Agile Development of a Virtual Tour for Universidad Autónoma
Metropolitana: Unidad Iztapalapa - One of the First Virtual Campus
Experiences in Mexico City
Benjamin Moreno-Montiel
1
, Abel Isaac Samaniego-Alvarez
2
, Luis Quiñones-Hernandez
2
and Eva Lorena Pérez-de-la-Luz
2
1
Universidad Autónoma Metropolitana – Unidad Iztapalapa, Cuidad de México, Mexico
2
Departamento de Ingeniería Eléctrica, Mexico
Keywords: Virtual Tour, Scrum Framework, 3D Modelling, Interactive Campus, AWS Deployment, Educational
Technology.
Abstract: This paper presents the development process and outcomes of a virtual tour for Universidad Autónoma
Metropolitana - Unidad Iztapalapa, one of the pioneering virtual campus experiences in Mexico City. Utilizing
the Scrum framework with one-week sprint cycles, the project was executed over two academic terms,
focusing on iterative development and continuous feedback. The virtual tour incorporates advanced 3D
modeling, interactive guides, and dynamic student avatars, aiming to provide an immersive and informative
experience. Key deployment strategies included hosting on AWS S3 and proprietary SSH servers using
Docker containers, ensuring broad accessibility. Despite a small development team of four members, the
project successfully reconstructed 16 major campus buildings, representing 44% of the infrastructure, and
integrated features such as informational buttons and navigational aids. The results highlight significant
advancements in virtual campus environments, with future work directed towards mobile optimization,
gamified learning modules, and cooperative virtual interactions.
1 INTRODUCTION
A virtual tour is a simulation of a virtual location
presented through a sequence of images or interactive
elements (Cardona, 2023). Today, various institutions
employ virtual tours to engage users and provide an
immersive experience. Examples include
universities, museums, archaeological sites, and
public spaces.
While this technology is useful for exploring
streets in a neighborhood or another state, it is limited
to just street. It does not directly involve the interiors
of places such as museums, archaeological sites, or
private locations like residential complexes or
schools.
Although most of the examples have their own
means of offering virtual tours, they share a common
limitation: they are 360° photographs. This restricts
in-depth exploration within structures or their
surroundings.
The Universidad Autónoma Metropolitana also
offers virtual tours across its campuses: Unidad
Azcapotzalco presents a 360° video of its main
buildings without additional information (UAMA,
2021); Unidad Cuajimalpa provides a general video
walkthrough of its facilities (UAMA, 2021); Unidad
Iztapalapa features a brief video overview lacking
detailed content (UAMI, 2022); Unidad Lerma has no
current virtual tour, only an early promotional video
showing the original construction plan (UAML,
2010); and Unidad Xochimilco stands out with a web-
based tour that combines 360° photographs and
informational overlays (UAMX, 2022).
As observed, most UAM campuses offer a
predefined virtual tour, without the possibility of
freely exploring the facilities. Some of the previously
listed tours follow a Google Maps-style navigation,
while others do not provide an updated view of the
campus.
Since this project was developed at Unidad
Iztapalapa, we focused on modeling this campus first
to establish a methodology that can later be applied to
other UAM units. This methodology aims to create a
Moreno-Montiel, B., Samaniego-Alvarez, A. I., Quiñones-Hernandez, L. and Pérez-de-la-Luz, E. L.
Agile Development of a Virtual Tour for Universidad Autónoma Metropolitana: Unidad Iztapalapa - One of the First Virtual Campus Experiences in Mexico City.
DOI: 10.5220/0013501200003964
In Proceedings of the 20th International Conference on Software Technologies (ICSOFT 2025), pages 215-222
ISBN: 978-989-758-757-3; ISSN: 2184-2833
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
215
fully explorable environment, allowing users to freely
navigate the university’s facilities.
Currently, a 2017 project titled "Recorrido Virtual
De La Unidad Iztapalapa" exists, where students
pursued a similar objective to the vision of this new
version. The previous project included the
construction of 3D models for Building A, AA
(General Rectorate), B (Classroom Building), and L
(Library). However, only Building A was fully
developed with complete interior facilities, while the
rest only featured external façades, leaving their
interiors empty.
Further details on this first version of the Unidad
Iztapalapa virtual tour will be reviewed in Section 2,
followed by an analysis of the hypothesis and the
objectives outlined proposed in this work. This study,
conducted as part of a terminal research project for
the Bachelor's in Computer Science program, aims to
develop a new virtual tour for Unidad Iztapalapa
leveraging these tools and methodologies.
