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




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