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SMART FURNITURE CATALOGUE
USING AUGMENTED REALITY
NOR HAZIMAH BINTI MOHD SAUFI
BACHELOR OF INFORMATION TECHNOLOGY
(MEDIA INFORMATICS) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
ii
DECLARATION
The dissertation is submitted as a partial fulfillment for the award of Bachelor of
Information Technology (Media Informatics) with Honours at the University Sultan Zainal
Abidin (UniSZA). This work is the result of my researches. All sections of text and results
which have been obtained from other work/sources are fully referenced. I understand that
plagiarism constitute a breach of University regulations and will be dealt with accordingly.
…….……………………………………
Name : NOR HAZIMAH BINTI MOHD SAUFI
Date : MAY 2019
iii
CONFIRMATION
This project report title Smart Catalogue using Augmented Reality by Nor Hazimah binti
Mohd Saufi, matric number BTDL16044473 has been seen satisfactory in term of scope,
quality, and presentation as a partial fulfillment of requirement for Bachelor of Information
Technology (Media Informatics) with Honours in University Sultan Zainal Abidin,
……………………………………
Supervisor’s Name : MR MAT ATAR BIN MAT AMIN
Date : MAY 2019
iv
DEDICATION
Firstly, I would like to take this opportunity to express my deepest thanks to my supervisor,
Mr Mat Atar bin Mat Amin for his kindness, patience, and motivation towards this project.
Not forgetting, Faculty of Informatics and Computing, thank you for giving me
chances to discover and reveal new things by myself for this project. Besides, I would like
to thanks to my family, especially to En Mohd Saufi bin Mohd Nawawi dan Pn Siti
Maslinda binti Mohamad Darus and all other lecturers in Faculty of Informatics and
Computing for support, helping and give me the motivation to complete this project. Last
but not lease, a huge gratitude to my supportive friends who always help, encourage and
tech me with unlimited new knowledge.
v
ABSTRACT
An augmented reality (AR) is an application. It is combination of image and reality
appearance. Nowadays, an augmented reality is accessible for smartphone cameras, tablet
and webcam laptop. AR can be applied to marketing world by transforming the strategy
from on the paper into reality world. It can make an exclusive branded and also increase
the brand by following the changing revolution. The problem statement is people are not
interested for reading either book, magazine or catalogue. We proposed the development
for furniture catalog because people more spend more time to their device. However, we
still need the source from a book, but we can reduce it into a piece of paper but full with
information and interesting output. We can combine it as an innovative approach to printed
book by adding various sensorial interaction. The objective for this project is to raising the
brands to become more exclusive and following revolutionary changes. This application
will be awakened by using a several software that is Unity, Android Studio, Autodesk
Maya, java, and the database by using Vuforia Developer. As a conclusion, this application
for public generally do not know to imagine the physical of furniture characteristic of
engine, color that matches their demands. It also suggests to people that do not have
knowledge about the latest in technology.
vi
ABSTRAK
“Augmented Reality” (AR) adalah satu aplikasi. Ia adalah gabungan rupa imej dan
realiti. Kini, realiti diperkukuhkan boleh diakses untuk kamera telefon pintar, tablet dan
komputer riba webcam. AR boleh digunakan untuk memasarkan dunia dengan mengubah
strategi daripada kertas menjadi dunia realiti. Ia boleh membuat jenama eksklusif dan juga
meningkatkan jenama dengan mengikuti perubahan revolusi. Kenyataan masalah adalah
orang tidak berminat untuk membaca sama ada buku, majalah atau katalog. Kami
mencadangkan pembangunan untuk katalog perabot kerana orang lebih banyak
menghabiskan lebih banyak masa untuk gajet mereka. Walau bagaimanapun, kita masih
memerlukan sumber dari buku, tetapi kita dapat mengurangkannya ke dalam sekeping
kertas tetapi penuh dengan maklumat dan output yang menarik. Kami boleh
menggabungkannya sebagai pendekatan inovatif ke buku bercetak dengan menambah
pelbagai interaksi sensorial. Objektif projek ini adalah untuk meningkatkan jenama untuk
menjadi lebih eksklusif dan mengikuti perubahan revolusioner. Aplikasi ini akan
dibangkitkan dengan menggunakan beberapa perisian iaitu Unity, Studio Android,
Autodesk Maya, Visual Studio, dan pangkalan data dengan menggunakan Vuforia. Sebagai
kesimpulan, permohonan ini untuk orang ramai umumnya tidak tahu membayangkan
fizikal ciri-ciri perabot.
