Aveneu Park, Starling, Australia

Chapter The price of Hololens is not reasonable for

Chapter 1: Introduction

 

1.1  Introduction:

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HoloLens is a holographic computer built into a headset
that lets you see, hear, and interact with holograms Virtual things within an
environment such as a living room or an office space, known under development
as Project Baraboo, is a pair of mixed reality smartglasses
developed and manufactured by Microsoft.
HoloLens gained popularity for being one of the first computers running the Windows Mixed
Reality platform under the Windows 10
operating system. The HoloLens can trace its lineage to Kinect.

 

1.2 Objectives:

·     
To take games to the next level.

·     
To let developers, know about
Hololens, therefore to implement new features and games in the future.

·     
To prove that AR is better than VR.

 

1.3 Problem statement:

·     
Lack of details about Hololens
because it is still under development.

·     
The price of Hololens is not
reasonable for some gamers.

·     
The huge debate between AR and VR
as in which one is a better platform.

 

1.4 Target audiences:

 

Limkokwing University, Cyberjaya Campus. Students
specifically Gamers. Male or Female, Age between 18 to 30.

 

1.5 Research questions:

 

·     
What are the obstacles Hololens
is facing?

·     
What makes Hololens unique and
different from another AR and VR devices?

·     
What is the perfect platform for
Hololens?

 

 

 

 

 

1.6 Limitations of the
Study:

 

This research is limited only in Malaysia, Cyberjaya ,
targeting Limkokwing Students only. The lack of experiencing Hololens Makes it
difficult to do the research based only on online information about the topic.
Technology grows real fast, so by the time this research is done, another
research will be out there with a better finding, better information and also a
real-life experience of the product.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Chapter 2: Literature Review

 

2.1 Introduction

The world of games has to came to a major change; the world of
virtual games has gotten way better in the past couple years and nowadays
gaming is not only about having a TV connected to your console and start the
game. But the main debate is should a gaming person upgrade to these new
technologies in order to get the latest and greatest features to enjoy?

Companies has started to support these kinds of technologies by
either providing applications or particular devices, the competition is on fire
and companies seems to be very competitive until the present moment in terms of
providing an advance technology that could get consumer’s attention.

Hololens is one of its kind, it is a device that enables users to use
applications on Windows 10 operating system in a Hologram method. The purpose
of this device is to look at the objects in a 3D mode without the need of a
monitor or a TV.

For the gaming side, it uses or support AR which is
getting things from the virtual world to the real world. It also can be used in
measuring things like a furniture or a table Etc….

 

2.2 Body

This is research approach is to take games to the next level,
meaning that games are already great and have gotten very good in terms of
graphics and frames. But this research is studying a new way of playing games
without the need of a TV and also to enhance the experience of playing games,
and most importantly, to call developers, therefore to develop their apps and
games to work smooth with the Hololens because this device is still under
construction.

The researcher believes that Augmented reality is much better than
Virtual reality because Virtual reality is more into playing games or watching
TVs which is a good thing but not everyone will be willing to use it in daily
life bases. However, Augmented reality has a lot of uses along with games and
movies, but it also can be used in Medical situations like doing medical
operations by testing before starting the operations, therefore for to avoid
risks that could harm the patience.

 

2.3 Conclusion

based on the litterateur review, the researcher is trying to find
as much of data as possible to answer the research questions. The researcher
tends to talk more about today’s tech rather than the old
school of tech because now it is the trend for gaming and gamers.

Chapter 3: RESEARCH
METHODOLOGY

 

 

3.1 Introduction:

 

There are two types of research methodology qualitative and
quantitative,

Qualitative Research Methodology: is primarily exploratory
research. It is used to gain an understanding of underlying reasons, opinions,
and motivations. It provides insights into the problem or helps to develop
ideas or hypotheses for potential quantitative research. Qualitative Research
is also used to uncover trends in thought and opinions, and dive deeper into
the problem. Qualitative data collection methods vary using unstructured or
semi-structured techniques. Some common methods include focus groups (group
discussions), individual interviews, and participation/observations. The sample
size is typically small, and respondents are selected to fulfil a given quota.

 

Quantitative Research Methodology: is used to quantify the problem
by way of generating numerical data or data that can be transformed into usable
statistics. It is used to quantify attitudes, opinions, behaviours, and other
defined variables – and generalise results from a larger sample population.
Quantitative Research uses measurable data to formulate facts and
uncover patterns in research. Quantitative data collection methods are much
more structured than Qualitative data collection methods. Quantitative data
collection methods include various forms of surveys – online surveys, paper surveys, mobile surveys and kiosk
surveys,
face-to-face interviews, telephone interviews, longitudinal studies, website
interceptors, online polls, and systematic observations.

