This research article presents part of a series of VR experiences that are focusing on persisting and globally recognized environmental issues. The main objective of this project is to visualize and address the situation through a different window compared to traditional awareness programmes. Although increased consciousness about environmental issues has been widely achieved through various forms of media, the sense of being confronted with the ‘situation’ may have not been created yet. This means that traditional awareness programmes can visualize the environmental impacts of unsustainable human activities but may not be able to fabricate scenarios in which individuals can face relevant consequences. Encountering undesired environmental impacts such as glacier meltdown, sea level rise, or landfill crisis, are not part of the daily routine of urban inhabitants living in artificially harnessed lands. This was the main notion for this research project. The initial idea was to create inhabitable lands that are severely damaged by human activities furnished with elements such as deforestation, deceased animals, water pollution, etc. However, this idea seems to be slightly raw and non-constructive. Therefore, in the second approach, multiple hypothetical scenarios, including an actual, were developed to gradually lead the users to the destinations created by themselves. For the first milestone of this project a recycling VR game targeting the majority of age groups, while still containing dark and bright elements without leaving undesired memories, was developed. The game was first presented during Malaysia’s biggest United Nations concert/event Rock the Goals held on 25 September 2019 in Sunway University. The results from the pilot study and the data collected through user experience opened few windows for discussing possibilities of addressing environmental issues through VR. This article partly focuses on confrontation with undesired environmental impacts in full immersive VR experiences. The main discussion is centred around the effectiveness or ineffectiveness of various scenarios among different target audiences. Should we create virtual phobia from the environmental issues? Or must we focus on constructive educational experiences? Or a combination of both?
This paper presents a development of an aerial virtual reality 360 video capture approach. A drone was converted and retrofitted with a 360 spherical panorama camera for acquiring source aerial visual content. In this case study, an experiment of a 360-fly-by video was reproduced for the intended use of an event launching where user perception was being observed in terms of practicality and suitability. Utilizing a consumer 360 camera the Samsung Gear 360 and the DJI Inspire 1, it allowed the researcher to capture aerial 360-degree video. The paper documented the process of retrofitting the 360-camera onto the drone. Research findings on why certain drones are suitable for the 360-degree camera will be presented. A user study was conducted to gauge the usability for comparing aerial VR360 being experienced on hand-held multimedia tablets and head-mount-devices (HMD). In this paper we describe the proposed configuration and workflow of aerial 360-video and identifying its potential capabilities and limitation, a user evaluation study and directions for future work.
Priceless cultural heritage artefacts are gradually being lost due to negligence or the natural processes of deterioration and decay. As a modern means of preservation, three dimensional (3D) scanned replicas of cultural heritage artefacts are often reconstructed for research or for viewing by the public while the original is properly stored and curated. This paper describes the reproduction processes involved using a colour scanner and a colour 3D printer. The subject matter is based on the moribund cultural heritage of the Mah Meri tribe where its artefacts were fully scanned in 3D. The digitisation of its form, colour and texture followed by the physical reproduction of the Mah Meri heritage is the first of such activity in the nation.
Over the past decade, gaming has become a mainstream form of entertainment. It is one of the fastest growing forms of entertainment and has become a big business, easily rivaling the film industry in terms of consumer spending. However, due to the rapid growth of technology and competitiveness in the industry, game designers are increasingly faced with the challenge of making their games attractive and engaging to its intended users. Over the years, practitioners and researchers in the human-computer interaction (HCI) community have placed a lot of effort in developing processes and methods for use in interdisciplinary fields. An effective user-centered gaming interface plays an important role in the gaming industry and provides valuable contribution in the HCI practice. This is because it supports the mental communication and emotional response of its audiences that is the gamers, thus improving the interaction modes between the user and product. Hence, designing games in a manner that provides the same user experience to all players, irrespective of player motivation, experience or skill is becoming the focus of modern game research. This paper will attempt to address and review the literature on affective design elements, principles and methodologies that are suitable for the video games industry.
This paper presents a motion-capture-based control framework by simulating three core motions namely walking, jumping and running to enhance user experience for Multimedia applications. Using MWalker V1 application, a user can directly control the full body motion of an avatar in virtual environments with different physical attributes for various multimedia applications. However, there are still a few fundamental problems. This research outlines how different physique produces different behavioural patterns based upon mass and proportion. This research considers 'motion' to identify the differences in each subject's physical attributes by sampling subjects of physical differences. The purpose of the research is to study the detail of motion of various subjects with differences in physical attributes, for simulation of human motion for multimedia applications.