R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as being teenagers and young adults aged 15-26. The game aims to have RPG elements with a fantasy theme that appeals slightly more to male audiences. It proposes continuing the story and characters from a previous video game project, improving the visuals, gameplay, and story. Key aspects to develop include the overworld, battle sequences, character models, environment, and soundtrack. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
Allan Godin proposes creating an animated turn-based RPG game and accompanying manga about a squad that eliminates dangerous people. He will create character designs, maps, screens, and animations showing character abilities and movement to demonstrate aspects of the game. A side manga project will depict an action scene and each character's emotions. Research is needed on game screen and map creation, character movement, and proper manga page layout. The project will be evaluated through self-assessment, peer review, and audience feedback.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as teenagers to young adults aged 15-26. The game aims to have RPG elements with a fantasy theme appealing slightly more to male demographics. Research was conducted on target audiences. Previous projects helped develop skills in animation, design, planning and music that will be applied to this FMP. The concept is a 16-bit style RPG set in a fiery cavern. Improvements will be made to visuals, story, characters and battle sequences from a previous prototype. Progress will be evaluated through weekly blog posts and a final presentation.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The case study outlines the problem of declining reading skills due to the pandemic, and proposes the app as a solution to make reading fun, interactive, and collaborative. It describes the roles and 6-week timeframe for UX research, design, prototyping, and usability testing of the app.
The film is from the point of view of a young iPhone who goes on a journey of self-discovery by talking to other electronic devices like a book, Nintendo DS, computer, and iPod. These characters teach the iPhone about how humans forget about technology over time. The film uses both live action filming and stop motion to tell the story in a unconventional way compared to other films in this genre. Audience feedback helped the filmmakers improve areas like unclear titles and muffled sound. The film aims to educate and entertain audiences by showing a new perspective on technology and how society uses it.
The film is from the point of view of a young iPhone who goes on a journey of self-discovery by learning from other electronic devices like a book, Nintendo DS, computer, and iPod. These characters teach the iPhone about how humans forget about technology over time. The film uses both live action filming and stop motion to tell the story in an unconventional way. Audience feedback helped the filmmakers improve areas like unclear titles and muffled sound. The film aims to educate and entertain audiences by showing a new perspective on technology and how society is changing.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as being teenagers and young adults aged 15-26. The game aims to have RPG elements with a fantasy theme that appeals slightly more to male audiences. It proposes continuing the story and characters from a previous video game project, improving the visuals, gameplay, and story. Key aspects to develop include the overworld, battle sequences, character models, environment, and soundtrack. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
Allan Godin proposes creating an animated turn-based RPG game and accompanying manga about a squad that eliminates dangerous people. He will create character designs, maps, screens, and animations showing character abilities and movement to demonstrate aspects of the game. A side manga project will depict an action scene and each character's emotions. Research is needed on game screen and map creation, character movement, and proper manga page layout. The project will be evaluated through self-assessment, peer review, and audience feedback.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as teenagers to young adults aged 15-26. The game aims to have RPG elements with a fantasy theme appealing slightly more to male demographics. Research was conducted on target audiences. Previous projects helped develop skills in animation, design, planning and music that will be applied to this FMP. The concept is a 16-bit style RPG set in a fiery cavern. Improvements will be made to visuals, story, characters and battle sequences from a previous prototype. Progress will be evaluated through weekly blog posts and a final presentation.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The case study outlines the problem of declining reading skills due to the pandemic, and proposes the app as a solution to make reading fun, interactive, and collaborative. It describes the roles and 6-week timeframe for UX research, design, prototyping, and usability testing of the app.
The film is from the point of view of a young iPhone who goes on a journey of self-discovery by talking to other electronic devices like a book, Nintendo DS, computer, and iPod. These characters teach the iPhone about how humans forget about technology over time. The film uses both live action filming and stop motion to tell the story in a unconventional way compared to other films in this genre. Audience feedback helped the filmmakers improve areas like unclear titles and muffled sound. The film aims to educate and entertain audiences by showing a new perspective on technology and how society uses it.