The research approach will be based on the Quantitative research
methodology, using survey that contains 10 questions, targeting Limkokwing
students “Gamers in particular”. The researcher is using Google
Forms to create online survey and distribute it through social media platforms
such as Facebook, Instagram and Twitter.

The number of students
is going to be 50, targeting Students from Faculty of Multimedia Creativity.

 

 

 

 

 

3.2 Survey Questionnaires:

 

These are the questions the researchers
has asked in the survey:

 

1.    
What is your Gender?

      male

      female

 

2. What is your age?

      18- 25

      26- 30

 

3. Do you like video games?

       Yes

       Not that much

       No

 

4. How often do you play games?

       Daily

       Weekly

       Not at all

 

5. Do you know what is AR?

       Yes

       Maybe

       No

 

6. Have you ever tried to play with AR?

       Yes

       No

 

7. Do you know what is Hololens?

       Yes

       Maybe

       No

8. Do you prefer playing video game on a regular TV or AR?

       TV

       AR

       Both of the
above

       None of them

 

9. Do you know what is VR?

       Yes

       Maybe

       No

 

10. In your opinion, which one do you think is better, AR or
VR?

       AR

       VR

       None

 

3.3 Public survey:

 

To define Public survey is basically talking about something
that is not phenomena and already existed before. This survey is targeting
regular people “Students” who are passionate about games, and it is something
that is very common in today’s life, not new but more into taking games to the
next level.

 

 

3.4 Conclusion:

 

After getting the target responses the
researcher is asking for, the data analysis will be collected and also
explained more in chapter 4 of this research. The expected results will be based
on the researcher approach to this research, and also to prove that the problem
statement is true or wrong.

 

 

 

 

 

 

Chapter 4, DATA COLLECTION

4.1 Introduction

The researcher has collected the data through Google Forms, the
number of the answered survey are 51 from Limkokwing University, Cyberjaya
city. The survey was distributed on 1st  of December 2017, the data was finalized and
collected on 3rd of December 2017. And the results seem to be very
interesting. And here are graphs and figures of the responses:

 

4.2 Body

Figure 1

 In figure 1, The total
responses are 51, a percentage of 56.9% male students, and a percentage of
43.1% female students.

 

 

 

 

 

 

 

 

 

 

 

 

Figure 2

In Figure 2, total response is 50, a
percentage of 60% majority are students between 18-25 years old, and a
percentage of 40% students between 26-30.

 

Figure 3

In figure 3, total responses are 50,
62% students who play games, 28% students who play games but not the often, and
10% students who don’t play games at all.

 

 

Figure 4

In figure 4,
total responses are 50, 40% students who play games weekly because they need
also to concentrate on studies. 34% students who play games every single day
including the researcher. And lastly 26% students who never play games.

 

Figure 5

In figure 5,
total responses are 50, 46% students who are not familiar with AR technology.
36% students who have an idea about AR. And lastly 18% student who have heard
of AR.

 

 

 

Figure
6

In figure 6,
total responses are 48. 72.9% students who have never tried or experience AR.
And 27.1% students who had the chance to play and experience AR.

 

Figure
7

In figure 7,
total responses are 51. A percentage of 41.2% students are familiar or have
heard about the product HoloLens. 31.4% students who have no clue about
HoloLens. And lastly 27.5% students who have read about HoloLens.

 

 

Figure
8

In figure 8,
total responses are 51. A percentage of 49% students who still prefer playing
games in a TV. 13.7% students who play games using the AR technology. 17.6%
students who prefer both TV and AR, and lastly 19% students who have no
interest in both.

 

Figure
9

In figure 9,
total responses are 51, a percentage of 45.1% students who have an idea about
what is VR. 25.5% students who have heard about VR but not so sure what it is
and lastly 29.4% students who have no clue about VR.

Figure
10

in figure 10,
total responses are 51. A percentage of 25.5% students who think that AR is
better than VR. 33.3% students who think that VR is better than AR. And lastly
41.2% students who still think that the old way of playing games is better than
both.

 

4.3 Conclusion:

The data has been collected and analysed, the researcher has
reached his target number of students which was required in this research, and
all the questions from the survey has been successfully answered by each
individual and student of Limkokwing university of Creative Technology,
Cyberjaya campus.

The data seems to be very interesting as some students “Gamers in particular” are familiar
with the world of Augmented reality and Virtual Reality as well as HoloLens,
the product from Microsoft. And the most interesting part is that HoloLens is
still under construction and it is already getting attention from the people
and also some developers.

However, there are still others who prefer the old school,
meaning that they still prefer playing games with a regular TV and a gaming
console, and for them AR or VR is none of their interest. But this newly
industry will be getting a lot of support from 3rd party developers
and applications and it will enhance the experience of looking and playing
games. 

 

 

 

 

 

 

 

 

                                                                                                                                      

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