20110629

Case Studies ver.1.3



Case Studies ver.1.2



Case Studies ver.1.1



Case Studies ver.1.0



Experiential Design

1. Content - Factors that "define" the story
Content of VR application can be categorized as
  • Goal
  • Style - realism, cartoon and etc
  • Subject matter
  • Target user
  • Avatar
2. Context - Factors that make the scene "right"
  • Situational
  • Believability
  • Cultures
  • Naturalism - temperature, climatic, atmosphere
3. Space and Form - Factors that "builds" the scene
  • The setting and topography of the scene/landscape
  • The definition on the objects within the given space
  • The dimension and volumetric space in proportion with each other
  • All of the above will determine the focus of the setting and physical layout of the interaction
  • *Consideration of shape texture, tone, value and color must be at this stage
4. Emotion - Factors that give "mood" to the scene
  • Portrayal of various feeling
  • Expression (psychology, physiology) body language, facial expression
  • Empathy
  • Colors
5. Interaction - Factors that makes you "do tasks" in the scene
  • Fluent - automatic and skilled interactions with products
  • Cognitive - interactions that fokus on the product at hand; result in knowledge or confusion and error
  • Expressive - interactions that help the user form a relationship to the product

Element of Experiential Design

  1. Content
  2. Context
  3. Space and Form
  4. Emotion
  5. Interaction

20110628

Comments ver.1.0

Target Audience
- be more specific (children or adult, what age)

Goal
- put new goal
- more specific
- put all thing in one paragraph
- put quote form who to support all the statement.

Objective
- TOO COMMON
- find new objective
- how to solve the issues

-Mr. Malan
28/6/11(week 4)

20110625

Proposal ver.1.5 (FINAL)

Title
VRphobia-Acrophobia

Abstract
This application is to give treatment or therapy to the users who have fears of height or Acrophobia. Acrophobia is defined as a fear of heights. It is different from aerophobia, or fear of flying, as well as other similar specific phobias, because this fear is more generalized. Depending on the phobia's severity, an acrophobic person may equally fear being on a high floor of a building, climbing a ladder and any other activity that involves being at height.

There will be a few methods that will be used in this application for users experience it.

Target Audience
  • Both gender
  • People who have Acrophobia
Goal
  • Virtual reality environments have potential clinical application, especially in he treatment of phobias.
  • Virtual reality integrates real-time computer graphics, body-tracking devices visual displays, and other sensory input to immerse the phobic patient in a computer generated virtual environment.
  • Virtual reality treatment can also be applied on patients who are to phobic to experience real-life exposure.
  • Give users experience to a virtual environment containing the feared stimulus in place of taking the user into a real environment or having the patient imagine the stimulus.
Objectives
  • To set a new method in how to deal with phobia.
  • To allow the user to feel the VR application.
  • To immerse the user through realistic visual and sound effects.
Benchmark

1.Character Reference

2.Environment Reference

3.Environment Reference

4.Environment Reference
5.Gameplay Reference
*all picture from DeviantART and screenshot of Mirror's Edge-Xbox game

Description
On the starting of the application, there will be a brief introduction of the Acrophobia. Then there also will have a brief about what this application all about and the stage in this application. The users need to follow from level 1 to level 3. Users cannot randomly pick which level they want to play. The users need to follow the flow because in level 3 the will be a test for the users.

Level 1 - Climb and Jump
This is the level the users need to climb the stairs and jump form the stairs. There will be a few stairs with different height and users need to climb it and jump from it. It depend on the users where they want to stop where they unable to continue.

Level 2 - Down to Up
In this level, user will be take to the second floor of a building and make them look out the window, thus exposing them to their fear. Once their fear of the second floor is gone, the users is moved up to the next floor. And so it might progress, with the patient slowly moving up from floor to floor, each time waiting for their fear to disappear. If users can reach the top of the building, user need to walk around the building. Then user will walk to edge of the building and stay there for a few second or minutes depend on the users.(benchmark no 3)

Level 3 - Fire Escape
This is a final level in this application. The user will be in the building and need to escape from fire. The users need to use what they already experience in level 1 and level 2. Checkpoint or last point in this activity is on the building roof. Helicopter will wait the user at the last checkpoint. User will follow all the instruction and there will be arrow to show which way they need to use.


Interaction Description
  • User will be able to navigate the world by using joystick.
  • User will using HMD to get more realistic visual.
  • User will be able to know the location with the mini map in level 3.
  • There will be a pop up to show about the info or message.

20110613

Proposal ver1.4

TITLE

Siti di Alam Fantasi (Dark Side)


ABSTRACT

The main story is about Siti, young girl who is rich and beautiful but arrogant and stubborn. One night when Siti and his father, Mr. Malim celebrated her birthday, suddenly a big shadow come and steal their family jewel. All the area of the house full with the fog and Siti sink into the ground. Now Siti in new world. She will find anthropomorphiccreatures in her journey to find the jewel.