The film is from the point of view of a young iPhone who goes on a journey of self-discovery by learning from other electronic devices like a book, Nintendo DS, computer, and iPod. These characters teach the iPhone about how humans forget about technology over time. The film uses both live action filming and stop motion to tell the story in an unconventional way. Audience feedback helped the filmmakers improve areas like unclear titles and muffled sound. The film aims to educate and entertain audiences by showing a new perspective on technology and how society is changing.
The film is from the point of view of a young iPhone who goes on a journey of self-discovery by talking to other electronic devices like a book, Nintendo DS, computer, and iPod. These characters teach the iPhone about how humans forget about technology over time. The film uses both live action filming and stop motion to tell the story in a unconventional way compared to other films in this genre. Audience feedback helped the filmmakers improve areas like unclear titles and muffled sound. The film aims to educate and entertain audiences by showing a new perspective on technology and how society uses it.
The student proposes creating a turn-based RPG game and manga about an extermination squad. For the game, they will animate character abilities, maps, screens and movement. The manga will show the squad's story and action scenes. They will research game design elements, manga layout, and complete character designs. The project will be evaluated through self-assessment, peer review, and audience feedback to ensure it meets industry standards.
Mini UX Workshop: Creating Persona & ScenarioNatt Phenjati
1. The document outlines an agenda for a UX design workshop on creating personas and scenarios. It includes lectures on personas, examples of personas, exercises to create personas and scenarios for two client companies, and criteria for grading the workshop outputs.
2. Participants will work in groups to study a product, build a persona, design a new product feature, and create a scenario depicting the persona using the new feature. They will present their work to the class.
3. The workshop aims to help designers understand how to create realistic personas and scenarios to identify customer needs and help guide product design decisions.
iKids: Adding Tablets and Apps to Your Programs for Young Childrenlmmulvenna
The document provides an overview of using tablets and apps in library programs for young children. It discusses why libraries should use apps, the importance of kids' apps, recommendations for tablet use with young kids, considerations for iPad vs. Android tablets, checking what schools are using, what makes a good app, reviews of apps, how to add apps to storytime, and provides descriptions of specific apps that are good for storytime. The document aims to educate libraries on best practices for introducing tablets and apps to engage and benefit young patrons.
This document discusses various educational apps for the iPad/iPhone across different subject areas such as children's books, games, geography, math, music, art, science, and more. It provides examples of specific apps like Brushes for digital art, PhotoStudio for photo editing, Star Walk for astronomy, and Brain 3D for interactive 3D anatomy models. The document also reflects on how mobile technologies have advanced and empowered new ways of learning, playing, and being creatively inspired through touchscreen apps.
Storytelling and Interaction Design - From Business to ButtonsDave Malouf
This is the talk I gave at From Business to Buttons in Stockholm on April 3, 2014.
Focuses on the power and value of storytelling as a tool and how Interaction Design is made up of the same components of a story when done correctly. Using this framework will lead to better designs.
Clara Johnson proposes an animated short film based on a nursery rhyme. She will use Photoshop and a graphics tablet to draw scenes and add movement over 7 weeks. Research on nursery rhymes and animation will inform her project. She will get feedback through weekly reflections to improve her work before submitting her final animation for evaluation.
This document describes a project to create a soft toy called "Story Toy" that allows children to capture photos and record short stories by squeezing and pressing the toy. The toy is intended to encourage children ages 7-11 to explore, use their imagination, and record moments through natural play interactions. A prototype was created using a camera, force sensor, Arduino, and software to catalog photos and audio recordings for the child to assemble into a narrated story. The goal was to design an exploratory interactive toy that facilitates creativity, storytelling, and sharing ideas for children in the concrete operational stage of cognitive development.
