Chapter as in which one is a better

Chapter 1: Introduction

1.1 Introduction:

We Will Write a Custom Essay Specifically
For You For Only $13.90/page!


order now

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.  

x

Hi!
I'm Isaac!

Would you like to get a custom essay? How about receiving a customized one?

Check it out