1.1 Hypotheses
H1: The use of advanced tools such as Blender,
Unity, MakeHuman, and Substance Painter
significantly improves the efficiency and visual
quality of interactive 3D virtual tours (Moskvin
et. al. 2022).
H2: Implementing Scrum (Schwaber &
Sutherland, 2020) and Work Breakdown
Structure (WBS) (Haugan 2001) frameworks
leads to better time management, clearer task
delegation, and faster development cycles in
educational technology projects with small
teams.
H3: Early identification and mitigation of project
risks reduces delays and helps maintain
consistent progress during iterative development
(Dawley 2014).
H4: An immersive virtual campus tour enables
users to engage in realistic exploration scenarios,
which can support educational and research
activities (
Loureiro et. al. 2020).
H5: A publicly available and updated virtual tour
increases the visibility of the institution and
positively influences prospective students’
perception of the university.
To guide the scientific reflection of this study,
the following research questions are proposed:
RQ1: How does the use of agile methodologies
affect the development speed and consistency of
educational 3D environments?
RQ2: What are the main architectural and
technical limitations in building scalable,
interactive campus simulations?
RQ3: How do users perceive the realism
and usefulness of a virtual campus when
enhanced with intelligent NPCs?
1.2 Objectives
1.2.1 General Objective
To develop the foundation for a virtual tour of
Universidad Autónoma Metropolitana - Unidad
Iztapalapa, creating an engaging experience with
user-friendly controls.
1.2.2 Specific Objectives
Evaluate the methodological process involved in
the creation of simulated virtual environments,
based on the interpretation of structural
blueprints and architectural data.
Apply Scrum and Work Breakdown Structure
(WBS) as core project management strategies to
structure and monitor the development cycle.
Assess the suitability and integration of tools
such as Unity, Blender, MakeHuman, and
Substance Painter in the construction of
immersive 3D environments.
Design and implement an interactive virtual
representation of a significant portion of the
UAMI campus, emphasizing user-friendly
navigation and informative content.
Deploy the virtual tour on a public cloud-based
platform to ensure accessibility and scalability.
The article is organized into several key sections.
The introduction provides an overview of the project
and its objectives. Section 2 reviews the first virtual
tour developed in 2017, which serves as the
predecessor of this project, to contextualize its
evolution and development process. Section 3 details
the methodology, including the Scrum framework,
sprint structure, and development tools used. Section
4 presents the results, showcasing the progress made,
key features implemented, and visual comparisons of
real and virtual environments. Section 5 discusses
conclusions and outlines future work, emphasizing
the potential for further development and the
scalability of the project. Finally, references are
provided to acknowledge the sources that informed
this study.
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2 PREVIOUS WORKS
2.1 Related Work
The development of virtual tours in educational
institutions has gained relevance in recent years,
especially as universities seek to provide accessible
and immersive ways to explore their campuses
remotely. The work by (Radianti et al. 2020), analyse
the use of virtual reality in higher education and
conclude that immersive environments foster better
spatial awareness and emotional engagement.
Various projects worldwide have attempted to
develop interactive campus tours. For instance,
Stanford University and MIT have implemented
WebGL-based tours with limited interactivity,
relying mainly on panoramic photography. Other
efforts focus on gamification and NPC interaction, as
seen in projects such as Virtual MIT and Campus
Explorer.
Within Mexico, few universities offer fully
explorable 3D environments. Most rely on 360°
videos or static walkthroughs. As discussed earlier,
other UAM units have partial or outdated virtual
tours, mostly limited to photographic representations.
This highlights the novelty and impact of the present
project in offering a dynamic and interactive 3D
reconstruction of a significant portion of the
Iztapalapa campus.
Recent research on the use of immersive
technologies in place-based research, such as the
review by (Cinnamon and Jahiu,2023), highlights the
potential of 360-degree video and virtual tours as
tools for spatial understanding and engagement.
While our approach focuses on fully explorable 3D
environments rather than video-based experiences,
their analysis offers valuable insight into the
pedagogical and exploratory value of virtual
reconstructions.
2.2 Previously Virtual Tour
As previously mentioned, a project was developed in
2017 in which a group of students recreated part of
the campus, specifically the area of the main plaza.
