BACHELOROFINFORMATIONTECHNOLOGY(MEDIA INFORMATIC… · 2021. 2. 2. · III DEDICATION...
Transcript of BACHELOROFINFORMATIONTECHNOLOGY(MEDIA INFORMATIC… · 2021. 2. 2. · III DEDICATION...
FARM LIFE VR
CHENG XIN YING
BACHELOR OF INFORMATION TECHNOLOGY (MEDIAINFORMATIC) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN2021
FARM LIFE VR
CHENG XIN YING
BACHELOR OF INFORMATION TECHNOLOGY (MEDIA INFORMATIC)WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN2021
I
DECLARATION
I declare that this report entitled “FarmLife VR” is my own work except as cited in
the references. The report has not been accepted for any degree and is not being
submitted concurrently in candidature for any degree or another award.
Signature:_________________
Name: CHENG XIN YING
Date:_____________________
II
CONFIRMATION
This project report titled FarmLife VR was prepared and submitted by Cheng Xin
Ying (Matric Number: BTDL18050433. This is to confirm that: The research
conducted and the writing of this report was under my supervison.
________________________________
Name : ..................................................
Date : ...............................................…
III
DEDICATION
First, I would like to extend my sincere thanks and deepest appreciation to my
supervisor, Prof Madya Dr Syadiah Nor Binti Wan Shamsuddin that always guides me
to complete my final year project and give any suggestions when I encounter any
problems in doing this project.
Then, lots of love and thank you to my beloved family members for their love,
and continuous support through thick and thin during my whole studies.
Besides, I would like to express my sincere thanks to my classmates and my
friends who never give up on giving their warm wishes, support and help in
completing the task. Lastly, this project was dedicated to the Faculty of Informatics
and Computing of University Sultan Zainal Abidin.
Thank you.
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ABSTRACT
Farm Life VR is a virtual reality application created using unity engine
platform. It can make people more immersive and get in the real rural life. VR
technology will be used to map the farm in virtual world, to let busy modern
people experience the life of the farm, let user recognize all kinds of creatures
and appreciate the beautiful countryside landscape. The main theme of the farm
is animals. The limitation of the project was it was a mobile-based application, it
was android based and lack of finances resources or equipment might occur.
The expected outcome of this project was user will obtain knowledge in more
interesting ways, user can learn farm in totally immersive way, and this
application will enable user to explore farm environment using VR headset. The
literature review was complete by learning and analysis both existing project
and journal. The methodology model used in this project was ADDLE
methodology that has 5 phase which is analysis, design, development,
implementation, and evaluation.
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TABLE OF CONTENTS
DECLARATION........................................................................................................... ICONFIRMATION.......................................................................................................IIDEDICATION............................................................................................................IIIABSTRACT................................................................................................................ IVTABLE OF CONTENTS.............................................................................................VLIST OF FIGURE.................................................................................................... VIILIST OF TABLE.....................................................................................................VIIILIST OF ABBREVIATIONS.................................................................................VIII
CHAPTER 1..................................................................................................................11.0 INTRODUCTION.................................................................................................... 11.1 BACKGROUND...................................................................................................... 2
1.1.1 FARM..............................................................................................................21.1.2 VR TECHNOLOGY.......................................................................................2
1.2 PROBLEM STATEMENT.......................................................................................31.3 OBJECTIVES...........................................................................................................41.4 SCOPE...................................................................................................................... 4
1.4.1 TARGET USER..............................................................................................41.4.2 PROJECT SCOPE...........................................................................................51.4.3 GANTT CHART.............................................................................................61.4.4 LIMITATION................................................................................................. 6
1.5 EXPECTED OUTCOME......................................................................................... 71.6 CHAPTER SUMMARY...........................................................................................7
CHAPTER 2..................................................................................................................8LITERATURE REVIEW.........................................................................................8
2.1 INTRODUCTION.................................................................................................... 82.2 EXISTING APPLICATION.....................................................................................9
2.2.1 FUNNY FARM VR........................................................................................ 9Funny Farm VR.............................................................................................................. 9
2.2.2 VR ZOO & FARM........................................................................................10VR Zoo & Farm............................................................................................................10
