Upload
harvz-cruz
View
217
Download
0
Embed Size (px)
Citation preview
7/25/2019 Vr Game Center2
1/23
APPROVAL SHEET
In partial fulfillment of the requirements for the course Bachelor of Science major
in Information Technology this study entitled VR Lab: experience gaming to the next
level.A feasibility study has been prepared and submitted by: Stefi V. Legatis and
Eunice Lou B. Suerte
Whose grade for the paper is __________.
Accepted in partial fulfillment of the requirements for the egree of Bachelor in
Science !ajor in Information Technology.
7/25/2019 Vr Game Center2
2/23
Chapter I
INTRODUCTION O THE STUD!
"irtual #eality or "# is a computer technology that replicates an environment$
real$ or imagined and simulates a user%s physical presence and environment to allo& for
user interaction. "irtual reality uses fancy peripherals such as gloves$ helmets$ and the
trending technology today$ "# glasses. Through the use of "# glasses users get to
experience three'dimensional images and environment to be life'si(ed from the user%s
perspective.
The entertainment industry is one of the most enthusiastic advocates of virtual
reality$ most noticeably in games and virtual &orlds. )ith the gro&ing expectation for
"# this year$ many "# glasses are being developed by different companies and as &ell
as virtual reality integrated games.
In today%s industry$ the idea of virtual reality being integrated &ith the gaming
industry is not just anticipated by the young generation but also the adults$ most
especially the gamers. )ith the advancement of technology today$ gamers expect more
on the gaming feeling. Since virtual reality immerses the users into a virtually simulated
environment$ users &ill be able to experience to play the game as if they &ere really in
it. *or that reason$ the proponents chose the virtual reality gaming center +"# ,ab- as
their study.
7/25/2019 Vr Game Center2
3/23
O"#e$ti%e of the St&d'
The objective of the study is to be able to establish a technological rental
business in Sta. ru($ ,aguna. Specifically$ the study aims:
/. To be able to provide satisfactory "# rental equipment%s to customers0
1. To be able to meet the needs of the customers0
2. To entertain &ith the use of "# equipments0
3. To be able to meet the legalities of the business.
State(e)t of the pro"*e(
This project &ill endeavor to ans&er the questions on ho& to establish intend to
start the virtual reality gaming center business. Specifically the follo&ing queries belo&
must be ans&ered at the end of the study:
/. )here can the proponents get their "# equipment%s41. )hat legal documents should the business need to be able legally operate42. )hat form of mar5eting strategy should the proponents imply to their business43. 6o& much should the customers pay to rent the "# equipments47. )hat variety of games can the customers play4
+a$,gro&)d of the St&d'
7/25/2019 Vr Game Center2
4/23
"irtual reality has beginnings that preceded the time that the concept &as coined
and formali(ed. The first fifteen years of the 1/st century has seen major$ rapid
advancement in the development of virtual reality. omputer technology$ especially
small and po&erful mobile technologies$ have exploded &hile prices are constantly
driven do&n. The rise of smartphones &ith high'density displays and 2 graphics
capabilities has enabled a generation of light&eight and practical virtual reality devices.
The video game industry has continued to drive the development of consumer virtual
reality unabated. epth sensing cameras sensor suites$ motion controllers and natural
human interfaces are already a part of daily human computing tas5s.
#ecently$ companies li5e 8oogle have released interim virtual reality products
such as the 8oogle ardboard$ a I9 headset that uses a smartphone to drive it.
ompanies li5e Samsung have ta5en this concept further &ith products such as the
8alaxy 8ear$ &hich is mass produced and contains smart; features such as gesture
control.
eveloper versions of final consumer products have also been available for a fe&
years$ so there has been a steady stream of soft&are projects creating content for the
immanent mar5et entrance of modern virtual reality.
It seems clear that 1>
7/25/2019 Vr Game Center2
5/23
&ould certainly move beyond the gimmic5 factor. onsider this a brave ne& &orld$ and
one &e can@t &ait to explore.
S$ope a)d Li(itatio)
This study focuses on the feasibility of having a gaming center integrated &ith
"irtual #eality using "# equipments and games immersed in virtual reality.
ue to limited time span$ only the vital aspect of the feasibility of the study &as
covered such as: financial$ management and mar5eting strategy. In addition to that$ the
study &ill also cover different categories of games in the said "# gaming center.
6o&ever$ other matters and services that &as not mentioned earlier &ill not be included
on the study.
