Designing Realistic Avatars for Educational VR Environments on Meta Quest 3

2025

Full text Open access: Gold Metadata (CSL-JSON)
DOI 10.1016/j.procs.2025.10.238
Data confidence 70 medium
How this score is calculated

It is built from checkable properties of the record itself: whether the article has a DOI, how many independent sources confirmed its data, whether the required fields are filled in, and how recent the latest confirmation is. Disagreement between sources and a missing identifier lower it. A value of 80 or above means the record was published without further checking; 60 to 79 means it is published at reduced confidence, with a manual check advisable. A record verified by an editor by hand is never pushed below 90 by a recalculation. This scores our data about the article, not the article itself.

Abstract

The growing use of virtual reality (VR) technologies in education has created a demand for more realistic and personalized avatars that enhance the sense of presence and engagement. This article explores the specifics of developing realistic avatars for use within the Meta-University environment. It analyses key technical challenges such as performance optimization, animation customization, and synchronization in a multi-user setting. The paper also presents recommendations and best practices for creating avatars that support effective communication and engagement in educational virtual spaces.