Below is an overview of the contents of this virtual
tour
The 2017 project offers a limited scope, covering
only the main plaza area. The tour is restricted to the
plaza itself and the interior of one building.
Additionally, it includes some NPCs (non-playable
characters) walking around the accessible zone.
The 2017 virtual tour includes only buildings A,
AA, B, and L. Among these, Building A is the most
interactive, featuring an explorable ground floor, a
staircase leading to the second level, and the
architectural model displayed beneath the stairs. In
contrast, Building AA contains some exterior details
but remains inaccessible.
Both Buildings B and L have well-defined
exterior structures, yet their interiors are empty,
lacking floors or classrooms, and remain inaccessible
due to map limitations. Additionally, placeholders
(cubes) represent other buildings that were not fully
designed.
The explorable area is restricted to the central
section of the main plaza, with invisible barriers
limiting movement beyond certain points. However,
the virtual tour includes interactive features such as
sitting at tables, purchasing snacks and water from
vending machines, and disposing of items in trash
bins. These elements enhance user immersion,
making the environment feel more dynamic and
engaging.
The virtual tour allows users to choose between a
female and a male character, providing a basic level
of personalization within the experience.
Additionally, a first-person mode is available for a
more immersive navigation.
To enhance the environment and make the
university feel more dynamic, NPCs (non-playable
characters) are included, either standing or walking
around the available space. However, players cannot
directly interact with them, except by obstructing
their path when they are moving or pushing them
when they are stationary.
3 PROJECT DEVELOPMENT
TIMELINE
This section details the workflow of the project,
which was carried out over a six-month period,
spanning two academic trimesters at Universidad
Autónoma Metropolitana - Unidad Iztapalapa
(UAMI), denoted by the acronyms 24P and 24O,
concluding on January 27, 2025.
During this timeframe, the development focused on a
specific, delimited area of the university,
corresponding to the central part of the campus,
where most of the teaching buildings, the general
rectorate, and the main buildings of the three
divisions are located:
Ciencias Básicas e Ingeniería (CBI)
Ciencias Biológicas y de la Salud (CBS)
Ciencias Sociales y Humanidades (CSH)
This central area is highlighted in Figure 1.
Agile Development of a Virtual Tour for Universidad Autónoma Metropolitana: Unidad Iztapalapa - One of the First Virtual Campus
Experiences in Mexico City
217
Figure 1: Areas selected for implementation in this version
of the UAMI virtual tour.
In Figure 1, different colored areas represent
distinct levels of reconstruction: red zones are
excluded due to size or limited accessibility; blue
marks the currently explorable area from the previous
version, including the main plaza and Building A; and
areas in the default color indicate the newly added
explorable regions, expanding both interior and
exterior coverage in this version.
The development of the virtual tour relied on a
combination of tools specialized in 3D modeling,
animation, and game engine integration. The main
platforms used were Blender for geometric modeling,
MakeHuman for avatar generation, Substance Painter
for texture painting, and Unity for scene integration
and interactivity. These tools enabled the team to
produce coherent and responsive experience while
maintaining asset modularity and visual fidelity.
We decided to use the Scrum agile framework
(Schwaber & Sutherland, 2020), which emphasizes
iterative development, regular feedback, and
continuous improvement.
The development process was structured around
weekly Sprints, with a total of 22 iterations,
corresponding to the academic calendar of two
consecutive trimesters during which the project was
executed (Young et al., 1995).
This framework was selected to facilitate team
coordination, promote progressive integration of
features, and maintain a manageable workload within
a university environment. The specific application of
Scrum, including team roles, tools, planning sessions,
and retrospective practices, will be detailed in the
following subsections.
3.1 Implementation of Scrum
Methodology
The development of the UAMI Virtual Tour was
managed using the Scrum framework, with a small
team of four members: Benjamín Moreno-Montiel
served as Product Owner, leveraging his position as a
full-time professor to obtain architectural plans,
access the campus for manual measurements, and
guide the team using insights from the 2017 tour;
Abel Isaac Samaniego-Álvarez acted as Scrum
Master, coordinating tasks and providing technical
leadership due to his experience with Blender and
Unity; while Luis Quiñones-Hernández and Eva
Lorena Pérez-de-la-Luz worked primarily as
Developers, contributing to 3D modeling, Unity
integration, and feature implementation.
