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Please use this identifier to cite or link to this item: http://dspace.cityu.edu.hk/handle/2031/9558
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dc.contributor.authorLim, Michaelen_US
dc.date.accessioned2023-03-15T10:12:07Z-
dc.date.available2023-03-15T10:12:07Z-
dc.date.issued2022en_US
dc.identifier.other2022cslm795en_US
dc.identifier.urihttp://dspace.cityu.edu.hk/handle/2031/9558-
dc.description.abstractRecent developments of Virtual Reality (VR) technology has enabled immersive experiences which transport a person to a different location and time. Additionally, through the emulation of physical objects in the virtual world, it is now possible to build imaginary yet realistic virtual environments. VR has been used to reduce costs while improving training in the military. Thus, inspired by this use case, we would like to apply this concept to the world of golfing. This project aims to reduce the costs and barrier of entry associated with golfing by using a VR-based golf course system for golf training purposes. To build the system, we will be using ESRI Shapefiles and overhead scans in the Digital Terrain Model (DTM) format to build an immersive VR experience for the Oculus Quest 2 VR headset and the Oculus Touch controller using Unity VR. In essence, the system will be comprised of three components: Golf Course Data Transformer, Virtual Golf Course, and Golf Immersion with VR. The Golf Course Data Transformer will be responsible for transforming the inputs in the form of DTM and ESRI Shapefiles to readily usable meshes for importing into Unity. Afterwards, the virtual golf course can be built by applying different materials to the different features of the golf course as described in the input data. Finally, the VR component will be added to the virtual golf course, allowing players to interact with the virtual world as if it is an actual golf course. The development of the system was able to successfully produce a pipeline to convert data from the Reflection Bay Golf Course in Las Vegas, Nevada, United States of America and turn it into an immersive golf course system with features allowing users to swing the golf ball and perform a simulation. In summary, the virtual golf training system was able to produce an immersive virtual golf course based on real golf course data, providing an advantage over existing systems in terms of immersiveness and cost effectiveness. Future work regarding the system include the addition of more golf courses, over-the-air updates to golf courses in the system, usage of wireless technologies or a standalone app to eliminate wired connections, and the addition of features tailored to professional users such as heatmaps, slope arrows, and/or contour lines.en_US
dc.rightsThis work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner.en_US
dc.rightsAccess is restricted to CityU users.en_US
dc.titleA VR-based virtual golf course system for trainingen_US
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.description.supervisorSupervisor: Dr. Leung, Wing Ho Howard; First Reader: Dr. Cheung, Man Hon Michael; Second Reader: Dr. Chan, Wing Kwong Rickyen_US
Appears in Collections:Computer Science - Undergraduate Final Year Projects 

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