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A N I M M E R S I V E V R E D U C A T I O N A L E X P E R I E N C E
Mu
ted
Blu
e
Interactive Virtual Reality Museum experience that teaches users about the Blue Whale and the
world’s oceans.
Huy Ngo
Thesis submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of
Master of Fine Artsin
Creative Technologies
Thomas Tucker, ChairWallace Santos Lages
Sterling Nesbitt
May 2, 2019Blacksburg, Virginia
Keywords: Virtual Reality, Museum, Education, 3D Modeling, Ocean, Blue Whale.
Muted BlueH U Y N G O
A B S T R A C T
Muted Blue (Whale Level) is a Virtual Reality educational
experience that explores the possibility of creating an
alternative learning method in an informal learning setting
such as a museum. This project seeks to merge art, technology
and education to create an immersive, interactive learning
experience that is geared toward Gen Z and Millennial but can
be enjoyed by every age group. Unreal 4 game engine along
with other 3D packages made it possible to develop a Virtual
Reality experience that can be used as a complimentary piece
that can possibly exist along side a museum exhibit.
G E N E R A L A U D I E N C E A B S T R A C T
Muted Blue (Whale Level) is an interactive museum experience
that aims to give audience a more informative and interactive
digital experience. The main focus of Muted Blue is allowing
users to explore and learn at their own pace. This Virtual
Reality Museum idea in particular, is geared toward the
potential museum goers that are in the Gen Z and Millennial
generations because technology has been an integral part of
their lives. Muted Blue (Whale Level) is capable of creating an
impossible space that cannot be recreated inside of a real
museum while providing meaningful, educational information
along with beautiful visuals that will assist with the learning
process and inspire the users to learn and care more about our
ocean.
-iv
A C K N O W L E D G E M E N T S
I would like to thank my committee members, Thomas Tucker, Wallace Santos Lages and Sterling Nesbitt for all of your help, guidance, expertise, patience and support throughout the creation of this project as well as my graduate school experience at Virginia Tech.
I’d also like to thank all of my friends and colleagues for their invaluable moral support and in helping me troubleshooting technical issues. Without you, this project would not have come to fruition.
-v
C O N T E N T
Abstract .................................................................................................. 3
General Audience Abstract ........................................................................ 4
Acknowledgements .................................................................................. 5
List of Figures .......................................................................................... 7
Introduction ............................................................................................ 8
Preliminary Works .................................................................................. 11
Original Concepts & Deviation .................................................................. 12
Architectural Explorations ....................................................................... 13
Subject Matter (Blue Whale) .................................................................... 14
Production (3D Modeling) ........................................................................ 15
Production (Animation) ........................................................................... 16
Production (Sound) ................................................................................. 17
Production Challenges ............................................................................. 19
User Evaluation ...................................................................................... 20
Conclusion .............................................................................................. 21
Bibliography .......................................................................................... 22
-vi
L I S T O F F I G U R E S
1.1 Museum Journey Map .........................................................................
2.1 Top: Cave Mesh in Unity ..................................................................... 2.2 Middle: Test of physical cave ............................................................... 2.3 Bottom: Maya view of Cave mesh .........................................................
3.1 Render of the bat .............................................................................. 3.2 Pointcloud of the head ......................................................................3.3 Pointcloud of the body ...................................................................... 3.4 Retoped bat’s wings .........................................................................
4.1 Leopard skeleton ............................................................................... 4.2 Assembled dinosaur leg ..................................................................... 4.3 Horned owl skeleton .......................................................................... 4.4 3D model of leopard ...........................................................................
5.1 Iteration 1 ........................................................................................ 5.2 Iteration 2 ........................................................................................ 5.3 Iteration 3 ........................................................................................ 5.4 Iteration 4 .......................................................................................
6.1 Dead Whale in Indonesia ................................................................... 6.2 Dead Whale in Indonesia ................................................................... 6.3 Dead Whale in Thailand ....................................................................
7.1 Shark Model ..................................................................................... 7.2 Diffuse Map ..................................................................................... 7.3 Normal Map ..................................................................................... 7.4 UE4 packed Map ..............................................................................
