Tuesday, June 19, 2012

Finalize Final Year Project


Title
Road to Merdeka

                                                                                       
Abstract
The application is about the history of Malaysia where it is focusing on the Independence Day and how we achieved it. The setting of this event is in the museum or gallery. The exhibition will divide according to different part, starting with British colonization, Japanese occupation, Emergency Period, and Merdeka declaration.

The user can experiences the event by clicking the pictures and the users can go into the scene which is happening on the picture itself. There will be like inside the movie but the user can interact with the surrounding.

Plus, the application also had an event where the users need to solve the mini games in order to go to the last level.


Target Audience
The school students and teenagers between 15 years old to 22 years old,


Goal
-       The goal of the application is to show the history of Malaysian in the form of Virtual learning.  

-       The application will make the student interested in learning history instead off reading book only. The student nowadays are not interested information on paper and lots of words, their interest can be gain through gaming style informative and in the virtual space where they can access it anytime and anywhere. Same goes to the tourists that want to experience this kind of things.

-       The user will able to immerse into the exhibition as each will come alive when the user step into each designated area. The picture in the gallery will bring the user into the past scene and with this, we can show and re-enact the famous scene according to the picture like during the declaration of Merdeka at the Merdeka Stadium, the Japanese soldier when they just using a bike to invade and others. This kind of experience can be only experience through this application.

-       The project is look alike the virtual galley, but it will become like a simulation where the entire event are becoming life and the user can interact with object surrounding. It also resemblance the scene from a movie called ‘Night at Museum’.


Objectives
-      >  To make the learning and exploration  fun

-       > To immerse and  let the user experience the past

-       > Easily let the user gain information of the history

-       > To provide the user with the atmosphere from the colonial period towards an independent Malaysia.


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Benchmark

-       Concept -  Living exhibition Gallery (Night at the Museum)

-       Theme – Malaysian Independence Day (Merdeka)

-       SettingMemorial Pengisytiharan Kemerdekaan / Self Modelling Museum

-       Colour – Sepia tone colour, gradually becoming clear as it near to the future

-       Console /system – The application is probably best if use the normal computer navigation but the uses of Kinect also can be considerate.

-       Data – The data and research can be obtained through the Memorial Pengistiharaan Kemerdekaan and several books related to the time of independence of Malaysia.


-       Reference pictures


Ø  Night At the Museum
o    The concept of a museum come to life



Ø  Crash Bandicoot
o    The reference for the pickup object interactions




Ø  Heretics
o    The reference for the First person Shooter




Ø  Temple run
o    The reference for the chasing adventure




Ø  Kinect Sport : Crowd Conduct
o    The reference for the uses of Kinect 


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Project Description

-       The application starts off in front of the Gallery and a brief explanation about the history of Malaysia.

-       The user will encounter the lobby of the museum. They will find and can go through 4 pictures of the given era.  The eras are the British Colonization, Japanese Occupation, Emergency Period and the day of Independence.

-       In each level, there are certain objects that the user could interact with to access some explanation about the scene. There are also mini games where the users need  to complete them to gain access to the Merdeka Level.


British Colonization

Ø  The level will show the pictures of the first British government came to Malaysia. There will be a miniature of Penang, Malacca and Singapore under the rules of the British Government.


Ø  The user will become a worker in the tin quarry. The objective of this mini game is to collect a certain amount objects to finish the game.


Japanese Occupation

Ø  The scene for this level is when the Japanese invade the Malaysia silently and moving forward using bicycle.

Ø  The user will experience the day where the Japanese cycled  in front of them.


Ø  The User will become as one of the villagers who is running away from the Japanese Soldier to the safe place in this level’s mini game.


Emergency Period

Ø  The level starts with the scene of a security check point where the local police tries to catch any Communist party member hidden among the civilians.

Ø  The mini game is about the attack on Bukit Kepong. The user now become a police officer who on guard and they need to eliminate certain amount of Communist party members.


Merdeka Declaration

Ø  This level can be unlocked by completing the three mini games inside other level.

Ø  The level shows the replacing of the Union Jack Flag with Malaysian Flag.

Ø  Then, the scene is the famous scene where the first Prime Minister, declared the Independence Day of Malaysia. The user will become as the Prime Minister and he need to control the crowd by raising his hand.

  
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Interaction Description
-       This application uses first person view except the Japanese Occupation level where the user has to run from the impending doom.
-       The application will use the technology of Kinect or alternatively keyboard and mouse.



Sunday, June 10, 2012

FYP 1

 We the final year VR Student in MMU are need to come wit 3 proposal for the final year project.
So far this is the idea for my proposal; (Still not update)

NO 1;

Title
Road to Merdeka

                                                                                       
Abstract
The application is about the history of Malaysia where it is focusing on the Independence Day and how we achieved it. The setting of this event is in the museum or gallery. The exhibition will divide according to different part, starting with Portuguese invasion, British colonization, Japanese occupation, Emergency Time, Merdeka declaration, and the Malaysian Future.