vii
CONTENTS
DECLARATION ........................................................................................................... ii
CONFIRMATION ........................................................................................................ iii
DEDICATION .............................................................................................................. iv
ABSTRACT ................................................................................................................... v
ABSTRAK .................................................................................................................... vi
CONTENTS ................................................................................................................. vii
LIST OF TABLES ...................................................................................................... xiv
LIST OF FIGURES ...................................................................................................... xi
LIST OF ABBREVIATIONS/ TERMS ..................................................................... xiv
LIST OF APPENDIX ................................................................................................. xvi
CHAPTER 1 .................................................................................................................. 1
INTRODUCTION ......................................................................................................... 1
1.1 Project Background ......................................................................................... 1
1.2 Problem Statement .......................................................................................... 2
1.3 Objective .......................................................................................................... 2
1.4 Scope ................................................................................................................ 3
1.5 Limitation of Work .......................................................................................... 4
1.6 Expected Result ............................................................................................... 4
1.7 Report Structure .............................................................................................. 4
viii
CHAPTER 2 .................................................................................................................. 5
LITERATURE REVIEW .............................................................................................. 5
2.1 Introduction ..................................................................................................... 5
2.2 Augmented Reality .......................................................................................... 6
2.3 Smart Catalogue .............................................................................................. 6
2.4 Comparison to the Previous Application ........................................................ 7
2.5 Comparison between Existing Project (Journal).......................................... 13
2.6 Comparison between existing Website ........................................................ 16
2.7 Development in Unity ................................................................................... 18
2.8 Novelty .......................................................................................................... 18
2.9 Chapter Summary ........................................................................................ 19
CHAPTER 3 ................................................................................................................ 20
METHODOLOGY ...................................................................................................... 20
3.1 Introduction ................................................................................................... 20
3.2 Problem definition ......................................................................................... 21
3.3 Identify hypothesis ......................................................................................... 22
3.4 Declare objective ............................................................................................ 22
3.5 Research Design ............................................................................................. 23
3.6 Implement Development Methodology ......................................................... 26
3.6.1 Phase 1: Preproduction ................................................................................ 26
3.6.2 Phase 2: Production ..................................................................................... 29
ix
3.6.3 Phase 3: Post- Production ............................................................................ 36
3.7 Project Requirement ..................................................................................... 37
3.8 Framework .................................................................................................... 38
3.9 Reporting ....................................................................................................... 39
3.5 Summary ........................................................................................................ 39
CHAPTER 4 ................................................................................................................ 40
IMPLEMENTATION AND RESULT ........................................................................ 40
4.1 Introduction ................................................................................................... 40
4.2 Implementation .............................................................................................. 41
4.2.1 Home Page .................................................................................................. 41
4.2.2 AR View...................................................................................................... 48
4.2.3 AR Marker ................................................................................................. 56
4.2.4 3D Model .................................................................................................... 61
4.3 Testing ............................................................................................................ 65
4.4 Results ............................................................................................................ 66
4.4 Summary ........................................................................................................ 66
CHAPTER 5 ................................................................................................................ 67
CONCLUSION ............................................................................................................ 67
5.1 Introduction ................................................................................................... 67
5.2 Project Contribution ..................................................................................... 67
x
5.3 Problems and limitation ................................................................................ 68
5.4 Future Work .................................................................................................. 69
5.5 Conclusion...................................................................................................... 69
REFERENCE .............................................................................................................. 71
APPENDIX 1 ............................................................................................................... 72
APPENDIX 2 ............................................................................................................... 74
APPENDIX 3 ............................................................................................................... 75
xi
LIST OF FIGURES
FIGURE TITLE PAGE
Figure 1.1 Interface of Houzz’s application ...................................................................... 7
Figure 1.2 Interface of DecorMatters’s Application ......................................................... 8
Figure 1.3 Figure of N’s application ................................................................................ 9
Figure 1.4 Example 1 of IKEA Catalogue 2013 ............................................................. 10
Figure 1.5 Example 2 of IKEA Catalogue 2013 ............................................................. 11
Figure 2.1 Example of ru ma’s website .......................................................................... 16
Figure 2.2 Example of kitchenz’s website ...................................................................... 17
Figure 3.1 Research Methodology ................................................................................. 21
Figure 3.2 Production Pipeline using Unity .................................................................... 25
Figure 3.3 Implementation Design ................................................................................. 27
Figure 3.4 Flowchart ...................................................................................................... 28
Figure 3.5 Process of Modelling .................................................................................... 32
Figure 3.6 Process of Texturing ..................................................................................... 33
Figure 3.7 Graphic of Unity Development ..................................................................... 35
Figure 3.8 Example of Texturing Process....................................................................... 35
Figure 3.9 Framework of Application Development....................................................... 38
xii
Figure 4.1 Homepage of Furniture Catalogue Application ............................................. 41
Figure 4.2 Back Button .................................................................................................. 41
Figure 4.3 Info Button ................................................................................................... 42
Figure 4.4 Guide Button ................................................................................................ 42
Figure 4.5 AR Camera Button........................................................................................ 42
Figure 4.6 Collection Button .......................................................................................... 42
Figure 4.7 Confirmation Exit Panel ................................................................................ 44
Figure 4.8 Cancel Exit Button ........................................................................................ 44
Figure 4.9 Confirm Exit Button ..................................................................................... 44
Figure 4.10 Info/Contact Page ....................................................................................... 45
Figure 4.11 User Guide .................................................................................................. 46
Figure 4.12 Collection Page ........................................................................................... 47
Figure 4.13 AR Camera View ........................................................................................ 48
Figure 4.14 Sound Button .............................................................................................. 48
Figure 4.15 Home Button .............................................................................................. 49
Figure 4.16 Mute symbol ............................................................................................... 49
Figure 4.17 Company's logo .......................................................................................... 49
Figure 4.18 3Dobject view in AR Camera ...................................................................... 50
Figure 4.19 Object Zoom ............................................................................................... 51
Figure 4.20 Rotate 360⁰ object ....................................................................................... 52
Figure 4.21 Display info panel ....................................................................................... 53
Figure 4.22 Info Panel ................................................................................................... 54
Figure 4.23 Guide Panel ................................................................................................ 54
Figure 4.24 Exit Panel ................................................................................................... 55
xiii
Figure 4.25 BRS1335C AR Marker ............................................................................... 57
Figure 4.26 BRS1335C Marker Features........................................................................ 57
Figure 4.27 BRS1338C AR Marker ............................................................................... 58
Figure 4.28 BRS1338C Marker Features........................................................................ 58
Figure 4.29 BRS1339C AR Marker ............................................................................... 59
Figure 4.30 BRS1339C Marker Features........................................................................ 59
Figure 4.31 BRS1803C AR Marker ............................................................................... 60
Figure 4.32 BRS 1803C Marker Features....................................................................... 60
Figure 4.33 BRSW113 AR Marker ................................................................................ 61
Figure 4.34 BRSW113 Marker Features ........................................................................ 61
Figure 4.35 BRS1803C 3D Model ................................................................................. 62
Figure 4.36 BRS1339C 3D model.................................................................................. 63
Figure 4.37 BRS 1338C 3D model ................................................................................. 63
Figure 4.38 BRS1335C 3D model.................................................................................. 64
Figure 4.39 BRSW113 3D model .................................................................................. 64
Figure 4.40 Graph Result for User Testing ..................................................................... 65
Figure 4.41 Feedback Result from User ......................................................................... 65
xiv
LIST OF TABLES
TABLE TITLE ...................................................................................................... PAGE
Table 1.1 Comparisons between the applications ........................................................... 12
Table 2.1 Comparisons between Journal ........................................................................ 13
Table 2.2 Comparisons between websites ...................................................................... 17
Table 3.1 Method Collection.......................................................................................... 23
Table 4.3 List of software needed .................................................................................. 37
xvi
LIST OF APPENDICES
A APPENDIX 1……………………………………………………….……………72
B APPENDIX 2…………………………………………………………………….74
C APPENDIX 3………………………….…………………………..……………..75
1
CHAPTER 1
INTRODUCTION
1.1 Project Background
To prepare for future innovations is a hard process for most firms that included
several factors. Innovations are novelties that require a cognitive effort to be noticed. The
process also includes assessing how a new innovation could affect one firm and often times
there are multiple choices and scenarios. This application is currently new in the industrial
revolution 4.0. This project is using 3D modeling technique. Marker based augmented
reality are used as the method in this project. The idea is that consumers can easily and
cheaply film or photograph their homes and use the pictures to imagine the real furniture
on sale. The fact that the use of smartphones and tablets has exploded the last couple of
years is crucial and makes AR more practical as a potential shopping tool. In the same
time, the branded of the company rapidly increase over the world because of the power
spreading of technology used.
