Browse By Repository:

 
 
 
   

Location-based adventure game to engage tourist in discovering local landmarks with DeepAI

Toh, Qi Qi (2021) Location-based adventure game to engage tourist in discovering local landmarks with DeepAI. Project Report. Universiti Teknikal Malaysia Melaka, Melaka, Malaysia. (Submitted)

[img] Text (24 Pages)
Location-based adventure game to engage tourist in discovering local landmarks with DeepAI.pdf - Submitted Version

Download (358kB)
[img] Text (Full text)
Location-based adventure game to engage tourist in discovering local landmarks with DeepAI.pdf - Submitted Version
Restricted to Repository staff only

Download (2MB)

Abstract

This project is a treasure hunting game that requires real-time interaction with the real world. This game aims to understand the effectiveness of promoting and applying the art style of autistic students in real-life applications through a treasure hunting mobile application game. The present 2D adventure mobile game on the market lacks local Malaysian history. This initiative has the potential to aid our younger generation in gaining a better appreciation and knowledge of local history. Learning in-game also entice many gamers to learn history while having fun with the game. In this game, users have to find the correct answer and snap a photo of the answer's building. After that, the user can choose the art style created by autistic kids to transform that photo into a new style. Game Development Life Cycle (GDLC) is used to develop this project. GDLC has six phases. There are initiation, pre-production, production, testing, beta, and release. In the initiation phase, the idea and genre of the game are proposed. After the proposal is approved, pre-production research on the game idea, design, and levels. Development of the game is conducted in the production phase. Once the game is finished, the testing phase is carried out to test the game. Testing of the game is carried out on the targeted audience to check the game error and its efficiency. The correction is done after getting all the feedback. During the beta phase, a beta version is released for further testing. All the collected data or feedback are analyzed, and correction is done before releasing the final version. In the last phase, the release phase, the game's final version is released for evaluation and might as well be for marketing. The expected outcome of the game is research on the effectiveness of promoting the autistic kids drawing style to the real-world application through gamification. To summarize, this project achieved all the objectives proposed, and the results of the testing also show that overall, participants are satisfied with the game, but several improvements need to be made, such as the movement of the character in the mini-game is challenging to grasp and control.

Item Type: Final Year Project (Project Report)
Uncontrolled Keywords: Testing, Beta, ,Phase, Feedback, Pre-Production, ,Correction, Effectiveness, Initiation, Photo, Kids
Divisions: Library > Final Year Project > FTMK
Depositing User: Sabariah Ismail
Date Deposited: 29 Sep 2022 07:51
Last Modified: 29 Sep 2022 07:52
URI: http://digitalcollection.utem.edu.my/id/eprint/27279

Actions (login required)

View Item View Item

Downloads

Downloads per month over past year