Virtual Reality (VR), commonly known as Computer-Simulated Graphics Technology isan enhanced approach that delivers a real life feel or rather an artificial environment where theindividual can move around, interact with, or manipulate objects in an as near to real life likemanner as possible. With further development of VR technology and its availability, severalresearchers have anticipated a significantly increased market exposure of VR in the future, in theareasofGaming,Virtual Tourism,RemoteCollaborationandSophisticated socialinteractions. This existing project aims at determining the Virtual Campus Tour (VICT), which is a webapplication that enables virtual tour of university campuses. ThroughtheeffectiveuseofVICT, user engagementis increasedandcampus information presented in anefficientandenvironmentally friendly way. It helps the universities to promote their facilities and thus attractstudentsby acting as aguideto thecampus through virtualtour. However,thecurrentsystemisincapableofprovidingthedistanceandestimatedtimethatcouldbeneededtomovebetweenvariouscampusblocks.Toovercomethislimitation,wesuggestanadditiontothecurrentsystemthatincludesafeaturethatcalculatesthevirtualdistanceandtimerequiredtocovertheareaofthecampus.
Introduction
1. Introduction: The Rise of Virtual Campus Tours (VCT)
Digital technologies are reshaping university exploration. Traditional campus visits are limited by time, cost, and accessibility, especially for international students and those with mobility challenges.
Virtual Campus Tours (VCT) address these gaps by offering immersive, accessible, and cost-effective experiences.
VCT adoption surged during pandemics and travel restrictions, helping universities maintain outreach and engagement.
Key Benefits of VCT:
Increases accessibility and engagement (Kim et al., 2020)
Influences decision-making (Lee, 2019)
Reduces visit-related costs by up to 50% (Patel, 2018)
Enhances satisfaction and decision accuracy (Huang & Zhang, 2019)
2. Literature Review Highlights
Virtual Reality in Education (Getso & Bakon)
Developed VR learning systems using Raspberry Pi, VR headsets, and Firebase for real-time educational experiences.
Campus Virtual Tours (Rohizan et al., Tengku Work et al.)
Designed web-based 360° VR tours with narration, hotspots, and scenic visuals.
Found to increase student interest, engagement, and environmental awareness.
VR in Engineering (Vergara et al.)
Engineering leads in VR research. Tools and flowcharts are developed for creating VR learning environments applicable beyond engineering.
Mobile AR in Tourism (Saidatual et al.)
Proposed design principles for tourism apps using geo-location and AR to offer personalized, real-time information and reduce cognitive overload.
3. Methodologies and Tools Used
Databases: Google Scholar, Scopus, IEEE Xplore, etc.
Keywords: VR, VCT, MAR, usability, user experience
Data Analysis:
Thematic analysis via NVivo
Content analysis using Adobe Acrobat
Statistical tools: SPSS
Selection criteria: Peer-reviewed English articles from 2015–2022
4. Key Findings & Trends
Enhanced Learning: Immersive 3D environments improve engagement and prep students for future careers.
Positive VCT Reception: Students respond well to 360° tours with audio, visuals, and hotspots.
Environmental Appreciation: VR helps simulate scenic campus elements like forests and water bodies.
Engineering Leads in VR: Extensive use in simulations, with transferable design methods.
AR Growth in Tourism: Mobile AR applications using GPS and smart design improve tourist engagement.
5. Challenges and Gaps Identified
Technical & Cost Barriers: VR/AR hardware is expensive and not widely accessible.
Short-Term Focus: Most studies lack long-term data on learning outcomes.
Usability Issues: Complex interfaces reduce accessibility for non-technical users.
Inconsistent Evaluation Metrics: Lack of standard benchmarks hampers cross-study comparisons.
Limited Real-World Replication: VR may fall short for hands-on disciplines or real-time AR data.
Disciplinary Narrowness: Many insights are field-specific and not generalizable.
Privacy Concerns: Limited focus on ethical data handling and security in VR/AR environments.
Conclusion
In conclusion to our exploration and analysis of the existing system have highlighted significant limitations, including platform dependency, which adversely impacts system performance and accuracy.
These findings underscore the need for improvement in flexibility and usability. In subsequent phases, we aim to address these challenges by implementing targeted solutions to enhance the system’s versatility and robustness. This phase has established a strong foundation, paving the way for refining and expanding the project\'s scope in future stages.
References
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