2
1.2 Problem Statement
The problem with the furniture industry is that this trend lags behind other products
like books, electronics and clothes (E-Barometer, 2014).
1) Competition between large company in the fast-growing digital era and revolution
4.0.
2) Looking at pictures of products online and getting product information wasn’t
enough to convince customers to purchase.
3) Major of furniture store does not have their full set stock for the furniture, so that
customer still cannot see the real furniture.
1.3 Objective
There are three main objectives of this proposal. Three objectives are derived to
overcome problems that stated before. The objectives are:
1) To design application to enhance the growing recognition of brands as well as
technology advanced furniture.
2) To develop applications for customers using interactive approach.
3) To implement and evaluation the application for the seller at their furniture
store.
3
1.4 Scope
This application will use by the only one main actor which is the main admin of
this system and the customers as the user.
a) Application
Display an item model.
Running the application and pointing the camera to AR-marker the user can
see 3D model of a piece of furniture.
Rotating the model.
By flicking gestures, the user can rotate the model by 360⁰.
More details of the model.
Tap the object and will pop up the detail of the object.
Placing several markers together.
The user can model the whole interior
Get more info of the furniture
The user can only refer to the info without using AR camera with scrollbar
interactive.
b) User
This application will use by the customers as a user and admin to update any
stock of furniture.
c) Software/Application
Unity, Autodesk Maya, Java Application, Vuforia Developer, Android Studio
and C# language.
4
1.5 Limitation of Work
The limitation of this application is all the contacted companies are located in
Sweden and Scandinavia. With the exception of IKEA which is global, this study is limited
by the fact that it can’t necessarily give a global answer on how different furniture firms
work with new and emerging innovations. There are limitations to marker-based SDKs,
they just work on android and do not work on IOS. This application also implement
physical button only for the interaction between user and the application.
1.6 Expected Result
At the end of the project, the expected outcome of the proposed project development
is as follows:
i. This application providing a complex stock in development 3D of Augmented
Reality for the better updating furniture for user in that furniture company.
ii. This application as an interactive tool for customers in looking for the furniture
at home.
1.7 Report Structure
The reminder of this thesis is organized as follow. In chapter one, we discuss the
project’s background, problem statement, project objectives, and project’s scope. Chapter
two discusses literature review which refers to previous reaches and articles. Chapter
three and four details of this project methodology and application design respectively.
5
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
This chapter provided some reviews of technique which have been proposed by
many researches in previously. The furniture catalogue also have reviewed to ensure the
quality in order to improve this project. The literature review involving process of read,
evaluating and analyze the available literature related to the selected area of a project to
introduce a need for a new research. In this project literature review, a research has been
made to understand and get some overview about existing project and related technology.
6
2.2 Augmented Reality
Augmented Reality aims at simplifying the user’s life by bringing virtual
information not only to his immediate surroundings, but also to any indirect view of the
real-world environment, such as live-video stream. AR enhances the user’s perception of
and interaction with the real world.
2.3 Smart Catalogue
This application discusses the idea from previous project and applications, there is
part of research when in the particular topic is placed. This literature reviews easier to
understand general description of exist application and system and also the method by using
augmenter reality (AR). In order, to make the literature review easier to student understand,
the information is preset in the table.
Other includes a brief preview of the topic discussed, the research that has been
done by existing application and making comparison between existing augmented reality
application. The ideas from the previous resource or available resource help to meet the
objectives of this application. There have several references that can make it as innovation
from the product.
7
2.4 Comparison to the Previous Application
2.3.1 Houzz’s application
Figure 1.1 Interface of Houzz’s application
Houzz is great for design inspirations. It has 5 million home images. Their interior
designers told me that they use Houzz a lot as a tool to figure out what their clients want.
Beside their giant pool of nice images, Houzz used building 3D models for its product on
its marketplace where user can see products in their room before buying them on Houzz.
8
2.3.2 DecorMatters’s Application
Figure 1.2 Interface of DecorMatters’s Application
Figure 1.2 above shows ‘DecorMatters’ has a new startup focusing on interior
design and decorating. The app enables user to design on a template or a real room
background. Users have more freedom of choosing furniture from their familiar brands or
stores to try. Moreover, they have inspirations where user can purchase all furniture and
decorations directly from the design. It’s really shopping the look. They recently have the
AR Ruler feature where users can measure their space to see whether the furniture is going
to fit into their space or not.
9
.2.3.3 N’s application
Figure 1.3 Figure of N’s application
Figure 1.3 above it’s more like a community or a game where users can comment
or vote on other designs or take some challenges as a game. It’s fun to interact with other
designers in the community.
However, these three applications are not user marked-based method which is they
use marker-less. That is different because smart furniture catalogue is maintain to use
catalogue as their main objective. Last but not least, these applications are useful and can
be as reference for smart furniture catalogue.
10
2.3.4 IKEA application
Based on the research, development of AR furniture applications are many
examples. The other development is IKEA catalogue. IKEA has an interactive approach
but the application does not give any information for user. This catalogue cannot change
the color of the product and arrange the furniture as interaction. Smart catalogue will
develop similar as this catalogue with innovation combination from the other two websites
and these two examples of AR furniture application development.
The figure below shows another development of the existing AR furniture catalogue from
IKEA for the visualization of the furniture;
Figure 1.4 Example 1 of IKEA Catalogue 2013
11
Figure 1.5 Example 2 of IKEA Catalogue 2013
In the nut shell, the references are really help for the new idea and innovation. The
development will archive the objective of the product. As we all know, AR applications
become well-known in the market of design field, the systems not just used by the expert
users but also non-expert users. Hence, this AR application should be easily to use and
easily setup. If the users do not know how to start use the application, they will not use the
application no matter how good the application. This is why Smart Furniture Catalogue and
maintain to use catalogue. To make sure the seller can show them with given some
explanation to the customers.
