Development of Mobile Applications and Virtual Reality with 3D Modeling for the Visualization of Network Infrastructures on University Campuses
Abstract
1. Introduction
2. Scientometric Analysis
2.1. Introduction to Scientometric Mapping and Conceptual Framework
2.2. Characterization of Scientific Production
2.3. Evolution, Theme and Integration Opportunities
- Digital Twin Technical Cluster (Green): Focused on “Digital Twin”, “Simulation”, “Industry 4.0” and “Internet of Things”. This is where central conceptual and technological developments are framed.
- Immersive Technologies in Education Cluster (Blue): Includes “Augmented Reality”, “Virtual Reality”, “Education”, “Training” and “Engineering Education”. There is a strong body of work demonstrating the effectiveness of AR/VR as teaching and training tools in higher education [2,5,8], including examples in engineering laboratories [14] and for the development of spatial skills [28].
3. Materials and Methods
3.1. Methodology
3.1.1. Physical Characterization of the System
3.1.2. Parametric Three-Dimensional Modeling
3.1.3. Network Infrastructure Integration
3.1.4. Development of the Interactive Digital Twin
3.1.5. Validation and Synchronization
3.2. Integrated Development Flow
3.3. Hardware and Development Costs
3.4. Computer Requirements to Run the Application
4. Results and Discussion
4.1. Implementation of the Digital Twin of the Campus
- (a)
- Spatio-Temporal Compression in Diagnostics. Traditionally, technicians must physically travel between distant locations on campus to verify connections and components. The digital twin eliminates this need by providing immediate access to any point in the infrastructure through virtual navigation, compressing the physical travel time (average: 15 min per inspection) to seconds of virtual navigation.
- (b)
- Elimination of Physical Access Barriers. Components located in restricted spaces (telecommunications rooms, suspended ceilings, vertical ducts) require special procedures, such as the use of ladders and moving furniture that obstructs access, provided only by viewing the path of our network nodes, which consumes approximately 8–12 min per component. Unrestricted visualization in the 3D model eliminates this barrier, allowing for immediate inspection.
- (c)
- Comprehensive Information Contextualization. In traditional methods, technicians must consult multiple, disparate sources: architectural plans (DWG format), equipment inventories (Excel), network diagrams (Visio), and configuration records (Word documents). This fragmentation consumes approximately 10–15 min per incident for information gathering and cross-referencing. Our digital twin integrates all these layers of information into a unified environment, reducing this time.
- (d)
- Visualization of Hidden Relationships. Interdependencies between network components (switch cascades, redundant paths) are difficult to discern in 2D documentation. The interactive 3D model reveals these relationships by visualizing connections and paths, reducing the time required to analyze complex topologies.
4.2. Quantitative Validation and Usability
4.3. Comparative Advantages of the Proposed Methodology
- (a)
- Digital Twins Focused on Visualization vs. Functionality: While studies such as that by Liu et al. [26] focus predominantly on the geometric accuracy of 3D models for static visualization, our approach integrates dynamic operational capabilities that enable real-time interaction. This transition from ‘static observation only’ models to ‘action’ systems represents a significant advance, particularly in educational contexts where interactive manipulation facilitates learning and spatial awareness.
- (b)
- Specific Platforms vs. Multiplatform: Research such as that by Hernández-Chávez et al. [14] develops effective solutions for specific environments (automotive virtual reality), but lacks portability to other devices. Our multiplatform implementation (desktop, mobile, VR) addresses this limitation, offering accessibility that aligns with the diverse technological resources available in educational institutions with varying budgets. It also facilitates operation in diverse contexts and situations, depending on the resources at hand.
- (c)
- Comprehensive Qualitative vs. Quantitative Validation: Although studies such as that by Mata et al. [12] report high levels of user satisfaction in virtual museum applications, our work complements subjective metrics with quantifiable objective indicators: a 30% reduction in fault identification time and statistical validation using Cronbach’s Alpha. This methodological approach strengthens the robustness of our findings beyond subjective impressions.
4.4. Implications for the Management of Educational Infrastructure
4.5. Limitations and Future Work
5. Conclusions
“The quantitative results obtained significantly validate the proposed methodological approach. The 30% reduction in fault identification time and the 85% satisfaction usability evaluation (Figure 14) demonstrate not only the practical usefulness of the developed application, but also the effectiveness of the methodology as a whole. These results exceed those reported in similar studies using fragmented methodological approaches”
- Multiplatform scalability capability that allows deployment on desktop, mobile, and virtual reality devices, overcoming the limitations of unimodal applications reported in the literature [31].
- Geometric accuracy guaranteed by combining 3D scanning techniques with controlled parametric modeling, ensuring a faithful correspondence between physical and virtual systems.
- Adaptive flexibility that allows for rapid iterations based on end-user feedback, a feature particularly valuable in dynamic educational environments.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Item | Description | Approximately. Cost (USD) |
|---|---|---|
| 3D Scanner | Peel 2 CAD-S (peel 3d, Lévis, QC, Canada) | $25,000 |
| Workstation | Dell Precision 7865 (Dell Inc., Round Rock, TX, USA) | $3500 |
| VR Headset | Meta Quest 3 (Meta Platformas, Menlo Park, CA, USA) | $500 |
| Software Licenses | Autocad (v2022), SketchUP Pro (v22.0.354), Unity Pro (v2021LTS) | $5000 1/year |
| Total Estimated Cost | $34,000 |
| Platform | OS | RAM | GPU | Storage |
|---|---|---|---|---|
| Windows | Windows 10+ | 8 GB | DirectX 11 | 2 GB |
| Android | Android 10+ | 4 GB | Adreno 640 | 1 GB |
| VR | Android 12+ | 6 GB | Snapdragon XR2 | 2 GB |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Hernández-Chávez, A.; López-Yáñez, I.; Hernández-Chávez, M.; Fabila-Bustos, D.A. Development of Mobile Applications and Virtual Reality with 3D Modeling for the Visualization of Network Infrastructures on University Campuses. Technologies 2026, 14, 149. https://doi.org/10.3390/technologies14030149
Hernández-Chávez A, López-Yáñez I, Hernández-Chávez M, Fabila-Bustos DA. Development of Mobile Applications and Virtual Reality with 3D Modeling for the Visualization of Network Infrastructures on University Campuses. Technologies. 2026; 14(3):149. https://doi.org/10.3390/technologies14030149
Chicago/Turabian StyleHernández-Chávez, Augurio, Itzamá López-Yáñez, Macaria Hernández-Chávez, and Diego Adrián Fabila-Bustos. 2026. "Development of Mobile Applications and Virtual Reality with 3D Modeling for the Visualization of Network Infrastructures on University Campuses" Technologies 14, no. 3: 149. https://doi.org/10.3390/technologies14030149
APA StyleHernández-Chávez, A., López-Yáñez, I., Hernández-Chávez, M., & Fabila-Bustos, D. A. (2026). Development of Mobile Applications and Virtual Reality with 3D Modeling for the Visualization of Network Infrastructures on University Campuses. Technologies, 14(3), 149. https://doi.org/10.3390/technologies14030149