2.2.3 VR ZOO - CARDBOARD............................................................................11VR Zoo - Cardboard..................................................................................................... 11
2.2.4 VR VIRTUAL ZOO 3D................................................................................12VR Virtual Zoo 3D....................................................................................................... 12
VI
2.2.5 FUN VR FARM............................................................................................13Fun VR Farm................................................................................................................ 13
2.2.6 ANALYSIS BETWEEN EXISTING APPLICATION................................ 142.3 LITERATURE REVIEW BASED ON JOURNAL............................................... 15
2.3.1 DEVELOPING VIRTUAL REALITY APPLICATIONS WITH UNITY...152.3.2 HOW VIRTUAL REALITY AFFECTS GAME USER SATISFACTION.152.3.3 VIRTUAL ENVIRONMENT INTERACTION TECHNIQUES.................15
2.4 CHAPTER SUMMARY.........................................................................................16
CHAPTER 3................................................................................................................173.1 INTRODUCTION.................................................................................................. 173.2 METHODOLOGY MODEL.................................................................................. 17
3.2.1 ANALYSIS PHASE..................................................................................... 183.2.2 DESIGN PHASE...........................................................................................183.2.3 DEVELOPMENT PHASE............................................................................193.2.4 IMPLEMENTATION PHASE..................................................................... 193.2.5 EVALUATION PHASE............................................................................... 19
3.3 SOFTWARE USED................................................................................................203.3.1 ADOBE ILLUSTRATOR.............................................................................203.3.2 PAINT TOOL SAI........................................................................................203.3.3 MINECRAFT................................................................................................203.3.4 AUTODESK MAYA.................................................................................... 203.3.5 UNITY ENGINE...........................................................................................203.3.6 NOTEPAD++................................................................................................20
3.4 HARDWARE USED..............................................................................................213.4.1 LAPTOP........................................................................................................213.4.2 MOBILE PHONE......................................................................................... 213.4.3 VR HEADSET.............................................................................................. 21
3.5 STORYBOARD..................................................................................................... 223.6 PROOF OF CONCEPT.......................................................................................... 263. 7 CHAPTER SUMMARY........................................................................................28REFERENCES............................................................................................................. 29
VII
LIST OF FIGURE
Figure 2.1:Funny Farm VR.............................................................................. 9
Figure 2.2:Fun VR Farm................................................................................. 10
Figure 2.3:Virtual Zoo 3D............................................................................... 11
Figure 2.4:VR Zoo - Cardboard...................................................................... 12
Figure 2.5:VR Zoo and Farm.......................................................................... 13
Figure 3.0: Addle Methodology...................................................................... 17
Figure 3.1: Start Menu Page............................................................................ 22
Figure 3.3: Front of chicken hoop.................................................................. 23
Figure 3.2: Instruction Page............................................................................. 23
Figure 3.2.2 Design Framework.......................................................................18
Figure 3.5: Incubator........................................................................................ 24
Figure 3.4: Design of chicken hoop................................................................. 25
Figure 3.6: Splash Screen................................................................................ 26
Figure 3.7:Loading.......................................................................................... 26
Figure 3.8: Main Menu.................................................................................... 27
Figure 3.9: Instruction..................................................................................... 27
Figure 4.0:Chicken Hoop................................................................................ 27
VIII
LIST OF TABLE
Table 1.1: Gantt Chart........................................................................................ 6
Table 2.2.6 Analysis between existing application.......................................... 14
LIST OF ABBREVIATIONS
VR Virtual Reality2D and 3D 2 dimensional and 3 dimensionalPOC Proof of concept
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CHAPTER 1
INTRODUCTION
1.0 INTRODUCTION
In the busy modern times, people are tired of running between all kinds of steel
pipe and cement, especially the children in the city. Unfortunately, some of the kids
nowadays don't even know what a chicken looks like. People are usually busy
nowadays and don't have time to visit real farm life on their own, so most of the time,
children and teenagers learn about farm life, farm animals from conventional method
like books, but books are just text and normal image, it can’t clearly deliver
impression knowledge.
Besides, online farms are also a very suitable way to introduce rural life, but
the traditional 2d or 3d technology are just ordinary images, the short was just like
normal book which can't make a deep impression.
