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2020 ITU Kaleidoscope Academic Conference
multiple mobile devices. During this phase, progress was 4. IMPLEMENTATION, RESULTS, AND
showcased to the client for feedback and recommendations. DISCUSSION
B. Project End: The final project, including APK (Android 4.1 Software and hardware used
installation files) and user manual, was handed over to the
client after sprint 6. The implementation was done using EON Studio Software.
3.3 Target audience This assists in creating immersive experiences for Windows
and Mobile systems and was used to put all the elements
together. The 3DS Max 2016 Student edition & educational
The primary target audience is adults or people between the edition was used to model 3D objects. Adobe Photoshop CC
ages of 30 and 45 who have an interest in premium quality
wine (typically middle-class workers and tourists). This 2019 is the Graphics editing software used to create textures
application can also be used to showcase the wine farm’s for 3DS models as well as the user interface (layout, buttons,
brand, identity, ideals, and its wine production to people with etc.). Sublime (Build 3126) is a text-based code editor used
a vested interest in the wine farm, such as investors, clients, for all the code development. Adobe Media Encoder is an
and sellers of the wine farms brand/products. Adobe product that assists with the conversion of audio and
movie files into various formats. Vuze 3D Studio is the
software that came with the (3D 360 degree) Vuze camera
and was used to do basic editing of 360 content. Camtasia
Studio 8 is a video editing software that was used to edit
winemaker videos. The Vuze + camera in Figure 2 was used
to record 360-degree 3D still images and videos. Samsung
Gear 360 was used to record 360-degree still images and
video (used for sample footage). Tripods are attached to
cameras to keep them stationary while the footage is
recorded. The final application was deployed on Android
operating system mobile phones.
4.2 Obstacles encountered
The following obstacles were encountered during
implementation. For each obstacle, solutions were
investigated and implemented.
1. Size of 360-degree video files: an optimized 30-
second video clip is 45 MB in size; these videos are
built into the APK and increases the size of the
application drastically. This resulted in a large file
that needed to be downloaded by users. To build the
APK also took very long. It was therefore decided
to look at the option to host the videos on YouTube
and link them to the appropriate areas within the
mobile application.
2. Linking to YouTube directly: A solution was
discovered; it however only allowed ordinary
YouTube videos to be played. As soon as you link
to 360-degree videos the app crashes. It was
therefore decided to embed all videos in the
application even though this was not ideal.
3. The augmented reality example could only use one
interaction: The wine farm wanted to showcase
three wines, each with its own video. A
compromise was identified to include all three
videos (each triggered by clicking on a button) in
one interaction and to allow the user to select the
one linked to the wine label. The footage also
Figure 1 - Methodology of the VR application developed bounced around on the screen and distracted from
for wine farm marketing.
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