
MoViT: A Mobile Virtual Reality Tour

MoViT: A Mobile Virtual Reality Tour

MoViT: A Mobile Virtual Reality Tour






MoViT: A Mobile Virtual Reality Tour of Panguil River Eco-Park
The 3D Mobile Virtual Tour Application (MoViT) revolutionizes eco-tourism by bringing the Panguil River Eco-Park to life through an immersive virtual reality experience. Developed using story conception, scripting, feasibility analysis, system evaluation, and integration, MoViT allows potential visitors to explore the park remotely, reducing uncertainty and enhancing engagement. Usability testing and feedback from staff and visitors confirmed its effectiveness, enabling users to seamlessly navigate points of interest and get a real “feel” of the eco-park before even setting foot inside. This groundbreaking study has earned significant recognition, leading to its publication as Chapter 7 in e-Consumers in the Era of New Tourism and its presentation at an international research conference in Japan.
MoViT: A Mobile Virtual Reality Tour of Panguil River Eco-Park
The 3D Mobile Virtual Tour Application (MoViT) revolutionizes eco-tourism by bringing the Panguil River Eco-Park to life through an immersive virtual reality experience. Developed using story conception, scripting, feasibility analysis, system evaluation, and integration, MoViT allows potential visitors to explore the park remotely, reducing uncertainty and enhancing engagement. Usability testing and feedback from staff and visitors confirmed its effectiveness, enabling users to seamlessly navigate points of interest and get a real “feel” of the eco-park before even setting foot inside. This groundbreaking study has earned significant recognition, leading to its publication as Chapter 7 in e-Consumers in the Era of New Tourism and its presentation at an international research conference in Japan.
MoViT: A Mobile Virtual Reality Tour of Panguil River Eco-Park
The 3D Mobile Virtual Tour Application (MoViT) revolutionizes eco-tourism by bringing the Panguil River Eco-Park to life through an immersive virtual reality experience. Developed using story conception, scripting, feasibility analysis, system evaluation, and integration, MoViT allows potential visitors to explore the park remotely, reducing uncertainty and enhancing engagement. Usability testing and feedback from staff and visitors confirmed its effectiveness, enabling users to seamlessly navigate points of interest and get a real “feel” of the eco-park before even setting foot inside. This groundbreaking study has earned significant recognition, leading to its publication as Chapter 7 in e-Consumers in the Era of New Tourism and its presentation at an international research conference in Japan.








What the Study Accomplished
What the Study Accomplished
What the Study Accomplished
• Identified that the main problem of remote places like the Panguil River Eco-Park is marketing and trying to reach potential visitors.
• Designed a 3D mobile application that allows users to roam a 3D Virtual environment designed to be similar and gives the user the "feel" of the eco-park.
• Presented at the 3rd International Conference on Hospitality, Leisure, Sports, and Tourism (ICHLST) which led to the paper being published as Chapter 7 in the book e- Consumers in the Era of New Tourism.
•Mentioned in an article by The Age, Virtual reality: staying at home while going abroad.
• Identified that the main problem of remote places like the Panguil River Eco-Park is marketing and trying to reach potential visitors.
• Designed a 3D mobile application that allows users to roam a 3D Virtual environment designed to be similar and gives the user the "feel" of the eco-park.
• Presented at the 3rd International Conference on Hospitality, Leisure, Sports, and Tourism (ICHLST) which led to the paper being published as Chapter 7 in the book e- Consumers in the Era of New Tourism.
•Mentioned in an article by The Age, Virtual reality: staying at home while going abroad.
• Identified that the main problem of remote places like the Panguil River Eco-Park is marketing and trying to reach potential visitors.
• Designed a 3D mobile application that allows users to roam a 3D Virtual environment designed to be similar and gives the user the "feel" of the eco-park.
• Presented at the 3rd International Conference on Hospitality, Leisure, Sports, and Tourism (ICHLST) which led to the paper being published as Chapter 7 in the book e- Consumers in the Era of New Tourism.
•Mentioned in an article by The Age, Virtual reality: staying at home while going abroad.
Primary Pain Points
Primary Pain Points
Primary Pain Points

The eco-park's limited digital presence hinders its potential to attract a broader local and international audience, reducing opportunities to maximize revenue through virtual tourism and improved promotional strategies.

Due to the park’s remote location, visitors often rely on pamphlets and scattered online content, which can result in uncertainty and misaligned expectations. The lack of a cohesive and engaging digital experience makes it difficult for users to visualize what the park offers.
Due to the park’s remote location, visitors often rely on pamphlets and scattered online content, which can result in uncertainty and misaligned expectations. The lack of a cohesive and engaging digital experience makes it difficult for users to visualize what the park offers.
Due to the park’s remote location, visitors often rely on pamphlets and scattered online content, which can result in uncertainty and misaligned expectations. The lack of a cohesive and engaging digital experience makes it difficult for users to visualize what the park offers.