TARGET AUDIENCE
  • Both gender
  • 15-30
  • People who love fantasy
  • People who love games
GOAL

The goal in the game is to allow the users to experience the character, Siti journey to find the jewel and return to real world. The users need to complete a certain numbers of quests or task to proceed to next level.
This virtual application would allow the users to fully explore the entire world. User will be able to interact with all the object in the world.


OBJECTIVE
  • To fully immerse the user in the “Fantasy World” through the interactive virtual world and interact with the fun characters that can be found in it. An audio environment will give a better feels to the participant.
  • To give the user new experience by involving them into the environment using VR application
  • To give user a better understanding about the game.
BENCHMARK







DESCRIPTION

The user will play the main character, Siti and explore the "new world". The user will start in the middle of the jungle. From there the user can go anywhere they want. Each area will have their own quests or task which the user need to complete it.
Example of task:
  • The user need to catch the fruit from falling to the ground. After the user complete catch the fruit, user need to give it to creature in order to get the next hint.
  • The user need to shoot the rat using the archery.
  • Search the supplies to make a boat. The user need the boat to across the river.
  • Find few pieces of paper and need to combine it .
  • One creature will challenge the user with several question.

20110607

Proposal ver.1.3

TITLE

Virtual Guide – Perak Museum (Taiping)

ABSTRACT

The Muzium Perak (Perak Museum) is the oldest museum in the Peninsula. The building was completed in 1886, and subsequent additions were made in 1900.

In the early days, the pioneers of museum work in what was then Malaya gave greater emphasis to the natural sciences, especially flora and fauna that had economic significance. It was only much later that the museum began to document the material culture and the life of the peoples of Malaysia.

The objective behind the setting up of the museum is to establish a repository of the rich cultural heritage of Malaysia.

TARGET AUDIENCE

  • Both genders.
  • 15-40 years old.
  • Malaysian and tourist
  • People who love history and heritage

GOAL

The main goal of virtual guide-Perak Museum is to promote tourism and attract tourist from Malaysia and all over the world to visit Perak Museum which is situated at Taiping, Perak.

This application been doing is to give the users or tourist another alternative to visit this museum rather than going to this place.

This virtual application would allow the user to fully explore the entire house. User will be able to interact with the pictographs or other things that translate the message and give the information.

OBJECTIVE

  • to immerse the user through realistic visual and audio effects
  • to understand the message behind the pictographs through pop-up menu
  • to allow user to easily access the museum through web based VR application
  • to give an unique experience to the user by involving them into the museum using VR application.


BENCHMARK







DESCRIPTION

On the starting page before the user starts the VR application, there will be a brief introduction of the application and also a list of instruction on how the user can navigate and interact with the object within the environment.

The museum will be divide into 3 sections which is anthropology, zoology and local history. Users can randomly choose which section they want to explore first. Each section will have their own interaction. In term of the interaction, there will be a pop-up or the item will be close up to show the detail/info about the thing. Items or object that user can interact will be glowing or there will be mark on it.

INTERACTION DESCRIPTION

  • User will be able to navigate the house through the device had been given.
  • User will be able to toggle ON and OFF the interactive map.
  • User can interact with the object when the object shining or there will be a mark on the object.
  • When user clicks on the object, there will a pop-up to show about the info or message.

Proposal ver.1.2


Artist: Lal Foong Moi

Artwork: Morning In The Kampong (100.6cm x 52.9cm)(Oil on canvas)

Year: 1959

Born: 1931

Education: 1950 – Nanyang Academy of Fine Art, Singapore

1954 – Ecoles des Beaux-Arts, Paris, France

TITLE

Morning In The Kampong

ARTIST INTERPRETATION (ABSTRACT)

The depicted scene is a rural Malay village in the east coast of peninsular Malaya. The artist was influenced by Post-Impressionism and was involved, like many of the Nanyang artists, with trying to fuse Parisian and Chinese artistic influences. Whereas the stylistic treatment of the oil medium is derived from Post-Impressionism, the long, vertical compositional format of the work is derived from the traditional Chinese hanging scroll. The exaggerated height of the lamp post in the foreground, the tall coconut trees and the blue expanse of overhead sky have been used by the artist to emphasise the Chinese-inspired elongated pictorial format. At the top is the sky and at the bottom is the solitary walking Malay woman. The viewer is forced to adopt a top-to-bottom reading of the work. This syncretic modernist work was reflective of the kind of interesting pictorial experimentations that took place among the Nanyang artists during the 1950s.

TARGET AUDIENCE

  • Both genders.
  • 15-40 years old.
  • People who love history and heritage

GOAL

The goal of this application is the participant are fully immerse with the painting ‘world’ both in mentally and physically. Participant will get engage mentally when they completely explore and feel what the painting looks like in virtual world and achieve the goal when they can interact with the characters. Entering this application by using Head Mounted Display (HMD) to fill the participant field of view and controlling their movement and interaction with Wiimote will engage them physically.

