The key to the success, and relevance, of virtual reality technologies lies in interactive simulation and sensory immersion. The real experience is based on these factors supported by the use of peripheral supports that allow us to expand it. In a virtual reality application, the aim is to recreate a virtual world that only exists in a digital environment, modeled and built within a computer, simulating a three-dimensionality. What distinguishes this simulation from other disciplines such as animation or cinema is its interactive nature.
In an animation, viewers are passive individuals in the sense that they cannot alter the content of the images they see: these have been previously recorded from a certain point of view or following a defined trajectory. On the other hand, in a VR system, the user can freely choose his movement around the scene and, therefore, his actions directly affect the images he will see. In addition, he can improvise his movement on the fly, without having to establish a previous script, since the system will respond in real time to his actions.
Virtual reality is a rapidly changing industry, causing a growth in the supply of devices and technologies coupled with a decrease in costs. Its uses have also diversified, ceasing to be limited to video games or entertainment (which continue to be its main sources of income) and expanding to sectors such as social networks, tourism, medicine, real estate development or education.
At this time, education in the world is evolving, breaking traditional physical barriers by presenting an opportunity to develop new pedagogical strategies and methodologies that use these tools. UNIAT, University of Advanced Technologies, in its commitment to be at the technological and academic forefront, seeks to be one of the first to provide the university community with a real space in a virtual world. The proposed project is the creation of an online campus with everything that one entails in the real world. Educational areas, administrative parts, recreational activities. A space designed for the appropriation of students by enhancing academic life. In this way, and through a metaverse in the educational environment, it seeks to create fun didactic learning experiences, where the role of the participants is active and evolutionary using gamification and integration strategies in said metaverse (open world). In summary, work is being done on the digitization of UNIAT’s university offer (bachelor’s and master’s degrees) in what we could consider integrated simulators in an open world of online multiplayer (metaverse).
* Jorge H. Perez is UNIAT Masters Academic Coordinator.
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