Transforming University Life with Virtual Reality: Campus 2.0 – MetaCBU
Year 2025,
Volume: 21 Issue: 1, 50 - 59, 26.03.2025
Barış Çukurbaşı
,
Ali Geriş
,
Orkun Teke
,
Murat Kılınç
Abstract
This study investigates the transformative potential of Virtual Reality (VR) and Extended Reality (XR) technologies in education, with a particular focus on the design and implementation of the MetaCBU virtual campus at Manisa Celal Bayar University. The primary research objectives are to examine how immersive VR platforms can enhance traditional educational methods by increasing student engagement, motivation, and collaboration, and to identify the technical and pedagogical challenges involved in their development. MetaCBU leverages advanced VR technologies to replicate and extend the capabilities of physical campuses, providing experiential learning opportunities that are otherwise difficult to achieve in conventional classrooms. Key challenges, such as optimizing system performance to mitigate issues like motion sickness and latency, were addressed using advanced rendering techniques, efficient server management, and iterative testing. The findings demonstrate that MetaCBU successfully integrates academic and social functionalities into a single platform, offering students a more interactive and engaging educational experience. The broader implications of this research suggest that VR and XR technologies are poised to revolutionize not only teaching methods but also the operational structures of educational institutions. Future studies are encouraged to explore the scalability of such platforms and their applications across diverse educational contexts and disciplines, ensuring that universities remain at the forefront of digital transformation. By addressing both technical and pedagogical dimensions, this study provides a comprehensive framework for the continued integration of VR in higher education.
Supporting Institution
Manisa Celal Bayar University Scientific Research Projects Coordination Unit
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Year 2025,
Volume: 21 Issue: 1, 50 - 59, 26.03.2025
Barış Çukurbaşı
,
Ali Geriş
,
Orkun Teke
,
Murat Kılınç
References
- [1]. Ćwiertniak, R., et al., Addressing students' perceived value with the virtual university concept. e-mentor, 2022. 94(2): p. 65-76.
- [2]. Liu, X., Digital Transformation of Environmental Design Education and Application of Virtual Reality. Journal of Education and Educational Research, 2023. 5(3): p. 53-56.
- [3]. Saghafian, M., et al., Application of human factors in the development process of immersive visual technologies: challenges and future improvements. Frontiers in psychology, 2021. 12: p. 634352.
- [4]. Bellalouna, F., Industrial case studies for digital transformation of engineering processes using the virtual reality technology. Procedia CIRP, 2020. 90: p. 636-641.
- [5]. Hite, R., Virtual reality: Flight of fancy or feasible? Ways to use virtual reality technologies to enhance students’ science learning. The American Biology Teacher, 2022. 84(2): p. 106-108.
- [6]. Rubio-Tamayo, J.L., M. Gertrudix Barrio, and F. García García, Immersive environments and virtual reality: Systematic review and advances in communication, interaction and simulation. Multimodal technologies and interaction, 2017. 1(4): p. 21.
- [7]. Kouame, G., J. Davis, and L. Smith, Providing health sciences education through virtual reality experiences. Journal of the Medical Library Association, 2023. 111(4): p. 833-834.
- [8]. Zhao, X., Y. Ren, and K.S. Cheah, Leading Virtual Reality (VR) and Augmented Reality (AR) in education: bibliometric and content analysis from the web of science (2018–2022). SAGE Open, 2023. 13(3): p. 21582440231190821.
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- [10]. Kamińska, D., et al., Virtual reality and its applications in education: Survey. Information, 2019. 10(10): p. 318.
- [11]. McGermott, G., et al., Exploring the use of immersive technologies to enhance the student experience. Ubiquity Proceedings, 2023.
- [12]. Jiang, Z., et al. Virtual reality training environment for electric systems. in 2021 IEEE 7th International Conference on Virtual Reality (ICVR). 2021. IEEE.
- [13]. Dixken, M., et al. Distributed, collaborative virtual reality application for product development with simple avatar calibration method. in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). 2019. IEEE.
- [14]. Radianti, J., et al., A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & education, 2020. 147: p. 103778.
- [15]. Gonzalez Lopez, J.M., et al., Incorporating virtual reality into the teaching and training of grid-tie photovoltaic power plants design. Applied sciences, 2019. 9(21): p. 4480.
- [16]. Huang, T.-K., et al., Augmented reality (AR) and virtual reality (VR) applied in dentistry. The Kaohsiung journal of medical sciences, 2018. 34(4): p. 243-248.
- [17]. Heinemann, B., S. Görzen, and U. Schroeder. Systematic design for effective learning in virtual reality. in 2022 International Conference on Advanced Learning Technologies (ICALT). 2022. IEEE.