Users struggle to gain a clear understanding of the space and its services due to the absence of immersive elements and intuitive navigation, leading to confusion and a lack of engagement before visiting the location.






Virtual Reality Conceptual Framework
Virtual Reality Conceptual Framework
Virtual Reality Conceptual Framework

Virtual Reality Model
by Horan
Virtual Reality System
Design Factors
Three I's by Krueger

Virtual Reality Model
by Horan
Virtual Reality System
Design Factors
Three I's by Krueger

Virtual Reality Model
by Horan
Virtual Reality System
Design Factors
Three I's by Krueger

Virtual Reality Model
by Horan
Virtual Reality System
Design Factors
Three I's by Krueger
To understand Virtual Reality properly and to clearly apply its philosophies in the application, we have to take into consideration the three philosophies stated above. The Three I's by Krueger covers the emotional feeling that the user should feel as he/she interacts with the application. The Virtual Reality System Design Factors consist of 9 factors that will cover how the application should be designed for it to be considered a Virtual Reality Application. The Virtual Reality Model by Horan will discuss how the users will interact with the application.
Three Phases of Application Development
Three Phases of Application Development
Three Phases of Application Development

Behavior Module Design
Behavior Module
Design
Behavior Module Design
Multimedia Creation
Multimedia Creation
Multimedia Creation
Model Construction
Model Construction
Model Construction

Behavior Module Design
Multimedia Creation
Model Construction
The Three phases of development will cover the process and principles that need to be observed. The Behavior Module Design overs the interaction of the user with the application. Multimedia Creation covers the overall aesthetics of the application and thus includes the user interface. Lastly, Model Construction covers the Virtual Environment and how it behaves.
Prototype
Prototype
Prototype
A Captivating Mobile Application
A Captivating Mobile Application
A Captivating Mobile Application
The mobile virtual tour application will be deployed on the iPad. In 2015, this iOS device was capable enough to run a Virtual Environment smoothly while still being handy and mobile. We also chose the iPad because iOS tablets or iPads have a percentage of 92% compared to the Android tablets, which had 8% of the total percentage of tablet activation from January to March 2014. StatCounter(2015) also illustrated that as of 2014 to 2015, iOS tablets had 70.54% of usage in the Philippines compared to Android tablets, having only 28.4%.
The mobile app includes a 3D tour of the eco-park; it provides a navigational guide upon choosing the points of interest yet it will not prohibit users to freely navigate through the virtual environment but it will just provide a guide on how to get to the point of interest.
The mobile virtual tour application will be deployed on the iPad. In 2015, this iOS device was capable enough to run a Virtual Environment smoothly while still being handy and mobile. We also chose the iPad because iOS tablets or iPads have a percentage of 92% compared to the Android tablets, which had 8% of the total percentage of tablet activation from January to March 2014. StatCounter(2015) also illustrated that as of 2014 to 2015, iOS tablets had 70.54% of usage in the Philippines compared to Android tablets, having only 28.4%.
The mobile app includes a 3D tour of the eco-park; it provides a navigational guide upon choosing the points of interest yet it will not prohibit users to freely navigate through the virtual environment but it will just provide a guide on how to get to the point of interest.
The mobile virtual tour application will be deployed on the iPad. In 2015, this iOS device was capable enough to run a Virtual Environment smoothly while still being handy and mobile. We also chose the iPad because iOS tablets or iPads have a percentage of 92% compared to the Android tablets, which had 8% of the total percentage of tablet activation from January to March 2014. StatCounter(2015) also illustrated that as of 2014 to 2015, iOS tablets had 70.54% of usage in the Philippines compared to Android tablets, having only 28.4%.
The mobile app includes a 3D tour of the eco-park; it provides a navigational guide upon choosing the points of interest yet it will not prohibit users to freely navigate through the virtual environment but it will just provide a guide on how to get to the point of interest.
Test
Test
Test




