a case study. Funded by ARCH Int. and provided by GemaArt Int., the restoration project started in 2018 and was completed in 2021. The ongoing documentation was prepared by the CTU and it used the materials for research purposes. Accurate documentation using photogrammetry, drones, and TLS was key to the restoration. Leica BLK360, Faro Focus S150, and GeoSlam laser scanners were used, as well as photogrammetric methods. In particular, the documentation process involved the creation of 3D textured models from the photogrammetry, which were compared to the TLS data to ensure accuracy. These models were necessary to track changes during the reconstruction phases and to calculate the volumes of rubble removed and materials added. Our data analysis revealed significant differences between the construction logs and the analysis of the accurate 3D models; the results showed an underestimation of the displaced material statements by 13.4% for removed material and 4.6% for added material. The use of heat maps and volumetric analyses helped to identify areas of significant change that guided the reconstruction and documented significant changes to the building for the investor. These findings are important for use in the construction industry with respect to historic sites as well as for further research focused on visualization using VR (virtual reality) and AR (augmented reality). The conversion of existing 3D models into VR and AR is rapidly evolving and significant progress was made during this project. The Unreal Engine (UE) game engine was used. Despite the significantly improved performance of the new UE 5 version, the data for conversion to VR and AR needs to be decimated to reduce the amount—in our case, this was by up to 90%. The quality appearance of the objects is then ensured by textures. An important outcome of this part of the research was the debugged workflow developed to optimize the 3D models for VR, which was essential for creating a virtual museum that shows the restoration process. Full article
(This article belongs to the Special Issue Advanced Technologies in Cultural Heritage)
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23 pages, 21253 KiB  
Article
Urban Flooding Disaster Risk Assessment Utilizing the MaxEnt Model and Game Theory: A Case Study of Changchun, China
by Fanfan Huang, Dan Zhu, Yichen Zhang, Jiquan Zhang, Ning Wang and Zhennan Dong
Sustainability 2024, 16(19), 8696; https://doi.org/10.3390/su16198696 - 9 Oct 2024
Cited by 3 | Viewed by 1715
Abstract
This research employs the maximum entropy (MaxEnt) model alongside game theory, integrated with an extensive framework of natural disaster risk management theory, to conduct a thorough analysis of the indicator factors related to urban flooding. This study conducts an assessment of the risks [...] Read more.
This research employs the maximum entropy (MaxEnt) model alongside game theory, integrated with an extensive framework of natural disaster risk management theory, to conduct a thorough analysis of the indicator factors related to urban flooding. This study conducts an assessment of the risks associated with urban flooding disasters using Changchun city as a case study. The validation outcomes pertaining to urban flooding hotspots reveal that 88.66% of the identified flooding sites are situated within areas classified as high-risk and very high-risk. This finding is considered to be more reliable and justifiable when contrasted with the 77.73% assessment results derived from the MaxEnt model. Utilizing the methodology of exploratory spatial data analysis (ESDA), this study applies both global and local spatial autocorrelation to investigate the disparities in the spatial patterns of flood risk within Changchun. This study concludes that urban flooding occurs primarily in the city center of Changchun and shows a significant agglomeration effect. The region is economically developed, with a high concentration of buildings and a high percentage of impervious surfaces. The Receiver Operating Characteristic (ROC) curve demonstrates that the MaxEnt model achieves an accuracy of 90.3%. On this basis, the contribution of each indicator is analyzed and ranked using the MaxEnt model. The primary determinants affecting urban flooding in Changchun are identified as impervious surfaces, population density, drainage density, maximum daily precipitation, and the Normalized Difference Vegetation Index (NDVI), with respective contributions of 20.6%, 18.1%, 13.1%, 9.6%, and 8.5%. This research offers a scientific basis for solving the urban flooding problem in Changchun city, as well as a theoretical reference for early warnings for urban disaster, and is conducive to the realization of sustainable urban development. Full article
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17 pages, 5577 KiB  
Article
Game Theory Applications in Equilibrium Water Pricing of Multiple Regional Sources and Users
by Shiwu Wang, Shangbin Liu, Shuiping Yao, Xi Guo, Shan-e-hyder Soomro, Chaojie Niu, Liyu Quan and Caihong Hu
Water 2024, 16(13), 1845; https://doi.org/10.3390/w16131845 - 28 Jun 2024
Cited by 3 | Viewed by 1974
Abstract
China has been facing a contradiction between its water supply and demand for a long time, and it is urgent that it builds a “water-saving society”. Previous research on water pricing mainly focused on the policy level, only considering the supply and demand [...] Read more.
