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Procedia Computer Science 157 (2019) 646–652
4th International Conference on Computer Science and Computational Intelligence 2019 (ICCSCI), 12–13 September 2019
Development of Escape Room Game using VR Technology David Davida *, Edwina, Edward Armana, Hikaria, Natalia Chandraa, Nadia Nadiaa Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, Indonesia 11480
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Abstract Escape room is one of the media games that can improve the logic of thinking. Puzzles in the escape room traditionally have disadvantages because the type of puzzle that is made requires a lot of material. The purpose of this research is to produce a game with Escape Room as the basic theme with Virtual Reality technology. Virtual Reality technology is used to develop presence in users, attendance is about the intimacy of users with the gaming world. By using Virtual Reality, the puzzle elements that are created can be replaced regularly without the need to change the building's skeleton. The development method used is a prototype model using Unity game machines. The research method was carried out using a questionnaire for user analysis. The application generated from this research is the Escape Room VR game that can be played on an Android smartphone that is compatible with Samsung Gear VR. The application can be used as an additional means for traditional Escape Room games. © 2019 The Authors. Published by Elsevier B.V. © 2019 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) This is an open access article underofthethe CCscientific BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility committee of the 4th International Conference on Computer Science and Peer-review under responsibility of the scientific committee of the 4th International Conference on Computer Science and Computational Intelligence 2019. Computational Intelligence 2019 Keywords: Virtual Reality; Presence; Prototype; Unity; Samsung Gear VR
1. Introduction Entertainment is an important part of human life. According to Professor Paul Lawrance of Harvard Business School, entertainment is one of the needs produced by the urge to feel 2. The urge to feel is an impulse that makes someone want to feel happy, excited, passionate and sad. Based on a study conducted by McCann Worldgroup
* Corresponding author. Tel.: +62-21-534-5830; fax: +62-21-530-0244. E-mail address:
[email protected] 1877-0509 © 2019 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of the 4th International Conference on Computer Science and Computational Intelligence 2019 1877-0509 © 2019 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of the 4th International Conference on Computer Science and Computational Intelligence 2019. 10.1016/j.procs.2019.08.223
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marketing agency it was found that 93% of people see entertainment as a fundamental part of their health and happiness9 The game itself is divided into conventional games and video games, which are distinguished from the media used. Conventional games usually occur in the imagination of players, while video games use screens and speakers to bring a new world to the players1. Despite having a different medium, the game continues to change as the technology develops and there is innovation. One of the innovations in conventional games that are currently popular is the Escape Room. Escape Room is a physical adventure game where players solve a series of puzzles and puzzles using instructions, and strategies to complete a goal. Puzzles and puzzles in the Escape Room are usually hidden objects, team communication, light, find things that are clear in a room, use an object in a different way, substitute symbols with keys, look for objects in images, combine physical objects, mathematical calculations, and others According to Tianna, it was found that there was a connection between new experiences and memory and how to learn10. Information obtained is encoded in parts of the brain called the hippocampus. Where if new things that get attention occur, memories about it will also be easier to remember. Good memories that occur before or after the event occur. With the application of virtual reality technology, it is hoped that a new playing experience will be created. The expected positive impact from the new experience is in the form of increased memory strength associated with playing experience. As for the increase in the power of memory, it is expected to accelerate the learning process of players. Thus, the game that will be produced at the end of the study is an escape room game that applies virtual reality technology. 2. Related Work Level design is a process of making what players will experience by using components provided by game designers1. Key Design Principles according to Adams1 1. Make the initial level in a game a tutorial. 2. Variations in pacing between levels. 3. When players face challenges that use many resources, give rewards in the form of many resources. 4. Avoid concepts that don't make sense. 5. Inform clearly what the player must do in the short term. 6. Describe the risks, gifts and consequences of actions clearly. 7. Reward players for their abilities, imagination, intelligence and dedication. 8. Rewarding on a large scale, giving penalties on a small scale. 9. Prioritize the background rather than the background, so that the player is more focused on the surrounding environment. 10. The purpose of an Artificial Opponent is to fight well and lose. 11. Implement several levels of difficulty if possible. Virtual Reality (VR) is a technology that allows users to interact with a computer-generated environment through senses and perception4. The simulation produced is very immersive and resembles the real world, it can even be an experience that cannot be created in the real world. One example of a tool that uses this technology is Samsung Gear VR. In VR usage there are some inconveniences that can be caused. Although it seems similar, but fundamentally the type of discomfort is different5. Some types of discomfort from using VR are as follows: Motion Sickness Motion Sickness is an adverse symptom that can be seen and associated with exposure (both visual and physical) to a movement. Cybersickness Cybersickness is an adverse symptom that occurs visually and is produced by immersion in computer-generated virtual world. Cybersickness is only used as a term for motion sickness disorders caused by exposure to the world of virtual reality.
