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2019 International Conference on Communications, Information System and Computer Engineering (CISCE)

Design and Implementation of Three-dimensional


Virtual Tour Guide Training System Based on
Unity3D
Li Wang Lizhen Wang
Department of education science and technology Teacher Development Center
Shanxi Datong University Shanxi Datong University
Datong, China Datong, China
*Communication author: wangli523971@126.com

Abstract—Traditional tour guide training has problems such as


lack of internship resources, insufficient time and funds, and II. FUNCTIONAL ARCHITECTURE OF THE SYSTEM
safety. How to scientifically and effectively improve the The system is divided into three modules: system learning
professional quality of tour guides and obtain greater economic module, scenic spot learning module and simulation practice
and social benefits for tourism has become an urgent problem to module. In the system learning module, it shows the relevant
be solved. In order to effectively solve the above problems, this
system and basic knowledge of the tour guide industry that
paper designed and developed a virtual tour guide training
system by using Unity3D interactive development engine and 3ds
need to be understood by the trainer in the process of tour
Max 3d modeling technology. It has the characteristics of guide training. In the scenic spot learning module, trainers can
autonomy, sense of immersion, interactivity and so on. It provides learn about scenic spots and related historical and cultural
the trainers with a high simulation scenario and a good training knowledge by watching related animations and automatic
environment of interactivity, which can improve the training roaming of virtual scenic spots. In the simulation practice
quality. module, the trainer can choose and browse the scenic
buildings independently, and train the guide's commentary
Keywords- guide training; Virtual reality; Unity3D content independently.

I. INTRODUCTION III. DEVELOPMENT PROCESS OF THE SYSTEM


The practical training of tour guide skills is an important Firstly, it is necessary to collect the geographic data of
practical link to train qualified tour guides. Through the Ming Tang Park and take photos with the camera. Then, it is
practical training, trainers can not only better master all necessary to use AutoCAD and combine the accurate data of
aspects of knowledge and skills required by tour guides in the Ming Tang Park to draw the plan, so as to determine the
process of tour guide service, but also conduct simulation spatial location of the virtual scenic spot. The scenic spot was
exercises for tour guides to improve their ability to explain, modeled by 3ds Max, and converted into FBX format which
organize, coordinate, respond to emergencies and deal with was compatible with Unity3D. Then, the transformed model
emergencies flexibly [1-3]. However, the traditional practical should be imported into Unity3D for interaction design. Then,
training is limited by time, safety and funds, so the teaching it is necessary to complete the interface design of each module
effect is not good [4]. Using VR (Virtual Reality) technology, of the system, match commentary for the scene and set the
trainers can conduct interactive tour guide simulation background music. Finally, the system is optimized and
experience, which can effectively improve the disadvantages packaged into executable files. The development process of
of traditional practical training, increase the trainers' interest in the virtual tour guide training system is shown in Fig. 1.
learning and opportunities for practice, and thus improve the
quality and effect of training.
In view of the practical training needs of tour guides, this
paper takes Ming Tang Park of Northern Wei dynasty in
Datong city as an example to develop a virtual tour guide
training system based on VR by using the interactive
development engine of Unity3D and the 3d modeling
technology of 3ds Max. They can independently select and
browse the scenic spot buildings through the mouse and
keyboard, and independently train the interpretation content of
the tour guide according to the previous knowledge of relevant
history and culture, so as to achieve the purpose of training.

978-1-7281-3681-3/19/$31.00 ©2019 IEEE 203


DOI 10.1109/CISCE.2019.00054
then convert it into a 3d model by adding
corresponding modifiers.
x Composite object modeling: composite object
modeling is usually used for modeling that requires
two or more objects to be combined into an object in a
specific way. The model that needs to be built by the
operation of two or more objects intersecting and then
merging or taking the intersection part or the
difference set part can be modeled by the Boolean
operation of geometry.
x Mapping Modeling: For the model with too large
number of points and faces caused by using
conventional modeling methods, it can be realized by
mapping modeling and other methods in actual
modeling according to the situation. Mapping
modeling is used to model plants and some distant
objects which do not require high models.
In the process of modeling, if there are multiple modeling
methods for the same model, the modeling method that
produces the least number of faces should be selected. When
modeling distant objects, the number of "segments" can be
appropriately reduced to reduce the number of faces of the
model due to people's low visual requirements for the model.
The final scene effect is shown in Fig. 2.
Figure 1. Development flow chart of the system

