Week 07

 PROJECT PROGRESS | 15-17 February 2021 


This week, I would be focusing on compiling all the work to the presentation slides. I have found out that there are parts where I would need to add details and information that I had missed out on. 

Rearranged presentation slides following the flow:
1. Title 
2. Project description
3. Problem
4. Objective
5. Research question
6. Research method
7. User persona
8. User scenario
9. User flow
10. Information Architecture
11. Core Feature 
12. Reference (Design System, VR game reference, Website reference)
13. Wireframe sketches
14. Wireframe
15. Competitor
16. Competitor compare
17. Budget 
18. Thank You

Things that are not yet complete:
1. VR game story
2. Core feature
3. Game flow
4. VR game sketches
5. Competitor differences
6. Budget


Updated User Persona





Further Research on the VR Game 
To work on the graphic of the VR game I would need to learn extra skills in creating 3D. The application that is needed is cinema 4D and unity. Cinema 4D is a 3D software and it is very popular for its motion graphic. It is commonly used in product visualization, architectural, advertising, film and the game industries. Unity creates gameplay and how the user interacts with the virtual world. 

Types of VR
- Non-Immersive
Screen-Based Virtual Reality

- Semi-Immersive
Virtual reality

- Fully Immersive
Virtual reality

Budget 
The budget of the project would be needing a VR headset to test if the prototype is functioning well in the VR device. 

Reference
eLearning Industry. 2021. Gamification And VR Case Study - eLearning Industry. [online] Available at: <https://elearningindustry.com/case-study-deploying-gamification-and-vr-in-active-shooter-training-course> [Accessed 29 January 2021].
- A Case Study On Deploying Gamification And VR In An Active Shooter Training Course
- (Gamification And VR Case Study - eLearning Industry, 2021)

https://www.frontiersin.org/articles/10.3389/frobt.2017.00033/full
- First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users





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