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.

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