To get a C on the project each cubicle should have:-
- at least 10 unique models -
- For 10 unique models - 1) Chair 2) MacBook 3) Painting 4) Pen Stand 5) Electric Guitar 6) Banjo 7) Ceiling lamp 8) Radio 9) Disco Ball 10) Chinese lamp
- Create two Models of my own -
- 1) Cookies inside the shelf 2) Cymbal
- two of the models should react when a user touches them (e.g. pressing a button on a a drink machine could vend a can, or a monitor could turn on, or coffee could be brewed, or a PC could boot up)-
- 1) When you touch the MacBook, a video starts playing (which is my own studio recorded YouTube video).
- 2) When you touch the Microphone attached from the ceiling, it plays a song and a disco ball appears which spins and changes light colours.
- at least one ambient sound or piece of music
- Music play when you get near the cubicle (Linkin Park - Numb)
- two local light sources
- The lamp above - with yellowish-orange light.
- The Chinese lamp on the table with blue light.
To get a B you need to add to each cubicle ...
- an additional 5 unique models-
- 1) Def (the Turkish instrument) 2) Violin 3) Flute 4) Dustbin 5) Switches
- add appropriate physics to at least 5 objects in the scene-
- 1) The chair can be thrown
- 2) The Def can be thrown
- 3) The Cymbal can be thrown
- 4) The standing Microphone can be thrown
- 5) The Electric Guitar can be thrown
- create another 2 unique models of your own to put in the space-
- 1) The Rangoli on the ground
- 2) The shelf behind the picture
- add in 4 more sounds that are triggered by the user moving close to certain objects in the scene or interacting with certain objects-
- 1) The flute starts making sound when you touch it
- 2) When the switch near the announcement box is pressed it makes a video play (I'm Ironman from Avengers Endgame)
- 3) When you press the switch near the picture, it slides down the picture and there is a shelf that has food items.
- 4) The Violin makes sound when you grab it.
- To get an A you need to give the user control to change their size (or conversely change the size of the environment around them). The user should be able to easily shrink to down to 6 inches (15 cm) tall (allowing you to fulfill your incredible shrinking man / land of the giants / ant man / downsizing fantasy), resume their normal size, or grow to 20 feet (6 meters) tall (allowing you to fulfill your attack of the 50 foot woman / amazing colossal man fantasy).
- When small the user should be able to walk around on the floor or tables to see the world from a different perspective. For the 6" scale you should ...
- add an additional 5 unique models for the user to interact with at that scale in each cubicle-
- 1) Green book 2) The Drawer 3) The hidden button 4) Dustbin 5) Crushed Paper balls
- create 2 more unique models of your own to put in the space for the user to interact with at that scale in each cubicle
- 1) Vuvuzela 2) The candle (diya) on top of the Rangoli
- add appropriate physics to at least 3 of those objects in the space in each cubicle
- 1) You can throw the green book.
- 2) When you press the hidden switch the drawer opens
- 3) Vuvuzela plays sound when you touch it
- 4) When you touch the dustbin you can throw the dustbin and crushed balls will come out of it.
- 5) The Diya turns off when you touch it and you can throw it as well.
- For the 20 foot scale the user should be able to move around and look over the entire work area (so you will need a good way to deal with the ceiling, and be sure you have enough floor)
- The 3 pillars can change the user side, see main page for more details
- The graduate students need to also work on the large common area
- create a theme for this area (entry area, game area, shared storyboard area, dance area, kitchen area)-
- My theme is a recreation room with indoor games in there.
- add another 5 unique models times the number of people in the group suitable to that theme-
- 1) the table beneath the carrom board (made by me)
- 2) the carrom board
- 3) the items on the carrom board(made by me)
- 4) the ping pong table
- 5) the comfortable chair.
- 2 need to be interactive and have sounds-
- 1) When you touch the blue bat, a ball strikes the court and makes sound.
- 2) When you touch the striker on the carrom board it goes forward and comes back, and also makes sound.