Development of 3D Avatars for Inclusive Metaverse: Impact on Student Identity and Satisfaction using Agile Methodology, VRChat Platform, and Oculus Quest 2

Sebastian Ramos-Cosi, Lina Cardenás-Pineda, David Llulluy-Nuñez, Alicia Alva-Mantari

Producción científica: Contribución a una revistaArtículorevisión exhaustiva

3 Citas (Scopus)

Resumen

- The metaverse is a virtual space for innovative research and the convergence of various lines of inquiry. Its evolution is related to Industry 4.0 and IoT and is projected to reach 1.7 billion users. However, the student community does not identify with the metaverse, which generates a lack of awareness of its utilities. The objective of this article is to develop 3D avatars for use and inclusion in the metaverse and measure their impact on variables such as identity and satisfaction. The methodology used was Top-Down, an agile methodology that allowed for continuous feedback and regression of processes from each of the methodological steps. Two 3D avatars were designed and modeled in Blender and Unity for the identity of students at the University of Sciences and Humanities, a platform was found in the metaverse for the avatars, and they were loaded onto it. The results indicate that the avatars were successfully tested using the Meta Quest 2 virtual reality goggles. A positive response was obtained in both the quantitative and qualitative survey, yielding an 81.8% acceptance rate for the style and identity towards UCH students. The adopted agile methodology and the VRChat platform were beneficial for the development of the avatars, and it was concluded that this platform is the most suitable for future research in the metaverse, building on the present research for subsequent projects.

Idioma originalInglés
Páginas (desde-hasta)1-14
Número de páginas14
PublicaciónInternational Journal of Engineering Trends and Technology
Volumen71
N.º7
DOI
EstadoPublicada - jul. 2023

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