Developing an University Immersive Campus: Guidelines for Beginner Developers
Resumo
Immersive campuses are becoming an increasingly prevalent trend in how universities interact with their academic community and technologies like the metaverse emerge as promising resources to enhance the educational experience. The metaverse can provide more engaging and interactive learning experiences, allowing students to explore information in a practical and immersive way. This study provides guidelines for beginner developers creating immersive campuses for exploring a university. Using the design science research approach, we developed a three-stage simulation with progressive challenges and interactions in the Unity game engine and Meta Quest 2 device. Then an exploratory group evaluated the potential user acceptance and usage with the UTAUT2 model and we finally carried out a focus group. The results indicated that the immersive Campus was perceived as easy and enjoyable to use, though recommendations were not a major influence for most users. This discrepancy may have led many participants to disagree that influential individuals believed they should use the tools. Despite this, participants expressed an intention to utilize RV authoring tools in the future, albeit without a commitment to regular usage. We compiled seven guidelines, including prioritizing seated immersive experiences, enhancing visual accessibility, optimizing code post-update, organizing interface components, using progressive loading for responsiveness, and optimizing texture loading functions to prevent performance issues, among others.
Palavras-chave:
Virtual Reality, Unity, Serious Games, Metaverse
Referências
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R. E. Da Silva, M. Dharas, J. Finney, and J. P. Landry, “A mobile vr tool for vestibular therapy,” in Proceedings of the 25th Symposium on Virtual and Augmented Reality, pp. 219–222, 2023.
I. L. Chamusca, Y. Cai, P. M. C. Silva, C. V. Ferreira, T. B. Murari, A. L. Apolinario, and I. Winkler, “Evaluating design guidelines for intuitive, therefore sustainable, virtual reality authoring tools,” Sustainability, vol. 16, no. 5, 2024.
F. Cassola, M. Pinto, D. Mendes, L. Morgado, A. Coelho, and H. Paredes, “A novel tool for immersive authoring of experiential learning in virtual reality,” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 44–49, IEEE, 2021.
M. Nebeling and M. Speicher, “The trouble with augmented reality/virtual reality authoring tools,” in 2018 IEEE international symposium on mixed and augmented reality adjunct (ISMAR-Adjunct), pp. 333–337, IEEE, 2018.
L. Zhang and S. Oney, “Flowmatic: An immersive authoring tool for creating interactive scenes in virtual reality,” in Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology, pp. 342–353, 2020.
J. W. Creswell and J. D. Creswell, Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications, 2017.
S. Gregor and A. R. Hevner, “Positioning and presenting design science research for maximum impact,” MIS quarterly, pp. 337–355, 2013.
J. M. Nishi, “A (re) construção do modelo utaut 2 em contexto brasileiro,” 2017.
V. Venkatesh, M. G. Morris, G. B. Davis, and F. D. Davis, “User acceptance of information technology: Toward a unified view,” MIS quarterly, pp. 425–478, 2003.
J. K. Sim, K. W. Xu, Y. Jin, Z. Y. Lee, Y. J. Teo, P. Mohan, L. Huang, Y. Xie, S. Li, N. Liang, et al., “Designing an educational metaverse: A case study of ntuniverse,” Applied Sciences, vol. 14, no. 6, p. 2559, 2024.
R. E. Da Silva, M. Dharas, J. Finney, and J. P. Landry, “A mobile vr tool for vestibular therapy,” in Proceedings of the 25th Symposium on Virtual and Augmented Reality, pp. 219–222, 2023.
I. L. Chamusca, Y. Cai, P. M. C. Silva, C. V. Ferreira, T. B. Murari, A. L. Apolinario, and I. Winkler, “Evaluating design guidelines for intuitive, therefore sustainable, virtual reality authoring tools,” Sustainability, vol. 16, no. 5, 2024.
F. Cassola, M. Pinto, D. Mendes, L. Morgado, A. Coelho, and H. Paredes, “A novel tool for immersive authoring of experiential learning in virtual reality,” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 44–49, IEEE, 2021.
M. Nebeling and M. Speicher, “The trouble with augmented reality/virtual reality authoring tools,” in 2018 IEEE international symposium on mixed and augmented reality adjunct (ISMAR-Adjunct), pp. 333–337, IEEE, 2018.
L. Zhang and S. Oney, “Flowmatic: An immersive authoring tool for creating interactive scenes in virtual reality,” in Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology, pp. 342–353, 2020.
J. W. Creswell and J. D. Creswell, Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications, 2017.
S. Gregor and A. R. Hevner, “Positioning and presenting design science research for maximum impact,” MIS quarterly, pp. 337–355, 2013.
J. M. Nishi, “A (re) construção do modelo utaut 2 em contexto brasileiro,” 2017.
V. Venkatesh, M. G. Morris, G. B. Davis, and F. D. Davis, “User acceptance of information technology: Toward a unified view,” MIS quarterly, pp. 425–478, 2003.
Publicado
30/09/2024
Como Citar
BRITO, Gabriel de; SCHELTES, Danilo; DURVAL, Anna; ARAGÃO, José; SANTOS, Sanval Ebert; LIMA, Cláudia; SOUSSA, Márcio; WINKLER, Ingrid.
Developing an University Immersive Campus: Guidelines for Beginner Developers. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 261-265.