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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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