8.1 Shark with bone joints placed ............................................................ 8.2 Whale with bone joints placed ...........................................................
9.1 Testplaying of Muted Blue .................................................................
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-01
Muted Blue is a Virtual Reality educational
experience that aims to place users in a beautiful
underwater environment populated by animals and
plant life while educating museum goers about the
blue whale and the ocean.
While creating a VR Museum experience,
there are 2 challenges that needed to be addressed.
The first is how to create an enjoyable VR experience
regardless of the application, whether it be gaming
or education, the second is the museum visiting
experience. VR gaming involves the use of a VR
headset that places the player in the world. The VR
controllers allow the player to interact and modify
the environment in ways that traditional gaming
experience could not allow. Through engaging
the senses more directly and bringing a haptic
experience with more sophisticated hardware, VR
gaming is slowly gaining and redefining the value
of being a protagonist in videogame. Educational VR
experiences are becoming more popular as they have
a different approach to the learning experience by
forgoing the traditional structure of a classroom and
allow the users to teach themselves about the subject
matter in a more informal setting. VR educational
apps such as Apollo 11 VR and Anatomy 4D were
studied as they provide clear information about the
subject matter along with ease of navigation and
good visuals that in combination, create an excellent
educational VR experience.
Apollo 11 VR is a cinematic VR experience
that teaches the user about the moon landing. The
app has two options with one being completely
cinematic and the other gives the player a few
interactive options. Regardless of the way the
user choose to play, a majority of the information
is relayed through JFK’s voice as well as a visual
recreation of the moon landing. This allows the
players to learn through the action that is happening
in front of them instead of extensive texts and
scripts.
Anatomy 4D is another app that was
studied. This app allows user to explore human’s
anatomy through augmented reality. This app lets
you explore several human organs such as the
human heart completed with pulsing animation and
a description text that descirbes the function of each
part of the heart. The inclusion of visual aid helps
the students gain a deeper understanding of human
anatomy.
The second challenge that need
to be explored is the museum visiting experience.
The museum journey map usually follows a pattern
I N T R O D U C T I O N
-02
of Awareness - Interest - Plan - Visit - Return.
Museums are doing this in several different ways.
Often times, Awareness and Interest are raised
through Social Media sites while the Visit itself
consists of up-to-date content as well as new
methods of presentation such as digital aid that
appeals to the average goers as well as an experts
in the subject matter.
In order to achieve the immersiveness of
a VR experience and an educational experience of
a museum exhibit, a semi limited but self guided
VR experience was created that adds Awareness/
Interest into the VR world itself with visual cues to
spark interest in the user. The visit would follow
the same structure with a beautiful environment
and visual cues to spark interest in the user to
explore the VR space. A motion tracking system is
utilized to give the physicality of moving through
an actual space while the visuals let the user know
that they are existing in an impossible space with
that space eliciting real feelings and emotions.
I N T R O D U C T I O N
1.1 Museum Journey Maphttps://www.bdcnetwork.com/blog/future-museums-ultimate-vis-itor-experience
The effort to merge art and technologies
to visualize history and produce immersive and
visually interesting educational experiences have
been a continuous theme in my early works.
From visualizing history, digital recreation of bat
and reconstruction of dinosaur bones, my works
aim to merge the gap between art, technology,
entertainment and education.
The Vauquois World War I project is an educational
Virtual Reality experience that allows the user to
walk through the underground tunnel of Vauquois,
a World War I battlefield in Northern France. This
experience includes a 12ft tracking space using the
VIVE Pro headset in which the user will walk through
the digital tunnel recreated from 3D scanned data.
Accompanying this are two physical walls created to
match the physical width, height and texture of the
actual tunnel. The user can then walk through the
virtual tunnel which has educational informations
in the forms of sound, images, and text that the
user can explore at their own pace. The physical
tunnel then guides the user physically through it
by engaging the sense of touch which the textures
and the locations of various artifacts placed in the
physical tunnel match the locations of their digital
counterpart.
