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    APPROVAL SHEET

    In partial fulfillment of the requirements for the course Bachelor of Science major

    in Information Technology this study entitled VR Lab: experience gaming to the next

    level.A feasibility study has been prepared and submitted by: Stefi V. Legatis and

    Eunice Lou B. Suerte

    Whose grade for the paper is __________.

    Accepted in partial fulfillment of the requirements for the egree of Bachelor in

    Science !ajor in Information Technology.

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    Chapter I

    INTRODUCTION O THE STUD!

    "irtual #eality or "# is a computer technology that replicates an environment$

    real$ or imagined and simulates a user%s physical presence and environment to allo& for

    user interaction. "irtual reality uses fancy peripherals such as gloves$ helmets$ and the

    trending technology today$ "# glasses. Through the use of "# glasses users get to

    experience three'dimensional images and environment to be life'si(ed from the user%s

    perspective.

    The entertainment industry is one of the most enthusiastic advocates of virtual

    reality$ most noticeably in games and virtual &orlds. )ith the gro&ing expectation for

    "# this year$ many "# glasses are being developed by different companies and as &ell

    as virtual reality integrated games.

    In today%s industry$ the idea of virtual reality being integrated &ith the gaming

    industry is not just anticipated by the young generation but also the adults$ most

    especially the gamers. )ith the advancement of technology today$ gamers expect more

    on the gaming feeling. Since virtual reality immerses the users into a virtually simulated

    environment$ users &ill be able to experience to play the game as if they &ere really in

    it. *or that reason$ the proponents chose the virtual reality gaming center +"# ,ab- as

    their study.

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    O"#e$ti%e of the St&d'

    The objective of the study is to be able to establish a technological rental

    business in Sta. ru($ ,aguna. Specifically$ the study aims:

    /. To be able to provide satisfactory "# rental equipment%s to customers0

    1. To be able to meet the needs of the customers0

    2. To entertain &ith the use of "# equipments0

    3. To be able to meet the legalities of the business.

    State(e)t of the pro"*e(

    This project &ill endeavor to ans&er the questions on ho& to establish intend to

    start the virtual reality gaming center business. Specifically the follo&ing queries belo&

    must be ans&ered at the end of the study:

    /. )here can the proponents get their "# equipment%s41. )hat legal documents should the business need to be able legally operate42. )hat form of mar5eting strategy should the proponents imply to their business43. 6o& much should the customers pay to rent the "# equipments47. )hat variety of games can the customers play4

    +a$,gro&)d of the St&d'

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    "irtual reality has beginnings that preceded the time that the concept &as coined

    and formali(ed. The first fifteen years of the 1/st century has seen major$ rapid

    advancement in the development of virtual reality. omputer technology$ especially

    small and po&erful mobile technologies$ have exploded &hile prices are constantly

    driven do&n. The rise of smartphones &ith high'density displays and 2 graphics

    capabilities has enabled a generation of light&eight and practical virtual reality devices.

    The video game industry has continued to drive the development of consumer virtual

    reality unabated. epth sensing cameras sensor suites$ motion controllers and natural

    human interfaces are already a part of daily human computing tas5s.

    #ecently$ companies li5e 8oogle have released interim virtual reality products

    such as the 8oogle ardboard$ a I9 headset that uses a smartphone to drive it.

    ompanies li5e Samsung have ta5en this concept further &ith products such as the

    8alaxy 8ear$ &hich is mass produced and contains smart; features such as gesture

    control.

    eveloper versions of final consumer products have also been available for a fe&

    years$ so there has been a steady stream of soft&are projects creating content for the

    immanent mar5et entrance of modern virtual reality.

    It seems clear that 1>

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    &ould certainly move beyond the gimmic5 factor. onsider this a brave ne& &orld$ and

    one &e can@t &ait to explore.

    S$ope a)d Li(itatio)

    This study focuses on the feasibility of having a gaming center integrated &ith

    "irtual #eality using "# equipments and games immersed in virtual reality.

    ue to limited time span$ only the vital aspect of the feasibility of the study &as

    covered such as: financial$ management and mar5eting strategy. In addition to that$ the

    study &ill also cover different categories of games in the said "# gaming center.

    6o&ever$ other matters and services that &as not mentioned earlier &ill not be included

    on the study.

