Gamified augmented reality for data collection in urban forests

Urban forests face growing pressures, requiring innovative methods for environmental monitoring. Based on a comparative study conducted in Finland and Japan, this study investigates the use of gamified augmented reality (AR) technologies to engage the public in urban forest mapping. The study examines how playful AR interactions motivate mobile phone users to collect environmental data across various cultural contexts. Participants used LiDARequipped smartphones to engage with interactive AR experiences. These included spider-catching and space probe retrieval games, as well as artistic surface interactions like spray painting and point cloud pixelation, while generating point cloud and mesh data. reveal significant differences in data collection patterns between study locations, influenced by environmental context and participant background. Visualisation-focused applications proved more effective for tree detection in Finland, while object-tracking games facilitated greater ground coverage. Analysis demonstrated that broader spatial exploration correlated strongly with tree detection (r = 0.66), outperforming intensive local scanning. The vertical scanning range showed moderate correlation with vegetation capture, underlining the importance of balanced scanning behaviours. Spatial exploration varied by game, with certain designs capturing significantly more tree data. These results highlight the potential of AR-based gamification to enhance urban forestry planning by engaging the public in data collection and supplying valuable inputs for forestry and planning professionals. Carefully designed game mechanics that encourage targeted scanning behaviours could support participatory planning and contribute to the development of digital twins of urban forests that can be explored in virtual reality by professionals, policymakers, and the public. • Gamified AR experiences can support citizen engagement in urban forest data collection. • Environmental context and participant background significantly impact data collection patterns. • Broad spatial exploration outperforms intensive scanning for tree detection. • Game design can strategically target specific forest features for monitoring. • AR interfaces serve as mediators of environmental perception and data quality.

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Publication Details

Journal
Urban forestry & urban greening
Published
2025-09-09
DOI
https://doi.org/10.1016/j.ufug.2025.129036
Primary Topic
3D Modeling in Geospatial Applications
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamified augmented reality for data collection in urban forests

Tuomas Yrttimaa, Juho Hamari, Timo Nummenmaa, Mikko Vastaranta et al.
Urban forestry & urban greening
3D Modeling in Geospatial Applications
article

Gamified augmented reality for data collection in urban forests

Tuomas Yrttimaa, Juho Hamari, Timo Nummenmaa, Mikko Vastaranta, Teppo Hujala, P. L. Chambers, Samuli Laato, Hironori Yoshida, Ville-Veikko Uhlgren, Kaisa Liimatainen
article en

Abstract

Urban forests face growing pressures, requiring innovative methods for environmental monitoring. Based on a comparative study conducted in Finland and Japan, this study investigates the use of gamified augmented reality (AR) technologies to engage the public in urban forest mapping. The study examines how playful AR interactions motivate mobile phone users to collect environmental data across various cultural contexts. Participants used LiDARequipped smartphones to engage with interactive AR experiences. These included spider-catching and space probe retrieval games, as well as artistic surface interactions like spray painting and point cloud pixelation, while generating point cloud and mesh data. reveal significant differences in data collection patterns between study locations, influenced by environmental context and participant background. Visualisation-focused applications proved more effective for tree detection in Finland, while object-tracking games facilitated greater ground coverage. Analysis demonstrated that broader spatial exploration correlated strongly with tree detection (r = 0.66), outperforming intensive local scanning. The vertical scanning range showed moderate correlation with vegetation capture, underlining the importance of balanced scanning behaviours. Spatial exploration varied by game, with certain designs capturing significantly more tree data. These results highlight the potential of AR-based gamification to enhance urban forestry planning by engaging the public in data collection and supplying valuable inputs for forestry and planning professionals. Carefully designed game mechanics that encourage targeted scanning behaviours could support participatory planning and contribute to the development of digital twins of urban forests that can be explored in virtual reality by professionals, policymakers, and the public. • Gamified AR experiences can support citizen engagement in urban forest data collection. • Environmental context and participant background significantly impact data collection patterns. • Broad spatial exploration outperforms intensive scanning for tree detection. • Game design can strategically target specific forest features for monitoring. • AR interfaces serve as mediators of environmental perception and data quality.

Urban forestry & urban greeningVol. 113
Tampere University (FI), University of Eastern Finland (FI), Future University Hakodate (JP)
Openalex Percentile: Top 74%
3D Modeling in Geospatial Applications
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