This document outlines the planning for a digital graphic narrative project adapting the fairytale "Rumpelstiltskin". It includes considerations for costs, available resources, quantity, audience, quality factors, codes of practice, regulations, copyright, ethical issues, and a 10-session production schedule. Health and safety risks like tripping hazards and eye strain from computer use are also addressed. The planning shows thorough thought has been given to all aspects of bringing this graphic narrative to life as a real project.
This document outlines the planning and research for an app called "Marauder" that is intended to attract Harry Potter fans ages 17-24 to visit York, England. The app would be inspired by the Marauder's Map from the Harry Potter stories and function as a tour guide. It would use augmented reality to overlay locations from the stories on views of real places in York. The document discusses researching demographics, games like Pokémon Go that blend digital and real worlds, and the conventions of mobile apps to inform the design of "Marauder".
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The designer conducted user research, created paper wireframes, developed high-fidelity digital prototypes, and tested them with a 7-year-old niece. Based on testing feedback, the designer iterated the design to add accessibility features, simplify navigation, and incorporate incentives to invite friends. The designer believes key engaging features are customizing characters and settings but that further iterations could improve accessibility for struggling readers.
This proposal outlines a project to create an adventure film concept including a video game and magazine cover. The project will follow the story of an animal researcher, Thomas, who travels to Peru to research a new species of lion. Research was conducted on games like Temple Run and magazines like Empire to inform the project design. The video game will have the player control Thomas to escape the lion in the jungle. Photoshop will be used to create the magazine cover and game assets. Sound effects will be recorded at home. On-going self-evaluation using a production log will track progress.
The document proposes a fantasy video game called "Kingdom of Xilo" targeted at 14-18 year old males. The game's protagonist, Wyrm, must help Dryaa wield an artifact to defeat the invading kingdom of Thrax. Research into similar fantasy games and films will inform the story and gameplay design. Promotional materials for the game will be created using Photoshop, including posters, character designs, and magazine covers. Sound effects will be recorded and music composed to add to animated cut scenes and gameplay. Progress will be evaluated through documentation and reflection.
1) The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and find an oracle that can free the reflection.
2) Collectibles and environmental interactions provide context about the characters, and conversations between levels add substance and connection.
3) After defeating bosses in each level and the oracle in a final battle, the two characters are reunited by pulling the reflection from the mirror in a concluding cutscene.
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
This document outlines a student's digital graphic narrative planning project. It includes sections on costs, available resources, quantity, audience/target market, quality factors, codes of practice, regulation, copyright, ethical issues, and a production schedule. The student will create a graphic novel adaptation of Hansel and Gretel using Photoshop. All resources like computers, software, and printers are provided by the college. The production schedule details the tasks to be completed in each session, focusing mainly on digitally drawing environments, characters, and text.
The LeapPad tablet is a learning tablet designed for children ages 4-9 that provides educational content across various subjects. It has a 5-inch touch screen, built-in camera, memory for storing apps and games, and is compatible with other LeapFrog products. One reviewer discusses their experience with the LeapPad, praising the large screen size, included games and art studio app, and ability to take photos. They believe it is a good alternative to other handheld devices for its educational focus.
This document provides information and analysis for the development of a mobile game app and related merchandise. It discusses design elements of successful apps like Angry Birds and logos for social media sites. Market research is presented on costs and potential profits for producing game-related t-shirts and iPhone cases. Two ideas for apparel are proposed: a simple t-shirt and a more detailed iPhone case. Based on feedback, the author chooses to pursue an iPhone case design featuring game characters. Steps for further improving and testing the case design are outlined.
This animals farm 3D is your real farm VR in your mobile device. You can explore a new world and have an enjoyable journey to see a variety of animal. You can learn the names of animal and description of animals.
The document outlines a student's digital graphic narrative development project where they created images using different tools in Photoshop and evaluated each part of the process, providing what they liked and could improve. They developed an idea for a comic book telling the story of Little Red Riding Hood and included proposal details, idea generation, and initial script before providing a final script and page layouts.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
The film is from the point of view of a young iPhone who goes on a journey of self-discovery by talking to other electronic devices like a book, Nintendo DS, computer, and iPod. These characters teach the iPhone about how humans forget about technology over time. The film uses both live action filming and stop motion to tell the story in a unconventional way compared to other films in this genre. Audience feedback helped the filmmakers improve areas like unclear titles and muffled sound. The film aims to educate and entertain audiences by showing a new perspective on technology and how society uses it.
