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Research Article

Designing a Virtual Learning Platform for Enhanced Campus Epidemic Prevention: A VR Technology Approach

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Received 24 Nov 2023, Accepted 13 Feb 2024, Published online: 06 Mar 2024
 

Abstract

The global pandemic caused by COVID-19 has brought about severe adverse impacts on university campuses worldwide. Some universities have started using virtual reality (VR) technology to design a virtual environment (VE) for effective infection prevention on campuses. VR is an innovative interactive technology in improving various virtual simulation fields. The utilization of VR technology’s computational design and engineering features facilitates seamless implementation of epidemic prevention education. This positively impacts students’ engagement and comprehension levels. The research aims to use VR technology to design a VE for campus epidemic prevention. The immersive interaction can attract the staff/students to explore and learn, bringing convenience to campus epidemic prevention. The novelty of the study is the design of a virtual learning platform for campus epidemic prevention practices. The platform includes several scenes: school gates, classrooms, food courts, and school-based health centers. The study carried out a user testing experiment involving 30 students to assess the effectiveness of epidemic prevention education. The study results show that the virtual tour can enhance the user experience without physical space restrictions. The study further suggests that the virtual learning platform proposed in the study will assist universities in improving campus infection prevention practices.

Human and animal rights

This article does not contain any studies with human or animal subjects performed by any of the authors.

Informed consent

Informed consent was obtained from all individual participants included in the study.

Disclosure statement

The authors declare no conflicts of interest.

Data availability statement

The datasets used and/or analyzed during this study available from the corresponding author on reasonable request.

Additional information

Funding

This work was partly supported by the 14th Five-Year Planning Project for the Development of Philosophy and Social Sciences in Guangzhou (Grant no. 2022GZGJ290), Philosophy and Social Sciences 2023 Annual Planning Project in Qingyuan (Grant no. QYSK2023055), 2023 Guangdong Education Science Planning Project (Higher Education Project) (Grant no. 2023GXJK406), the Soft Science Research Project of Guangdong Province (Grant no. 2020A1010020060).

Notes on contributors

Yongkang Xing

Yongkang Xing is a lecturer at the Center of Experimental Teaching, Guangdong University of Finance. His specializations include Game Design, Digital Interactive Design, and Virtual Reality. His current research interests are User Experience, User Interface, Gesture Interaction, Cultural Heritage, Virtual Simulation, Virtual Reality and Hybrid Education.

Ho Yan Kwan

Ho Yan Kwan is a researcher at the Software Engineering Institute of Guangzhou. Her specializations include Big Data, Digital Interactive Design, and Virtual Reality. Her current research interests are Data Analysis, Data Visualization, and Virtual Simulation.

Fanya Xu

Fanya Xu is a bachelor student at the School of Internet Finance and Information Engineering, Guangdong University of Finance. Her specializations include Game Design, Digital Interactive Design, and Virtual Reality. Her current research interests are Game Level Design, User Interface, and Virtual Reality Education.

Qing Chen

Qing Chen is a postdoctoral fellow at the Institute of Industrial Economics, Chinese Academy of Social Sciences. The main research directions are enterprise innovation, industrial upgrading and science and technology policy.

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