The project spanned two academic trimesters
(24P and 24O), with a structure of 22 one-week
Sprints. Sprint Planning sessions were conducted
weekly, where user stories were evaluated using
Planning Poker with the Fibonacci sequence to
estimate complexity and effort. Tasks were organized
and tracked using Jira with Kanban boards, and the
codebase was maintained in a shared GitHub
repository to enable remote and asynchronous
collaboration.
Burndown Charts were used weekly to monitor
progress and team velocity. Although daily stand-up
meetings were not feasible due to academic
commitments, weekly checkpoint meetings were
held, and progress updates were regularly exchanged
via Discord.
Sprint Reviews and Retrospectives were conducted at
the end of each Sprint to assess deliverables, identify
blockers, and adjust workflows as necessary. This
agile structure facilitated transparency, rapid
feedback, and continuous improvement throughout
the development of the virtual tour.
3.2 Product Backlog Overview
The development of the UAMI Virtual Tour followed
the Scrum agile framework, organizing tasks into six
main categories and classifying them based on their
stage in the planning process. The product backlog
was structured into six categories:
1. Initial Setup Software installation (Unity,
Blender, GitHub, etc.), blueprint collection, and
review of the 2017 tour.
2. Narrative & UX Character design, mechanics
planning, and environmental storytelling
(including night scenarios).
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3. 3D Modeling Buildings B, C, E, F, L, T, AT
and areas like plazas and sports zones; future
additions include monuments and other facilities.
4. Unity Integration Object and NPC placement,
with initial scenes functional and future
expansions planned for interactive storytelling.
5. Visuals & Textures Application of materials
via Substance Painter, with plans for enhanced
lighting and special effects.
6. User Interaction Informational panels, music,
and basic NPC behaviors, with future goals
including scoring systems and AI-driven
interactions.
This well-organized Product Backlog helped
maintain a clear development workflow (Young et. al.
2016), making it easier to track progress and laying
the groundwork for future improvements to the
UAMI Virtual Tour.
While the Product Backlog is traditionally
organized and prioritized by business or user value, in
this academic context we opted to group the backlog
items by type of technical activity (e.g., modeling,
interface, mechanics). This structure better reflected
the internal workflow of the development team,
which was composed of students learning to apply
Scrum in a software engineering context. The Product
Owner defined and validated the backlog items
collaboratively, focusing on pedagogical clarity and
incremental progress rather than stakeholder-driven
business value. Each group of tasks contributed
specific features toward the overall functionality of
the virtual tour
3.3 Buildings and Infrastructure of
UAM Iztapalapa
The campus of Universidad Autónoma Metropolitana
- Unidad Iztapalapa (UAMI) includes a wide range of
academic, administrative, and recreational spaces
such as division-specific buildings, libraries,
cafeterias, sports courts, and plazas. For this version
of the virtual tour, a significant subset of these
facilities was selected for reconstruction, including
core academic buildings, green areas, and common
zones. A summary of the progress made on these
elements is provided later in the Results section.
3.4 Deliverables of the 22 Proposed
Sprints
In this section, we will briefly present each of the
deliverables obtained in the 22 proposed Sprints. As
previously mentioned, we used the Scrum framework
to better organize and carry out the development of
this virtual tour. Scrum, as an agile methodology,
emphasizes iterative development, collaboration, and
flexibility, which are essential when dealing with
complex projects like virtual environments. Each
Sprint allowed us to incrementally build and refine
different components of the project, including 3D
modeling, user interaction features, and integration of
educational content.
This approach not only facilitated continuous
feedback and adaptation but also ensured that the
project remained aligned with its objectives
throughout the development process. The
effectiveness of Scrum in managing similar projects
has been highlighted in various studies, such as the
work by (Gordillo et al. 2024), who examined and
compared the effectiveness of virtual reality serious
games and LEGO Serious Play for learning Scrum,
demonstrating the benefits of iterative workflows in
enhancing productivity and quality in software
development.
3.4.1 Summary of Development Activities
(Sprints 1–22)
The development of the UAMI Virtual Tour spanned
22 Sprints across two academic trimesters and
followed a structured Scrum approach. The first
phase (Sprints 1–3) focused on foundational
planning, including backlog definition, team role
assignments, architectural exploration, and tool
validation. During the next phases (Sprints 4–17), the
team transitioned into active development, modeling
objects, characters, and buildings such as C, T, and B,
while introducing features like story mode selection,
NPC dialogues, interactive buttons, and user
customization. Visual and performance optimization
efforts were also carried out, including texture
compression and resolution reduction, which cut the
overall project size nearly in half without sacrificing
fidelity.
