BACHELOROFINFORMATIONTECHNOLOGY(MEDIA INFORMATIC… · 2021. 2. 2. · III DEDICATION...

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FARM LIFE VR CHENG XIN YING BACHELOR OF INFORMATION TECHNOLOGY (MEDIA INFORMATIC) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021

Transcript of BACHELOROFINFORMATIONTECHNOLOGY(MEDIA INFORMATIC… · 2021. 2. 2. · III DEDICATION...

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FARM LIFE VR

CHENG XIN YING

BACHELOR OF INFORMATION TECHNOLOGY (MEDIAINFORMATIC) WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN2021

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FARM LIFE VR

CHENG XIN YING

BACHELOR OF INFORMATION TECHNOLOGY (MEDIA INFORMATIC)WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN2021

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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:_____________________

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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 : ...............................................…

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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

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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

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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

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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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