China has been facing a contradiction between its water supply and demand for a long time, and it is urgent that it builds a “water-saving society”. Previous research on water pricing mainly focused on the policy level, only considering the supply and demand sides and ignoring the participation of local governments. Due to the inconsistent approval mechanisms, different times of cost formation, and lack of a scientific pricing relationship between multiple water sources and multiple users, with the current water pricing in China, it is difficult to solve the complex problem of water resource allocation. This study aimed to promote the qualitative supply of water and the reuse of reclaimed water, achieve a high-quality and low-cost water supply, and explore the role of water-pricing mechanisms in the regulation of multi-source water supply configurations. The mechanism of regulation is constructed for the complex, multi-source, multi-user water resource system, and a three-party game model is established among local governments, water supply enterprises, and water users. A reasonable pricing system with a rational price relationship is obtained, and Pinghu City in Zhejiang Province is taken as the research area. The prices of the external water supply to residential users, non-resident users, and special users are 4.48 CNY/m3, 6.28 CNY/m3, and 7.12 CNY/m3. The external supply prices for resident users, non-resident users, and special users are 3.81 CNY/m3, 5.25 CNY/m3, and 6.05 CNY/m3. The external supply price for non-resident users is 2.62 CNY/m3 for reclaimed water. The results of the study showed that when the government’s contribution did not exceed the amount that it would have been without the inclusion of recycled water and the annual payment of water users did not exceed their ability to pay, the income of water suppliers increased by 69%. The three balanced objectives of rational water resource configuration by the local government, reasonable profit for the water supply enterprise, and reasonable payment by water users have been achieved. This study provides theoretical and methodological support for the implementation of water pricing for multi-source and multi-user water supplies in water-scarce areas. Full article
(This article belongs to the Topic Hydrology and Water Resources Management)
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19 pages, 1634 KiB  
Article
Exploring the Coordinated Development of Smart-City Clusters in China: A Case Study of Jiangsu Province
by Guoqing Shi, Bing Liang, Taotao Ye, Kexin Zhou and Zhonggen Sun
Land 2024, 13(3), 308; https://doi.org/10.3390/land13030308 - 29 Feb 2024
Cited by 4 | Viewed by 2556
Abstract
As urbanization has accelerated, China has started to build smart cities, which have formed smart-city clusters. It is critical to coordinate development within smart-city clusters to enhance the efficiency of city-cluster construction. From the perspective of demographic economics, this study innovatively constructed an [...] Read more.
As urbanization has accelerated, China has started to build smart cities, which have formed smart-city clusters. It is critical to coordinate development within smart-city clusters to enhance the efficiency of city-cluster construction. From the perspective of demographic economics, this study innovatively constructed an evaluation system for the coordinated development of smart-city clusters and utilized the coupled coordination degree model to conduct an in-depth study of smart-city clusters in Jiangsu Province. The results show that there are clear differences in the development between the three regions of Jiangsu Province: Southern Jiangsu, Central Jiangsu, and Northern Jiangsu. The development within Jiangsu Province is imbalanced, where the overall development trend is high in the southern region and low in the northern region. The main driving factors include geography, the Matthew effect, game thinking, and industrial structure. Accordingly, the results suggest the following recommendations for the coordinated development of smart-city clusters: strengthening cross-regional cooperation, promoting data sharing and interoperability, deepening synergistic industrial development, and expanding innovation capacity. Full article
(This article belongs to the Special Issue Smart City and Architectural Design)
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37 pages, 5554 KiB  
Article
Proof of Concept for a Novel Social-Emotional Learning Programming: The B.E. M.Y. F.R.I.E.N.D. Framework
by Ewelina Maria Swierad and Olajide Williams
Educ. Sci. 2023, 13(12), 1250; https://doi.org/10.3390/educsci13121250 - 18 Dec 2023
Cited by 1 | Viewed by 3102
Abstract
Despite the known benefits of social-emotional learning (SEL) for children, evidence-based, culturally sensitive, and multisensory SEL programs are limited. To address existing challenges in SEL for underprivileged youth, we developed the multicomponent B.E. M.Y. F.R.I.E.N.D. (BMF) framework that capitalizes on (1) cultural tailoring [...] Read more.