12
2.3.5 Comparison between these applications
Table 1.1 Comparisons between the applications
Application Technique Advantage Disadvantage
Houzz Marker-less 3D models for
some products.
Not so great user
experience.
DecorMatter Marker-less Easy for mood
board as well as
scratch design
Do not have 3D
models, sometimes
you have to and the
right angle of the
furniture.
N Marker-less Have lighting and
shading tools.
Don’t have 3D
models, limited
furniture choice.
IKEA Marker-based The product can
change.
Certain page only
display the certain
product.
13
2.5 Comparison between Existing Project (Journal)
There have a few existing researches that included the suggestion application. The
difference between the website and application are using the several techniques. AR
development can be described as “interaction and visualization make the model in reality”
rather than the only images or info graphic posted in the website. AR version of reality is
direct views of physical real-world environment are augmented with superimposed
computer-generated images over a user of the real-world.
Table 2.1 Comparisons between Journals
Author/Year Project Title Overview Technique Strength
Daniel Platisa,
Saman
Heidari,
(2014)
Furniture
Retailing in the
Times of
Augmented
Reality
Embraced by
customers as a
shopping tool.
Marker-based Discovered a
lack of
knowledge in
the speed of
quality
improvements
of AR which is
due to the high
development
speed in the IT-
sector.
14
Snehal
Mangal, Nabil
Phansopkar,
Safwaan
Mujawar,
Neeraj Singh,
(2016)
Virtual
Furniture
Using
Augmented
Reality
Can see the
objects in
physical world
virtually
Marker-less User can attempt
multiple
combination of
furniture object
virtually without
physically
moving the
furniture items.
Khushal
Khairnar,
Kamleshwar
Khairnar,
Sanketkumar
Mane, Rahul
Chaudhari
(2015)
Furniture
Layout
Application
Based on
Marker
Detection and
Using
Augmented
Reality
Customer can
view the
furniture object
virtually in real
environment
before buying
object.
Marker-based Help buyer to
determine how
to setup
furniture in
home structure.
Ananda
Poudel, Omar
Al-Azzam
(2016)
Interior Design
with
Augmented
Reality
AR will play a
vital role in the
furniture.
Marker-Less Allows user to
use select, place,
remove and
modify 3D
models in an
interactive way
15
Tan Poh Yee
(2013)
Interior Design
using
Augmented
Reality
Design
modifications
and refinements
due to the
support for
viewing the
design.
Marker-Less People do not
need to go to the
shop for sample
to decorate
house and room.
Few previous authors had proposed interior design application by using Augmented
Reality (AR) Phan & Phoo (2010). They are authors Koller, C. Wooward, A. Petrovski; K.
Hirokazu, et al. The related equipment such as data glasses connected Head-mounted
display (HMD). Nevertheless, this equipment uncommonly used by user.
In an AR environment, user can play with the model furniture that display in real
time on the screen. It provided a platform that users can interact with the object on image
in real space. Hence, the research suggests a new way to apply AR technology in the interior
design work. With dynamic and flexible user interface, user can look at the virtual object
and correspond with the 3D object.
In the future, it believed that many developers will seek augmented reality
interaction more deeply, providing interior design, Furniture Company and etc. More
function augmented reality design tool and let user interact with an object with simple and
easy to use tracked physical tools.
16
2.6 Comparison between existing Website
There have a lot of website that are easier for user to search and choose their dream
car that can be found on the internet. More often than not, they are only show the type of
the furniture without visual and reality image. Sometime, they do not show the type of
colour that was suggested for that product. Furthermore, at the website that shown below
more gave advertisement than the information of furniture. Smart furniture catalogue will
have a simple interface but have an interactive and complete of information. User also can
arrange the place of product in one space.
Figure 2.1 Example of ru ma’s website
17
Figure 2.2 Example of kitchenz’s website
Figure 7 above shows all content that are develop by kitchenz’s company for their
website. They are provided the suggestion for any type of room and kitchen from their
price. When the suggestion displays, they have to click the price to get more detail and
information of that products. Smart catalogue provided but the outputs are show the type
of colour suggestion and interactive of product.
Table 2.2 Comparisons between websites
Website Method Advantage Disadvantage
Ruma Online website Many large pictures Need an internet to
search the product. Kitchenz Online website Give more detail
18
2.7 Development in Unity
Unity Technologies is the creator of a flexible and high-performance end-to-end
development platform used to create rich interactive 2D, 3D, VR and AR experiences.
Unity's powerful graphics engine and full-featured editor serve as the foundation to develop
beautiful games or apps, and easily bring them to multiple platforms: mobile devices, home
entertainment systems, personal computers, and embedded systems.
Unity also offers solutions and services for creating games, boosting productivity,
and connecting with audiences including the Unity Asset Store, Unity Cloud Build, Unity
Analytics, Unity Ads, and Unity Certification. Unity Technologies serves over 5.5 million
registered developers including large publishers, indie studios, students and hobbyists
around the globe. The support website for using the unity is Vuforia Developer as the
platform and official partners to create the license key and database for the object and image
target. The animation will create by using programming code in Java SDK.
2.8 Novelty
Smart Catalogue is built with Unity software using Vuforia Developer as the device
database. This can provide visualizations information using multimedia elements. Besides
that, it is alternative approach in expose the imagination of furniture. Using AR element
are interactive and dynamic content. On the other hand, the application is display animated
models of furniture to attract user. The criteria that provide this application are easily to
understand by novice people that are do not know to imagine the condition in a room for
their furniture.
19
2.9 Chapter Summary
In this phase, it will deliver the information about the study on the past research and
the current website. This study is more to focus to do the development and suggestion to
user. With this study, a new application will be developed and benefit the all users.
20
CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter explained the detail of the methodology that is being used in the
development of application. The technique that has been selected is recognition marker-
based AR. Recognition based augmented reality relies on recognizing real world items such
bar codes, images, texts, etc. to provide information. The most common type of
Recognition Based AR App is a language translation app which uses camera to read the
text, translates it and overlays on top of an image. This chapter will explain more details
about every phase that involved in this project. The phase is pre-production, production and
post-production.
21
The process of creating 3D animation can be sequentially divided into three phases:
that is modeling which is describes the process of creating the 3D objects within a scene.