    Resear$h -ethodo*og'

    In order to ma5e this study successful$ the researchers gathered data through

    the internet$ observation$ and printed materials on libraries such as boo5s and

    educational maga(ines. ata collection is one of the most important part of the study

    since every information gathered &ill ta5e effect on the conduction of the study of the

    researchers. All data gathered must be accurate and genuine.

    Sig)ifi$a)$e of the St&d'

    "# had its brea5through &ith innovative applications &ith its high technology

    system &hich correlates &ith the display technology$ simulation technology$ sensor

    technology artificial functions as &ell as computer graphic technologies.

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    The feasibility of this study &ill serve as a guide for future researchers &ho &ill

    be conducting the same field of study. And might also give idea for future business not

    just to the proponents but to anyone &ho &ill be able to read this study.

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    CHAPTER II

    PROECT +AC/0ROUND

    PROECT PROPONENTS

    !s. Stefi ". ,egatis

    !s. unice ,ou B. Suerte

    PROPOSED NA-E

    VR La" +"irtual #eality ,aboratory-

    - VRcame from the &ord "irtual #eality &hich is an artificial &orld that is

    consist of images and sounds created by a computer that is affected

    by the actions of a person &ho is experiencing it &hile La" or

    laboratory is defined as a room filled &ith equipments for

    experimentation or testing.

    T!PE O +USINESS

    0e)era* Part)ership ? are comprised of t&o people and any profits$

    debts and decisions related to the business are shared$ and &ith the goal

    of earning profit.

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    -ANA0E-ENT 1 PERSONNEL EASI+ILIT!

    PERSONNEL 2AD-INISTRATIVE3

    The said business &ill be composed of staffs composing:

    1 C&ners

    / !anager

    / *inance !anagerDTreasury

    3 re&s &hich &ill be divided into

    1 for dayshift and graveyard shift

    OR0ANI4ATIONAL CHART

    RECRUIT-ENT POLIC!

    #ecruitment of the staff &ill be based on the recommendation from contacts and

    relatives to be able to ensure that the staffs are s5illed and &ell disciplined.

    An intervie& &ill be conducted along &ith submission of curriculum vitae +"-

    and medical exam. The follo&ing legal documents are strictly required:

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    T.I.E Barangay learance

    Eational Bureau of Investigation

    +1- 1x1 pictures and /x/ i.d. picture

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    ,isted belo& are the required qualifications for the applicants:

    O+ RE5UIRE-ENTS

    -a)ager

    !ust be graduate of Bachelor egree in IT or any omputer #elated ourse or

    Business ourse

    !aleD*emale$ 13 ? 27 years old

    !ust have at least / year of experience

    Strong leadership s5ill and good interpersonal s5ills

    Fleasing personality and trust&orthy

    i)a)$e -a)ager6Treas&r'

    8raduate of any Business #elated course

    !aleD*emale$ 13 ? 27 years old

    Trust&orthy in handling and managing financial aspects

    Cre7s

    At least ollege'level or ollege 8raduate

    !aleD*emale$ 1/ ? 2< years old

    !ust be computer literate

    Fleasing personality and &ith good interpersonal s5ills

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    SPECIICATIONS 1 RESPONSI+ILITIES

    -a)ager 8responsible for facilitating the efficient functioning of an office through a

    range of administrative$ clerical$ financial and managerial tas5s.

    i)a)$e -a)ager6Treas&r' ? is the center of the financial operation of the

    company. They are the ones responsible for the financial health of the company.

    Cre7s? are the ones responsible in interacting &ith the customers and assisting

    them on matters that are related to the premises of the business.

    +ENEITS

    SSS 9to establish a social security protection to &or5ers in the private sector$

    &age earners as &ell as self'employed persons +sic5ness$ maternity$ disability$

    retirement-.

    -ANA0E-ENT POLIC!

    This "# ,ab represents a significant investment. The audio$ video$ and

    virtual reality equipment is very expensive. The ability to use this room is a privilege.

    The room &ill be monitored by surveillance cameras. The management has the right to

    limit the number of players using the room.

    VR La" R&*es:

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    ' Anyone can is allo&ed to play and &atch using the "# gears as long as heDshe

    pays the amount of time per hour. +2

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    Chapter III

    TAR0ET -AR/ET

    According to the survey conducted by the proponents$ most of the respondents

    are a&are of &hat virtual reality is.