Despite the known benefits of social-emotional learning (SEL) for children, evidence-based, culturally sensitive, and multisensory SEL programs are limited. To address existing challenges in SEL for underprivileged youth, we developed the multicomponent B.E. M.Y. F.R.I.E.N.D. (BMF) framework that capitalizes on (1) cultural tailoring to foster acceptability, (2) tools and strategies to build healthy habits, (3) parental engagement using the Child-Mediated Health Communication Model, (4) social engagement of teachers via peer interaction during learning experiences, and (5) multisensory learning. Each letter (component) of the BMF stands for a unique SEL skill. To test the BMF framework, we developed a proof of concept (POC) focused on one component of the BMF—mindfulness and gratitude SEL (M-letter). The POC includes a description of immersive and interactive multimedia modules with tailor-made music, digital games, cartoons, and booster activities. The outcomes from the POC will inform the development of fully powered randomized studies of each component of BMF and, ultimately, the implementation and dissemination of the entire BMF program. The Multisensory Multilevel Health Education Model (MMHEM) guided the design of the program. In the POC, we used a learning management system (LMS) platform to facilitate program scalability. The modules encompassed culturally and age-relevant real-world examples and were digitized and integrated with traditional learning approaches. This article presents qualitative and quantitative data evaluating feasibility, preliminary acceptability, and preliminary outcomes from the mindfulness and gratitude modules (letter “M” of the BMF). The studies were conducted with 4th and 5th-grade students (Studies 2–4) attending a New York City public school-affiliated after-school program in the Bronx and Queens and their teachers (Study 1). Study #1 presents the focus group data on teachers and principals; Study #2 shows the focus group data on minoritized students; Study #3 presents data from the pilot testing of study-specific outcome measures; and Study #4 presents data on the preliminary efficacy of the BMF mindfulness and gratitude modules using a within-subjects repeated measures pre-posttest study design. Results suggest that the “M” component (mindfulness and gratitude) of the BMF framework is feasible and highly engaging among minoritized children, with high acceptability among teachers and students. We also found a positive impact of the intervention on measures of gratitude and life satisfaction (preliminary efficacy). Full article
(This article belongs to the Special Issue Digital Advancement and Education)
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21 pages, 20680 KiB  
Article
Implementation of Risk-Based Approaches in Urban Land Use Planning—The Example of the City of Erftstadt, Germany
by Stefan Greiving, Philip Kruse, Felix Othmer, Mark Fleischhauer and Marisa Fuchs
Sustainability 2023, 15(21), 15340; https://doi.org/10.3390/su152115340 - 26 Oct 2023
Cited by 6 | Viewed by 3310
Abstract
This article presents the testing of the principle of risk-based planning using the example of the city of Erftstadt, Germany, which was affected by the devastating flood of 2021. The basis of this article was a simulated land use plan approval procedure for [...] Read more.