Resear$h -ethodo*og'
In order to ma5e this study successful$ the researchers gathered data through
the internet$ observation$ and printed materials on libraries such as boo5s and
educational maga(ines. ata collection is one of the most important part of the study
since every information gathered &ill ta5e effect on the conduction of the study of the
researchers. All data gathered must be accurate and genuine.
Sig)ifi$a)$e of the St&d'
"# had its brea5through &ith innovative applications &ith its high technology
system &hich correlates &ith the display technology$ simulation technology$ sensor
technology artificial functions as &ell as computer graphic technologies.
7/25/2019 Vr Game Center2
6/23
The feasibility of this study &ill serve as a guide for future researchers &ho &ill
be conducting the same field of study. And might also give idea for future business not
just to the proponents but to anyone &ho &ill be able to read this study.
7/25/2019 Vr Game Center2
7/23
CHAPTER II
PROECT +AC/0ROUND
PROECT PROPONENTS
!s. Stefi ". ,egatis
!s. unice ,ou B. Suerte
PROPOSED NA-E
VR La" +"irtual #eality ,aboratory-
- VRcame from the &ord "irtual #eality &hich is an artificial &orld that is
consist of images and sounds created by a computer that is affected
by the actions of a person &ho is experiencing it &hile La" or
laboratory is defined as a room filled &ith equipments for
experimentation or testing.
T!PE O +USINESS
0e)era* Part)ership ? are comprised of t&o people and any profits$
debts and decisions related to the business are shared$ and &ith the goal
of earning profit.
7/25/2019 Vr Game Center2
8/23
-ANA0E-ENT 1 PERSONNEL EASI+ILIT!
PERSONNEL 2AD-INISTRATIVE3
The said business &ill be composed of staffs composing:
1 C&ners
/ !anager
/ *inance !anagerDTreasury
3 re&s &hich &ill be divided into
1 for dayshift and graveyard shift
OR0ANI4ATIONAL CHART
RECRUIT-ENT POLIC!
#ecruitment of the staff &ill be based on the recommendation from contacts and
relatives to be able to ensure that the staffs are s5illed and &ell disciplined.
An intervie& &ill be conducted along &ith submission of curriculum vitae +"-
and medical exam. The follo&ing legal documents are strictly required:
7/25/2019 Vr Game Center2
9/23
T.I.E Barangay learance
Eational Bureau of Investigation
+1- 1x1 pictures and /x/ i.d. picture
7/25/2019 Vr Game Center2
10/23
,isted belo& are the required qualifications for the applicants:
O+ RE5UIRE-ENTS
-a)ager
!ust be graduate of Bachelor egree in IT or any omputer #elated ourse or
Business ourse
!aleD*emale$ 13 ? 27 years old
!ust have at least / year of experience
Strong leadership s5ill and good interpersonal s5ills
Fleasing personality and trust&orthy
i)a)$e -a)ager6Treas&r'
8raduate of any Business #elated course
!aleD*emale$ 13 ? 27 years old
Trust&orthy in handling and managing financial aspects
Cre7s
At least ollege'level or ollege 8raduate
!aleD*emale$ 1/ ? 2< years old
!ust be computer literate
Fleasing personality and &ith good interpersonal s5ills
7/25/2019 Vr Game Center2
11/23
SPECIICATIONS 1 RESPONSI+ILITIES
-a)ager 8responsible for facilitating the efficient functioning of an office through a
range of administrative$ clerical$ financial and managerial tas5s.
i)a)$e -a)ager6Treas&r' ? is the center of the financial operation of the
company. They are the ones responsible for the financial health of the company.
Cre7s? are the ones responsible in interacting &ith the customers and assisting
them on matters that are related to the premises of the business.
+ENEITS
SSS 9to establish a social security protection to &or5ers in the private sector$
&age earners as &ell as self'employed persons +sic5ness$ maternity$ disability$
retirement-.
-ANA0E-ENT POLIC!
This "# ,ab represents a significant investment. The audio$ video$ and
virtual reality equipment is very expensive. The ability to use this room is a privilege.
The room &ill be monitored by surveillance cameras. The management has the right to
limit the number of players using the room.
VR La" R&*es:
7/25/2019 Vr Game Center2
12/23
' Anyone can is allo&ed to play and &atch using the "# gears as long as heDshe
pays the amount of time per hour. +2
7/25/2019 Vr Game Center2
13/23
Chapter III
TAR0ET -AR/ET
According to the survey conducted by the proponents$ most of the respondents
are a&are of &hat virtual reality is.
AWARENESS
!es H
No H
Ta"*e ;: A7are)ess 7ith Virt&a* Rea*it'
Table / sho&s the percentage of a&areness of the respondents regarding virtual
reality. H of the respondents are a&are of &hat virtual reality is and H of the
respondents are oblivious.