The student proposes creating a turn-based RPG game and manga about an extermination squad. For the game, they will animate character abilities, maps, screens and movement. The manga will show the squad's story and action scenes. They will research game design elements, manga layout, and complete character designs. The project will be evaluated through self-assessment, peer review, and audience feedback to ensure it meets industry standards.
Mini UX Workshop: Creating Persona & ScenarioNatt Phenjati
1. The document outlines an agenda for a UX design workshop on creating personas and scenarios. It includes lectures on personas, examples of personas, exercises to create personas and scenarios for two client companies, and criteria for grading the workshop outputs.
2. Participants will work in groups to study a product, build a persona, design a new product feature, and create a scenario depicting the persona using the new feature. They will present their work to the class.
3. The workshop aims to help designers understand how to create realistic personas and scenarios to identify customer needs and help guide product design decisions.
iKids: Adding Tablets and Apps to Your Programs for Young Childrenlmmulvenna
The document provides an overview of using tablets and apps in library programs for young children. It discusses why libraries should use apps, the importance of kids' apps, recommendations for tablet use with young kids, considerations for iPad vs. Android tablets, checking what schools are using, what makes a good app, reviews of apps, how to add apps to storytime, and provides descriptions of specific apps that are good for storytime. The document aims to educate libraries on best practices for introducing tablets and apps to engage and benefit young patrons.
This document discusses various educational apps for the iPad/iPhone across different subject areas such as children's books, games, geography, math, music, art, science, and more. It provides examples of specific apps like Brushes for digital art, PhotoStudio for photo editing, Star Walk for astronomy, and Brain 3D for interactive 3D anatomy models. The document also reflects on how mobile technologies have advanced and empowered new ways of learning, playing, and being creatively inspired through touchscreen apps.
Storytelling and Interaction Design - From Business to ButtonsDave Malouf
This is the talk I gave at From Business to Buttons in Stockholm on April 3, 2014.
Focuses on the power and value of storytelling as a tool and how Interaction Design is made up of the same components of a story when done correctly. Using this framework will lead to better designs.
Clara Johnson proposes an animated short film based on a nursery rhyme. She will use Photoshop and a graphics tablet to draw scenes and add movement over 7 weeks. Research on nursery rhymes and animation will inform her project. She will get feedback through weekly reflections to improve her work before submitting her final animation for evaluation.
This document describes a project to create a soft toy called "Story Toy" that allows children to capture photos and record short stories by squeezing and pressing the toy. The toy is intended to encourage children ages 7-11 to explore, use their imagination, and record moments through natural play interactions. A prototype was created using a camera, force sensor, Arduino, and software to catalog photos and audio recordings for the child to assemble into a narrated story. The goal was to design an exploratory interactive toy that facilitates creativity, storytelling, and sharing ideas for children in the concrete operational stage of cognitive development.
This document outlines the planning for a digital graphic narrative project adapting the fairytale "Rumpelstiltskin". It includes considerations for costs, available resources, quantity, audience, quality factors, codes of practice, regulations, copyright, ethical issues, and a 10-session production schedule. Health and safety risks like tripping hazards and eye strain from computer use are also addressed. The planning shows thorough thought has been given to all aspects of bringing this graphic narrative to life as a real project.
This document outlines the planning and research for an app called "Marauder" that is intended to attract Harry Potter fans ages 17-24 to visit York, England. The app would be inspired by the Marauder's Map from the Harry Potter stories and function as a tour guide. It would use augmented reality to overlay locations from the stories on views of real places in York. The document discusses researching demographics, games like Pokémon Go that blend digital and real worlds, and the conventions of mobile apps to inform the design of "Marauder".
