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Industry-driven digital transformation
a sprint backlog to determine implementation. The project on which it will be developed, technical requirements,
team then allocates these deliverables to a sprint of two to functionality required and limitations.
four weeks, to complete the development of the features.
After each successful sprint, the features are reviewed with The team focused on adopting the participatory design, as the
the intention to ensure the project requirements are met. In goal is to work with stakeholders in the design of social
the context of the project allocated, it has been agreed that systems, including computer systems, involving the client
the Scrum methodology is best suited to manage the project. throughout the process. This is to ensure that all required
The driving methodology is conceptual modeling, taking specifications are met and that the client can experience an
into account the various types of constraints. After these engagement and offer advice or guidance to add for a better
factors have been identified, discussed and classified, this experience and end product, and ensure their requirements
will drive the modeling. are addressed and met. This collaboration requires
agreement from all the stakeholders involved, with the aim
of creating an end product that meets all possible
requirements and is a usable product [16], [17], [18].
3.3 Population
The research's main target populace are the students enrolled
in higher education institutions. The thinking behind the
research's target populace is on the grounds that the objective
aims to discover the impact of VR on the skills development
of the country's student populace. Lamentably, as the
researchers cannot review/survey the enormous national
student’s populace, a reasonable thought of the
Figure 1 - Scrum methodology framework investigation's degree lessens this objective group, to the
(Source: Schwalbe, 2015) available populace.
The main limitations presented by the project was namely: 3.4 Sampling
budget, content from the client, technical resources and
problematic software. The following was put in progress to The data collected for the development of the application
mitigate these: (1) without funding the group will use came from our primary stakeholders. Other data was
available assets, (2) content that should be gathered from retrieved from specified hotspot zones in the form of raw 360
clients will be gathered from accredited sources, (3) images. The study extended to a period of six weeks.
technical resources, for example, a 360 camera, drone and
boom-microphone. The plan is to use a mobile phone and the Taking into account that the utilization of VR in education is
footage from the drone will be gathered utilizing Google a generally new practice in South African universities.
Maps. The use of mobile devices with attachable VR glasses Jantjies states that while there have been various studies
did not allow the user to be fully immersed in the experience, which amplify the advantages of e-learning technologies in
although it did afford them the opportunity to begin the a South African context, the role of augmented and virtual
process of engaging in a virtual world, and (4) using an reality in supporting experiential learning in the same
engine to build in that kept crashing meant working longer context is a fairly novel concept [19]. The research will
periods than would have been necessary with a more stable compare students who have had a genuinely broad
engine, as well as not being able to support high resolution interaction with VR applications to those who have
images for better quality. The engine was still used to build moderately less interactions. Despite the fact that it may be
regardless of these issues and a suitable end product was deemed as sampling bias, the two sample groups are
designed. recognized as being the best suitable for the study, within the
accessible populace for further research. Although the
3.2 Design studies’ sample may not speak to the whole target populace
Marshall [20] legitimizes this by expressing that an ideal
The project team set out to investigate what was required, optimal sample size can be controlled by different elements,
and how immersive technologies could be used to meet the which are not comprehensive of the sample's proportion, to
requirements, as shown in previous research discussed in the entire populace size. He puts emphasis on the ‘rarity of
Section 2.2.1 and Section 2.2.2; and which hardware and the event’ under study. With few studies conducted in the
software would be required, as will be discussed in Section studies field, an area of study can be considered as
4 following. contributing attributes to the previously mentioned factors.
Specific requirements were then clearly stated and identified,
a document brief was compiled that highlighted the scope of
the project, the purpose of the project, identified the platform
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