Art is something that people interpret in many points of view. Some are misleading and some are too hard to understand. Having the artist beside his painting are much more reliable to describe about the painting but sometime the artist himself is hard to explain or to convey what is his painting all about. Without having the artist along is much more difficult for the viewer to capture the ‘story’ of the painting.

Therefore by using virtual reality application, the participant will get to appreciate and experience the whole story behind the “
Morning In The Kampong” painting in an interesting way without diminishing the art interpretation. It’s also a better medium for the artist to explain about the painting in a different way rather than having a conversation or explanation by text

OBJECTIVE

  • · To fully immerse the participant in the “Morning In The Kampong” world through the interactive virtual world and interact with the fun characters that can be found in it. An audio environment will give a better feels to the participant.
  • · To give a better understanding for the participant on what is the painting all about and what the artist imagines when he painted the Lanskap Malaya painting.
  • · To give a new experience to the participant to appreciate the painting/art in the virtual reality medium

BENCHMARK






DESCRIPTION

Participant will start the application with a time travel effect. A display will appear to give brief information about the painting and also an instruction on how they control their movement and how to interact with the characters and environment.
After the participant is ready to proceed, they will start the virtual world in front of the kampung house. The participant will start to explore the world and will find the characters like villagers, chicken and also ducks. It will be also objects like village houses, plants, paddy field, and river.

Participant are allows to interact with the characters. They also can enter the village houses and explore more inside the houses. The application is more to exploration and not a game application. Therefore the characters and the environment will not harm the participant. Furthermore, the first person view will give a realistic feeling for the participant.

INTERACTION DESCRIPTION

  • · Participant will navigate the world through the Wiimote to control their movement.
  • · Head Mounted Display will be use to enhance the immersion.
  • · A sound of river can be heard when participant goes near it. A proximity sensor will be use.
  • · Users will be able to toggle ON and OFF the map.

20110606

Proposal ver.1.1

TITLE

Escape From Dark House


ABSTARCT

The purpose of this project is to give an experience to the user to explore in dark area. The user will play with their emotion during the application is running. This application will play with their emotion by using the audio, lighting and the environment color. The users need to search an items and clues that is scattered around the house to complete the puzzle that will help the user exit the house. I choose this title because I want to make this application be more immersing than the typical horror games.


TARGET AUDIENCE

  • Both genders.
  • 15-30 years old.
  • Horror fan.
  • People who already believes in ghosts, curses, evil spirits--the whole package.


GOAL

The Goal of this application is to allow the user experience the “Dark House” environment that is well known as creepy and haunted.

This application trying to solve problem how to make people or the user feel and experience the horror and scary emotion. Because of the haunted situation, many people will not go to the abandon house. In our culture also people already has been told from childhood that don't easily go to abandon house because there is a ghost/creatures in that house. To make this situation assessable to the public, a virtual application is created.

This virtual application would allow the user to fully explore the entire house. User will be able to interact with the pictographs or other things that translate the message and give the information.


OBJECTIVE

  • to immerse the user through realistic visual and audio effects
  • to understand the message behind the pictographs through pop-up menu
  • to allow user to easily access the dark house through web based VR application
  • to give an unique experience to the user by involving them into the haunted environment using VR application.

BENCHMARK

1. Color

2. Scene

3. Pop-up

4. Close up items

5. Environment

http://www.gamezhero.com/online-games/adventure-games/thehouse-flash.html


DESCRIPTION

On the starting page before the user starts the VR application, there will be a brief introduction of the application and also a list of instruction on how the user can navigate and interact with the object within the environment.

Entering the level 1, user will start the application in front of the main door of the house. The users have been locked in the house. The users need to explore entire house to find some clue and items so that the user can exit from the house. Users also need to solve some puzzle in order to complete the problems. The house will be dividing into few areas such as dining hall, toilet, kitchen, store and bedroom. Each area will have their own interaction. User can only run, hide and find your way through the levels and/or areas. User life is depicted as how much juice they have in their flashlight batteries. When the battery voltage is gone, it is game over. User can either choose to end the game or restart the game from the beginning.

In term of the interaction, there will be a pop-up or the item will be close up to show the detail/info about the thing. The examples can be seen in benchmark 3 and benchmark 4 above. In this application, the cursor will be moving same as the point of the torchlight. There will be a red dot act like a cursor and it will change to hand icon if user can interact with that thing.


INTERACTION DESCRIPTION

  • User will be able to navigate the house through the device had been given.
  • User will be able to toggle ON and OFF the interactive map.
  • User can interact with the object when the object shining or there will be a mark on the object.
  • When user clicks on the object, there will a pop-up to show about the info or message.