Abstract

Game engines are one of the few solutions to providing a true virtual campus tour experience. In this paper, we explore the evolution of the virtual campus tour and thereby the current and future work of game technology within virtual touring. An investigation is conducted into the application of objective-based gamification and its ability to encourage exploration of a virtual world. We also examine virtual campus tours as an alternate form of taught content via virtual learning environments (VLEs). An investigation into the use of head mounted displays to improve immersion is also explored.

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