Assignment 2 Report


Overview:

This virtual reality (VR) application ultilises Meta Quest to provide virtual interaction with VR headsets and controllers where the users can see those objects in scale relative to the real sample size (true size). Through interactions within it, the user can pick up the object to view it from different angles or to see its size, see the artifact’s information through pop-up panel/text and they can teleport to the place where the object was found or created.

Description of the application:

The application allows the user to have access to a museum collection virtually without going directly to the location. Furthermore, this helps the user to interact with the artifact by holding it or changing its location in the environment. By having these interactions, the user can view the object relative to its real-life scale in 3D. The user can teleport (switch scene) to the place where the object was found or inspired, which is helpful for educational purposes (for instance, being able to see the Medieval Era environment when looking at that era’s arts). The user can also see the information of the art pieces through displayed text by interacting with the “buttons”, further mimicking the real museum experience. For further development, this app can be used by museums to allow visitors to visit their place virtually.

One of the limitations of the current online content of museums is the lack of interaction that the user can experience through a 2D computer screen with a mouse and keyboard interface. This can lead to decreased engagement with the users, hence, less interest in the programs. Another problem is that the users would not be able to see the artifacts to scale from a standard computer screen. The significance of this application is that it introduces interactions that boost user engagement. These interactions can mimic the real visiting museum experience or even be unique from it by going into different environments related to the object, extra provided information and being able to handle a real scaled object.

The problem with current museum content is that they can display the artifacts online as a 3D model (from a computer screen) with limited interaction using a keyboard and mouse interface. The VR interactions from this application will boost engagement where they can pick up the object to view it from many different angles while seeing it on a true scale, which would not be allowed in most museums. By using VR, an immersive experience can be brought to the user in a 3D space especially when seeing different context environments of the art pieces. This provides an excellent comforting user experience where the user can use the controllers and the headset to have a first-person point of view in VR which would be impossible to have a similar experience through a desktop.

Interaction Design:

The first interaction from the demonstration video is being able to grab the artifacts and move them to different locations. With this, the user can look at it from different angles and compare its size to other objects in the scene. Being able to compare objects with Oculus Quest in VR provides a more interactive 3D experience as it simulates human physical interaction using hands. The user can also closely inspect the objects from different viewing points (rotate, flip, etc.). Therefore, this gives an extra educational value from personalized experience to increase engagement and interest.

The interaction with buttons to display text information for the artifacts is important for knowledge acquirement from the user as well as giving interacting feedback. This responsive feedback brings an immersive and unique feeling when using the application for the user. Further tactile feedback to controllers or sound effects to the headset could be developed to further enhance this interaction.

Teleporting to another location related to the object from the museum using button interaction brings engagement value through the storytelling concept as it increases the user’s understanding. This contextual exploration in a VR environment is unique from the museum’s offer of documentary from a 2D screen. The interaction further enhances the VR strength of bringing immersive context to the user. Dynamic experience enriches interactivity and educational value to the user.

Storyboard:


Technical Development:

Interface Technology: Oculus Quest 1

  • This is a VR headset kit by Oculus (a subsidiary of Meta Platforms) that allow the user to enter a VR environment wireless or connected. It also comes with 2 controllers to mimic human-hand interactions.
  • A cross-platform game engine that lets the user create games, simulations, VR experiences and more. You can use this to develop your project from published assets such as scenes or 3D models.
  • A 3D interior design application that has existing features and assets to design homes.
  • Grabbing objects: pressing the side button of the controller to pick up an object.
  • Touching a button for information: remain pressing the side button and touch the cube to trigger the message. Removing the hand without releasing the side button will disable the message.
  • Teleporting button: remain pressing the side button and touch the cube to trigger the switch scene function.
  • Created using Sweet Home 3D

Development app: Unity

  • Model creating app: Sweet Home 3D

Interactions:

Descriptions of 3D Models:

3D Museum:

  • Created using Sweet Home 3D


Picture frames: for grabbable interaction

  • This asset is by Vertex Studio and available on the Unity Asset store

  • The following are created by Maksim Bugrimov and available on the Unity Asset Store


3D cube: a representation of the interactive button


Egyptian Statue by The New Way Museum and available on the Unity Asset Store


Desert Scene 3D Objects: This is for visualisation of when teleporting to a desert as the place found the Egyptian Statue

The models were created by Kalashnikovoa available on Unity Asset Store.


Forest scene 3D objects: for visualisation when teleporting to a scene of a scenery art piece.

The 3D objects, excluding the cube were created by Supercyan, available from Unity Asset Store.


The 3D objects, excluding the cube were created by Supercyan, available from Unity Asset Store.


Reference:

3D model was created using:

http://www.sweethome3d.com/

Instruction on creating the museum:

http://mountainpath.ch/cmsimplexh/index.php?Unity-3D/Create-a-virtual-museum-in-one-day

3D picture frame:

https://assetstore.unity.com/packages/3d/props/furniture/classic-picture-frame-59038

https://assetstore.unity.com/packages/3d/props/interior/pictures-88112

Oculus integration package:

https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022

Egyptian Statue:

https://assetstore.unity.com/packages/3d/props/egyptian-statue-of-a-male-figure-208808

Desert 3D models:

https://assetstore.unity.com/packages/3d/environments/desert-village-houses-lowpoly-200247

Material for decorations:

https://assetstore.unity.com/packages/2d/textures-materials/world-materials-free-150182

3D forest models:

https://assetstore.unity.com/packages/3d/vegetation/environment-pack-free-forest-sample-168396

ChatGPT was used to develop Toggle Light Switch Behaviour and TeleportTrigger scripts

https://chat.openai.com/share/3fd80cc7-de59-4a63-9d62-fbbdd4f11f45

The Toggle Light Switch Behaviour script was adopted from KIT208 learning materials from the University of Tasmania by Dr. Lindsay Wells

Files

MuseumVR_KIT208.apk 274 MB
Aug 19, 2023
com.KIT208.Myproject-20230820-001518.mp4 103 MB
Aug 19, 2023

Get VR Museum Interaction Project

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