Wednesday 30 December 2015

Modelling progression level 1 (Scuba equipment)

Parts of the scuba equipment such as the scuba tank, regulator and the Buoyancy Control Device (BCD) are modeled and carry over to level 2 as well as level 3.







Modelling progression Level 1 (Objects)

The level 1 environment consist of multiple common objects which can be found within a real life swimming pool environment. However the obvious such as the swimming pool itself will not be put into the same category as i consider the swimming pool as part of the environment, not an object within the environment.





3D Model progression - Environment (Level 1)

Here are the wire-frame render of the environment which will be utilize in Level 1 as well as Level 2 of my simulation.





Wednesday 16 December 2015

Gantt Chart for Final Year Project 2

Here is my Gantt chart for my Final Year Project (FYP 2) planning.


Final Year Project 1 (Finalized Board Presentation)

These are the flowchart of the whole game from Level 1 to Level 3, everything going to be implemented inside the actual game will be listed down in the flowcharts.




After the flowcharts there are the sketch design of the Graphical User Interface (GUI) for the main menu and pause menu.



The finalized version of level design also included below.



Lastly there is the list of assets, interactions and also the sound.





Wednesday 5 August 2015

In-depth research for proposal (level 2-hand signals)

Level 2
Hand signals are major part of scuba diving as the scuba divers unable to communicate verbally while diving underwater, therefore the hand signals are created and taught to allow the divers to give instructions and communicate.

It is part of essential element of scuba diving as all the instructor will be teaching the learning scuba divers to recognize the hand signals and the correct response to each hand signals. Below are some of the common hand signals for scuba diving.


There is a video teaching similar hand signals in an underwater situation, it is a good reference for the accurate hand signals as it is taught in a real life footage.


In-depth research for proposal (level 1-equipment)

Level 1
Level 1 mainly focus on the proper setup for scuba diving equipment and the essential items for each scuba divers, therefore here is the research of equipment and the accurate method to wear the scuba diving gear.
Here is the list of basic scuba diving gear which will be include within level 1:
  • Mask
  • Snorkel
  • Booties/ Wet socks
  • Fins
  • Wet suit/ Dry suit
  • Buoyancy Control Devices (BCD)/ Buoyancy Compensator (BC)
  • Regulator/Octopus
  • Accessories

Mask:
Dive mask creates a pocket of air in front of your eyes and nose so you can see clearly underwater and equalize the pressure on your ears and sinuses as you go deeper.

Snorkel:
Snorkels are breathing tubes that allow you to inhale and exhale when you're swimming facedown on the water's surface.

Booties/ Wet socks:
Booties offer warmth and better foot protection and are much safer than going barefoot, they come in a variety of styles but they should be comfortable to wear which are comparable to a good pair of running shoes.

Fins:
Scuba fins translate your kicks into smooth, efficient movement through a medium that's 800 times denser than air. Full-foot fins go on your bare feet; open-heel or adjustable fins require that you wear booties for a proper fit.

Wet suit/ Dry suit:
Even warm water conducts heat away from your body 20 times faster than air. Wetsuits provide insulation against this cooling effect. Common options include 3mm-thick suits in both full and shorty (bare arms and legs) styles for warm water; full-length 5mm or 7mm fullsuits with a hood and gloves for cold water.

Buoyancy Control Device (BCD)/Buoyancy Compensator (BC):
Buoyancy Compensator help you control your position in the water column. By adding air to an internal bladder, you rise toward the surface; by venting air from it, you sink toward the bottom.

Regulator/Octopus:
Regulator lets you breathe underwater. It connects to your tank, delivering air to your mouth when you inhale. An octopus is a backup regulator. It usually has a longer hose and a bright yellow body so it's easy to find and can be used by others in an emergency.

Accessories:
Dive lights:
Specially sealed flashlights that bring out colors on the reef, allow you to peer inside reef crevices and even dive at night.

