Page 145 - Kaleidoscope Academic Conference Proceedings 2020
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Industry-driven digital transformation



















                     Figure 5 - Blender optimized Genet                Figure 6 - User interface in VR mode

           The second process downloaded models and then retextured
           them.  This  approach  involved  focusing  on  working  with
           Photoshop and 3DS Max. Many of the specimens are similar
           in shape but with different textures. This meant using models,
           but making the required alterations.
           We would download the models, then alter as required for
           the  necessary  shape,  or  any  additional  features.  Once
           completed we moved to Photoshop to ensure the accuracy of
           textures.

           4.3    User Interaction                              Figure 7 - Caracal as point of interest within the virtual
                                                                                 environment
           The application was deployed on Android mobile devices for
           the users to interact with. To view the virtual environment,   4.4   Client Feedback
           attachable VR glasses were supplied. This allowed the user
           to be immersed within the created environment. To navigate   The client provided overall positive feedback regarding the
           around this environment, the practice of teleportation was   final outcome of the project, as discussed in Table 1. There
           used, in conjunction with head-tracking capabilities, in order   was an immense appreciation of the capabilities and future
           for the application to follow the head movements of the user   possibilities  of  the  application.  The  client  can  already
           and  know  in  which  direction  they  are  looking.  The   envision  how  conservation  would  be  assisted  with  an
           transportation was used in conjunction with crosshairs. Users   application of this nature. They appreciated that people who
           were required to target green spheres using the crosshairs to   had no access to the nature reserve would now be able to
           be  transported  to  various  points  of  interest  within  the   ‘visit’ the reserve in a virtual space, thereby also being able
           simulation.  By  holding  the  intersection  between  the   to  pass  knowledge  of  the  fauna  and  flora  within  that
           crosshairs and spheres for a period of three seconds, the user   environment to a greater audience. Their main request was
           was  transported  to  the  next  point  along  the  tour.  These   to include animation as the project grew.
           crosshairs  were  also  used  to  trigger  the  viewing  of  the
           various models of the specimens and information associated   Table  1  discusses  the  overall  feedback  received  from  the
           with those specimens. The use of crosshairs meant the user   client once the project was completed. The table signifies
           remained immersed in the virtual experience as they did then   what  the  client  was  satisfied  with  from  the  objectives
           not have to use the mobile device’s touch screen to interact   achieved, what future work the client can envision for the
           with the virtual environment. Figure 6 illustrates the user’s   project, as well as where features that were not able to be
           view of the nature reserve and the points of interest in VR   added could make the final application a success.
           mode. Figure 7, on the other hand, illustrates an example of
           a specimen and the information associated with it once the
           user has been transported to that specific point of interest.


















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