While layout and animation, which describes how objects are positioned and animated
within a scene. Lastly is rendering, which describes the final output of the completed
computer graphics. Through the combination of the above phases and a few other sub-
phases, this completes the process of a 3D animation production. The project methodology
is being used to solve all the problems arising in the system analysis systematically to
ensure this project is completed and meet the objectives. It is important to decide what is
the problem occur and what kind of method that are suitable to overcome the problem in
the proposed project. There are a few steps that are being followed in this research
methodology as illustrated in the Figure 3.1 below.
Figure 3.1 Research Methodology
3.2 Problem definition
Books are becoming increasingly difficult to see by most communities, and
for the categorical reasons, as the digital age is growing rapidly, the use of cinders
can be categorized as outdated, most customers simply buy online by viewing the
website. However, customers still cannot see physically the furniture as they go
through 2D diagram
22
3.3 Identify hypothesis
Research prove that community acceptance to 2D or 3D nowadays are 80% are
interest with 3D development. The next episode of 3D printing will involve printing
entirely new kinds of materials. (Hod Lipson, 2014) Hence, this section traces the
development of 3D printing and its economic contribution. It then describes the ecosystem
that has given rise to this innovation, paying particular attention to factors that have been
crucial in advancing it. Finally it focuses on the role of the IP system in the development
of 3D printing and notes some potential challenges that this innovation may pose to that
system. (Bechtold, 2015) A hypothesis behind this research is conducted based on the
fact and the expected result, where the use of technology as learning aid tool in more
interactive way can incites and affects the user to with the draw of digital technology
development
3.4 Declare objective
Based on the hypothesis that being stated before, this project was proposed to find
the solution for the situation. The general objectives of this research are enhance
company as a revolution company with the help of technology in order to achieve the
2020 vision where the using of technologies today becoming a widespread among
youngsters. Therefore, the specific objective of this project being proposed are:
23
1. The additive development of three-dimensional models with an aesthetic (visual) or
assembly objective is achieved using techniques that involve the layer-upon-layer
addition of 3D models.
2. One objective during research is that of obtaining prototypes using software Autodesk
that capable of modeling and texturing 3D object testing using rapid prototyping
technologies.
3. The final objective is to achieve a design that allows entrepreneur to use of 3D
technology, making it more interactive and virtual catalogue which would mean many
of the models could be directly built on Autodesk and Unity software.
3.5 Research Design
Two types of method are being used in this research to propose the suitable
solution which is observation method and collection of secondary data. The result
from this method collection are being stated in Table 4 below.
Table 3.1 Method Collection
Data Collection Method Findings
Observation Method • Mostly in AR application only in learning
and gaming.
• Furniture catalogue is suitable topic for
introduction of manufacturing industry.
24
Collection of Secondary
Data • Five element multimedia can help
someone remember better than only one
or two elements.
• The information is displayed on real world
layers in real-time as if the information is
real when using AR technology.
• Need an improvement for existing project.
The reason for choosing Augmented Reality technology with 5 element multimedia as
the learning aid tool are as followed:
1. Augmented Reality
i. The augmented reality (AR) function is to increase one's perception of
the world around it and make some virtual and real world a new interface
capable of displaying relevant information that is very helpful in the
field of education.
ii. Augmented Reality (AR) aims to take the real world as a base by
combining several virtual technologies and adding constituent data to
make the human understanding as the user become increasingly clear.
iii. Information about objects and environments around us can be added to
the Augmented Reality system and then the information is displayed on
real world layers in real-time as if the information is real.
25
2. Five Element Multimedia:
i. Hypermedia aspects of multimedia play an important role in education
as it enables students to explore into the specific topic in the subject
according to their needs.
ii. Able to convey a complex concept visually and also dynamically.
iii. More vibrant and realistic video or graphic display or presentation is
able to attract the person emotions or moods more easily.
A pipeline is a series of product, either in a state of development, preparation, or
production, and ideally in different stages of their life cycle. At any in a target, the goal is
to have some products in the growth stage, which is the key stage for establishing a
product’s position in a market, increasing sales.
Pre-Production Production Post-Production
Figure 3.2 Production Pipeline using Unity
Script and
Storyboard
Device/Cloud
Database
Modeling &
Animation
Audio
Final Output
26
3.6 Implement Development Methodology
3.6.1 Phase 1: Preproduction
1) Idea
The main idea of augmented reality is to present physical object in a real environment as if
they were part of it. The camera pose is used to render the 3D object. The camera of
computer graphic is moved to same pose as the real camera and 3D object are rendered on
top of the real image in catalog. If the different type of users use the same application, it
might be good idea to think about the possibility to have several different user interface.
From the research, AR interior design application with necessary amounts of features,
whereas, consumers would prefer a simple user interface with less features. For this
proposed project there are some question to ask during this idea component, as guide
for further process:
What kind of project to develop?
What is this project for?
Who is the audience?
What kind of development tool needed?
What is the final product?
27
2) Implementation design
Figure 3.3 Implementation Design
The above project design explains the working of the project. The user which has
the application and the marker is intended to use facilities like selecting the intended
product they want to explore and capturing the image from the marker. The main focus is
to allow the user to view the product in the home environment allowing them to make
purchase decisions regarding the furniture product.
3) Storyboard
In this phase are using Adobe Photoshop to design the storyboard for the project. A
storyboard is a sequence of illustrations that showcase the digital story in two dimensions.
The first dimension is time: what happens first, next, and last. The second is of interaction:
how does the voiceover interact with the images, how do visual transitions and effects
help tie together the images? Any element can interact with any other one, and the
storyboard is the place to plan out the impact to intend to make on the audience.
A Place Marker
at the
catalogue
1) Capture the
catalogue
2) View and
touch the object
3) Superimpose
3D object
4) Change the
color and
explore the Capture the
marker which
are selected
28
4) Flowchart
The flowchart below explains the actual flow of project. Firstly, the new user needs
to select which product he/she intends to explore & accordingly select the product from
the main page. After selecting the furniture by the user and interface will change which
will access their camera. The marker should be placed after the camera has been opened
on the user device. After viewing they can view the other model by slide the catalogue to
others page.
Figure 3.4 Flowchart
29
3.6.2 Phase 2: Production
The production stage includes the following components, research & development,
layout design, modelling, texturing, rendering and database.
1) Research and Development
In this phase, the research has been made for implement for trial. Such technologies
are currently in need of further development and research in order to reach the availability
and utilization level of visual-based applications and devices, but certainly have the
potential in the field domain. The Introduction section of the abstract the AR technology in
general, clarifies the distinction between the augmented reality (AR) and virtual reality
(VR), and gives an overview of related work. The Augmented Reality in Smart Furniture
Catalogue provides a comprehensive literature overview of research, technology and
application developments in the context of utilizing the augmented technology in furniture
domain.
