Wednesday, August 12, 2015

Gantt Chart and Mind Map of FYP

Note : The picture above is a gantt chart of the milestones and tasks regarding on FYP 1


Note : Mind map of FYP application


Link to the image:

http://imgur.com/rKCEUG4,2ArRKIB
http://imgur.com/rKCEUG4,2ArRKIB#1

Wednesday, August 5, 2015

Intro Level of the Application

What would be in the introduction level.


Note: What the menu screen should be like.


Note: The game would start in front of the entrance in the cave.


Note: A GUI like this would appear in the screen that informs the user regarding the application and what they need to do if they want to go further in the application.

Reference and Updates on Project

Reference links regarding the symptoms of people whom is experiencing claustrophobia.


  • "Observed that skin and chest sensations are particularly common and in claustrophobic anxiety."  Legin, B.D. (Claustrophobia, Psychoanalytic Quarterly, 4: 227-233, 1935)
  • "Pre-cordial discomfort or pain, shortness of breath and intermittent choking sensations. Tremulousness and lack of co-ordination make skilled manual activity difficult." Martin Roth Anxiety Neurosis and Phobic States (BMJ 1969 1: 489-492) 


  • Symptoms can include sweating, accelerated heart rate, hyperventilation, or 'over-breathing', shaking, light-headedness, nausea (feeling sick), fainting and fear of actual harm and illness.
Link : http://www.betterhealth.vic.gov.au/bhcv2/bhcarticles.nsf/pages/Claustrophobia?OpenDocument (Content on this website has been produced in consulation with and approved by SANE Australia)


Note: Reference links are proof that the symptoms I have told in the presentation last week. These symptoms will be displayed after the user have experience the conditions in the application.

Monday, July 27, 2015

FYP Proposal (Take 3)

1.0 ABSTRACT


This application is a simulation on the conditions of someone who has Claustrophobia. Claustrophobia could be break down into 3 types. Fear of small places, fear of restricted movements and fear of suffocation as written by Marie Cheour in an article posted on July 18th 2010. This application will focus on the fear of small places.


2.0 TARGET AUDIENCE


18-24 (People who have claustrophobia)

GOAL


What is the goal of the whole application?
·         The application allows the user experience and in a way facing their fears of claustrophobia
·         In this application, users have to go through 3 different conditions of Claustrophobia
What is the application trying to solve?
·         Displaying the conditions of Claustrophobia and showing what are the symptoms and also informing treatments
What is the advantage of VR that can be exploited to enhance project?
·         Allow to experience in a safe environment
·         Easy access
·         Environment can be manipulated
Is this project new or has it been created before? If yes, why are you doing it again?
·         It hasn’t been done before. There are a few simulations towards detecting what type of Claustrophobia the user has but I haven’t found this type of simulation yet

4.0 OBJECTIVES


·         To display the conditions of people who have Claustrophobia
·         Allowing user easy access to experience those conditions
·         To understand what makes the user so afraid
·         To immerse the user through realistic visuals and audio effects




5.0 BENCHMARK


Gameplay


First person gameplay

Environment

Crawling in cave

Walking in small passage

Trapped in small area in cave

Reference:





Interaction

Headlight

A pile of boulders

Reference:




Input

Oculus Rift

Xbox Controller



6.0 DESCRIPTION


At the start, the user will be briefed about the controls and the purpose of the simulation.
·         Level 1
User will walk through a passage in a cave where it is small and the headlight will flicker and turns off. Heartbeat sound effect will trigger indicates panic. The user needs to turn the headlight back on and continue walking through the passage. The heartbeat sound effect will still be playing. At the end will pop a GUI explaining the symptoms and treatment.
·         Level 2
User will be faced with walls in the cave on both sides. User need to make their way up the small and tight area. Heartbeat sound effect will be started and slowly going faster as the user goes higher. At the end will pop a GUI explaining the symptoms and treatment.
·         Level 3

User will reach a point in the cave where they are in a small area, like a room or some sort. A pile of boulders will collapse behind the user, trapping them. User will need to interact with the boulders in order or move them and make a path for the users to slide through. It will fail and they will be trap in that small area having the right conditions of Claustrophobia. Then, they will enter a state of panic and the heartbeat sound effect will yet again started. They will need to find a way out of the small area having little or zero chance of escaping. The sound effect will go faster and the screen will turn blurry indicating lack of vision. At the end will pop a GUI explaining the symptoms and treatment.

Saturday, July 11, 2015

FYP Proposal *RENEWED*

Title
Nyctophobia

Abstract
This application is a simulation where user can experience what its like to have Nyctophobia which is the fear of the dark. This kind of fear could be break down into several types. This application focus on 3 types of Nyctophobia. Those 3 types are claustrophobic which is the fear of no escape and being in close or small spaces, the second is the fear of 'what would happen' once the lights are turned off, the last type is the fear of someone of something constantly following you in the dark. These 3 types of Nyctophobia will be the 3 levels in the application.