Eperie)$e 7ith 7at$hi)g ?D -o%ies
7/25/2019 Vr Game Center2
14/23
Table 2 sho&s the percentage of respondents &ho have &atched 2 movies. H
of the respondents have &atched 2 movies and H of the respondents haven%t.
Eperie)$e 7ith VR 0ears
Table 3 sho&s the percentage of respondents &ho have &atched 2 movies. H
of the respondents have &atched 2 movies and H of the respondents haven%t.
EECTIVENESS
!es H
No H
Ta"*e : Effe$t of VR to ga(i)g a)d 7at$hi)g
Table 7 sho&s the percentage of respondents &ho thin5s that &ith "#$ gaming
and &atching experience &ill improve. H of the respondents responded &ith yes
and H of the respondents responded no.
7/25/2019 Vr Game Center2
15/23
INTEREST
!es H
No H
Ta"*e B: I)terest to p*a'67at$h a)d e>perie)$e %irt&a* rea*it'
Table = sho&s the percentage of respondents &ho are interested to playD&atch
and experience virtual reality. H of the respondents are interested and H of the
respondents are not.
USA0E
!es H
No H
Ta"*e : Use VR 0ears
Table sho&s the percentage of respondents &ho &ouldD&ouldn%t li5e to
playD&atch using "# gears. H of the respondents &ould li5e to playD&atch and H
of the respondents doesn%t.
VISIT
!es Affir(ati%e. H
Not i)terested. Nope. H
!es. No IF( a *o)e
7o*f.
H
Ta"*e G: Visit to ga(e $e)ter 7ith or 7itho&t frie)ds taggi)g a*o)g
Table sho&s the percentage of respondents &ho are interested to visit the
game center &ith or &ithout their friends tagging along. H of the respondents
said yes and &ould affirmatively tag their friends along$ &hile H of the
respondents are not interested and lastly H of the respondents said yes but
&ould rather go alone.
7/25/2019 Vr Game Center2
16/23
E
7/25/2019 Vr Game Center2
17/23
"# end users come to life and experience the fusion of virtual reality into the
entertainment and gaming industry.
The fourth day of July$ year 1
7/25/2019 Vr Game Center2
18/23
Chapter @
Te$h)i$a* Aspe$t
O"#e$ti%e of the Te$h)i$a* easi"i*it'
The technical study aims to identify the equipment and machine for the business.
This includes the project layout$ project site and vicinity map. The proponents &ill
visuali(e the service process to be familiari(ed &ith the flo& of operation in order to
identify the possible problem that the business might encounter.
Pro#e$t Site
The image above sho&s the floor plan of "# ,ab.
7/25/2019 Vr Game Center2
19/23
Vi$i)it' -ap
7/25/2019 Vr Game Center2
20/23
"# ,ab &ill be located at Frimar5 To&n enter Sta. ru( located along Fedro
8uevarra Ave.$ Barangay Fagsa&itan$ Sta. ru($ ,aguna.
Ser%i$e Pro$ess
/. Pi$, a seat a)d a VR de%i$e.After inquiring on the counter of our facilities$ a customer
must pic5 an available seat that has a "# device that a customer should use.
ustomer%s satisfaction is the top priority of our company so &e use the latest models$
firm&ares and available games and videos.
1. Se*e$t 'o&r ga(es a)d %ideos.Just select a game or video on the des5top provided
by our units and you can enjoy the best and top'notch quality of the games that are
available on our store.
2. P*a' for ho&rs.Flay and &atch on your rented "# device for the hours you paid for the
company until the customer is satisfied. A facility personnel &ill approach and notify you
if you%re time is up$ ho&ever$ the personnel &ill as5 the customer if they &ant time
extension.
7/25/2019 Vr Game Center2
21/23
-a$hi)eries a)d eJ&ip(e)t
In order for virtual reality to be fused &ith games and movies$ virtual reality
gears must be used. This includes:
' Virt&a* Rea*it' 0*asses6Head9-o&)ted Disp*a's' enables the &earer to see
three dimensional images &hich give an illusion of depth of perception. So
&hichever &ay the &earer loo5$ the screen mounted to their face follo&s them.
"# glasses costs around K< to K
7/25/2019 Vr Game Center2
22/23
7/25/2019 Vr Game Center2
23/23
Pri$i)g
HOU
R
1
HOU
R
2
HOU
RS
3
HOU
RS
4
HOU
RS
5
HOU
RS
2