2) Layout
Layout are drawn from storyboard which define the movement and perspective in
the scene. Because storyboard artists draw background in a rough, simplified style and
background layout are transform the storyboard to the next level. Layout drawings are then
given to the background painters to color and complete the visual style.
30
Front page
for the
application
which is
button exit,
and AR
camera.
AR camera
viewed
before scan
the marker
(picture)
Front Page AR View
This is the
how the
image will
display with
texture.
Customer
need to
zoom the 3D
object.
Display Object Zoom View
31
Customer can
rotate the
object to look
360 of the
objects.
User can
click an icon
for more
information
Rotation Object Info Page
ser can
choice the
button to exit
from the
application.
Exit Page
32
3) Modeling
This section are primitives which is can be anything from a single point (called a
vertex), a two-dimensional line (an edge), a curve (a spline), to three-dimensional objects
(faces or polygons) as shown in figure 3.5 below. Using the specific features of chosen 3D
software, each one of these primitives can be manipulated to produce an object. Three-
dimensional (3D) models represent a product using a 3D space. The software used is
Autodesk Maya.
Figure 3.5 Process of Modelling
4) Texturing
This process is similar to adding decorative paper to a white box. In 3D, texture
mapping is the process of adding graphics to a polygon object. These graphics can be
anything from photographs to original designs. After a 3D model is created, 2D image will
be overlaid on it to add colors, design, and textures. This is called mapping, and often the
entirety of a model’s color comes from this. These maps can be created in programs like
Photoshop, and the illusions of textures can be brushed onto the models.
33
Figure 3.6 Process of Texturing
5) Rendering
Autodesk Maya is software fully used for modeling the 3D object. It is the main
software consists the modeling and animation needed. After rig the model and make
animation, last process for 3D production is rendering and the model will transfer to Unity
Software for the next production. Lastly, the model will import to Unity Software.
6) Develop and Implementation
During this stage the Unity AR need to be deploy to mobile and set the mobile
as developer to be able the camera on the phone scan the image and display the 3D
Furniture model. However, the web cam on the laptop also can be used for image
scanning test before deploy the project into the mobile phone.
34
7) Database
This phase involving the element of database which is admin need to upload the
marker into Vuforia Developer to the get the license number and upload the marker in the
unity software. During project modeling, the more difficulty of the picture, the higher
availability to make it as marker.
8) Language
During this Visual Studio are defined to make an animation for the modeling using
JavaScript language. It has a hyperlink with Unity Software to bring an interactive
approach.
9) Unity
This phase is important to build the application that are combined from Vuforia and
Java SDE. The setting must decide for any type of android. The technique is imported the
modeling from Autodesk Maya and catch it in Unity to make it physically appearance.
After the development complete, admin need to build it with Android Studio using apk file.
User need to install the apk file in the android phone.
36
3.6.3 Phase 3: Post- Production
The last phase in this methodology is the actual realization of the augmented reality
using the chosen implementation environment. For example, added the background audio
to give more interesting output. After that, the testing process are needed. After success to
build in the device such as android, developer need to test at several devices to make sure
the application are flexible to used.
1) Built apk file
After compose all the application needed, next step is built the apk file which is using
software Android Studio to support all of android version such as Lollipop, Kit Kat, etc.
2) Test run project
This is when the developer test and runs the project to ensure that the project can be
used and running accordingly. Before presenting the final product, this project will be
given to other user for the test and feedback proposed. Criticisms and constructive
feedback are taken to be implemented later on.
3) Final output
After the development around 5 months, the final output for this application is display the
3D model for the furniture catalogue. User can install the application using apk file and
application can play using the selected marker.
37
3.7 Project Requirement
Project requirement includes two parts which are software requirement and
hardwares requirement. The requirement the project to ensure the completion process well
and every aspects requirement need to be used for chapter implementation and analyze to
make sure the correct of the application.
Table 4.3 List of software needed
No. Software Purpose
1. Adobe Photoshop Used to design the storyboard
2. Microsoft Word 2016 Used to do the documentation of application.
3. Android Studio Used to code the core program of the project.
4. Java SDE Programming Language C#
5. Autodesk Maya Modelling the 3D product
6. Unity Animate the modelling and connect to the device.
7. Vuforia Developer Database for the application
38
Table 3 List of hardware needed
No. Hardware Description
1. Laptop ASUS A555L
2. Processor Intel Core i7
3. Memory 4 GB RAM
4. Operating System Window 10
5. System type 64-bit Operating System
6. Mobile phone Samsung A5 2015
3.8 Framework
Figure 3.9 Framework of Application Development
39
Known as Software Development Kits (SDK), or simply frameworks, the tools used
for the development of AR applications provide a coding environment where users are
enabled to create the capabilities that will compose software applications with the
capabilities and resources of augmented reality. According to Amin & Govilkar (2015).
There are several tools currently in evidence for the execution of tasks that involve
the development of applications that use AR resources. Next, it was sought to present the
main features demanded from tools that offer these resources. In this next section, it will
be present the methodological procedures adopted for the execution of tests and the further
steps taken for the fulfillment of this research.
3.9 Reporting
Therefore, the marker-based technique has been used to develop this AR
Application model based on Furniture Catalogue. As this application platform is for
android user. The language for building this AR application is C# language and the
environment is in 3D form. A physical button is implemented in this application
3.5 Summary
This chapter discuss on methodology for the system development required to
complete the Smart Furniture Catalogue. Each oh phase development will follow the steps
in Pipeline discussed earlier in this chapter.
40
CHAPTER 4
IMPLEMENTATION AND RESULT
4.1 Introduction
This project is implemented as an android application by using Unity which is
Unity’s industry-leading developer experience combined with tools purpose-built for AR
creators and unified workflow across AR devices to push the bounds of user imagination.
We have the custom resources to bring user immersive vision to life. This project also used
C# language to connect in the Visual Studio to the Unity of application.
The core of project is focused on user site only. The user has functions are selecting
the AR camera, taping on the screen to get more detailed about the object, zoom in for
enlarging the map, zoom out for shrink the object and rotate the object about 360. User also
can selecting collection to see all of object contained by 2D graphic.