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Simulator Sickness Sickness simulators are detrimental symptoms that result from making an imperfect simulation (ex: making a poor flight simulation can cause simulator sickness. However, when using an original plane simulator simulator will not occur). Samsung Gear VR is a mobile virtual reality headset made by Samsung Electronic along with the oculus. Gear VR was first introduced on November 27, 2015 7. Gear VR consists of: 1. Headmount Display Gear VR is shaped like a box that is placed before your eyes, precisely placed in your head to cover your eyes (Headmount Display / HMD). Gear Gear also provides a place to put a Samsung Galaxy smartphone that functions as a screen. 2. Controller Gear VR is accompanied by a controller that is used to interact, explore with virtual objects in the world of virtual reality. In the Gaming on the Rift proceedings: How Virtual Reality Affects the User Satisfaction Game written by William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro examines the difference between playing with VR technology and not in the same game8. The result is playing using Oculus Rift, compared to computers in the Defense Grid 2 game that produces different levels of involvement, excitement, creative freedom, audio aesthetics and visual aesthetics. Where this seems to be higher in Virtual Reality. Research conducted by Abhilash G. Joshi6 conducted experiments using VR technology with Android game applications (both VR supported and traditional online games). The results of the above research, namely using VR technology in smartphone games, helped bring a game to become more real and more interesting. This research was carried out by Akshata Gawade, Aditya Mewati, Vaishnavi Gawade, Akshay Loke in 2018 3. In this research focusing on game development on VR, it can be seen that using VR technology is very helpful for the learning process, as well as other real scenarios. Using VR can also be a solution to making a game application that is more able to convey emotions from the world or the game to the subject of play.
Fig. 1. (a) first picture; (b) second picture.
3. System Design Approach Next, in fig. 1 is a frame diagram of the framework created based on the making of the "Locked Out" game application from the initial to the final stages with the Prototype design method. The following is an explanation of the activities carried out based on the flow diagram of the thinking frame above:
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Fig. 1. Architecture Diagram.
Data Collection is needed to support the making of the "Locked Out" game application by conducting a literature review, distributing online questionnaires, and also interviewing supervisors at the company. Prototype Design was conducted after data collection. At this stage, design for what mechanics will be used later in the game. After that the mechanics in question are divided into smaller modules. Create Prototype was conducted where the module that has been designed will be created to try out functions that will be used separately in game applications. User evaluation is carried out by the Supervisor and employees of the company to determine whether the function of the prototype made is in accordance with the data collected (user requirement) and whether it meets the standards so that it can be developed into a game application later. If the evaluation has a revision, then Change of Prototype was conducted where the data collected from the results of User Evaluation will be used as a reference to improve the collected data (user requirement), and renew the existing Prototype Design. After passing the User Evaluation screening, the application will then be designed as a whole by designing Game Design Document (GDD), making UML, and also Storyboards for the scenes in the game application. Assets made include 3D Asset (Room, puzzle and room contents), and Music Asset (Sound Effect and Background Music). After all the design was complete, then game was created. The game was made using the Unity game engine with the C # programming language in accordance with the design and prototype references previously made. The game application that is created will be tested using the Blackbox Testing method to determine whether the implemented feature is in accordance with its function or not. After that, an evaluation was carried out using five (5) measurable human factors. After testing and evaluation, maintenance will be carried out for bug fixes, feature enhancements, or renewal of existing features after the "Locked Out" game is released. 4. Result and Discussion In this section, we discuss about the implementation of Escape Room “Locked Out” and evaluation result.
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4.1. Main Menu The image in Fig. 2 is displayed when the player enters the game
Fig. 2. Main Menu Locked Out.
4.2. Main Room Overview The room that the player enters after the player completes the room tutorial. Fig.3 shows the main room in the game.
Fig. 3. Main Room Overview.
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4.3. Puzzle Type Fig 4 show the list of available puzzle in the game. These puzzles must be completed one by one so they can go to the next room.