P R E L I M I N A R Y W O R K S
2.1 Top: cave mesh in Unity
2.2 Middle: Test of the physical cave
2.3 Bottom: Maya view of the cave mesh
-03
-04
I worked with the School of Physics at
Shandong University, China and the Department of
Mechanical Engineer at Virginia Tech to recreate an
anatomically accurate 3D model of a Hipposideros
Armiger and simulate its flight and noseleaf
movements. Over a period of 2 months, I worked
with engineer students to study the behavior
and movements of the Hipposideros Armiger and
motion capture its flight and 360 degree turns in
our flight tunnel. The end result of accurate wing
flaps and noseleaf movements were achieved with
a combined technique of point matching and hand
animation clean up in Maya.
P R E V I O U S W O R K S
3.1 Render of the bat
3.2 Pointcloud of the head
3.3 Pointcloud of the body
3.4 Retoped bat’s wings
-05
Initially, the idea was to recreate a
prehistoric VR museum that educates the user
about the creatures that lived during that time.
The skeletons would then become fully animated
with muscle system and skin as well as animations
when the user interact with them. This includes
some of the oldest bone specimens of dinosaur
ever found as well as the flora of that time. The
Virginia Tech geology department would provide
the fossil samples of these dinosaurs as well as the
3D scanners that could be use to digitally recreate
these fossils. It quickly became apparent that the
idea was extremely difficult to execute due to lack of
complete skeletons in the Virginia Tech collection
as well as limited information about these ancient
creatures.
The idea then deviated to a museum space that
includes the skeletons of many modern day
animals such as a leopard, brown bear, and
american bisons. This idea came from the readily
available information about these animals as well
as an online archive of already 3D scanned and
processed skeletons of these animals, courtesy of
the Idaho University Museum of Natural History.
The diversity of the type of animals presented an
intriguing challenge in Modelling and animation
techniques. It quickly became clear that the
challenge of animating several different animals
both quadruped and biped would be a huge
undertaking for the time frame given.
O R I G I N A L C O N C E P T S & D E V I A T I O N
4.2 Assembled dinosaur leg 4.3 Horned owl skeleton
4.4 3D Model of leopard
4.1 Leopard skeleton
-06
The initial space that the player would load
into would serve as a hub for player to explore and
choose different animals to learn about. In order to
build the space in VR, the interior of several famous
museums were researched, such as the interior of
the Louvre, The Smithsonian Museum of Natural
History and New York’s Museum of Natural History.
Classical structures were also explored such as that
Pantheon and the Roman water gardens. More
modern architecture space and philosophy were also
explored in the process of designing these spaces.
Tadao Ando’s and Peter Zumthor’s architectures
with opposing ideas of centrifugal and centripetal
architectures respectively. Centrifugal architecture
tends to make the user aware of the natural world
around them by bringing the world into the space
whereas centripetal architecture tends to make
the user aware of their action and how such action
effects their surrounding. I wanted to bring this
philosophy into my VR environment and have the
environments tell their part of the stories. Each
iteration is an exploration into different aspect
of these two architectural philosophies discussed
above.
A R C H I T E C T U R A L E X P L O R A T I O N S
5.1. Iteration 1. Exploring the idea of nature taking over man made structure.
5.2. Iteration 2. Exploring the structure of the Smithsonian Africa hall and recreating it in Unreal 4 engine.
5.3. Iteration 3. Exploring the architectural philosophy of Ando with use of concrete material and bringing in sunlight to connect with the outside world.
5.4. Iteration 4. Final environ-ment which explored the form of classical Greek and Roman architecture.
-07
The Blue Whale level is inherently a small part in
a much bigger, more comprehensive VR experience
that explores several different animals both land
and sea and sky. One of the most appealing aspects
of VR is that it allows the user to occupy a space
that otherwise would not be possible or very
hard to experience in real life. The sheer size of
the blue whale as well as its habitat presented a
unique opportunity for VR development. From
being the largest and iconic animal on earth, blue
whale is also one the most prominent examples of
humanity’s negative environmental effects on the
ocean. Dead whales caused by plastic swallowing
or ship collisions as well as lost whales beaching
themselves due to ocean sound pollution are some
of the most sobering reminders of the negative
environmental effects humanity are leaving on
the planet. For these reasons, the Blue Whale was
chosen to be the first “room” of this VR nature
museum.
