Design and Development of Android-based interactive 3D Virtual Tours for Campuses

  • Anang Adisusilo Informatic, Universitas Wijaya Kusuma Surabaya
Keywords: Virtual Tour, Virtual Reality, Android, Interactive, 3 Dimensional.


Virtual Tour has become a popular simulation in virtual reality (VR) technology by combining a series of images to produce 360-degree panoramic photos. By taking objects in the Wijaya Kusuma University Surabaya campus environment, the Virtual Tour can introduce the social and physical environment to new students and the general public. This research aims to enable users to feel like they are in the campus environment through the virtual world. The virtual world environment is created in 3 dimensions, which contains an explanation of the object to be targeted; for software design using programming algorithms in the C# language, a finite state machine (FSM) is created in designing the player control system, 3D Blender in creating three-dimensional objects and using Unity 3D in building applications. The research results show an innovation in the form of a 3D virtual tour of Wijaya Kusuma University Surabaya using the Unity 3D platform, which allows users to interact with the campus environment through smooth movements using a virtual joystick. This virtual tour allows users to explore the university in depth by walking around the campus to find important places at Wijaya Kusuma University Surabaya.


Download data is not yet available.


J. Song and S. Huang, “Virtual Reality (VR) Technology and Landscape Architecture,” MATEC Web Conf., vol.

, p. 02005, Nov. 2018, doi: 10.1051/MATECCONF/201822702005.

M. B. Garcia, D. M. C. Mansul, E. B. Pempina, M. R. L. Perez, and R. T. Adao, “A Playable 3D Virtual Tour for

an Interactive Campus Visit Experience: Showcasing School Facilities to Attract Potential Enrollees,” 2023 9th

Int. Conf. Virtual Reality, ICVR 2023, pp. 461–466, 2023, doi: 10.1109/ICVR57957.2023.10169768.

A. P. Ramadhanty, P. W. Handayani, A. A. Pinem, and M. H. Hilman, “Virtual Tour Actual Usage: The

Influence of Perceived Benefits and Sacrifices,” J. Sist. Inf., vol. 17, no. 2, pp. 62–76, Oct. 2021.

A. D. Samala, M. Ricci, C. J. A. Rueda, L. Bojic, F. Ranuharja, and W. Agustiarmi, “Exploring Campus through

Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience,”

Int. J. Online Biomed. Eng., vol. 20, no. 01, pp. 104–127, Jan. 2024, doi: 10.3991/IJOE.V20I01.44339.

S. Ramdhan, R. Tullah, & Oka, and R. Nirlandi, “Promotional Media Application with Android-Based Virtual

Tour Technology,” J. SISFOTEK Glob., vol. 12, no. 2, pp. 131–137, Sep. 2022.

R. Cózar-Gutiérrez and J. M. Sáez-López, “Game-based learning and gamification in initial teacher training in

the social sciences: an experiment with MinecraftEdu,” Int. J. Educ. Technol. High. Educ., vol. 13, no. 1, p. 2,

Dec. 2016, doi: 10.1186/s41239-016-0003-4.

Y. W. Purnomo and Herwin, “Educational Innovation in Society 5.0 Era: Challenges and Opportunities,” Oct.


G. T. Hawkins, C. S. Chung, M. F. Hertz, and N. Antolin, “The School Environment and Physical and SocialEmotional Well-Being: Implications for Students and School Employees,” J. Sch. Health, vol. 93, no. 9, pp.

–812, Sep. 2023, doi: 10.1111/JOSH.13375.

I. Setiawan, “Perancangan Software Embedded System Berbasis FSM,” J. Tek. Elektro, pp. 1–2, 2006.

D. Saputra and R. Kania, “Designing User Interface of a Mobile Learning Application by Using a Design

Thinking Approach: A Case Study on UNI Couse,” J. Mark. Innov., vol. 2, pp. 102–1019, 2022

How to Cite
Adisusilo, A. (2024). Design and Development of Android-based interactive 3D Virtual Tours for Campuses. International Journal of Science, Technology & Management, 5(1), 255-261.