Journal of Geography in Higher Education· 2026Q1
The development of VR fieldtrips for geoscience curricula
- 0citations
- Q1SCImago
- 2026year
Short summary
A new workflow uses UAV photogrammetry and game engines to create cost-effective, transferable VR fieldtrips for geoscience curricula, addressing accessibility barriers and pandemic-related disruptions.
AI-generated from the title and abstract; the full text is not read.
Key points
- Developed a workflow for creating VR fieldtrips using UAV photogrammetry and 3D reconstruction.
- Integrated 3D models into the Unity game engine to build an interactive VR environment.
- Demonstrated the potential for cost-effective and transferable VR field education.
- Addresses accessibility issues and pandemic-related limitations of traditional geoscience fieldwork.
AI-generated from the title and abstract; the full text is not read.
Abstract
Fieldwork is a central component of geoscience education. It provides students with significant cognitive benefits and allows them to develop essential professional skills through direct engagement with the real world. However, recent studies uncovered the challenges and the exclusionary dimension of fieldwork. This is particularly relevant for students with disabilities, as well as financial and accessibility constraints. Moreover, the recent COVID-19 pandemic posed a significant threat to fieldwork globally, emphasising the need to explore viable alternatives to enhance fieldwork accessibility. To address these issues, this project proposes a workflow to develop VR (virtual reality) fieldtrips for geoscience curricula at University College Cork. This is accomplished using UAVs (Uncrewed Aerial Vehicles) to acquire high-resolution photogrammetric data, which are processed via Agisoft Metashape into 3D reconstructions of Garryvoe Beach in South-East Cork. These are scaled models that are imported into Unity, a cross-platform game engine, and integrated into the 3D VR environment. In this project, Unity is used to develop an interactive and immersive “walk-through” of the fieldtrip, drawing upon its recent successful applications within the geosciences. The results of this study demonstrate the potential of employing UAV photogrammetry and free-access game engines to develop a transferable, cost-effective framework for institutions seeking to implement VR-enhanced field education.
The authors' abstract, as published at the source. Journal of Geography in Higher Education, 2026 · DOI ↗
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Field: Geography, Planning and Development
Geography, Planning and DevelopmentSocial Sciences