41
Testing and implementation are described to develop the application as a specific
design that discussed in the previous chapter. This chapter should finish before the
application is complete. This chapter will cover the accurate testing the program on the
mobile application.
4.2 Implementation
4.2.1 Home Page
Figure 4.1 Homepage of Furniture Catalogue Application
Figure 4.2 Back Button
42
Figure 4.3 Info Button
Figure 4.4 Guide Button
Figure 4.5 AR Camera Button
Figure 4.6 Collection Button
43
Figure 4.1 above show the whole interface for home page. There have a choices
button for exit, info and guide. The interface uses all element of furniture for background.
The explanation is on figure 4.2 that is exit button for user to make confirmation to exit
from the application. There will have yes or no button to confirm exit. Figure 4.3 is info
button are ready for user to know the background of the furniture. Moreover, it will be
easier for user to order the furniture by contact from the information given from home.
Figure 4.4 is guide button which is guide user how to use the application smoothly. There
has some instruction and technique finger to use and application works well. At the center
of the home page have two main button for this application.
The main button in this application is AR Camera and Collection. AR Camera
button are functioned to go to the next scene which is user able to scan the catalogue
provided to show the 3D object and make an interaction on it as figure 4.5 shown above.
Second, figure 4.6 collection button at the bottom of the AR camera button. Here have a
2D image with prices for all of collection in the catalogue.
45
Figure 4.7 are specified interface for those who want to quit from the applications.
There have two button. Figure 4.8 are confirm button. User need to tap this button if
confirm to quit. While figure 4.9 are cancel button. After user tap the cancel button then
the interface will back into homepage.
Figure 4.10 Info/Contact Page
This is information interface which is user can get the background trading at this
interface. There are include address, contact number for any order, fax number for any
document, email address and website pages. User can back into homepage back tap exit
button above after get the information.
46
Figure 4.11 User Guide
This interface at figure 4.11 have gave a guide for user to make interaction in this
application smoothly. The first icon is AR home. The meaning is only a page at special AR
catalogue have the 3D model object. Next is a pinch icon which is user need to use two
finger to zoom in and out the object, and rotate the group object. Third icon is tap where is
user can tap the object like bed or dressing table to display the detail actual size of product.
Last but not least sound icon. To make sure the button are function mute sound, the button
will change interface.
47
Figure 4.12 Collection Page
At the center of homepage have two button for user interactive. After selecting
collection button, this interface will appear. While figure 4.12 is the collection page. There
have all of detailed and info to all collection in the catalogue using 2D graphic image. User
can tap the scrollbar (black color) to scroll up and down the container. The interface will
go into homepage after tap this button.
48
4.2.2 AR View
Figure 4.13 AR Camera View
After selecting AR Camera button, AR view will appear and user can scan the
catalogue (AR furniture catalogue) as provided from the developer. There has a lot of
button for user friendly application. The same button on the homepage will pop up.
Figure 4.14 Sound Button
49
Figure 4.15 Home Button
At the bottom of AR view is home button and sound button. As long as this camera
is open, a side song will be prolonged to illustrate the fun of the app to the user. However,
users can make a choice to mute the application sound.
Figure 4.167 Mute symbol
Figure 4.15 is sound button. For user who want to disable the sound, they can tap
this button and the sound will mute. Another symbol will appear as symbolic of mute
button. The symbol will shows as figure 4.16. User can tap this button if want to continue
hear the sound. Figure ### is home button for user want to turn back into homepage.
Figure 4.17 Company's logo
50
Figure 4.17 shows the logo of company. This logo naturally helps to assist and
introduce the type of furniture companys.
Figure 4.18 3Dobject view in AR Camera
Figure 4.18 show the several model are placed together to give a reality
environment while seeing the model. This development project have five marker-based and
the different model with different marker will placed.
51
Figure 4.19 Object Zoom
This figure shown about the first choice interactive user can play which is zoom in
and zoom out the model to view the model more closely and clearly. User need to follow
the instruction where they need to pinch two finger at the clear area and move their finger
to zoom.
52
Figure 4.20 Rotate 360⁰ object
Figure 4.20 show the second interactive user can play that is rotate option. To see
360 degree, user does not need to rotate the catalogue but only user two finger and tap and
clear area and turn around the finger to rotate in any direction user want.
53
Figure 4.21 Display info panel
The main interactive user is physical button. They need to tap on the object and the
description will pop out. All of detailed for the model chosen like height, width and depth.
After finish to see the detailed, user can tap the back button to remove the popup. This
option can be applied to all model provided as shown at Figure 4.21.
55
Figure 4.24 Exit Panel
Figure 4.24 show the user option which is info button, guide button and exit button
also provided on AR view camera. User does not need to back homepage to get that
information because all of that button will provide their panel. This application give
convenience for consumer usability.
56
4.2.3 AR Marker
Image recognition is an imperative component of augmented reality systems. By
use of identifying visual markers already embedded within the system, physical world
objects are detected for superimposition of virtual elements. In order for an AR application
to estimate the orientation and position of a camera with respect to the real world frame,
most applications employ a tracking technique known as marker based augmented reality.
Once you begin using the marker-based augmented reality system with a digital
device, the image of the physical world captured by your camera is converted into a
grayscale image to expedite the image processing algorithm. The algorithm then uses the
image of the camera as well as the decoded marker ID to augment the virtual object onto
the physical world model. By focusing the camera of whichever digital device you are using
to deploy the augmented reality app on the specified markers, the app is able to retrieve the
information stored to display the three-dimensional virtual object accurately.
62
4.2.4 3D Model
3D modeling is the creation of a computer generated representation of an object or
character in 3D space. A 3D modeler has to build models before they can be animated or
VFX can be applied. Depending on the end goal, they may be working from scratch,
concept art, other 3D designs or even optimizing scan data to create models. A modeler
will also work on the topology of the model, or the way vertices and edges are arranged, to
ensure the model is ready for the next steps in the pipeline. Successful modelers will have
creative ways of getting the job done in the time allotted while ensuring the accuracy of the
final product.
Figure 4.35 BRS1803C 3D Model
65
4.3 Testing
Testing is needed to test application full function. These is three type of testing in
the application. Those are unit testing, integrate testing and system testing. Unit testing is
carried out to verify the functionality of specific section code and integration testing works
to exposed defects in the interface and interaction between modules. End-to-end testing or
system tests a complete integrated system to verify that it meets its requirements.
