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.
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