IV. KEY TECHNOLOGIES FOR THE IMPLEMENTATION


OF TOUR GUIDE TRAINING SYSTEM

A. MODELING TECHNOLOGY
After drawing the plan, the rich modeling techniques in
3ds Max can be used to model the scenic spot buildings. Due
to the complexity of scenic spot scene, many modeling
methods are used. There are different modeling methods for
different objects, and there may be multiple modeling methods Figure 2. Rendering of 3d virtual scene in Ming Tang Park
for the same object. How to choose the appropriate modeling
method plays a key role in the performance of the system. B. The use of NGUI
Combined with experience, how to choose the modeling
The interface design of the whole system is made by using
method is summarized as follows [5-7]:
the UGUI package provided by Unity3D, which is mainly
x Direct modeling of basic three-dimensional shape: used to beautify the interface of the system. Every time you
Direct modeling is possible for objects that can be use UGUI, you must create "Canvas" as the carrier, and then
modeled using standard geometry, extended geometry, add the corresponding "GameObject" according to the
and their combinations provided in 3ds Max. Such as interface design. In the Inspector panel of Canvas, you will
the common table and chairs in our daily life. need to modify the "Canvas Scaler" component to set the
screen reference resolution and adaptive screen zoom.
x Polygon modeling: For the object that needs to take
standard geometry or extended geometry as the initial The trigger event for the button in the UGUI is
shape and has complex structure, its initial shape implemented in the "Inspector" panel, which drag-and-drop
should be converted to "editable polygon" or "editable the code onto the empty object by creating an empty object in
grid", and select "point", "line" and "polygon" in the the scene. It then adds the "On Click()" event to the button,
edit panel for modification to achieve the ideal calling the code on the empty object to implement the action.
modeling effect.
C. Making the Learning Module of the Scenic Spot
x Two-dimensional graph modeling: For some objects
with complex shapes, which cannot use standard The scenic spot learning module is mainly realized through
geometry or extended geometry as the initial shape, the automatic roaming animation of the whole scene set by the
we can try to use 2d graphics as the initial shape, and system, that is, the animation component is bound on the
camera, the tour route is pre-set, and the purpose of automatic

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roaming is achieved by playing animation clips. The automatic colleges and universities use computer memory space, so as to
tour animation includes the text and voice introduction of each effectively alleviate the pressure of the processor.
scenic spot, which helps the trainer master the historical and
When publishing under Windows, you need to click File -
cultural background of each scenic spot and cultural relic, and
> Build Setting in the menu bar. A scene editing list appears
enables the trainer to realize the multi-sensory joint
after clicking. You need to click on the scenarios in the
participation and more targeted and effective learning in the
Engineering Panel and drag them to an editable list. The
simulated scene. After completion of the study, the trainer can
number after the scene indicates the order of rendering, and
enter the "simulation practice" for practical practice.
the first rendering of scene No. 0 will be launched by clicking
Build.
D. Implementation of the simulation practice module
After entering the "simulation practice" module, the trainer V. CONCLUSIONS
can use keyboard and mouse operation, according to their own
tour path to tour the virtual simulation scene, feel the elegant The 3d virtual tour guide training system based on
historical atmosphere. The trainer goes to a "scenic spot", he Unity3D provides a training environment with strong
can match the corresponding explanation to carry on the interactivity and immersion for the trainers, enabling them to
simulation training as if he were on the scene. The specific "go to" the scenic spot to learn and practice anytime and
implementation process is as follows: We select "Assets- anywhere. The application of this system can not only
>Import Package->Characters" in the Unity 3D menu bar, and effectively solve the problems of time, cost, traffic safety and
import the character Package. Then select "FPSController" in other aspects existing in the current guide training, but also
the "Project" panel, and drag it into the scene. The main can combine with classroom teaching, complement each
process is: Assets->StandardAssets->Characters- other's advantages, try the reform and innovation of teaching
>FirstPersonCharacters->Prefabs->FPSControlle. Since there mode, so as to improve the teaching quality.
is a Camera in the "FPSController", we need to delete the
original "Main Camera" in the scene. We double-click on the ACKNOWLEDGMENT
"FPSController" and use the move rotate tool to position the
This research is a phased achievement of the 13th Five-
view properly. Then we added "Capsule Collider" for the
Year Plan of Shanxi Education Science - “Construction and
"FPSController" and "Box Collider" for the wall to prevent the
application of 3D virtual learning space based on VR” (Grant
first person controller from going through the wall. After
No. GH-18049). It was supported by the 2017 general key
adding the first person controller, users can click to run and
discipline construction project " Research on the construction
then use the keyboard and mouse to control roaming. The
of regional characteristic educational resources under the
"simulation practice" module diagram is shown in Fig. 3.
background of Internet + ", the key discipline construction
plan of "1331 project" of Shanxi provincial department of
education. It is also funded by the 2019 humanities and social
sciences research planning fund project of the ministry of
education, “international comparative research on targeted
poverty alleviation policies and strategies in education from
the perspective of education informatization” (Grant No.
19A10120012).

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