TY - JOUR
T1 - Development of 3D Avatars for Inclusive Metaverse
T2 - Impact on Student Identity and Satisfaction using Agile Methodology, VRChat Platform, and Oculus Quest 2
AU - Ramos-Cosi, Sebastian
AU - Cardenás-Pineda, Lina
AU - Llulluy-Nuñez, David
AU - Alva-Mantari, Alicia
N1 - Publisher Copyright:
2023 Seventh Sense Research Group®
PY - 2023/7
Y1 - 2023/7
N2 - - 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.
AB - - 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.
KW - Avatar 3D
KW - Identity
KW - Meta Quest 2
KW - Metaverse
KW - Top Down
KW - VRChat
UR - https://www.scopus.com/pages/publications/85168299336
U2 - 10.14445/22315381/IJETT-V71I7P201
DO - 10.14445/22315381/IJETT-V71I7P201
M3 - Artículo
AN - SCOPUS:85168299336
SN - 2349-0918
VL - 71
SP - 1
EP - 14
JO - International Journal of Engineering Trends and Technology
JF - International Journal of Engineering Trends and Technology
IS - 7
ER -