A Playable 3D Virtual Tour for an Interactive Campus Visit Experience: Showcasing School Facilities to Attract Potential Enrollees

Manuel B. Garcia, Danna May C. Mansul, Eymard Pempina, M. R. L. Perez, Rossana Adao
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引用次数: 2

Abstract

Advances in technology have revolutionized student recruitment strategies employed by educational institutions. These innovations led to the adoption of virtual campus tours to provide prospective students with an immersive expedition into the school facilities replicated in a digital environment. However, the existing virtual tour technologies pose challenges, including cybersickness in virtual reality and limited interactivity in 360-degree videos. In this study, we fill these research gaps by developing a playable and interactive campus virtual tour where potential enrollees can visit and tour the campuses remotely. In addition to a series of beta tests with enrolled students, we recruited students specializing in game development and their associates to evaluate the application using an extended Technology Acceptance Model (TAM) framework. In this evaluation, we found that the application was well-received by prospective students and was regarded as useful in delivering an immersive campus visit experience. From the TAM perspective, it was evident that there was a significant difference in how enrolled and potential students assess the application in terms of perceived usefulness and behavioral intention. The positive acceptance of the application led to the recommendation of playable campus virtual tours as a tool for improving student recruitment strategies.
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一个可玩的3D虚拟导览互动校园参观体验:展示学校设施,吸引潜在的注册者
科技的进步已经彻底改变了教育机构的招生策略。这些创新导致了虚拟校园之旅的采用,为未来的学生提供了在数字环境中复制的沉浸式探索学校设施的机会。然而,现有的虚拟漫游技术带来了挑战,包括虚拟现实中的晕动症和360度视频中的有限交互性。在这项研究中,我们通过开发一个可玩的交互式校园虚拟之旅来填补这些研究空白,潜在的注册者可以远程访问和参观校园。除了对注册学生进行一系列的beta测试外,我们还招募了专门从事游戏开发的学生及其同事,使用扩展的技术接受模型(TAM)框架来评估应用程序。在这次评估中,我们发现该应用程序受到潜在学生的好评,并被认为有助于提供身临其境的校园参观体验。从TAM的角度来看,很明显,在校生和潜在学生在评估应用程序的感知有用性和行为意图方面存在显著差异。该应用程序的积极接受导致推荐可玩的校园虚拟之旅作为改进学生招聘策略的工具。
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