What if VR technology is used? It can make people more immersive and get in
the real rural life. VR technology will be used to map the farm in virtual world, to let
busy modern people experience the life of the farm, let user recognize all kinds of
creatures and appreciate the beautiful countryside landscape. VR technology can
make people more focused, and with the helped of headgear, it can make people feel
more immersive while exploring farm. There are many different kind of farm, in this
project, the main theme is ‘animals’.
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1.1 BACKGROUND
1.1.1 FARM
A farm is an area of land where animals are raised and crops are grown
for use as food, fur, fibre, etc. The people who own and work on the farm are
called farmers. Farms are busy places. A day on the farm usually starts before
the sun rises and ends after the sun has set. Usually farmers doesn’t work
alone, they hired helpers, so there are always a lot of people in farm. There
are many different kinds of farms, there are farms that only grow crops, there
are also farms that only produce specific animals product such as ranches and
poultry.
1.1.2 VR TECHNOLOGY
Virtual reality (VR) is a method that use computer technology and
various devices to create a simulated virtual environment for users. Virtual
reality technology can enhance learning interest and participation. Virtual reality
can change the way how the content is delivered, creating a virtual world and
allowing users to interact with it. When people read something interesting on
books, they always want to experience it. With VR technology, their learning
experience are not limited to text descriptions or 2D book illustrations anymore.
With the present of VR, they can also do practical and discover the whole
virtual world on their own. VR technology often use in fields that may give a
totally different experience from 2D and 3D scenes.
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1.2 PROBLEM STATEMENT
In order to introduce leisure rural life to people, create a virtual world is
the best way since many of people nowadays don’t have much time to visit
real farm. In the past, people usually introduce something new by using text
and conventional books, which even make less attractive. When human steps
technology era, there are some 2d or 3d games that simulated rural scenes, but
the problem is those are same with conventional books, not attractive and lack
authenticity. Traditional 2d or 3d application and conventional books are just
ordinary images and videos, it can't make a deep impression. Besides, many
people can't gain access to real farm because of various issues. People
nowadays was busy with works and homeworks, kids and teens would like to
touch the real things but their living area was limited and within their parents
To solve this problem, VR technology was introduced. In used of VR
technology, it will enhance the experience of the user. It will bring users to
explore the farm life in totally different experience compare to 2d and 3d
image, it will be more immersive, and allow users to explore themself in the
whole virtual world, just like they are in a real farm.
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1.3 OBJECTIVES
There are three aims that need to be achieve in this project.
To design VR application that will enhance user experience
To develop a working and qualify VR application
To test the functionality of the entire application
1.4 SCOPE
1.4.1 TARGET USER
The target user of our project FarmLife VR is kids and teens aged 7 to 24
years old. This is because people at this age are keen to explore all kinds of
knowledge learned from books and have a strong desire to explore. When
they learn something from books, they will want to experience it in real life.
But people of this age cannot take a walk-and-go trip to the real farm, because
their living area are limited and within their parents, plus they are always busy
with homework and exams. Therefore, they are the most suitable user for
FarmLife VR. With the help of VR technology, they can explore the leisurely
farm life from the virtual world, and they don't need to rely on their parents to
take them to the real farm.
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1.4.2 PROJECT SCOPE
The main things of this project was to produce a Farm VR environment that
enable user to have immersive experience in the application.
Build a VR environment and 3D model of Farm
A whole environment of farm will be created in this project. The style of the
environment and 3D model would be more realistic than pure cartoon style but
not too much to attract our target user.
Interactable object in application
In order to make the application and learning process more attractive and interesting,
user should be able to interact with object in the application.
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1.4.3 GANTT CHART
Table 1.1: Gantt Chart
1.4.4 LIMITATION
The proposed project has some potential limitation:
1) It was a Mobile-based application.
2) The application only available for android user.
3) Lack of equipment and financial resources.
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1.5 EXPECTED OUTCOME
The application will enable user to explore Farm environment using VR
headset.
User will obtain knowledge in more interesting way.
User can learn about farm in totally immersive way
1.6 CHAPTER SUMMARY
This chapter discuss about the early stage of pre-production when
developing an application. It deliver project’s background, problem statement,
objectives, milestone, and project scope.