This article presents the testing of the principle of risk-based planning using the example of the city of Erftstadt, Germany, which was affected by the devastating flood of 2021. The basis of this article was a simulated land use plan approval procedure for a flood-prone site in the urban district of Erftstadt-Liblar. In the contributions, the contents of the environmental report relating to effects to be expected for disasters as well as designations of a risk-based flood-proofed land use plan are presented. As a result of the gaming simulation, the hazard zone plan proves to be a suitable instrument for operationalizing the consideration of flood prevention in risk-prone areas. The simulation also provides evidence that it is possible to implement a risk-based approach within the current legal planning framework in Germany that is laid down by the Federal Building Code (BauGB). Innovative elements are the considerations of the protection worthiness of different types of infrastructures by spatially and contextually differentiated designations. The hazard zone concept, as such, and the findings of the gaming simulation will be used by the state planning authority for an amendment of the regional plan of North-Rhine Westphalia and will therefore be mandatory for the land use planning of all municipalities. Full article
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7 pages, 244 KiB  
Proceeding Paper
Deconstruct, Don’t Demolish: An Overview of Rio de Janeiro in 2016 and London in 2012 as Olympic Host Cities
by Neha Korde and Amit Kumar Jaglan
Eng. Proc. 2023, 53(1), 2; https://doi.org/10.3390/IOCBD2023-15183 - 24 Oct 2023
Cited by 1 | Viewed by 1545
Abstract
The buildings that house the events, which serve as icons of this most famous sporting event, must now be sustainable as well. Stadiums, arenas, gathering places, and athlete communities are all changing from expressions of architectural brilliance to instances of sustainable environments, built [...] Read more.
The buildings that house the events, which serve as icons of this most famous sporting event, must now be sustainable as well. Stadiums, arenas, gathering places, and athlete communities are all changing from expressions of architectural brilliance to instances of sustainable environments, built to last long after concluding the event and to aid in the redevelopment of the metropolitan areas that host them. The building business is one of the most environmentally destructive in the world since it directly affects how raw materials are used, and how they are determined to be used during their entire existence. This sector, however, is still in the early stages of transition from a linear to a circular economy. To minimize total resource use and landfill trash, business models must be updated to incorporate novel concepts and cutting-edge services. According to this approach, “deconstruction” plays a crucial role in the circularity of structures. It serves as a sustainable substitute for traditional demolition, which is generally an arbitrary and destructive process that, although being quicker and less expensive, typically produces a substantial amount of garbage. On this line, the goal of this research is to revisit the Olympic Games hosting cities, mainly London and Rio de Janeiro, and examine the possibility of the demolition of built infrastructure in the Olympics and to provide methods for minimizing its effects on the urban environment. The research paper aims to make it easier to implement circular economy strategies for buildings by outlining the key principles that must be followed throughout the design and planning process regardless of the kind of construction system or material employed and by recommending deconstruction as a sustainable alternative to demolition. By collaborating with the corporate, academic, and research sectors, we can further emphasize the sharing of information. Full article
(This article belongs to the Proceedings of The 1st International Online Conference on Buildings)
18 pages, 3271 KiB  
Article
Rethinking the Public Space Design Process Using Extended Reality as a Game Changer for 3D Co-Design
by Mario Matthys, Laure De Cock, Lieze Mertens, Kobe Boussauw, Philippe De Maeyer and Nico Van de Weghe
Appl. Sci. 2023, 13(14), 8392; https://doi.org/10.3390/app13148392 - 20 Jul 2023
Cited by 7 | Viewed by 5160
Abstract
Public space design processes are complex. Numerous preconditions and the involvement of stakeholders impede rapid decision making. Two-dimensional drawings remain the norm, although these are difficult for citizen stakeholders to understand. Public space designers rarely use 3D city models, infrastructure building information modeling, [...] Read more.
Public space design processes are complex. Numerous preconditions and the involvement of stakeholders impede rapid decision making. Two-dimensional drawings remain the norm, although these are difficult for citizen stakeholders to understand. Public space designers rarely use 3D city models, infrastructure building information modeling, digital twins, or extended reality. Usually, 3D images (without animation) are only rendered after decision making for communication purposes. This study consists of an online questionnaire of 102 Flemish region (Belgium) stakeholders to show the appeal of and resistance to the use of 3D and extended reality in public space design processes. In a follow-up experiment, 37 participants evaluated various graphic techniques by their designs and observations. The questionnaire showed that all stakeholders lack experience with the use of virtual reality in design processes. We found that non-designer stakeholders and designers indicated that using virtual reality and interactive online 3D tools using game engines provided a better insight into communication and design. Reusing 3D designs in cycling simulators during the design process results in cost-effective quality optimization, and integration into digital twins or animated spatial time machines paves the way for hybrid, 4D cities. Extended reality supports 3D co-design that has simplicity and clarity from the outset of the design process, a trait that makes it a game changer. Full article
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