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APPROVAL SHEET

In partial fulfillment of the requirements for the course Bachelor of Science major
in Information Technology this study entitled VR Lab: experience gaming to the next
level. A feasibility study has been prepared and submitted by: Stefi V. Legatis and
Eunice Lou B. Suerte

Whose grade for the paper is __________.

Accepted in partial fulfillment of the requirements for the Degree of Bachelor in


Science Major in Information Technology.

Chapter I
INTRODUCTION OF THE STUDY
Virtual Reality or VR is a computer technology that replicates an environment,
real, or imagined and simulates a users physical presence and environment to allow for
user interaction. Virtual reality uses fancy peripherals such as gloves, helmets, and the
trending technology today, VR glasses. Through the use of VR glasses users get to
experience three-dimensional images and environment to be life-sized from the users
perspective.
The entertainment industry is one of the most enthusiastic advocates of virtual
reality, most noticeably in games and virtual worlds. With the growing expectation for
VR this year, many VR glasses are being developed by different companies and as well
as virtual reality integrated games.
In todays industry, the idea of virtual reality being integrated with the gaming
industry is not just anticipated by the young generation but also the adults, most
especially the gamers. With the advancement of technology today, gamers expect more
on the gaming feeling. Since virtual reality immerses the users into a virtually simulated
environment, users will be able to experience to play the game as if they were really in
it. For that reason, the proponents chose the virtual reality gaming center (VR Lab) as
their study.

Objective of the Study


The objective of the study is to be able to establish a technological rental
business in Sta. Cruz, Laguna. Specifically, the study aims:
1. To be able to provide satisfactory VR rental equipments to customers;
2. To be able to meet the needs of the customers;
3. To entertain with the use of VR equipments;
4. To be able to meet the legalities of the business.

Statement of the problem


This project will endeavor to answer the questions on how to establish intend to
start the virtual reality gaming center business. Specifically the following queries below
must be answered at the end of the study:
1.
2.
3.
4.
5.

Where can the proponents get their VR equipments?


What legal documents should the business need to be able legally operate?
What form of marketing strategy should the proponents imply to their business?
How much should the customers pay to rent the VR equipments?
What variety of games can the customers play?

Background of the Study

Virtual reality has beginnings that preceded the time that the concept was coined
and formalized. The first fifteen years of the 21st century has seen major, rapid
advancement in the development of virtual reality. Computer technology, especially
small and powerful mobile technologies, have exploded while prices are constantly
driven down. The rise of smartphones with high-density displays and 3D graphics
capabilities has enabled a generation of lightweight and practical virtual reality devices.
The video game industry has continued to drive the development of consumer virtual
reality unabated. Depth sensing cameras sensor suites, motion controllers and natural
human interfaces are already a part of daily human computing tasks.
Recently, companies like Google have released interim virtual reality products
such as the Google Cardboard, a DIY headset that uses a smartphone to drive it.
Companies like Samsung have taken this concept further with products such as the
Galaxy Gear, which is mass produced and contains smart features such as gesture
control.
Developer versions of final consumer products have also been available for a few
years, so there has been a steady stream of software projects creating content for the
immanent market entrance of modern virtual reality.
It seems clear that 2016 will be a key year in the virtual reality industry. Multiple
consumer devices that seem to finally answer the unfulfilled promises made by virtual
reality in the 1990s will come to market at that time. If marketed and priced right, these
virtual reality headsets could introduce a brave, creative new direction for gaming and

would certainly move beyond the gimmick factor. Consider this a brave new world, and
one we can't wait to explore.
Scope and Limitation
This study focuses on the feasibility of having a gaming center integrated with
Virtual Reality using VR equipments and games immersed in virtual reality.
Due to limited time span, only the vital aspect of the feasibility of the study was
covered such as: financial, management and marketing strategy. In addition to that, the
study will also cover different categories of games in the said VR gaming center.
However, other matters and services that was not mentioned earlier will not be included
on the study.
Research Methodology
In order to make this study successful, the researchers gathered data through
the internet, observation, and printed materials on libraries such as books and
educational magazines. Data collection is one of the most important part of the study
since every information gathered will take effect on the conduction of the study of the
researchers. All data gathered must be accurate and genuine.
Significance of the Study
VR had its breakthrough with innovative applications with its high technology
system which correlates with the display technology, simulation technology, sensor
technology artificial functions as well as computer graphic technologies.

The feasibility of this study will serve as a guide for future researchers who will
be conducting the same field of study. And might also give idea for future business not
just to the proponents but to anyone who will be able to read this study.

CHAPTER II
PROJECT BACKGROUND
PROJECT PROPONENTS
Ms. Stefi V. Legatis
Ms. Eunice Lou B. Suerte

PROPOSED NAME
VR Lab (Virtual Reality Laboratory)
-

VR came from the word Virtual Reality which is an artificial world that is
consist of images and sounds created by a computer that is affected
by the actions of a person who is experiencing it while Lab or
laboratory is defined

as a room

filled

with

equipments for

experimentation or testing.

