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abstract

The Application of Virtual Reality in Student Recruitment

Published: 08 December 2021 Publication History

Abstract

In this paper we present details of a virtual tour and game for VR headset that are designed to investigate an interactive and engaging approach of applying VR to student recruitment for an undergraduate course. The VR tour employs a floating menu to navigate through a set of 360° panoramic photographs of the teaching environment and uses hotspot interaction to display further information about the course. The VR game is a fast-paced shooting game. The course information is embedded on cubes that the player needs to focus on and destroy. The game experience is expected to generate an engaging way to promote the course. This work in progress outlines the concept and development of the prototype, and discusses the next stages of testing in order to evaluate the effectiveness of applying VR to undergraduate student recruitment.

References

[1]
2019. How to Utilize Virtual Reality in Your Student Recruitment. Retrieved August 13, 2021 from https://www.qs.com/virtual-reality-student-recruitment/
[2]
2020. VR360 Video to Increase Student Recruitment and Enhance Student Experience. Retrieved August 13, 2021 from https://vipworldwide.tv/hotel-marketing-blog/virtual-reality-360-video-tours-for-universities-to-increase-student-recruitment/
[3]
Doug A. Bowman and Chadwick A. Wingrave. 2001. Design and evaluation of menu systems for immersive virtual environment. In Proceedings IEEE Virtual Reality 2001. IEEE, 149–156.
[4]
Julia Hayes and Kyungjin Yoo. 2018. Virtual reality interactivity in a museum environment. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology. ACM, New York, NY, USA, 1–2.
[5]
Przemysław Krompiec and Kyoungju Park. 2019. Enhanced player interaction using motion controllers for first-person shooting games in virtual reality. In IEEE Access 7. IEEE, 124548–124557.
[6]
Alexander Kunst. 2021. In general, which types of video games do you play?Retrieved October 6, 2021 from https://www.statista.com/forecasts/997858/video-game-preferences-by-genre-in-the-uk
[7]
Sophie Thompson. 2020. VR in Higher Education: with Examples. Retrieved August 13, 2021 from https://virtualspeech.com/blog/vr-education-example-use-cases

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Published In

cover image ACM Conferences
VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
December 2021
563 pages
ISBN:9781450390927
DOI:10.1145/3489849
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 December 2021

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Author Tags

  1. Student Recruitment
  2. VR Games
  3. Virtual Reality

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  • Refereed limited

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VRST '21

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Overall Acceptance Rate 66 of 254 submissions, 26%

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