S U B J E C T M A T T E R ( B L U E W H A L E )
6.1 Dead whale in Indonesiahttps://www.cnn.com/2018/11/20/asia/indone-sia-whale-plastic-scli-intl/index.html
6.2 Dead whale in Indonesiahttps://www.nerdiest.org/dead-whale-with-1000-plas-tic-pieces-in-stomach-found-in-indonesia-video/
6.3 Dead whale in Thailandhttps://www.nbcnews.com/news/world/dead-whale-found-thailand-17-pounds-plastic-its-stom-ach-n879581
-08
The development of VR museum started with
asset creations. To create VR ready 3D models, a
multitude of softwares were used. Softwares like
Zbrush, Maya, and Substance Painter were used
extensively for during the modelling process with
some shapes being created at a lower polycount
first in Maya and then brought into Zbrush for
extra detailings. The models are then put back in
Maya for retopologizing, a process used to reduce
the number of polygons on a 3D model to optimize
its performance within a game engine. The asset
is then UV unwrapped which is a process used to
flatten out the 3D mesh and convert them into a 2D
layout which is then used to apply textures on top.
The asset is then imported into Substance Painter
for the texturing process. The textures are then
packed with optimizations for Unreal Engine 4 and
exported out as maps; this includes Albedo, Normal,
Roughness, Metallic and Ambient Occlusion. The
model and the maps are then imported into Unreal
Engine 4, the developing platform used to develop
VR Museum (Whale Level). The models are used to
populate the scene and light were added as well as
materials to create the desired visuals of the scene.
P R O D U C T I O N ( 3 D M O D E L I N G )
7.2 Great white diffuse map
7.1 Shark model
7.3 Great white normal map
7.4 Great white UE4 packed map
-09
After creating the 3D meshes and generating
textures for them, the next step is to animate them.
In order to animate the whale as well as the
various fish species in the scene, they first need
to be rigged. Rigging is a process where “bones”
need to be placed inside the mesh and the mesh
is then skinned on top. After bone placements are
finished, a process of weight painting needs to be
done. Weight painting is used to dictate how much
influence each bone/joint has in a certain part
of the mesh. To achieve a fish like movement in
the animation, an Inverse Kinematic(IK) handle
was attached from the root bone to the tip bone
with a spline attached along the bones. A sine
wave deformation technique was applied to the
curve which in turn drove the IK handle to move
the bones in a fish-like animation. The last step
was to export this animation in an FBX file format
to ensure that the animation is carried over into
Unreal Engine 4. For the Blue whale mesh, there
were 29 bone joints placed, the shark meshes have
17 bones in them.
P R O D U C T I O N ( A N I M A T I O N )
8.1 Shark with bone joints placed
8.2 Whale with bone joints placed
-010
Blue whale songs , ocean and underwater sounds
were used to create ambient sounds in the level.
Audacity sound software was used to digitally
remove excess clicks and as well as adding reverbs
and bass boosted the sounds to create sounds that
would fit the visual of each level.
Blue whale sound scripts details.
1 HeadHollogramTriggerBox:
Whale Communication Information sound
script: Blue whales have evolved to use various
acoustic sounds that allow them to talk to each
other across vast oceans. Blue Whales have
exceptionally deep voices and can produce sound
at as low as 14Hz, with volume louder than 180
decibels, which makes the Blue Whale the loudest
animal on the planet. These whale “songs” are
used for a multitude of purposes, to navigate the
world's oceans, to find food sources, and to
communicate.
2 TriggerBox_Body: Whale size and facts
about whale body script: This giant is the largest
animal ever known to have lived on the planet.
General length ranges from 80-100 feet while
weighing in at around 200 tonnes, or
441,000 pounds.