TYPE OF BUSINESS
General Partnership are comprised of two people and any profits,
debts and decisions related to the business are shared, and with the goal
of earning profit.

MANAGEMENT & PERSONNEL FEASIBILITY


PERSONNEL (ADMINISTRATIVE)

The said business will be composed of 7 staffs composing:

2 Owners

1 Manager

1 Finance Manager/Treasury
4 Crews which will be divided into
2 for dayshift and graveyard shift

ORGANIZATIONAL CHART

RECRUITMENT POLICY

Recruitment of the staff will be based on the recommendation from contacts and
relatives to be able to ensure that the staffs are skilled and well disciplined.

An interview will be conducted along with submission of curriculum vitae (CV)


and medical exam. The following legal documents are strictly required:

T.I.N

Barangay Clearance
National Bureau of Investigation
(2) 2x2 pictures and 1x1 i.d. picture

Listed below are the required qualifications for the applicants:

JOB REQUIREMENTS
Manager
Must be graduate of Bachelor Degree in IT or any Computer Related Course or
Business Course
Male/Female, 24 35 years old
Must have at least 1 year of experience
Strong leadership skill and good interpersonal skills
Pleasing personality and trustworthy
Finance Manager/Treasury
Graduate of any Business Related course
Male/Female, 24 35 years old
Trustworthy in handling and managing financial aspects
Crews
At least College-level or College Graduate
Male/Female, 21 30 years old
Must be computer literate
Pleasing personality and with good interpersonal skills

SPECIFICATIONS & RESPONSIBILITIES


Manager responsible for facilitating the efficient functioning of an office through a
range of administrative, clerical, financial and managerial tasks.
Finance Manager/Treasury is the center of the financial operation of the
company. They are the ones responsible for the financial health of the company.
Crews are the ones responsible in interacting with the customers and assisting
them on matters that are related to the premises of the business.

BENEFITS

SSS - to establish a social security protection to workers in the private sector,


wage earners as well as self-employed persons (sickness, maternity, disability,
retirement).

MANAGEMENT POLICY

This VR Lab represents a significant investment. The audio, video, and

virtual reality equipment is very expensive. The ability to use this room is a privilege.
The room will be monitored by surveillance cameras. The management has the right to
limit the number of players using the room.

VR Lab Rules:

Anyone can is allowed to play and watch using the VR gears as long as he/she
pays the amount of time per hour. (30php per hour)

Students are not allowed to enter the VR Lab room during school hours.

Foul language is not permitted and will not be tolerated, except when in-shock
due to virtual reality experience.

Do not misuse the equipment.

Boys and girls using the room at the same time must be on their best behavior.
Kissing, petting, handholding or any other displays of affection will not be
allowed.

Students are not allowed to let anyone else use equipment checked out to them.

Do not change games or adjust video or audio. If assistance is needed, ask the
VR Lab Crew.

Only games or movies previewed and authorized by the VR Lab management


will be allowed.

Players can only eat at the designated place to eat.

Damages to the equipment will be handled as follows:

If any of the equipment is damaged or not working properly, notify VR Lab Crew
promptly to insure that you do not incur any fines.

Intentional damage or theft of any equipment will result with fines that will equal
the cost of replacement.

Chapter III

TARGET MARKET

According to the survey conducted by the proponents, most of the respondents


are aware of what virtual reality is.

AWARENESS
Yes

No

%
%

Table 1: Awareness with Virtual Reality

Table 1 shows the percentage of awareness of the respondents regarding virtual


reality. % of the respondents are aware of what virtual reality is and % of the
respondents are oblivious.

EXPERIENCE
Yes

No

%
%

Table 2: Experience with 3D Games

Table 2 shows the percentage of respondents who have played 3D games. % of


the respondents have played 3D games and % of the respondents havent.

EXPERIENCE
Yes

No

%
%

Table 3: Experience with watching 3D Movies

Table 3 shows the percentage of respondents who have watched 3D movies. %


of the respondents have watched 3D movies and % of the respondents havent.

EXPERIENCE
Yes

No

%
%

Table 3: Experience with VR Gears

Table 3 shows the percentage of respondents who have used VR Gears. % of


the respondents have used VR Gears and % of the respondents havent.

EXPERIENCE
Yes

No

%
%

Table 4: Experience with VR Gears

Table 4 shows the percentage of respondents who have watched 3D movies. %


of the respondents have watched 3D movies and % of the respondents havent.

EFFECTIVENESS
Yes
%
No
%

Table 5: Effect of VR to gaming and watching

Table 5 shows the percentage of respondents who thinks that with VR, gaming
and watching experience will improve. % of the respondents responded with yes
and % of the respondents responded no.

