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Project Plan Danger Diner The Capstone Experience Team Auto-Owners Max DeDona Max Dudley Xuexian Xie Jillian Tosolt Department of Computer Science and Engineering Michigan State University Fall 2019 From Students to Professionals


  1. Project Plan Danger Diner The Capstone Experience Team Auto-Owners Max DeDona Max Dudley Xuexian Xie Jillian Tosolt Department of Computer Science and Engineering Michigan State University Fall 2019 From Students… …to Professionals

  2. Functional Specifications • Auto-Owners is always looking for new ways to train employees to recognize good and bad safety practices in businesses. • Our project will help train employees to recognize potentially liable situations in a fun and engaging way. • This program will offer real world experience without risk of financial loss or time consuming simulations. The Capstone Experience Team Auto-Owners Project Plan Presentation 2

  3. Design Specifications • Danger Diner is a VR game, where the player explores a diner and tags potential hazards as well as good safety features. • Each correctly tagged item will increase the player’s score. • At the end, the player will review all the items they tagged correctly or incorrectly. • The player’s score will be added to a leaderboard to compare with their coworkers/fellow players The Capstone Experience Team Auto-Owners Project Plan Presentation 3

  4. Screen Mockup: Main Menu Scene The Capstone Experience Team Auto-Owners Project Plan Presentation 4

  5. Screen Mockup: Level Concept The Capstone Experience Team Auto-Owners Project Plan Presentation 5

  6. Screen Mockup: Item tagging (before) The Capstone Experience Team Auto-Owners Project Plan Presentation 6

  7. Screen Mockup: Item tagging (after) The Capstone Experience Team Auto-Owners Project Plan Presentation 7

  8. Screen Mockup: Review Scene The Capstone Experience Team Auto-Owners Project Plan Presentation 8

  9. Technical Specifications • Unity is the engine we’ll use to build the game and program all of the features • The hardware is the Oculus Rift headset, two touch controllers, and two sensors • We’ll also use SteamVR, an open-source template to implement basic VR interactions The Capstone Experience Team Auto-Owners Project Plan Presentation 9

  10. System Architecture The Capstone Experience Team Auto-Owners Project Plan Presentation 10

  11. System Components • Hardware Platforms ▪ Oculus Rift ▪ Windows 10 Desktop • Software Platforms / Technologies ▪ Unity Game Engine ▪ SteamVR ▪ C# - Visual Studio The Capstone Experience Team Auto-Owners Project Plan Presentation 11

  12. Risks • Motion Sickness ▪ VR can cause sickness through lag, inefficient programming, etc. ▪ Mitigation: Constant testing, minimizing code called within Update function. • Recognition of Interactable Objects ▪ Objects could be interactable as well as taggable, and distinction might not be clear ▪ Mitigation: Interactable objects will have different highlight/effect, ask user preference • Differentiation of Changing Objects ▪ Some objects will change between rounds (i.e. sink working in one round, broken in another) ▪ Mitigation: Each object state will have a unique model/object, will work with item generation • Retention of Knowledge ▪ Players may focus more on learning the game mechanics rather than the actual business practices ▪ Mitigation: Randomized locations and appearances of objects, different interactions every round. The Capstone Experience Team Auto-Owners Project Plan Presentation 12

  13. Questions? ? ? ? ? ? ? ? ? ? The Capstone Experience Team Auto-Owners Project Plan Presentation 13

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