Fig. 4. (a) Cross Puzzle; (b) Identifier Puzzle; (c) Lock Puzzle.
4.4. Evaluation Evaluations were carried out by employees and GAT lab supervisors, while evaluations were carried out based on the theory of Five (5) Human Factors Measured by Ben Shneiderman & Catherine Plaisant11. The following are the results of evaluating five (5) measurable human factors: 1. Time to study Based on the results of experiments conducted the time needed to understand the mechanics of the game, especially movement and control interaction, is about one fourth (1/4) of playing time with an average duration of 30 minutes of play. 2. Speed of performance For each puzzle in the Locked Out game, the time needed to complete the activity increases linearly. Each puzzle is designed to be completed within 5 to 15 minutes. A puzzle can be completed faster or slower depending on the previous puzzle progression. Users with faster puzzle processing usually solve the next puzzle more easily. 3. The level of errors that users make For users who have never played the Locked Out game, the error rate is quite high in performing a series of tasks in the game. Especially in the introduction to movements, interactions and puzzles. After the player goes through the learning period, which is about one fourth (1/4) of the total playing time, it can be seen a drastic decrease in the level of error that the user is making. 4. User memory The user's knowledge after doing full play activities (to completion) is quite difficult to forget. The use of a few buttons and also an intuitive function supports easy remembering of an activity carried out by the user after mastering it. 5. Subjective satisfaction The users have a different level of satisfaction in each aspect of the Locked Out. In testing game using MQTT messages without using SSL, the Wireshark application is used. Wireshark is a tool for analyzing network traffic with the aim of maintaining security. 5. Conclusion Based on the research carried out through analysis, the following results were obtained: 1. The VR escape room game was produced which was locked in Locked Out. The duration of the Locked Out game from starting the game to the end of the game is an average of 30 minutes.
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It was found that the majority of 18 individuals consisting of employees and supervisors of LAB GAT who were subject to evaluation were satisfied with the experience of playing the Locked Out game. 3. According to the results of the evaluation conducted, new experiences in the form of Virtual Reality help strengthen the memory of the subject to how to play from the Locked Out game. Based on the results of the study, the advice given for developments that can be done in Locked Out games is: 1. The narrative in the Locked Out game is still very minimal. Using assets that are more expressive and explosive delivery of the narrative is expected to produce more experience for both Locked Out game players. 2. The number of puzzle variations and puzzle difficulties can be added to increase complexity in the game. 3. You can add puzzle difficulty options to add game options for players. References 1. Adams E. Fundamentals of Game Design. 3rd ed. Peachpit; 2014. 2. Ching TC. The Concept of Presence in Virtual Reality. Retrieved from Medium: https://medium.com/@choongchingteo/the-concept-ofpresence-in-virtual-reality-6d4332dc1a9c; 2016, August 27. 3. Gawade, A., Mewati, A., Gawade, V., & Loke, A. Research Of Game Developmentbased On Virtual Reality. International Journal of Advanced Research in Computer Science; 2018, p. 381-383 4. Issac, J. Step into a new world - Virtual Reality (VR). Retrieved from CompleteGATE: https://www.completegate.com/2016070154/blog/virtual-reality-explained; 2016, July 3 5. Jason Jerald, P. The VR Book Human-Centered Design for Virtual Reality. Association for Computing Machinery and Morgan & Claypool Publishers; 2016. 6. Joshi, A. G., Dabhade, A. S., & Borse, A. S. Virtual Reality In Android Gaming. International Research Journal of Engineering and Technology (IRJET); 2015, p. 2322-2327. 7. Samsung Electronics Co., LTD. Gear VR. Retrieved from Samsung: https://www.samsung.com/global/galaxy/gear-vr/; 2018. 8. Shelstad, W., Chapparo, B. S., & Smith, D. C. Gaming on the Rift: How Virtual Reality Affects Game User Satisfaction. Proceedings of the Human Factors and Ergonomics Society 2017 Annual Meeting; 2017. p. 2072-2076. 9. McCANN. The Truth About Entertainment Whitepaper. McCANN Truth Central; 2017 10. Hicklin T. How novelty boosts memory retention. National Institutes of Health; 2016 11. Shneiderman B, Plaisant C. Designing the User Interface: Strategies for Effective Human-Computer Interaction. 4th ed; 2004