INTEREST

Yes
No

%
%

Table 6: Interest to play/watch and experience virtual reality

Table 6 shows the percentage of respondents who are interested to play/watch


and experience virtual reality. % of the respondents are interested and % of the
respondents are not.

USAGE

Yes
No

%
%

Table 7: Use VR Gears

Table 7 shows the percentage of respondents who would/wouldnt like to


play/watch using VR gears. % of the respondents would like to play/watch and %
of the respondents doesnt.
VISIT
Yes! Affirmative.
Not interested. Nope.
Yes. No, Im a lone
wolf.

%
%
%

Table 8: Visit to game center with or without friends tagging along

Table 8 shows the percentage of respondents who are interested to visit the
game center with or without their friends tagging along. % of the respondents
said yes and would affirmatively tag their friends along, while % of the
respondents are not interested and lastly % of the respondents said yes but
would rather go alone.

EXPERIENCE
Yes

No

%
%

Table 9: Experience with VR Gears

Table 9 shows the percentage of respondents who have watched 3D movies. %


of the respondents have watched 3D movies and % of the respondents havent.

SUCCESS RATE
Yes

No

%
%

Table 10: Success Rate of Game Centers with VR

Table 10 shows the percentage of respondents with regards to the possible


success rate of game centers with VR. % of the respondents thinks it can be a
successful venture and % of the respondents thinks otherwise.

HISTORY

VR programs try to create a visual experience for its audience a form of

immersive entertainment. Today, it is being used in amusement parks and other


entertainment environments. For practical reasons, the virtual reality concept has been
used not only for gaming purposes but also for medical and military purposes. Though
we continuously make use of virtual reality today, this has been around for many years
already.

With that being said and as well as being aspiring VR end users, the two

proponents decided to come up with a business that will make the aspiration of aspirant

VR end users come to life and experience the fusion of virtual reality into the
entertainment and gaming industry.

The fourth day of July, year 2016, VR Lab was launched and introduced

the newest technology in the market and as well as the use of VR gears in
entertainment and gaming.

NATURE
The nature of this company is to meet the satisfaction of the end users
through the VR gears showcased at the gaming center.

For passionate gamers, there are variety of games to play. Genres like
Action, Arcade Game, Adventure, Horror, Racing Simulation, and many more will
be showcased at the VR Lab. On the other hand, movie enthusiasts will be able
to watch movies with 360 degrees videos wherein they can see all whats there
on the movies surroundings.

Chapter 4

Technical Aspect

Objective of the Technical Feasibility


The technical study aims to identify the equipment and machine for the business.
This includes the project layout, project site and vicinity map. The proponents will
visualize the service process to be familiarized with the flow of operation in order to
identify the possible problem that the business might encounter.

Project Site

The image above shows the floor plan of VR Lab.

Vicinity Map

VR Lab will be located at Primark Town Center Sta. Cruz located along Pedro
Guevarra Ave., Barangay Pagsawitan, Sta. Cruz, Laguna.

Service Process

1. Pick a seat and a VR device. After inquiring on the counter of our facilities, a customer
must pick an available seat that has a VR device that a customer should use.
Customers satisfaction is the top priority of our company so we use the latest models,
firmwares and available games and videos.
2. Select your games and videos. Just select a game or video on the desktop provided
by our units and you can enjoy the best and top-notch quality of the games that are
available on our store.
3. Play for hours. Play and watch on your rented VR device for the hours you paid for the
company until the customer is satisfied. A facility personnel will approach and notify you
if youre time is up, however, the personnel will ask the customer if they want time
extension.

Machineries and equipment

In order for virtual reality to be fused with games and movies, virtual reality

gears must be used. This includes:

Virtual Reality Glasses/Head-Mounted Displays - enables the wearer to see


three dimensional images which give an illusion of depth of perception. So
whichever way the wearer look, the screen mounted to their face follows them.
VR glasses costs around $80 to $800.

Virtual Reality Motion Platform a platform as a great way to handle


movement in virtual reality. VR Motion Platform costs around $500.

Gaming Motion Controller/Data Gloves gaming motion controller is a motion


and orientation detection game controller that can detect the absolute position
and orientation of the controllers with precision; data gloves are equipped with
sensors that sense the movements of the hand and interfaces those movements
with a computer. Gaming Motion Controller costs around $300 while data gloves
$500.

Headphones in order to be really immersed with the game/movie, headphones


are one of the necessities. Good headphones costs around $20 - $100.

Pricing

HOU

HOU

HOU

HOU

HOU

HOU

R
30

R
50

RS
80

RS
120

RS
150

RS
200

To avail a card you have to pay 100. If you rent straight hours in a day, you
will have a discount in the following hours below.

3 HOURS
100

DISCOUNT (VR VIP CARD)

4 HOURS
130

5 HOURS
180

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