Potential
Visitors
Staff
Visitors




Potential
Visitors
Staff
Visitors




Potential
Visitors
Staff
Visitors




Potential
Visitors
Staff
Visitors




Potential
Visitors
Staff
Visitors
There are three types of respondents for the study: visitors, which are the local and non-local visitors, the staff, and the potential visitors of the eco-park. The local and non-local visitors are people who were in the vicinity during testing while the potential visitors are the people who are not in the vicinity of the eco-park. The testing was conducted last February 25, 2014, and the eco-park has a total of 139 visitors, and 10 employees present that day. As for the potential visitors, the study has 30 respondents who were randomly selected.
The study made use of the Likert scale to measure the result of the usability of the system. The overall rating of the application is shown above, The highest mean was Interactivity since the virtual tour helps the users have a “feel” of the eco-park since it looks like the real eco-park, the app was easy to use, and the controls used were easy to remember. The virtual tour was able to trigger the user’s interest by having them interact with the virtual environment. Sensory simulation got the lowest rating due to the low audio of the application because it is supposed to capture the relaxing sound of the eco-park. If the sounds were very loud it would make the ambiance unrelaxing to hear. Overall, the potential visitors have the highest mean in all of the categories, which makes the target audience reachable.
The study made use of the Likert scale to measure the result of the usability of the system. The overall rating of the application is shown above, The highest mean was Interactivity since the virtual tour helps the users have a “feel” of the eco-park since it looks like the real eco-park, the app was easy to use, and the controls used were easy to remember. The virtual tour was able to trigger the user’s interest by having them interact with the virtual environment. Sensory simulation got the lowest rating due to the low audio of the application because it is supposed to capture the relaxing sound of the eco-park. If the sounds were very loud it would make the ambiance unrelaxing to hear. Overall, the potential visitors have the highest mean in all of the categories, which makes the target audience reachable.
The study made use of the Likert scale to measure the result of the usability of the system. The overall rating of the application is shown above, The highest mean was Interactivity since the virtual tour helps the users have a “feel” of the eco-park since it looks like the real eco-park, the app was easy to use, and the controls used were easy to remember. The virtual tour was able to trigger the user’s interest by having them interact with the virtual environment. Sensory simulation got the lowest rating due to the low audio of the application because it is supposed to capture the relaxing sound of the eco-park. If the sounds were very loud it would make the ambiance unrelaxing to hear. Overall, the potential visitors have the highest mean in all of the categories, which makes the target audience reachable.
Key Takeaways & Success
Key Takeaways & Success
Key Takeaways & Success

Virtual Reality proves to be an effective tool for marketing eco-tourism, particularly in remote areas. This study gathered feedback from various user groups—staff, local and non-local visitors, and potential tourists—who found the 3D environment enhanced their experience, especially in trekking simulations. Many users appreciated the app’s ability to provide a realistic preview of the eco-park and its waterfalls, though some suggested improving the sound quality.

Virtual Reality proves to be an effective tool for marketing eco-tourism, particularly in remote areas. This study gathered feedback from various user groups—staff, local and non-local visitors, and potential tourists—who found the 3D environment enhanced their experience, especially in trekking simulations. Many users appreciated the app’s ability to provide a realistic preview of the eco-park and its waterfalls, though some suggested improving the sound quality.

Virtual Reality proves to be an effective tool for marketing eco-tourism, particularly in remote areas. This study gathered feedback from various user groups—staff, local and non-local visitors, and potential tourists—who found the 3D environment enhanced their experience, especially in trekking simulations. Many users appreciated the app’s ability to provide a realistic preview of the eco-park and its waterfalls, though some suggested improving the sound quality.

The project’s success led to its presentation at the 3rd International Conference on Hospitality, Leisure, Sports, and Tourism (ICHLST) and subsequent publication in e-Consumers in the Era of New Tourism. It was also featured in The Age article, Virtual Reality: Staying at Home While Going Abroad.

The project’s success led to its presentation at the 3rd International Conference on Hospitality, Leisure, Sports, and Tourism (ICHLST) and subsequent publication in e-Consumers in the Era of New Tourism. It was also featured in The Age article, Virtual Reality: Staying at Home While Going Abroad.

The project’s success led to its presentation at the 3rd International Conference on Hospitality, Leisure, Sports, and Tourism (ICHLST) and subsequent publication in e-Consumers in the Era of New Tourism. It was also featured in The Age article, Virtual Reality: Staying at Home While Going Abroad.
Get in Touch
Get in Touch
Thank you for visiting my portfolio! My work combines the technical foundation of a developer with a passion for user-centered design and a creative edge from my digital arts background. Each project here balances functionality with thoughtful design, aiming to make technology accessible and engaging. If you’d like to connect, discuss collaboration, or chat about design and development, feel free to reach out!
Thank you for visiting my portfolio! My work combines the technical foundation of a developer with a passion for user-centered design and a creative edge from my digital arts background. Each project here balances functionality with thoughtful design, aiming to make technology accessible and engaging. If you’d like to connect, discuss collaboration, or chat about design and development, feel free to reach out!
Sean Archie | UX Designer
Sean Archie | UX Designer