3 TriggerBox_Krill: Blue Whale Diet script:
Despite their massive size, blue whales eat tiny
crustaceans called krill. During its peak
consumption period, a blue whale can eat up to
8000 lbs of krills.
4 TriggerBox_Tail: Blue Whale swim speed
script: The Blue Whale’s massive tail fluke
allows it to travel the world’s ocean at speed of
up to 30 MPH in short bursts while their
travelling speed is around 12 MPH. They slow
down to 3 MPH when feeding. They typically
swim at a depth of about 43 feet with an average
dive depth of 330 feet but is capable of diving up
to 1640 feet.
5 TriggerBox_Baleen: Blue Whale Baleen
information: Blue whales is a species of “baleen”
whale. Instead of teeth, they have plates of baleen,
these plates are used to filter their food. When
eating, the whale opens its mouth and lets both
water and krill into it. It then uses its tongue to
push the water through its baleen plates, which
trap the krills inside to be swallowed.
P R O D U C T I O N ( S O U N D D E S I G N )
-011
6 TriggerBox_WorldMap: Blue Whale
locations and migration behavior script: Blue
whales can be found in almost every ocean on the
planet ranging from the equator to the ice edges in
the North and South poles. Whales migrate often
and like to spend the winters in warmer, tropical
water, migrating to the polar regions in the spring
and summer.
Effects of plastic and noise pollution
on the world’s oceans details
Unfortunately for these gentle giants.
Humans’ activities have left severe damage on their
habitat. Plastic. The non-biodegradable substance
that plays such a pivotal role in human day to day
life is also choking up our ocean and the marine
lives that live in it. Every year, 8 million metric
ton of plastic is dumped into our ocean that then
get dispersed by the currents through out every
corner of the world’s ocean.
At least 267 species worldwide are affected by
plastic pollution. Sea birds that feed on the surface
of the ocean can ingest floating plastic which later
transfer to the chicks during feeding. Sea
turtles, sharks, dugongs and other marine
animals are caught in abandoned fishnets.
Cetaceans such as the whales and dolphins are
found dead with stomachs full of plastic. Not
only do plastic affects whales directly, it also
affects their food source. As plastic spends time in
the ocean. It starts to break down into smaller and
smaller pieces due to photodegradation from
sunlight , the broken down plastic then get mixed
with fish and whales’ food sources like plankton
and other small organisms.
Sound pollution such as ship horns and other man
made noises significantly interfere and
obscure marine animals’ ability to hear
natural sound and communicate with each
other. Blue whales communication have been
reduced by as much as 90% due to man made
Ocean Noise. In many cases this lead to ship
collisions as well as blue whale getting lost in
unfamiliar water due to man made ocean noises
blocking their communication system.
P R O D U C T I O N ( S O U N D D E S I G N )
-012
Creative Challenges. How to differentiate this
experience from other VR experiences. The idea
of this was to create an educational experience
that educate the user about blue whales and ocean
pollution. It was a challenge to find a balance
between taking creative liberties of the visuals
to create an interesting VR environment that
will immediately captivate the audience for long
enough with interesting visual cues that encourage
exploration of the scene.
Presentation Challenges. Find an effective way
to present the research information in a concise
and direct manner without boring out the user. A
balance of educational information coupled with
hyper-stylized environment was created in order
to both captivate the audience while providing just
enough educational materials that will not bore out
the user.
Collision Challenges: The most challenging part
of the development process was to develop an
interesting and engaging VR experience. The user’s
collider accurately triggering the content of the
content “orbs”. This problem was solved by making
the collider follow only the position of the headset
and not the rotation. The second most difficult
challenge was to get the Qualisys tracking system
to work within the cube and to track the VIVE
headset. Due to a latency issue and a difference in
the up axis between Qualisys and UE4, this problem
was not solved in time and the technology was not
used in the final demonstration of this project.
Audio Challenge: Implementing the directional
audio system in perform and make it accurately
emmulate the spatial sounds in the VR scene proved
to be a challenge as there are no overhead speakers
in the space to represent the overhead sound of
the whale swimming by in the scene, which is an
integral audio/visual cue for the user to look up.