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The designer conducted user research, created paper wireframes, developed high-fidelity digital prototypes, and tested them with a 7-year-old niece. Based on testing feedback, the designer iterated the design to add accessibility features, simplify navigation, and incorporate incentives to invite friends. The designer believes key engaging features are customizing characters and settings but that further iterations could improve accessibility for struggling readers.
This proposal outlines a project to create an adventure film concept including a video game and magazine cover. The project will follow the story of an animal researcher, Thomas, who travels to Peru to research a new species of lion. Research was conducted on games like Temple Run and magazines like Empire to inform the project design. The video game will have the player control Thomas to escape the lion in the jungle. Photoshop will be used to create the magazine cover and game assets. Sound effects will be recorded at home. On-going self-evaluation using a production log will track progress.
The document proposes a fantasy video game called "Kingdom of Xilo" targeted at 14-18 year old males. The game's protagonist, Wyrm, must help Dryaa wield an artifact to defeat the invading kingdom of Thrax. Research into similar fantasy games and films will inform the story and gameplay design. Promotional materials for the game will be created using Photoshop, including posters, character designs, and magazine covers. Sound effects will be recorded and music composed to add to animated cut scenes and gameplay. Progress will be evaluated through documentation and reflection.
1) The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and find an oracle that can free the reflection.
2) Collectibles and environmental interactions provide context about the characters, and conversations between levels add substance and connection.
3) After defeating bosses in each level and the oracle in a final battle, the two characters are reunited by pulling the reflection from the mirror in a concluding cutscene.
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
This document outlines a student's digital graphic narrative planning project. It includes sections on costs, available resources, quantity, audience/target market, quality factors, codes of practice, regulation, copyright, ethical issues, and a production schedule. The student will create a graphic novel adaptation of Hansel and Gretel using Photoshop. All resources like computers, software, and printers are provided by the college. The production schedule details the tasks to be completed in each session, focusing mainly on digitally drawing environments, characters, and text.
The LeapPad tablet is a learning tablet designed for children ages 4-9 that provides educational content across various subjects. It has a 5-inch touch screen, built-in camera, memory for storing apps and games, and is compatible with other LeapFrog products. One reviewer discusses their experience with the LeapPad, praising the large screen size, included games and art studio app, and ability to take photos. They believe it is a good alternative to other handheld devices for its educational focus.
This document provides information and analysis for the development of a mobile game app and related merchandise. It discusses design elements of successful apps like Angry Birds and logos for social media sites. Market research is presented on costs and potential profits for producing game-related t-shirts and iPhone cases. Two ideas for apparel are proposed: a simple t-shirt and a more detailed iPhone case. Based on feedback, the author chooses to pursue an iPhone case design featuring game characters. Steps for further improving and testing the case design are outlined.
This animals farm 3D is your real farm VR in your mobile device. You can explore a new world and have an enjoyable journey to see a variety of animal. You can learn the names of animal and description of animals.
The document outlines a student's digital graphic narrative development project where they created images using different tools in Photoshop and evaluated each part of the process, providing what they liked and could improve. They developed an idea for a comic book telling the story of Little Red Riding Hood and included proposal details, idea generation, and initial script before providing a final script and page layouts.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
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Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
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Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
2. Overview
AR storytelling is a new and immersive way to read stories. This application provides you
with the most advanced storytelling techniques using Augmented Reality.
Concept
AR Storytelling is a portfolio project using AR technology and storytelling techniques. It is
aimed to help kids read with a higher degree of interest and engagement. Rather than
reading the book silently, the children can play the animation with sound by scanning the
bar code.
Style
Visual style: Augmented Reality. Partially immersive.
2D or 3D: 3D
Game flow: Following the Start scene, users scan the pictures on each page to enjoy
reading the book in augmented reality.
Targeting
Platforms: Android and IOS
Target audience: Everyone who loves reading. Everyone who is interested in AR.
Game’s advantages compared to its competitors:
-Compared to AR books: Finding Mother specializes in storytelling.
