The VRSciT project (2020-1-PT01-KA204-078597) has been funded with support from the European Commission. This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Educational Tourism Through a Virtual Reality Platform

Study Field
Design, Science Communication
Summary
This article presents a Virtual Reality Serious Game that allows the user to increase the knowledge about the city of Valladolid in Spain. With this goal, the Main Square and some of the historic buildings in the downtown have been virtually recreated. During the game, the player acquires new knowledge of the city by answering questions related to various subjects such as history, geography, sports, art and literature. To verify the correct operation of the Serious Game, a study was conducted on different variables affecting the experience of the player (e.g. age, game devices familiarity etc.)
Innovative VR tools and techniques
-The game takes place in the Main Square of Valladolid; reconstruction in 3D of the real buildings that surround the square using the 3D modeling program (Trimble SketchUp)
-Creation of avatar, interactive interaction between the player and the location through a Unity 3D package
-During answer time of a question, the game avatar continues reproducing the movement of the user and answer selection is done by raycasting
-There were differences in how the game experience was tested based on the following factors: player (height, age, virtual reality or game devices familiarity), the computer capabilities (integrated vs. dedicated graphics card), the output display device (3D TV vs. 3D projector)
-The content of the game is fully editable by simply modifying .XML files.
VR in education
-In this game the player neither lost nor risks anything, because this is a simulated situation. The players, through a trial and error method obtain new knowledge about the city of Valladolid: If they know the answer they will guess correctly; but if they don’t, the mistake and the correct answer will be indicated, allowing the players to add this information to their knowledge.
-There were differences in how the game experience was tested based on the following factors: player (height, age, virtual reality or game devices familiarity), the computer capabilities (integrated vs. dedicated graphics card), the output display device (3D TV vs. 3D projector).
Reference
M. Zarzuela, F. J. Pernas, S. Calzón, D. Ortega, M. Rodríguez (2013) Educational Tourism through a Virtual Reality Platform, Procedia Computer Science, Vol. 25, pp. 382-388.

The VRSciT Project

The VRSciT project (2020-1-PT01-KA204-078597) has been funded with support from the European Commission. This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License