During Sprints 15–17, the project’s storage size
was reduced from 1.32 GB to 803 MB by
reorganizing assets and applying optimizations such
as lowering texture resolution (e.g., walls, NPCs,
trees) and converting 32-bit textures to 8-bit. These
changes significantly improved loading times and
responsiveness, particularly on lower-end devices,
without compromising visual quality.
Figure 2 showcases the virtual assistants designed
to support users within the virtual tour, specifically
located in Building B. These characters evoke the
administrative processes typical of the UAMI campus
during the 1990s, enhancing the nostalgic and
informative aspects of the tour. Additionally, the
bottom section of the figure highlights the
Agile Development of a Virtual Tour for Universidad Autónoma Metropolitana: Unidad Iztapalapa - One of the First Virtual Campus
Experiences in Mexico City
219
comprehensive progress achieved, reflecting the
culmination of efforts during the final Sprints
dedicated to the project's deployment and
optimization, illustrating the fully developed virtual
environment.
Figure 2: Virtual Assistants and Final Project Deployment.
To enrich the educational value of the experience,
the development team consulted the Servicios
Escolares office, located on the ground floor of
Building B, to identify the most frequently asked
questions by incoming students. Based on this input,
the NPCs were programmed with a simplified
chatbot-like dialogue system, offering preloaded
questions and answers that users can explore by
interacting through the mouse. These dialogues
address topics such as enrollment requirements,
procedures for dropping or modifying courses,
duration and structure of degree programs, and
general information about campus facilities.
This interaction model transforms NPCs into
informative guides, supporting prospective students
and visitors as they virtually explore the university.
By simulating real-life consultations with staff, the
experience not only provides practical value but also
enhances immersion and realism.
From Sprints 18–22, deployment and testing were
prioritized. Sprint 18 prepared the Unity environment
for WebGL builds, configuring resolution, platform
settings, and debug options. Sprints 19–20 handled the
deployment to AWS S3, adjusting access policies and
permissions to serve the project as a static site. The
project was also hosted via Amazon Amplify for
added reliability. In the final stage (Sprints 21–22), a
Docker-based deployment was implemented on a
proprietary SSH server, ensuring greater control and
scalability.
Finally, Figure 3 showcases the virtual tour
running on the website hosted under the domain
mathonline.izt.uam.mx, provided by Universidad
Autónoma Metropolitana - Unidad Iztapalapa.
4 RESULTS
The development of the Virtual Tour of Universidad
Autónoma Metropolitana - Unidad Iztapalapa aimed
to create an immersive, interactive environment that
accurately represents the campus infrastructure. This
section presents the outcomes of the project,
showcasing the visual and functional fidelity
achieved through meticulous 3D modeling, texturing,
and deployment strategies outlined in the previous
sections.
Figure 3: Virtual tour of the UAM Iztapalapa in a
Proprietary SSH Server Using Containers.
Key buildings and areas within the campus have been
reconstructed, reflecting architectural details and
environmental elements that contribute to the
authentic virtual experience. In contrast to the limited
and static 2017 version, the current platform allows
users to freely explore the campus and interact with
elements such as signs, buttons, and NPCs. The
improved graphical fidelity and architectural
accuracy also offer a more realistic and informative
experience. Table 1 summarizes the key differences
between both versions.
Table 1: Comparison between the 2017 and 2024 versions
of the UAMI Virtual Tour.
Feature
2017 Tour
Version
2024 Tour Version
Rendering
Technology
Photographic
stitching
Free exploration with FPS
controls
Navigation Linear
walkthrough
Free exploration with FPS
controls
Interactivity None Buttons, NPCs, animated elements
Buildings
Covered
2 main
b
uildings
14 buildings + common areas
Platform Local .exe Web-deployed
(Docker + AWS S3)
Multi-user
Capability
Not available Planned with Photon Unity
Compared to the 2017 version, the current virtual tour
represents major improvements in rendering (real-
time 3D with FPS navigation), interactivity (buttons,
NPCs, animated avatars), and scalability (web
ICSOFT 2025 - 20th International Conference on Software Technologies
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deployment and multi-user planning). Table 1
summarizes these differences. At present, the virtual
environment includes 14 reconstructed buildings and
common areas, representing 44% of the campus, with
key features such as navigation guides, informative
signage, and animated student characters. Table 2
details the progress for each reconstructed element.