    AWARENESS

    !es H

    No H

    Ta"*e ;: A7are)ess 7ith Virt&a* Rea*it'

    Table / sho&s the percentage of a&areness of the respondents regarding virtual

    reality. H of the respondents are a&are of &hat virtual reality is and H of the

    respondents are oblivious.

    Eperie)$e 7ith 7at$hi)g ?D -o%ies

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    Table 2 sho&s the percentage of respondents &ho have &atched 2 movies. H

    of the respondents have &atched 2 movies and H of the respondents haven%t.

    Eperie)$e 7ith VR 0ears

    Table 3 sho&s the percentage of respondents &ho have &atched 2 movies. H

    of the respondents have &atched 2 movies and H of the respondents haven%t.

    EECTIVENESS

    !es H

    No H

    Ta"*e : Effe$t of VR to ga(i)g a)d 7at$hi)g

    Table 7 sho&s the percentage of respondents &ho thin5s that &ith "#$ gaming

    and &atching experience &ill improve. H of the respondents responded &ith yes

    and H of the respondents responded no.

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    INTEREST

    !es H

    No H

    Ta"*e B: I)terest to p*a'67at$h a)d e>perie)$e %irt&a* rea*it'

    Table = sho&s the percentage of respondents &ho are interested to playD&atch

    and experience virtual reality. H of the respondents are interested and H of the

    respondents are not.

    USA0E

    !es H

    No H

    Ta"*e : Use VR 0ears

    Table sho&s the percentage of respondents &ho &ouldD&ouldn%t li5e to

    playD&atch using "# gears. H of the respondents &ould li5e to playD&atch and H

    of the respondents doesn%t.

    VISIT

    !es Affir(ati%e. H

    Not i)terested. Nope. H

    !es. No IF( a *o)e

    7o*f.

    H

    Ta"*e G: Visit to ga(e $e)ter 7ith or 7itho&t frie)ds taggi)g a*o)g

    Table sho&s the percentage of respondents &ho are interested to visit the

    game center &ith or &ithout their friends tagging along. H of the respondents

    said yes and &ould affirmatively tag their friends along$ &hile H of the

    respondents are not interested and lastly H of the respondents said yes but

    &ould rather go alone.

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    E

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    "# end users come to life and experience the fusion of virtual reality into the

    entertainment and gaming industry.

    The fourth day of July$ year 1

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    Chapter @

    Te$h)i$a* Aspe$t

    O"#e$ti%e of the Te$h)i$a* easi"i*it'

    The technical study aims to identify the equipment and machine for the business.

    This includes the project layout$ project site and vicinity map. The proponents &ill

    visuali(e the service process to be familiari(ed &ith the flo& of operation in order to

    identify the possible problem that the business might encounter.

    Pro#e$t Site

    The image above sho&s the floor plan of "# ,ab.

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    Vi$i)it' -ap

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    "# ,ab &ill be located at Frimar5 To&n enter Sta. ru( located along Fedro

    8uevarra Ave.$ Barangay Fagsa&itan$ Sta. ru($ ,aguna.

    Ser%i$e Pro$ess

    /. Pi$, a seat a)d a VR de%i$e.After inquiring on the counter of our facilities$ a customer

    must pic5 an available seat that has a "# device that a customer should use.

    ustomer%s satisfaction is the top priority of our company so &e use the latest models$

    firm&ares and available games and videos.

    1. Se*e$t 'o&r ga(es a)d %ideos.Just select a game or video on the des5top provided

    by our units and you can enjoy the best and top'notch quality of the games that are

    available on our store.

    2. P*a' for ho&rs.Flay and &atch on your rented "# device for the hours you paid for the

    company until the customer is satisfied. A facility personnel &ill approach and notify you

    if you%re time is up$ ho&ever$ the personnel &ill as5 the customer if they &ant time

    extension.

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    -a$hi)eries a)d eJ&ip(e)t

    In order for virtual reality to be fused &ith games and movies$ virtual reality

    gears must be used. This includes:

    ' Virt&a* Rea*it' 0*asses6Head9-o&)ted Disp*a's' enables the &earer to see

    three dimensional images &hich give an illusion of depth of perception. So

    &hichever &ay the &earer loo5$ the screen mounted to their face follo&s them.

    "# glasses costs around K< to K

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