This issue was solved by making the whale sound
travel from the speakers on the left side of the room
to those on the right. While this did not entirely
compensate for the lack of overhead speakers, it
was useful in providing a sense of direction in the
way the sound was traveling.
P R O D U C T I O N C H A L L E N G E S
-013
Evaluations from 15 different testers have
been that visually, the whale level environment is
beautiful with a lot of sea creatures moving and
colors. User evaluations also stated that the first
level provides a nice aesthetic break from the other
2 levels but maintained a general theme. The last
level does a good job of visually separating itself
from the whale level while retaining the ocean
environment. Audiowise, the environmental
sounds and music have generally received positive
feedbacks with suggestions on changing the blue
whale sounds to make it not so repetitive. The
content orbs that allows the user to get information
about blue whale as well as loading the levels
have receieved generall positive reviews. The
experience was described by Executive Director,
Applied Research in Immersive Environments
and Simulations Todd Ogle as “intuitive and easy
to follow” with Assistant Professor Phat Nguyen
saying “I can see that this experience will be a great
hit in science museums and with class rooms”.
Professor Todd Ogle also stated “it was engaging
but needs more methods of interaction with the
user and more contents”.
U S E R E V A L U A T I O N
19.1 Tesplaying of Muted Blue
-014
C O N C L U S I O N
I set out to create a beatiful world in Virtual Reality that aims to aid the learning process as well as
improve the entertainment value in the museum going experience. The topic of the ocean allowed me to take
the user to fantastical environments that cannot exist in real life while trying to educate the users about a
real issue in today’s world. 3D packages such as Maya, Zbrush, and Unreal Engine 4 allowed me to create a
fantasy virtual reality world. Technical challenges such as collision, play space, and sending OSC messages
were solved with a combination of research, repeating trials and seeking help from other people. Feedbacks
have suggested to include more ways to interact with the environment to further enhance the experience as
well as including more learning through visual component rather than just audio. User evaluations of the
experience also stated that the experience was user friendly and the visual was beautiful with many stating
that they see real values in using this to help educate people in an informal learning setting.
-015
B I B L I O G R A P H Y
1. How Museums are using Virtual Reality? (2019, April 15). Retrieved fromhttps://www.museumnext.com/2019/01/how-museums-are-using-virtual-re-ality/
2. 10154013767872392. (2018, June 15). Virtual reality Rembrandt, Degas andthe Temple of Dendur. Retrieved May 2, 2019, from https://www.gearbrain.com/virtual-reality-museum-art-summer-2577767924.html
3. Virtual reality museums take art to the next level. (2019, March 25).Retrieved May 2, 2019, from https://provr.io/blog-en/virtual-reality-muse-ums-take-art-to-the-next-level/
4. Paqua, M., & Paqua, M. (2018, May 15). Visitor Journey Mapping In Mu-seums. Retrieved May 2, 2019, from https://museumsdigitalculture.prattsi.org/visitor-journey-mapping-in-museums-f18442ee1d99
5. Natural History Museums. (n.d.). Retrieved May 2, 2019, from http://framestorevr.com/natural-history-museums
6. Pivovarov, K. (2018, March 21). The Future of Museums: The UltimateVisitor Experience. Retrieved May 6, 2019, from https://www.callisonrtkl.com/you-are-here/the-future-of-museums-the-ultimate-visitor-experience/
7. Blue Whale. (2019, June 14). Retrieved June 19, 2019, from https://kids.nationalgeographic.com/animals/mammals/blue-whale/
8. Kids Do Ecology. (n.d.). Retrieved June 19, 2019, from http://kids.nceas.ucsb.edu/
9. More Ideas, Less Waste. (n.d.). Retrieved June 19, 2019, from https://earth911.com/
10. National Geographic. (n.d.). Retrieved June 19, 2019, from https://www.nationalgeographic.com.au/
11. The Problem of Marine Plastic Pollution. (2017, December 20). RetrievedJune 19, 2019, from https://www.cleanwater.org/problem-marine-plastic-pollution