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3D Virtual Tour Guide

Training System
PRESENTED BY
UNDER THE GUIDANCE
BEVAN CHRISTY THOMSON
OF S5 BCA
ROLL NO:11
MS. LAKSHMI R.NAIR
ABSTRACT

 3D Virtual Tour Guide Training System is to improve the professional


quality of tour guides.

 To solve lack of internship resources, insufficient time and funds, and


safety.

 Developed by using Unity3D interactive development engine and


3ds Max 3d modeling technology.

 It provides the trainers with a high simulation scenario and a good training
environment of interactivity
INTRODUCTION
 For tour guides to improve their ability to explain, organize, coordinate, respond to
emergencies and deal with emergencies flexibly.

 Traditional practical training is limited by time, safety and funds, so the teaching effect is
not good.

 This system are developed by using two softwares:


1. Unity3D interactive development engine(VR).
2. 3ds Max 3d modeling technology(modelling).

 Trainers can conduct interactive tour guide simulation experience.


Contd..

 These can effectively improve the disadvantages of traditional practical


training.

 increase the trainers' interest in learning and opportunities for practice.

 and thus improve the quality and effect of training.


EXISTING SYSTEM
PROPOSED SYSTEM

FUNCTIONAL ARCHITECTURE OF THE


SYSTEM
FUNCTIONAL ARCHITECTURE OF
THE SYSTEM
 The system is divided into three modules:

1. system learning module.


2. scenic spot learning module.
3. simulation practice module.

1. system learning module:

 Shows the relevant system and basic knowledge of the tour guide industry.

 That need to be understood by the trainer in the process of tour guide training.
Contd….

2. scenic spot learning module:

 Trainers can learn about scenic spots.

 Learn related historical and cultural knowledge by watching related


animations and automatic roaming of virtual scenic spots.

3. simulation practice module:

 Trainer can choose and browse the scenic buildings independently.

 Train the guide's commentary content independently.


DEVELOPMENT PROCESS OF THE
SYSTEM
 Unity 3D and 3Ds Max are used to develop these system.

UNITY 3D

 Unity is a cross-platform game engine developed by Unity Technologies.

 The engine can be used to create three-dimensional, two-dimensional, virtual


reality, and augmented reality games, as well as simulations and other
experiences
Autodesk 3ds Max

 3ds max is a professional 3D computer graphics program for making 3D


animations, models, games and images.

 It is also used for movie effects and movie pre-visualization


DEVELOPMENT PROCESS OF THE SYSTEM

 It is necessary to collect the geographic data of the city and take photos with the
camera(360camera).

 It is necessary to use AutoCAD and combine the accurate data of the city to draw the
plan.

 The scenic spot was modeled by 3ds Max.

 Converted into FBX(Filmbox) format which was compatible with Unity3D.

 Then, the transformed model should be imported into Unity3D for interaction design.
CONTD..

 Then, it is necessary to complete the interface design of each module of


the system.

 Match commentary for the scene and set the background music.

 the system is optimized and packaged into executable files


Development flow chart of the system
KEY TECHNOLOGIES FOR THE IMPLEMENTATION
OF TOUR GUIDE TRAINING SYSTEM
A. MODELING TECHNOLOGY
 Due to the complexity of scenic spot scene, many modeling methods are
used.

 There are different modeling methods for different objects.

 There may be multiple modeling methods for the same object.

 There are 5 types of modelling:

I. Direct modeling of basic three-dimensional shape


Contd….

II. Polygon modeling

III. Two-dimensional graph modeling

IV. Composite object modeling

V. Mapping Modeling
Contd..

I. Direct modeling of basic three-dimensional shape:

 It is possible for objects that can be modeled using standard geometry,


extended geometry. and their combinations provided in 3ds Max.

 Such as the common table and chairs in our daily life.

II. Polygon modeling:

 For the object that needs to take standard geometry or extended geometry
as the initial shape and has complex structure.
Contd..

IV. Two-dimensional graph modeling:

 For some objects with complex shapes, which cannot use standard geometry
or extended geometry as the initial shape.

 We can try to use 2d graphics as the initial shape.

 Convert it into a 3d model by adding corresponding modifiers.