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CHAPTER 2
LITERATURE REVIEW
2.1 INTRODUCTION
This chapter provided some reviews of techniques which have been
proposed by many researchers in previously. VR technology has been
continuously developed for many years, and this technology has tended to
become more mature. There are already apps that use VR technology to create
game scenes in virtual reality world. Literature review aim to review the
critical points of the current knowledge on a particular topic. Therefore, the
purpose of literature review is to find and analyses the literature or any works
or studies related to the application. It is important to well understand about
all information to be considered and related before developing this application.
Overall, in this chapter, some existing application or games will be observe
and review to find the shortcoming and weakness so they can be improved.
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2.2 EXISTING APPLICATION
2.2.1 FUNNY FARM VR
Figure 2.1: Funny Farm VR
Funny Farm VRThis application, Funny Farm VR was mobile application created by
Food Zoo. It was released on 13 Sept 2016. It consists of full 360 Virtual
Reality experience with any mobile applicable VR headset. The scene and the
3d model is very simple and cartoon style.
The application was simple cartoon style, it was eventually not suitable
for kids and teens to learn about animals.
The advantages:
The game is simple enough for playing
The disadvantages:
The graphic quality is too low and not suitable for learning purpose
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2.2.2 VR ZOO & FARM
Figure 2.2: VR Zoo and Farm
VR Zoo & Farm
This application was created by VYGO GAMES. It was released on 6 Oct2016.
It guide user to a virtual tour in a private zoo that consists of many beautiful
animated animals and environment. It has simple control without joystick. There are
some shortcoming about this application, it was too boring because not much things
can do inside the game, only looking around.
The advantages:
There are some nice animated animals inside the application
The whole tour is based on user interactive technique which means no
joystick and controller will be use, user look front and the camera will
moving forward
The disadvantages:
Too boring, user only tour around the zoo, looking at the animals and that's all.
There are almost no explanation or any interaction occur between user andthings.
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2.2.3 VR ZOO - CARDBOARD
Figure 2.3: VR Zoo - Cardboard
VR Zoo - Cardboard
This application was created by ARLOOPA Inc. It released on 3 Oct 2016in
google Play Store. This application enable user to watch and interact with the
animals and read about all the information of the species that are living in zoo.
There will be some information board display on the screen while user
interact with the signboard that put in front of every animals there.
The movement inside the application is control by human head movement.
The advantages:
There are clear instruction given to user ever since user enter the application
There are details introduction of every animals that user can see
The disadvantages:
Lack of animal species, there are not much animals in the application.
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2.2.4 VR VIRTUAL ZOO 3D
Figure 2.4: Virtual Zoo 3D
VR Virtual Zoo 3D
This application was created by Serkan Culfa. It was released on 6 Feb
2019. In this application, user can move around and see animals on their
nature. The movement is control by human head movement.
The advantages:
There are many choices of interaction technique in this application
The disadvantages:
This application has broken sound effect and background music
This application was lack of screen rotation, user will meet hard
sight control while tour in this application.
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2.2.5 FUN VR FARM
Figure 2.5: Fun VR Farm
Fun VR Farm
This game on steam was released on 23 Jan 2019. This game required
HTC VIVE or Oculus Rift virtual reality headset. Fun VR Farm is a full
Virtual Reality game that have many types of farm animals to feed and
interact with.