A dive knife:
A tool, not a weapon. Used to cut lines, rope and monofilament.

Dive case:
Hard-shell cases protect valuable gear in transit and seal shut to keep their contents dry in wet environments.


Monday 27 July 2015

Scuba gear video reference

This is an excellent video for scuba gear setup, the procedure is detailed and it is a good reference point for level 1.

My reference

My proposal

Abstract
A Virtual Reality application which allows user to feel the unique scuba diving experience through the usage of Oculus Rift, the user will experience the simulation through a learning scuba diver who is currently taking scuba diving training. The scuba diver will go through multiple compulsory procedures to ensure his safety before dive in the sea of unique experience. The training for the scuba diving will be picking from certain syllabus of the formal scuba diving association namely Professional Association of Diving Instructors (PADI).


Target Audience
Teenagers and Adults (Age 15 and Above)



Goal
1. What is the goal of the whole application?
The goal of this application is to provide an immersive experience of scuba diving to inexperience scuba diver or first timer.

2. What is the application trying to solve (Problem statement)?
There aren’t many opportunities for students or adults to experience scuba diving as it requires significant amount of money as well as good physique, therefore scuba diving may not be a suitable activity for everyone. Therefore there is a need for those who desired to visit the underwater world without any barrier blocking; this VR application is able to fulfil the needs. It also helps visualizing the potential of Virtual Reality in scuba diving, marking the usefulness of VR in the future of scuba diving.

3. What is the advantage of VR that can be exploited to enhance project?
Through the utilization of Virtual Reality application, the user can immerse into the underwater environment and experience the training syllabus of scuba diving. Through VR application, the user is given the possibility to experience the immersive environment as well as interact within said environment. It also provides the knowledge of scuba diving to the user who is experiencing the simulation. -

4. Is this project new or has it been created before? If yes, why are you doing it again?
Scuba diving without doubt is centre of attention when exploration of underwater is involved, however there isn’t an excellent simulation which help to visualize the potential of virtual reality in scuba diving. Most of the immersive underwater VR application is presented in the form of video game; therefore an immersive simulation is needed to expose the potential of virtual reality.



Objectives
-           To experience the unique atmosphere of underwater world.
-           To interact with the underwater environment which are commonly out of the boundary of many people.
-           To gain knowledge of scuba diving which benefit real life training.
 -          To experience the training for scuba diving in a virtual environment.



Benchmarks
Environment (Looks & feels)
     - Realistic visuals

     - Immersive underwater atmosphere



Gameplay (Mechanisms)
     - First person view



Interactions
    - GUI interactions
    - Interactions with objects within the environment




Description
This VR application consists of three levels, it will utilize HMD as its output device while using Leap Motion as its input device. On the main menu of the VR application before it is started, the users will be given the option to go through the brief explanation regarding the functions of the buttons in interactivity and navigation.
Nevertheless, on the first level there will once again provide some instructions regarding the VR application in case the users didn’t read the instructions provided on the main menu.

Level 1
On the very first level, the user will instructed by the in-game trainer regarding the proper outfit for scuba diving as well as the steps to properly wear it.
The user will be given the information of the scuba gear’s individual part and its function.

Level 2
On the second level, the user will taught to recognize the hand signals which will be given by the diving partner, reacting based on the hand signal given by the partner. The training will be carrying out within a diving pool.

Level 3
On the third level, the user will be put into a virtual sea accompany by a partner, and then the users will be instructed to navigate through the sea with compass. The user also required to perform out of air exercises in an open sea environment.



