This paper presents the META-TRAINING project, which developed a Virtual Reality-based digital platform designed to transform distance learning through immersive avatar-driven virtual environments. Addressing current e-learning limitations, the project adopts a user-centred design methodology informed by comprehensive empirical research involving 54 participants through convenience sampling. This framework combines experiential learning theory and presence in virtual environments. The key findings reveal that cross-platform compatibility, hybrid access capabilities, and integrated assessment tools represent the highest priorities for educational stakeholders. The platform supports synchronous remote education across corporate training, higher education, and vocational sectors through cross-platform VR support (Meta Quest, HTC Vive), cloud-based infrastructure, and session management systems. The results demonstrate substantial improvements in accessibility through hybrid access models allowing both VR and non-VR participants in shared sessions. The platform offers white-label options, LMS integration, and multilingual support, positioning itself competitively in the emerging metaverse education market. By bridging empirical research with XR technologies, this project contributes actionable insights into smart immersive learning environments across education, healthcare, industry, and public administration.

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META-TRAINING: Designing Immersive VR-Based Learning Environments for Remote Training and Education

  • Konstantinos Kotsopoulos,
  • Nikolaos Papastamatiou,
  • Charalampos Theodorakopoulos

摘要

This paper presents the META-TRAINING project, which developed a Virtual Reality-based digital platform designed to transform distance learning through immersive avatar-driven virtual environments. Addressing current e-learning limitations, the project adopts a user-centred design methodology informed by comprehensive empirical research involving 54 participants through convenience sampling. This framework combines experiential learning theory and presence in virtual environments. The key findings reveal that cross-platform compatibility, hybrid access capabilities, and integrated assessment tools represent the highest priorities for educational stakeholders. The platform supports synchronous remote education across corporate training, higher education, and vocational sectors through cross-platform VR support (Meta Quest, HTC Vive), cloud-based infrastructure, and session management systems. The results demonstrate substantial improvements in accessibility through hybrid access models allowing both VR and non-VR participants in shared sessions. The platform offers white-label options, LMS integration, and multilingual support, positioning itself competitively in the emerging metaverse education market. By bridging empirical research with XR technologies, this project contributes actionable insights into smart immersive learning environments across education, healthcare, industry, and public administration.