IV. Composite object modeling:

 Used for modeling that requires two or more objects to be combined into an
object in a specific way.
Contd..

V. Mapping Modeling:
 Mapping modeling is used to model plants and some distant objects which
do not require high models.
B. The use of NGUI
 The interface design of the whole system is made by using the UGUI package provided by
Unity3D.

 which is mainly used to beautify the interface of the system.

 NGUI (next-gen UI) is a powerful UI system and event notification framework for Unity.

 UGUI – UNITY GRAPHICAL USER INTERFACE

C. Making the Learning Module of the Scenic Spot


 The scenic spot learning module is mainly realized through the automatic roaming
animation of the whole scene set by the system.
Contd..

 The animation component is bound on the camera.

 The purpose of automatic roaming is achieved by playing animation clips.

 The automatic tour animation includes the text and voice introduction of
each scenic spot

 After completion of the study, the trainer can enter the "simulation
practice" for practical practice.
D. Implementation of the simulation practice module
 The trainer can use keyboard and mouse operation, according to their own tour path to
tour the virtual simulation scene.

 The trainer goes to a "scenic spot", he can match the corresponding explanation to carry
on the simulation training as if he were on the scene.

 The specific implementation process is as follows:

 select "Assets- >Import Package->Characters" in the Unity 3D menu bar.

 import the character Package

 select "FPSController" in the "Project" panel and drag it into the scene/

 The main process is: Assets->StandardAssets->Characters-


>FirstPersonCharacters->Prefabs->FPSController
Contd..

 Since there is a Camera in the "FPSController“


 we need to delete the original "Main Camera" in the scene
 We double-click on the "FPSController" and use the move rotate
tool to position the view properly.
 Then we added "Capsule Collider" for the "FPSController" and
"Box Collider" for the wall to prevent the first person controller from
going through the wall.
 users can click to run and then use the keyboard and mouse to
control roaming
Simulation practice structure
E. The System Optimization and Release

 Reduce the number of planes to be rendered by the system runtime.

 Reducing the consumption of memory resources.

 Adjust Clipping Planes property of Main Camera in the scene and select smaller values.

 When publishing under Windows, we need to click File - > Build Setting in the menu bar.

 We need to click on the scenarios in the Engineering Panel and drag them to an editable
list.

 The number after the scene indicates the order of rendering.

 the first rendering of scene No. 0 will be launched by clicking Build.


Unity 3D Interface
3DS MAX Interface
AutoCAD Interface
360 Camera
ADVANTAGES

 Improve the teaching quality.

 Learn and practice anytime and anywhere

 Solve Lack of internship resources, insufficient time and funds.


DISADVANTAGES

 Big data need


CONCLUSIONS

 Unity3D provides a training environment with strong interactivity and


immersion for the trainers.
 The scenic spot to learn and practice anytime and anywhere.
 The application of this system can not only effectively solve the problems
of time, cost, traffic safety and other aspects existing in the current guide
training.
FUTURE SCOPE
REFERENCES
[1] Li Suxin, “Research on practice teaching status and countermeasures of simulated tour guide course in

higher vocational colleges,” J. Education and teaching BBS, 2017, pp. 246-247. [2] Wang Suqin and Yang

Xiudong, “Exploration of flipped classroom teaching mode based on micro-course in higher vocational colleges,”

J. China adult education, 2015, pp. 157-159. [3] Gu Zhixin and Jin Lijiao, “Research on the application effect of

virtual reality technology in the practical training course for tour guides,” J. Vocational and technical education in

China, 2016, pp. 85-91. [4] Sun Lishi, Zhang Chaoyan,Yu Qingmei, “Web-based virtual training system for

pharmaceutical preparation technology,” J. Experimental technology and management, 2018, pp. 130-133. [5]

Wang Li, “Researching of the three-dimensional virtual simulation campus scene’s construction technology”, J.

The Open Cybernetics & Systemic Journal, 2015, pp. 1055-1059. [6] Wang Li, “Construction of the three-

dimensional virtual campus scene’s Problems and Solutions”, J.The Open Cybernetics & Systemic Journal,

2015, pp. 1130-1134. [7] Wang Li, “Design and implementation of 3d virtual campus roaming simulation system

based on Untiy3D”, J. Chinese education informatization,2016,pp.60-63.

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