How Tour Video Games Benefit Students: Study Case Freshman Engineering School

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Abstract

This work presents a practical application of using virtual reality platforms beyond gaming. In this case, this video game aims to help students in locating facilities of an engineering school. In order for people to better know their area of work or study, situations have arisen in which students or workers do not know some departments or some important areas where they are, and this creates problems for them. There are many problems of this type, the solution that is presented can change the way to look for places, not only for students or facilities, but for people who does not know the place. The target of this work is to present the analysis of a tour game, that consists of an interface which both the 3D-modeled institution area and a map of it, so is easier for any user to locate a specific place. The VR interface uses a game pad controller to choose a facility where students want to go, and then start moving.

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Neira-Tovar, L., Ordoñez, S., & Torres-Guerrero, F. (2019). How Tour Video Games Benefit Students: Study Case Freshman Engineering School. In Communications in Computer and Information Science (Vol. 1033, pp. 53–60). Springer Verlag. https://doi.org/10.1007/978-3-030-23528-4_8

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