Although no formal user evaluation has been
conducted yet, future work will involve empirical
studies to assess the platform’s usability and
educational value, particularly for prospective
students and faculty.
Table 2. Progress of Reconstructed Elements in the Virtual
Tour Project.
Building A -
Rectorate
Building L -
Library
Building W -
Maintenance
Building AA Building M –
Cafeteria, SM
NAO
Building B Building N Main Plaza
Building C Building Ñ -
Supply Office
Soccer Field
Building D Building O -
Warehouse
Tennis Court
Building E Building P -
Graduate Studies
Basketball
Courts
Building F Building R Tree Plaza
Building G -
Bookstore
Building S Fast Soccer
Courts
Building H and
AH
Building AS Onca Plaza
Building I -
Supercompute
r
Building T Volleyball
Courts
Building AI -
Imaging
Building AT Open-Air
Theate
Building K -
Kios
k
Building U Tennis Courts
The development of this virtual tour offered
several insights into the application of Scrum
methodologies in educational software projects. One
major challenge was aligning weekly Sprints with the
irregular academic schedule, which was addressed
through asynchronous updates and a flexible delivery
model. Another observation concerns the balance
between model fidelity and performance, which
required iterative optimization strategies throughout
the project. The project also revealed that user
immersion benefits significantly from the integration
of NPCs, which opens the door for further AI-
enhanced features. Overall, the iterative Scrum-based
approach proved effective in maintaining progress,
encouraging collaboration, and allowing continuous
integration of feedback even in an academic setting.
To conclude, Figure 4 presents a visual
comparison between real-life and virtual
representations of four key areas of the UAM
Iztapalapa campus. These include: the NAO (Nuevo
Acceso Oriente), which serves as the main student
entrance; Building A, home to the general rectorate;
Building B, which houses the most frequently used
classrooms in the CBI; and Building T, a central
academic hub for CBI activities and the origin points
of this virtual tour project.
Figure 4: Real and Virtual Representations of NAO,
Building A, Building B, and Building T.
5 CONCLUSIONS AND FUTURE
WORK
The development of the virtual tour for Universidad
Autónoma Metropolitana - Unidad Iztapalapa
demonstrated the effectiveness of applying the Scrum
framework with weekly sprint cycles (Haavisto,
2021), which enabled consistent progress despite the
small development team. Key features—such as
interactive information buttons and virtual campus
guides—were successfully integrated to enhance user
engagement. However, limitations persist due to the
project's broad scope and resource constraints.
A significant challenge was the mismatch
between architectural blueprints and the actual
Agile Development of a Virtual Tour for Universidad Autónoma Metropolitana: Unidad Iztapalapa - One of the First Virtual Campus
Experiences in Mexico City
221
building layouts, which led to manual on-site
measurements to accurately recreate interior spaces.
Future iterations would benefit from closer
coordination with campus facilities to access updated
structural data.
Next steps include extending the tour to cover
more campus areas and deploying mobile-ready
versions via Unity’s Android and iOS build targets.
Building on the current Docker-based SSH
deployment, future releases will incorporate
optimizations like texture compression, resolution
scaling, and simplified shaders. Multi-user
functionality will be explored through Photon Unity
Networking (Camarinha-Matos et al., 2001), and
learning modules will follow a mission-based
structure aligned with academic divisions. Planned
user experience assessments include surveys and
guided walkthroughs with prospective students.
Additionally, the NPC system will evolve from
static administrative support into an intelligent
network of academic mentors distributed across the
campus. While current NPCs in Building B deliver
answers to frequently asked student questions
(Dawley et al., 2014), future agents will leverage large
language models such as BERT or GPT, fine-tuned on
academic content, to offer interactive guidance about
programs, courses, and research areas. This opens a
new research line in AI-assisted education, where
LLMs complement—rather than replace—human
instructors by offering scalable, high-quality academic
support in immersive virtual environments.
The main scientific contributions of this work are:
(1) the structured application of Scrum in an immer-
sive academic development context, (2) a robust, web-
deployable architecture for virtual campus tours, and
(3) the design of an AI-integrated framework for
educational NPCs using large language models.
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