The advantages:
The graphic and 3D model inside the game is very beautiful and attractive
The disadvantages:
This application was only applicable on computer with certain headset
that might be a little bit costly for normal family
Lack of instruction, there are no clear instruction or direction when game
is open and when user was inside the game environment
Hard to control, the user position will keep changing when the view
direction is change
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2.2.6 ANALYSIS BETWEEN EXISTING APPLICATION
Name Platform VRInteractionTechnique
Advantages Disadvantages
Funny FarmVR
MobileApplication
Direct userinteraction +VirtualControllers
Simpleenough forplaying
Attractivecolourdesign
Lowgraphicquality
VR Zoo &Farm
MobileApplication
Direct userinteraction +VirtualControllers
Niceanimatedanimals
Easycontrolwithoutjoystick
Tooboring
Need topay
Almost noexplanation fromentering
VR Zoo -Cardboard
MobileApplication
Direct userinteraction +VirtualControllers
Clearinstruction
Detailsintroduction of everyanimalsthat usercan see
Lack ofanimalspecies
VR VirtualZoo 3D
MobileApplication
Direct userinteraction +VirtualControllers +PhysicalControllers
Manychoices ofinteractiontechnique
Brokensoundeffect
Lack ofscreenrotation
Fun VR Farm DesktopApplication
Direct userinteraction +PhysicalControllers
Beautifulgraphic
Onlyapplicableoncomputerwithcertainheadset
Unclearinstruction
Hard tocontrol
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2.3 LITERATURE REVIEW BASED ON JOURNAL
2.3.1 DEVELOPING VIRTUAL REALITY APPLICATIONS WITH UNITY
This journal title Developing virtual reality applications with Unity (IEEE
Electronic ISBN:978-1-4799-2871-2 ) was written by Jason Jerald, Peter Giokaris,
Danny Woodall, Arno Hartbolt, Anish Chandak, Sébastien Kuntz at year 2014. It
discuss about VR components can be used in isolation or pieced together to provide
fully immersive VR experiences. Unity is a feature rich multi-platform game engine
for the creation of interactive 3D content. Because of Unity's widespread use and ease
of use, several virtual reality companies now fully support Unity.
2.3.2 HOW VIRTUAL REALITY AFFECTS GAME USER SATISFACTION
This journal title How Virtual Reality Affects Game User Satisfaction (Sage
journal, Vol Issue 1, 2017 ) was written by William J. Shelstad, Dustin C. Smith,
Barbara S. Chaparro at year 2017. It discuss about virtual reality headsets can
provide a unique experience different from traditional 2d and 3d scene. Results from
the study showed that VR enhanced overall satisfaction, enjoyment, engrossment,
creativity, sound, and graphics quality.
2.3.3 VIRTUAL ENVIRONMENT INTERACTION TECHNIQUES
This journal title Virtual Environment Interaction Techniques (Department of
Computer Science University of North Carolina Chapel Hill, NC 27599-3175) was
written by Mark R Mine at year 1995. It discuss about there are three interacion
technique when develop VR application, direct user interaction which use of the head
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and hand movement to specify interaction parameters, physical controls include the
use of devices such as buttons, and virtual controls include any type of control device
presented as a virtual object.
2.4 CHAPTER SUMMARY
This chapter review about existing application or game and journal and
identify weakness and shortcoming in order to make improvement. It helps to
discover problem and find ways to overcome with.
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CHAPTER 3
METHODOLOGY
3.1 INTRODUCTION
In this chapter, the methodology that will be used in developing the game
will be discuss. Each phase that discusses in this chapter is to ensure the project to run
smoothly. The methodology is an important because its act as a guide throughout the
game development to produce a complete and functional game. There are several
methodology models that can use when developing a game.
3.2 METHODOLOGY MODEL
There are several king of methodology that can be use while developing a
unity application. Addle methodology has been chosen to be the research
methodology in developing this project. This methodology break task by 5 phase
which is analysis, design, development, implementation and evaluation.
Figure 3.0: Addle Methodology
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3.2.1 ANALYSIS PHASE
The first phrase of ADDIE Methodology was analysis. In analysis part,
the idea of the project will be identity. Everything that needs to complete
this project will be figure out. The content of the project, the objective,
problem statement, limitation of project will be listed out. Literature review
of existing project was also a part of analysis phrase in the ADDIE Design
Life cycle.
3.2.2 DESIGN PHASE
Design part is the second phrase in ADDIE methodology. In design part,
design Paint Tool SAI and Adobe Illustrator is use to illustrate the
environment of the VR application, to design interactive board and other
interactive platform. Minecraft is use to create construction planning before
begin constructing in unity engine.
Figure 3.2.2 Design Framework
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3.2.3 DEVELOPMENT PHASE
After the design part, Unity Engine is use to develop the whole FarmLife
VR application. In this application, there are 3 interaction technique that will
be implement which is direct user interaction, physical control and virtual
control. Direct user interaction means the angle of vision of the environment
will change according to user head position. Physical button is use to control
movement and more interaction between user and the model in the application.
Virtual control included gaze interaction technique, which enable user to
interact some button with their sight. For example, the start button will
activate if user stare at it for a few seconds.
