The main purpose of this study is to remodel and improve public services by analyzing behavioral maps in relation to service design elements in public spaces. Modeling human spatial behavior in public spaces is of great interest to public service providers for creating the maximal benefit for the users. Adequate observations reveal significant information about the users’ preferences, an essential consideration for public service designers. This study used behavioral maps and designed elements of public service spaces to document five human factors: physical, cognitive, social, cultural, and emotional reactions/adaptations. Prototype designs of the smart bench and the green trellis were placed in the case study area to assess user reactions. The results of this study show that the methodology proposed here can be used to investigate and develop a deeper understanding of the users’ emotions, experiences, and preferences so as to enhance the design of public spaces and services.
Contribution: This research provides insights into the applications of virtual reality (VR) in learning spatial reasoning, which could be utilized and developed in educational frameworks and settings, especially in science, technology, engineering, arts, and mathematics (STEAM), and other aspects. Background: Spatial reasoning and VR are essential for an effective STEAM strategy. Thus, professionals must constantly research to help learners explore spatial-reasoning perception. This research’s objective is to explore how VR can enhance spatial-reasoning consent of learning, specifically toward mental rotation and spatial visualization skills. Research Question: How does VR help learners embrace spatial-reasoning perception and experiences? Methodology: This study proposes a two-phase comparison experiment to explore the potential improvement of learning spatial-reasoning perception toward spatial abilities and experience in VR. In the first phase, participants experienced conventional hand drawing techniques before moving to the VR environment with the “Gravity Sketch” application, followed by a perceptional assessment in motivated strategies for learning questionnaire (MSLQ) and immersive evaluation with immersive tendency questionnaire (ITQ). In the second phase, participants are invited to conduct the conventional drawing session again, followed by interviews to gain further insights. A galvanic skin response (GSR) device is attached to collect reflection patterns during the whole experiment. Findings: The results support the hypotheses and reveal that VR can help to improve the learning experience and perception of spatial reasoning. Nevertheless, some limitations have been found, such as the small sample size of participants and the need to consider the level of complexity as a future concern.
Due to the limitations of mobile phone positioning technology in the past, it is difficult for an advertising system to obtain users’ locations. Although there are many advertising delivery ideas in the market, time and location-based advertising delivery system have not been able to meet the delivery needs of advertisers. This study investigates various time and location-based advertising needs in the market and finds a universal data processing model that can quickly organize user positioning data from telecom base stations into screening information. It helps us to find specific audiences and to deliver advertisements to target audiences quickly. This study evaluated various advertising scenarios’ effectiveness and explained why there is a performance gap usually between five to ten times worse compared to the past. This study discusses the problems encountered when implementing the advertising system and how to improve them. This study also examines advertising interaction methods based on 5G features, business cooperation and profit splitting with telecom operators, and more diversified data application orientations and possibilities such as market surveys, urban traffic, security issues, and epidemic prevention. The future challenge is to develop footprint tracking technologies based on 5G and provide smart cities with lives-protecting or cost-saving solutions.