Target Audience
Young adults (who has Nyctophobia)

Goal
The goal of this application is to allow the user experience and in a way facing their fears of the dark. Also, building this application allow them to face their fear in a safe environment. Adopting Virtual Reality in the application makes it easy for the user to access the application, they are safe and the environment in the application will be manipulated to help the user face their fears. The application is an innovative way to create experience of Nyctophobia.

Target Audience
Young adult (People who has Nyctophobia)

Objectives
- To exploit the 3 types of fears of Nyctophobia
- Those 3 types will be the 3 levels of the application
- To allow user easy access facing their fears
- To understand what makes the user so afraid

Benchmarks

Gameplay




























Note : First person gameplay.

Source : http://slendergame.com/


Character Design















































Note : Character will be following the user on the 2nd level to instill the fear of someone or something following them in the dark

Source : http://www.deviantart.com/morelikethis/408139700/designs

Environment

















Note : A dungeon based environment suited for instill experience of fear of the dark to the user

Source :
http://www.grimrock.net/2011/10/07/weekly-news-from-grimrock-dungeons/
http://www.stefanvink.com/dungeon.php
http://stefan-morrell.cgsociety.org/art/3ds-max-finalrender-photoshop-zbrush-dungeon-environment-3d-318202   

Interaction



















Note : There will be paper picking to the user as a navigation tool just like slenderman the game

Source : http://slendergame.com/















Note : The man on the 2nd level will try to come close to you. It will be slow paced so that the user would have time to react.

Source : http://diymag.com/archive/slender-the-arrival

























Note : The user will need to activate the door to open to let the user advance the next level of the application

Input


















Note : The tools to use for the application


Description

At the start of the application, there will be a brief introduction of the application and also a list on how the user can navigate and interact within the environment. Entering....

Level 1
The user will need to collect the paper trails within the dungeon as an indicator to the user where they should be going. The environment is dark and with very limited sight, the user need to navigate their way to the next level, This level will have creepy sounds to support the creepy environment.

Level 2
Upon entering the level, there will be a GUI on the screen to warn the user that this level would be closely the same as level 1 but there will be someone or something following them and trying to catch them. There will be no time attack. The user only need to be quick. If that someone reach close enough to the user, they will be spawn back to the same level and they have to redo the whole stage again. The level will be supported by creep sounds as well

Level 3
This stage is the final stage of the application. The environment will be a small corridor leading up to many rooms. The user will have to find the right door before the man catches them again. Upon entering the right door, the user will be greeted by a small room leading to the exit point.

Week 2 FYP Proposal

Title
The title of your project


Abstract
Idea of the application is based on a game called Sad Satan. It is designed to confuse the user with its delirious graphics. This application takes that concept and displaying different types of fear.

Level 1
This level is a starting point to the user. They need to navigate themselves through a maze in the dungeon, having little to no vision on their surrounding and using torches inside the dungeon as their way of navigation.

Reason : People with the fear of darkness tends to move slow in the dark or not move at all. This level will show their reaction towards the situation

Level 2
This level will also be a maze but with a twist. This level will instill the user with an entity, seemingly following them inside the dungeon. The entity will not show itself physically. It will be like shadow appearing out of nowhere. A sudden torch dropping from its handle. Sounds will be used to support the interaction. Stuff like that.

Reason : To create a sense of shock towards the user as some of the people who has Nyctophobia generally get frighten with that sort of thing.

Level 3
This level will be a series of hallways with doors on both sides. The user needs to find the correct door. Behind the door lies a small room leading up to a small hallway and lies the exit on the end of it.

Reason : small hallways are indicator of some of the people who has Nyctophobia also fear small compact spaces. They feel trapped and become anxious.



Target Audience
Teenage to adult


Goal
-      Display a set of fears and their causes regarding Nyctophobia (fear of darkness or night.)

-      User need to explore and try to find their way out of the dungeon.

-      Having the user experiencing head mounted device.


Objectives

Letting the user experience the terror of people who have this sort of phobias.

Level 1 – Navigating their way out of the maze with little vision

Level 2 – Navigating their way out of the maze with an entity following to strike fear to the user

Level 3 – Finding the right door to end the game.


Benchmark [min 3 benchmark]

Content, Look and style














Game-play








Interactions














Description


Starting
A quick intro about the application. List out the objective of the application.

Level 1
This stage will show the fear of darkness (basic).
Walk around through the maze to find the way to the next level.

Level 2
More of an in depth kind of fear where the user will be exploited by the fear of someone or something monitoring them. Making its presence known by shadow, glimpse of appearance and will be supported by sound and voice.

Level 3
This level will show the fear of small spaces supported by little vision. User needs to find the right door to make their way out of the dungeon. This level will be supported by sound for instance heartbeat, steps, door cracking open and such.