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Mayalok: Round 2 Demo Video Script (target about 4:40, limit 3 to 5 min)

Setup before recording: desktop Chrome/Edge, 1080p screen capture, mic on. Open the viewer at ?scene=demo-apartment (it has 10 POIs; the incubation scene has none yet, so use it only for the closing shot unless its POIs are added). Clear any saved edits (Admin > Reset). Dismiss the help overlay (H). Start the player in the Living Room.

Time Screen / clicks Narration
0:00-0:20 Title card "Mayalok", then the viewer loading and the apartment appearing. "This is Mayalok. In Round 1 we turned smartphone video into a walkable 3D Gaussian Splat. Round 2 adds points of interest, search and obstacle-aware navigation on top of that same scene."
0:20-0:50 Walk with WASD and mouse around the Living Room. Point out floating labels, their fade with distance and dimming behind walls. Show the minimap (bottom corner). "Every place is a POI anchored in metric 3D coordinates. Labels stay crisp, fade with distance, and dim when a wall blocks the view, using the same walkable grid that powers routing."
0:50-1:25 Hover then click the "Kitchen" label: floor zone lights up, panel opens. Click "Dining Table" (object pin with stem). Press M to expand the map and click a spot to teleport. "Rooms are floor polygons; objects are pins. Clicking selects and highlights the zone. The map lets you jump anywhere walkable."
1:25-2:05 Press /. Type "sofa" (shows 3-Seater Sofa), clear, type a typo such as "kichen" (shows Kitchen), type "table" (Coffee Table and Dining Table). Use arrow keys, press Enter on one result to jump there. "Search is fuzzy, Fuse.js over name, keywords, category and description, so typos still work. Results show distance from you. Enter jumps to the place; Shift+Enter or Go starts navigation."
2:05-3:00 Press /, type "bedroom", Shift+Enter (or click Go). Show the glowing chevron ribbon on the floor, the HUD arrow, "Turn left in N m", remaining distance and ETA, and the route on the minimap. Walk manually with WASD along the ribbon. "The route is computed by A* on a 5 cm occupancy grid, with obstacles inflated by a 25 cm body radius, eight-way movement without corner cutting, and a cost that keeps us centred in doorways. The path is smoothed, then drawn as a ribbon on the floor with turn-by-turn instructions."
3:00-3:25 Deliberately walk off the route by more than 1.6 m; the HUD shows "re-routing" and the ribbon updates. Then press F for Auto-walk until "You have arrived". "If we stray, the route is replanned from where we stand, in a Web Worker so rendering never stutters. Auto-walk follows the route to the destination."
3:25-3:50 Press X. Start another navigation to "Kitchen Counter" from the far side of the apartment to show the path going around furniture and through the doorway (use the minimap). "The path stays on the floor and goes around walls and furniture; it will not cut through them."
3:50-4:20 Reload with ?admin. Click "+ Add place", click a spot, type a name and keywords, Save. Draw a zone on the minimap and Finish. Click Export (shows pois.json download). "For a new venue, admin mode lets non-developers add places, draw zones and export a pois.json that sits next to the scene. No code changes are needed."
4:20-4:40 Switch to ?scene=incubation, short walk. Show the repo README / folder tree briefly. "Here is the real incubation-centre capture. It is a partial reconstruction, and we are annotating its POIs. Code, setup steps and the technical note are in the repository linked in the submission."

Notes for recording - Do not claim performance numbers on screen unless read live from the stats panel (I). - Confirm in a dry run that "bedroom" and "kichen" return the expected results with the current Fuse threshold (0.4); adjust the typed examples if not. - Keep narration factual: single-floor 2D grid, partial incubation scene (65 of 293 keyframes registered), scale from the phone-height assumption.