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20. Regal, G., et al., Challenges in virtual reality training for CBRN events. Multimodal Technologies and Interaction, 2023. 7(9): p. 88.
- [20]. Tacgin, Z., Immersive virtual reality as an action: measuring approach and learning status of learners after planning myVOR. Educational Media International, 2020. 57(4): p. 353-371.
- [21]. Cho, B., Domestic University Virtual Reality (VR) Utilization Education Research Trend. Journal of Learner-Centered Curriculum and Instruction, 2023. 23(9): p. 47-57.
- [22]. Geriş, A. and N. Özdener, Design, development, and evaluation of educational virtual reality environment: EVRECA. Educational technology research and development, 2024. 72(2): p. 915-945.
- [23]. Pimentel, D., et al., An introduction to learning in the metaverse. Meridian Treehouse, 2022. 3(4): p. 348-352.
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- [25]. Fathallah, N.A., et al. Virtual reality: A paradigm shift in architecture and urban design education. in 2022 IEEE 1st Industrial Electronics Society Annual On-Line Conference (ONCON). 2022. IEEE.
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- [27]. Ng, J.T., et al. Automated Analysis of Text in Student-Created Virtual Reality Content. in 2023 IEEE International Conference on Advanced Learning Technologies (ICALT). 2023. IEEE.
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- [30]. Sharrab, Y.O., et al., Toward Smart and Immersive Classroom based on AI, VR, and 6G. Int. J. Emerg. Technol. Learn., 2023. 18(2): p. 4-16.
- [31]. Mills, K.A., Potentials and challenges of extended reality technologies for language learning. Anglistik, 2022. 33(1): p. 147-163.
- [32]. Cibuļska, E. and K. Boločko. Virtual reality in education: structural design of an adaptable virtual reality system. in 2022 6th International Conference on Computer, Software and Modeling (ICCSM). 2022. IEEE.
- [33]. Kilinc, M., et al. MetaPortal: Business Intelligence and Machine Learning Approach for VR Data. in 2023 Innovations in Intelligent Systems and Applications Conference (ASYU). 2023. IEEE.
- [34]. Ribeiro de Oliveira, T., et al., Virtual reality solutions employing artificial intelligence methods: A systematic literature review. ACM Computing Surveys, 2023. 55(10): p. 1-29.
- [35]. Sindu, I.G.P., et al., Systematic literature review of machine learning in virtual reality and augmented reality. Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI, 2023. 12(1): p. 108-118.
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- [37]. Lohre, R., et al., Improved complex skill acquisition by immersive virtual reality training: a randomized controlled trial. JBJS, 2020. 102(6): p. e26.
- [38]. Seymour, N.E., et al., Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Annals of surgery, 2002. 236(4): p. 458-464.
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- [40]. Sofiadin, A. Extended Reality for Experiential Learning from Students' Perspective. in 2023 IEEE 8th International Conference on Engineering Technologies and Applied Sciences (ICETAS). 2023. IEEE.
- [41]. Takata, R., et al., Improvement of three-dimensional motion sickness using a virtual reality simulator for robot-assisted surgery in undergraduate medical students: A prospective observational study. BMC Medical Education, 2021. 21: p. 1-7.
- [42]. Kemeny, A., F. Colombet, and T. Denoual. How to avoid simulation sickness in virtual environments during user displacement. in The Engineering Reality of Virtual Reality 2015. 2015. SPIE.
- [43]. Tošić, I., D. Hoffman, and N. Balram, Effect of latency on simulator sickness in smartphone virtual reality. Journal of the Society for Information Display, 2021. 29(7): p. 561-572.
- [44]. Arshad, I., et al., Reducing cybersickness in 360-degree virtual reality. Multisensory Research, 2021. 35(2): p. 203-219.
- [45]. Ranasinghe, N., et al. Exploring the use of olfactory stimuli towards reducing visually induced motion sickness in virtual reality. in Proceedings of the 2020 ACM Symposium on Spatial User Interaction. 2020.
- [46]. Mouttalib, H., M. Tabaa, and M. Youssefi, Revolutionizing engineering education: Creating a web-based teaching platform for immersive learning experiences. Journal of Smart Cities and Society, 2023(Preprint): p. 1-12.
- [47]. Alnagrat, A., et al., A review of extended reality (XR) technologies in the future of human education: Current trend and future opportunity. Journal of Human Centered Technology, 2022. 1(2): p. 81-96.
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- [50]. Christopoulos, A. and N. Pellas. Theoretical foundations of Virtual and Augmented reality-supported learning analytics. in 2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA. 2020. IEEE.