Page 143 - Kaleidoscope Academic Conference Proceedings 2020
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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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