Application of immersive Virtual Reality (VR) system has been proven to be practical and effective in offering the sense of presence and engagement for users to explore inside a virtual environment (VE) creation. However, numerous user experience problems still occur within the application design and development phase. An attempt to categorized the issues from presented studies by the researchers within the scope of papers between years of 2007 to 2017. There is no empirical evaluation conducted in this reviewing process but the aim is to bridge the gap between user experience and application system through understanding and learning from the challenges in the system itself. This can promote a more highly acceptance level of this complex technology among the users. This paper also proposes the future research directions and predicts the development trends of VR system.
Game design and development without a doubt have a real potential to become a tool to support the experiencing of cultural heritage context by the large public in a fun and interactive ways. This research aims to enrich the Malaysian cultural and folklore learning experience of traditional game Wau and Toyol through a mobile game design and development. The productions then analyzed based on the relations between game play, game narration, game challenges, game technological solutions, game mechanics and the effectiveness of learning. This paper highlights the overall process involved in the game development by using agile methodology. Game testing have been conducted, the results obtained shown that a connection to the cultural heritage and folklore context of Wau and Toyol can be achieved and can be identified as a significant platform to engage interactive learning experiences.
Virtual reality (VR) is a virtual environment that might be identical to or opposed to the actual world that has a variety of applications, including entertainment (video games), business (virtual meetings) and education (including medical and military training). In an educational context, VR has been used in various subjects but VR has not been applied in learning the “history of animation”. Besides the student's motivation to learn this subject has yet to be explored. This paper presents the preliminary model of VR application in learning the history of animation incorporating the Self-Determination Theory that focuses on two main components, autonomy and relatedness, to achieve the satisfaction of basic learning needs. To verify the preliminary framework, a pilot test that focuses on a qualitative approach included eight students who had learned the history of animation participated in a focus group discussion. They were asked about their motivation for the satisfaction of basic learning needs according to the context of autonomy and relatedness. The discussion session has been transcribed and analysed into four themes, i) excitement ii) self-confidence iii) socially immersive, and iv) practical access. The qualitative findings have given the credibility to be further studied for its reliability and validity through a quantitative approach to implementing VR in learning the “history of animation” in the next phase of this study.
The quest for photorealism plant modeling is still an open challenge. With L-Systems, irregular and complex plants become more mathematically manageable. However, some control parameters need to be modified over and over again to get the right L-Systems axiom and production rules in order to generate a favorable plant model. In this paper, a cross-compiling L-System platform is developed to construct plant models from squiggly designs on computer graphic applications to serious mathematically based illustrations. The specification is built by empowering the standard JSON IDE (Java Script Object Notation Integrated Development Environment) with primitives tailored to L-Systems algorithm. At the end of this paper, a number of illustrated programming examples are given through graphical interpretation of L-Systems.