-Compared to a traditional book: Contents are more vivid with augmented reality.
Management
Schedule
Release date: August 12th
, 2022
Soft launch: August 12th
, 2022
Alpha: August 12th
, 2022
3. Beta: September 1st
, 2022
Playable version: October 1st
, 2022
Special events: TBD
Budget
Running expenses, Salaries, Rent, Internet, Software subscriptions
The game is currently running under a portfolio project of four VRAR students at Champlain
College.
-Salaries: 100 hours * 4 developers * 50 CAD per hour = 20,000 CAD
-To publish the software: Vuforia SDK 500USD.
Purchases, Hardware, Software, Licenses, Service fees, Rating fees (ESRB, PEGI…),
Platform fees, (Steam, Play Store, console stores…)
Current funding - No
Additional funding plan, Crowdfunding, Investors, Early access
- GoFundMe
How many copies must be sold? (Considering platform fees, taxes, discounts...)
The app will be free to download until a mature version is published. Then a charge of per
user is planned.
Monetization model, Retail, Digital distribution, Subscription, Microtransactions,
Advertisements
Fundings from the school board will be a main source after the app is published.
Management Tools
1. Scrum board
-We have daily scrum meetings. The meeting is recorded with the following questions to be
answered:
What did you do yesterday?
What are you doing today?
Is there anything blocking you?
4. 2. Documentation
Individual Tasks Assignment:
Ping Feng
1. characters models in the story are functional and presentable. 2. animations are
functional.
Junxiang Zhang
1. story scripts are appropriate for storytelling. 2. story and narrations are well matched. 3.
story books are designed properly for distribution.
Zijie Jin
1. Users can use their cellphone to experience the story. 2. Applications are accessible.
Kazumichi Nakashima
1. animations are flawless. 2. character rigs are refined for animation development. 3. story
books are designed properly for distribution.
Version control
-Github is the platform we use to collaborate and update our individual work. Once
changes are made, we push to the GitHub individually.
Test Plan
All Markers are thoroughly tested to make sure that the markers work correctly. To fix
bugs, we are doing a lot of tests.
Risk Analysis
Losing markers is the main risk we found during our tests. Some users are kids under 12,
who may not hold the phone or pad properly while reading the book. To solve this issue,
we changed the mode of tracking.
Marketing Plan
Research target market.
Perform competitor research.
Create a landing page that sells.
Make the app visible in the app store.
5. Create viral video content.
Start a blog.
Reach the audience with social networks.
Measure the app KPI.
Game World and Narrative
Look and Feel
This is a baby sparrow's tiny adventure and happened in the modern day. Various
charming voice actors lead children into the story. All content is created for children.
Locations and Structures
All stages are set in ordinary nature environments. The scene starts from a sparrow family’s
nest on the tree…
The baby sparrow is born in the nest and misses to see its mother. The baby does not
know who the mother is. The baby gets out of the nest and starts looking for the mother.
On the way, the baby sparrow encounters a cow at the farm, a hen at the field, and a crow
in the woods. They advise the baby who is the baby's mother and what the mother looks
like.
Plot
The player participates in the story as a 3rd person and follows with the main character.
This project is for children, but also this is the first step of fulfilling the desire for everyone
who wants to travel in the world of stories.
This story is told by the voice actors. They play those characters more characteristic and
make the storytelling more vibeliant.
Characters
The baby sparrow, who is the central character, encounters the candidates of the mother,
and compares the figure with the mother. Each candidate has contrasting character with
the mother and gives relevant advice to the baby sparrow.
- The big cow said she is small and has feathers.
6. - The flightless hen said she can fly.
- The monochromatic crow said she has a pattern on the feathers.
Concept Art
We always think about our audience who are children, we keep images' style for children.
We use realistic and cartoonish objects both. We do not have strict guidelines. If I must say,
our general guideline for design is that everything looks suitable in our environment.
Characters and Environment
Our guidelines for character design are, for example, a sparrow looks like a sparrow. When
children see a bird, they can tell what kind of bird it is. It is a reason we use multiple styles
of models in the same environment.