Interaction descriptions
- 1st person point of view
- Oculus Rift and Leap Motion
- Task based

Level 1
- Assemble and equip the scuba diving gear
- Interact with UI

Level 2
- Interact with A.I character
- Interact with UI
- Users able to swim in underwater environment (Pool)

Level 3
- User will be able to swim in underwater environment (Sea)
- Interact with A.I character
- Interact with UI
- Use UI interaction to complete task given


Monday 6 July 2015

Week 2

Week 2- Proposal Consultation (2 Proposals)
FYP1 Project Proposal 1 (Rejected)
Title
Quiz Master’s challenges

Abstract
The main character’s an ordinary boy and living a simple lifestyle until a playful demon called “Quiz Master” appears in front of him. He is forced by the Quiz Master to accept the challenges to save his most precious thing, an expensive phone.

Target Audience
Kids (Age from 8 to 12)

Goal
1. The goal of this application is to improve kid’s problem solving skill by providing puzzle which required brainstorming, Virtual Reality application provide the platform for the users to immerse into the learning process.

2. Kids from newer generation are gradually losing interest in learning and brainstorming due to the advancement in technology, causing them to rely heavily on technology. Therefore instead of rejecting the technology, utilising the Virtual Reality application will enable the kids to enjoy while learning.

3. Through the utilization of Virtual Reality’s real time feedback towards kids’ actions, the interaction between children and puzzle will be more frequent, thus further improving the children’s brainstorming towards the puzzle given.  

Objectives
-      To provide immersion for the users in the learning platform through the usage of artistic visuals.
-      To provide an entertaining learning platform for the users.
-      To encourage brainstorming by providing variety of puzzles.

Description
This VR application consists of three levels, it will utilise HMD as its output device while using controller as its input device. On the main menu of the VR application before it is started, the users will be given the option to go through the brief explanation regarding the functions of the buttons in interactivity and navigations.
Nevertheless, on the first level there will once again provide some instructions regarding the VR application in case the users didn’t read the instructions provided on the main menu.
In the VR application, the users required to pass through multiple puzzles in order to proceed into the next level, each level will be more difficult and complex compared to the previous level. There are multiple puzzle designs in this VR application such as pushing boxes into holes to make a path, choosing suitable gear for the system in order to open doors. There will be hints and breadcrumbs if the children spend too much time trying to solve the puzzle, by providing hints at suitable will encourage the users to keep trying.

Benchmark
Gameplay (Mechanisms)


Environment (Looks & feels)





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FYP1 Project Proposal 2 (Rejected)
Title
Second Chance

Abstract
The plot of the VR application revolves around three different scenarios with different type of character, the users need to follow the steps given or instructed to commit suicide. However the users are forced to quit the process of committing suicide not matter what in order to insert the idea of believing in second chance.

Target Audience
Teenager (Age from 15 to 18)

Goal
1. The goal of this application is to act as an advisement for those who are suffering from different circumstances and having the thought of committing suicide, encouraging them to seek help from friends or professional consultants.

2. The suicide rates by country even though didn’t increase drastically as the year go by, however there is still cases hinting that the suicide rate is on the rise in Malaysia. Therefore it is important to prevent the suicide rate from rising as “prevention is better than cure”, so the VR application is created to encourage people to think twice before taking important decision.

3. The advantage of utilising VR application for this project is undoubtedly one of the main features in this project, as VR application enables the users to experience the terror of being in the brink of death without actually conducting it, making the users to appreciate life better.  

Objectives
-      To deliver an immersive experience to the users by using captivating visuals and sound to create an immersive atmosphere.
-      To provide a platform to create awareness among the users regarding the importance of life.
-      To encourage the users to maintain positive thinking in a depressing situation.

Description
This VR application consists of three stages which situate different scenarios, it will utilise HMD as its output device while using controller as its input device. On the main menu of the VR application before it is started, the users will be given the option to go through the brief explanation regarding the functions of the buttons in interactivity and navigations.
Although different scenarios are situated in different stages, fundamentally the mechanisms within each stage are closely similar to each other. The mechanisms in this VR application is mostly revolve around clicking button to trigger an event, progressively doing the steps of committing suicide.

Benchmark
Gameplay (Mechanisms)


Environment (Looks & feels)
Before (Monotone)


After