Target Audience
The school students and teenagers between 11 years old to 17 years old, and the tourist

Goal
-       The goal of the application is to show the history of Malaysian in the form of Virtual learning.
-       The application will make the student interested in learning history instead off reading book only.
-       The user will able to immerse into the exhibition as each will come alive when the user step into each designated area
-       The project is look alike the virtual galley, but it will become like a simulation where the entire event are becoming life and the user can interact with object surrounding. It also resemblance the scene from ‘Night at Museum’.


Objectives
-       To make the learning and exploration fun
-       To immerse and let the user experience the past.
-       Easily let the user gain information of the history


Benchmark [min 3 benchmark]
-       Concept -  Living exhibition Gallery (Night at the Museum)
-       Theme – Malaysian Independence Day (Merdeka)
-       Setting -  Memorial Pengisytiharan Kemerdekaan or Self Modelling Museum
-       Colour – Sepia tone colour, gradually becoming clear as it near to the future


Description
-       The application starts off in front of the Gallery.
-       The first level starts with the Portuguese Invasion and the built of A Famosa Fort. This level will show the environment during that time.
-       The next level will show the British Colonization specifically during the ore’s mining, the government and others
-       Next the Japanese occupation, it will show where the Japanese come to the Tanah Melayu and how they treat and govern us.
-       After that, it is the Emergency Time level, the Communist take over the government and battle with the local enforcers. The event mainly shows the Bukit Kepong Event.
-       Then the Merdeka Declaration at the Merdeka Stadium.
-       The last final show the Malaysian achievement from after Merdeka until today.


NO 2;
 
Title
Know the Unknown
                                                                                       
Abstract
The application is about knowing and learning the local ghost and mythical creature. The user will become as the lost wanderer as they lost in exploring the woods and abandon building. The users need to find items in order to escape the forest but along the way, they will to find the creatures wandering around.

Target Audience
Teenagers around 13 – 20 years old

Goal
-       The goal of the application let the user learn of our local mythicalogy creature and for today’s society, the people love these things.
-       Because there are no or hard to see these creatures walking around, these application will serve the purpose for the user to explore and find the creatures.
-       The application can make use the sound effect and mood according to the situation the users in, for example the creepy noise and musing coming out from the building, the creepy birds chirping and dog’s howling and others.
-       Usually, this type of application is for RPG game where the go around and shoot the creatures, but for this application can be consider as Virtual Ghost House as the user can interact with the creatures but not to certain level where it can be killed by the users.


Objectives
-       To understand the unseen world and the mythical world
-       To know the old folklore and the culture of the locals (why this creature exist? What they can do? Etc.)
-       To learn how to survive when alone and dark in the woods


Benchmark [min 3 benchmark]
-       Concept -  Scary Game, Ghost House
-       Theme – Local Folklore Creatures
-       Setting -  In the middle of the forest, abandon buildings and other possible places for the creatures
-       Colour – Dark and Scary

Description
-       The application starts with the explanation of the Malays Folklore Creatures
-       The first level in the middle of the woods where the users need to follow the guide if they want to go to the next level. They also can wander off the guide if they want to explore the place.
-       The second levels in inside the abandon building, the user also need to collect something inside the house in order to go to the next level.
-       The lat level is the cemetery and the user need to find the certain grave and collect thing from there and head off to the open road to end the level.


        NO 3;

    
Title
Recycling With Bin
                                                                                       
Abstract
The application is about the importance of recycling. The user will become robot from the future and pick up the garbage in order to change the future.  


Target Audience
Elementary student and Teenager

Goal
-       The goal is to complete each level by pick up the trash and put them into respectively bin.
-       The aim of this application is expose the user about the recycling the items and the littering problem in this country. 
-       This application can attract the children and give info to them as the information will appear when they need to.
-       There is a lot of this project. But there are none in the 3D form.

Objectives
-       To understand the importance of recycling
-       To know the what are the colour of the recycling bins represents

Benchmark [min 3 benchmark]
-       Concept -  Present time, Dirty places
-       Theme – Recycling
-       Setting -  Places around Kuala Lumpur (Padang Merdeka, KLCC, Museum and others)
-       Colour – Messy and dirty

Description
-       The application starts with the explanation of the user’s avatar, why it comes from the future and what it tasks
-       The first level was simple, the user need to pick up the trash and put it into the respectively bin and move on to the next level. The trash is colour code so that the user know where to put them in the bins
-       The second level is where the user needs to differentiate the trash without the colour code to differentiate.
-       The level ends when the user completed both tasks.