Colour
Color coordination focused on hue.
Black and white contrast is powerful and persuasive in realistic expression. However, we
tried to keep a wide range of hues for our children's project more than contrast.
Animation
The basic animations are big action to understand easily, like acting in a theater. However,
the senses are an AR environment, you can observe the animation in the proximity.
We have put a weight on the amplitude of the big and small animations.
Mechanics
Progression
The goal of the app is to provide users with a vivid immersive experience, fun, high
engagement, and knowledge by reading AR stories.
Users can change the order of reading stories at will to gain new fun.
Users can reread stories from different perspectives, such as rotating, looking from a
distance, looking closely, looking down, and looking up are new feelings.
7. Users can reread stories in different environments, such as watching on the sofa at home
and watching on the lawn are completely different experiences.
Users can exit the app at any time. The progress of the app playing the story is not saved,
and users are encouraged to use a new order and perspective to reread the story next
time.
Challenge
The user interface of the application is very intuitive. Users only need to try it out. If you do
not understand something, read the instructions, and you can use it right away.
Users can watch the scenes of the pages they want to see in any order, although for first-
time users, it is usually more appropriate to read the stories in the order of the e-book.
Users can arbitrarily organize the order, perspective, and environment of AR storybooks
like fiddling with a Rubik's cube and gain new fun, which are full of new exploration fun.
Compared with traditional books, AR storybooks still attract users to reread them after a
long time.
Movement and Actions
Users can change the order, perspective, and environment of reading stories at will to gain
new experience and fun.
Screens
There is a main menu and a play screen.
Interface
Controls
Start Scene
8. AR Markers
Markers are distinct patterns that cameras can easily recognize and process and are
visually independent of the environment around them; they can be paper-based or
physical objects that exist in the real world.
Event buttons
10. Mother Sparrow - Menglin
Dandelion - Paul
Cow - Paul
Hen - Dallas
Crow – Costa
Narration - Menglin
Music
Credits Scene
Technical
Target Hardware
Minimum requirements
Processor
Video card
Memory
Operating System
Peripherals, Special controllers, VR (VIRTUAL REALITY) goggles
Internet connection
Development Standards
Code guidelines
Version control guidelines
Procedure for updating assets
Prototyping guidelines
Game Engine
The primary game engine is Unity, Vuforia SDK.
11. Documentation 1
Production – Junxiang Zhang, Kazumichi Nakashima, Ping Feng, Zijie Jin
Story writing - Junxiang Zhang
3D Models and Rigs
Baby Sparrow - Kazumichi Nakashima
Mother Sparrow - Kazumichi Nakashima
Hen - Kazumichi Nakashima
Crow – Kazumichi Nakashima
Cow – Junxiang Zhang
Animation
Scene # 1 - Kazumichi Nakashima
Scene # 2 - Kazumichi Nakashima
Scene # 3 - Kazumichi Nakashima
Scene # 4 - Zijie Jin
Scene # 5 - Junxiang Zhang
Scene # 6 - Ping Feng
Scene # 7 - Ping Feng
Scene # 8 - Kazumichi Nakashima
Scene # 9 - Junxiang Zhang
Scene # 10 - Junxiang Zhang
Scene # 11 - Ping Feng
Scene # 12 - Zijie Jin
12. Character Cover
Baby Sparrow- Dallas
Mother Sparrow - Menglin
Dandelion - Paul
Cow - Paul
Hen - Dallas
Crow – Costa
Narration - Menglin
Documentation 2 (environment)
3D Models
Birds nest – IronEqual (Sketchfab)
Farm - Sampaidesu (Sketchfab)
Forest House - peachy royalty (Sketchfab)
Stylized forest - Scene "May holiday" - borsh_and (Sketchfab)
Wheat Farm at Sunset – kristenlee (Sketchfab)
Low-poly Tree – ALostEggroll (Sketchfab)
Dandelion - IronEqual (Sketchfab)