3.2.4 IMPLEMENTATION PHASE
Implementation part was the forth phrase of ADDIE methodology. This is
a stage where user providing feedback and opinion for the application. In this
phrase, any 5 teenagers will be selected to participate in the testing part to
find any shortcoming before application release, the application will then be
upload on google Play Store for more opinion.
The opinion and feedback from user will be taken and proceed to next
phrase of ADDIE Methodology life cycle.
3.2.5 EVALUATION PHASE
Evaluation part was the last part in ADDIE Methodology. In this stage,
feedback and review was collected by user to find out any shortcoming or
mistake that had been done in the project. Then, any shortcoming will be
fixed.
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3.3 SOFTWARE USED
3.3.1 ADOBE ILLUSTRATOR
Adobe illustrator will be use to design parts, create example, design any
interactive board, sign, symbol and logo for the FarmLife VR application.
3.3.2 PAINT TOOL SAI
Paint Tool SAI will be use to illustrate the environment that need to be
created in unity engine.
3.3.3 MINECRAFT
Minecraft will be use to create construction planning before starts the building
of environment in unity engine. Minecraft is the best tool use to create a
visual sight of the whole farm before start building the surrounding and
environment in unity.
3.3.4 AUTODESKMAYA
Autodesk Maya will be use to create 3D Model and animation for VR.
3.3.5 UNITY ENGINE
After the design part, all the 3d model and idea will be import or created in
unity engine. The platform of this project was android based, only android
user can access this VR application.
3.3.6 NOTEPAD++
Notepad++ is used for coding with c# in order to activate any features that
assign to any material in unity 3d model and environment.
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3.4 HARDWARE USED
3.4.1 LAPTOP
Laptop will be used to create the whole project include design the signboard and,
constructing the models and environment of the application, and coding part.
3.4.2 MOBILE PHONE
Mobile phone will be used to test and run the developed application. The phone was
android based because the project cannot run on other operation system.
3.4.3 VR HEADSET
VR headset was used to experience VR environment of the project. Without the help
of VR Headset, the application was just a simple 2D environment.
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3.5 STORYBOARD
All picture shown below is the early design concept of the FarmLife VR
application and anything inside the picture might occur any changes or add
more feature during the whole development process.
Figure 3.1: Start Menu Page
The Start Menu Page. User is stand in front of the farm gate. In this scene,
user can turn around their head and look at their surrounding with the help of
VR headset(Direct user interaction technique). User may choose next step by
looking at the specific button for a while(Gaze interaction technique). Quit
button will exit the application. Info button will lead user to instruction page,
start button will start the game.
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Figure 3.2: Instruction Page
The instruction page if user choose info in the Start Menu Page. The back button
on the top left side will lead user back to Start Menu Page.
Figure 3.3: Front of chicken hoop
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After user enter the game, they have freedom to move toward anywhere they like
by pressing the physical button on controller(physical interaction technique). There
are building such as chicken hoop, cow barn, horse stable in the application. All the
building entrance stands a farmer which can give information about the animals when
user press the talk button on top of him(gaze interaction technique).
Figure 3.4: Design of chicken hoop
When user move toward interactable object in the game, a button such as “pick
up” will appear above the object. User can interact with the object by looking a few
second on the button (gaze interaction technique).
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Figure 3.5: Incubator
After picking up eggs, user can move to incubation room and drop the egg into
incubator. There will be an animation of chick hatch out from egg in the incubator,
there are also many photo in the incubation room that teach about the growth of the
chicken. Same goes to the other animal in the farm, if it is a stable, there will be
instruction of how to take care about horse and horse growing life cycle in the stable.
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3.6 PROOF OF CONCEPT(POC)
Figure 3.6: Splash Screen
Figure 3.7: Loading
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Figure 3.8: Main Menu
Figure 3.9: Instruction Menu
Figure 3.10: Chicken Hoop
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3. 7 CHAPTER SUMMARY
This chapter discuss about the methodology used in this project. ADDIE
methodology was choose and apply in the whole development process of the
FarmLife VR application. Every phrase of ADDIE methodology was describe briefly
in this chapter. The software, hardware used was also described clearly in this chapter.
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