Figure 4.40 Graph Result for User Testing
Figure 4.41 Feedback Result from User
66
4.4 Results
The expected result after releasing of the application Smart Furniture Catalogue is
user should be able to get the easier way to order the furniture from home. The user also
can reduce their imagination for furniture from a piece of paper. The benefit of Smart
Furniture Catalogue application is does not use an internet connection but can imagine
physically the model appearance. On admin side is always update, add and delete the latest
furniture for the company every month. The developer also expected that the system could
function well and fulfill the user requirement standard.
4.4 Summary
In a nut shell for this chapter, the AR developer shows the interface those developed
for the Smart Furniture Catalogue application using augmented reality. The AR developer
also put a few pop up information after the user does certain button. Next, testing phase did
by the AR developer by testing the application. This phase also important because to
optimize the application for the high level a few error can be identifying, and the AR
developer fixed to improve functionality of the application. The AR developer does testing
to the teacher as a citizen and an entrepreneur of furniture’s company. If there have any
feedback, AR developer will be improved it immediately. Finally, the test case necessary
to guide the tester to test the application. The application will repeatedly to be tested to
minimize deficiency.
67
CHAPTER 5
CONCLUSION
5.1 Introduction
In this chapter, contribution of AR Application, problem and limitation during
project development as well as future work to improve Smart Furniture Catalogue will be
discussed.
5.2 Project Contribution
By the end of this study, ‘Smart Furniture Catalogue using Augmented Reality’
application project is successfully achieving objectives which are design application to
enhance the growing recognition of brand as well as technology advanced furniture, the
medium of their attraction also tackles revolutionary change. Furthermore, it is develop
applications for customers using interactive application to surveys their furniture from
home. This application also develop applications for customers using interactive approach.
68
At the very first stage of the project, the objectives and scope of the project are
clearly defined. Then, the task and schedule for the project implementation was planned
carefully to avoid project’s delay incident occurs. Next, after obtaining the application
requirements, the design of this system application interfaces carried out. During the final
phase, every interfaces were enhance intensively to achieve perfection and well function.
After the completion of this application development and implementation, this application
was then tested to ensure it is well executed.
This application contributes towards solving some of the problem due to lack of
buyer time to solving some problem like pictures information wasn’t enough to convince
customers to purchase furniture compare with visual appearance. User can make a decision
to buy furniture at home and just contact the store to order. Overall, the objectives ad targets
of the projects was achieved and met. However, there are some limitations to this
application like cannot applied on iPhone.
5.3 Problems and limitation
Every application need some limitation to ensure it perform perfectly. There are
few problems found during process in order to achieve the target and objectives. The
problem occur during the development of the application as the following:
1. Since Smart Furniture Catalogue is not an internet based application, so user
cannot directly buy a furniture by online, so they need to contact by information
given using code of product to proceed the item.
69
2. Lacking of knowledge in this field also make the project development harder
since the tutorial for the selected method are limited.
3. The type of object which is furniture is unsuitable for animation.
5.4 Future Work
Although the application operates in properly and follow the milestone respectively,
there exist some changes can be taken for better performance. The constraint as described
before this can be corrected and improve the quality for the future. Smart Furniture
Catalogue still has a lot of room to be improved. Since this AR Application only have
marker-based and basically furniture are suitable by using marker-less method. This AR
Application can also build into e-commerce application that specialized to add-to-cart the
selected item without to contact the store. Lastly, this AR Application also can add more
interaction to give attraction for user to using and applied more detailed in their
information.
5.5 Conclusion
Smart Furniture Catalogue that helping the user easier to buy a furniture at home
while looking at 3D visual object. Furthermore, this AR Application does not need to use
mobile data either Wi-Fi. With development of the application, its will enhance the brand
of company that is follow 4th revolution industry.
70
Finally, the developer hopes this application can use for the business market and
achieve the user expectation. So the application can give better solution or suggestion to
them while giving feedback for improving the application in the future.
71
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Aitken-Palmer, W. (2015). A market-based approach to 3d printing for economic
development in Ghana.
Brandão, J., Cunha, P., Vasconcelos, J., Carvalho, V., & Soares, F. (2015). An augmented
reality gamebook for children with autism spectrum disorders. . In The
International Conference on E-Learning in the Workplace 2015, 1-6.
Carmigniani, J., & Furht, B. (2011). Augmented reality: an overview. In Handbook of
Augmented Reality. Springer, New York, NY: 3-46.
Herpich, F., Guarese, R. L. M., & Tarouco, L. M. R. (2017). A comparative analysis of
augmented reality frameworks aimed at the development of educational
applications. . Creative Education, 8(09), 1433.
Kalkan, K. (2015). The Development of e-commerce in Sweden and its effect on Swedish
business : A qualitive study.
Khainar, k., Mane, S., & Chaudari, R. (2015). Furniture Layout Application Based on
Marker Detection and Using Augmented Reality. International Research Journal
of Engineering and Technology, 2(7), 540-544.
Kucharska, B., Kucia, M., Maciejewski,. G., Malionowska, M., & Stolecka-Makowska.,
A. (2015). The retail trade in Europe-diagnosis and future perspectives. Scientific
Publications/University of Economics in Katowice.
Phan, V. T., & Choo, S. Y. (2010). Interior design in augmented reality environment. .
International Journal of Computer Applications, 5(5).
Isberto, M. (2018, September 5). Technology News: The History of Augmented Reality.
Retrieved from Colocation America.com:
https://www.colocationamerica.com/blog/history-of-augmented-reality
72
APPENDIX 1
NO
PH
AS
E
ACTIVITIES
WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1
PR
EP
RO
DU
CT
ION
Topic
Configuration &
Discussion with
Supervisors
2 Project Title
Proposal
3 Submission of
Proposal
4
PR
OD
UC
TIO
N
Preparation of
Chapter 1
5 Preparation of
Chapter 2
6 Proposal Progress
Presentation &
Evaluation
7 Discussion &
Correction
Proposal
8 Proposal Solution
Methodology
(Chapter 3)
9 Develop Prototype
10 Drafting Report of
The Proposal
11
PO
ST
PR
OD
UC
TIO
N
Submit Draft of
Report to
Supervisor
12 Seminar
Presentation &
Final Presentation
13 Correction Reports
73
Task Name
Week
1 2 3 4 5 6 7 8 9 1
0
1
1
1
2
1
3
1
4
1
5
1
6
1. Layout Design
1.1 User interface
Design
1.2 Catalogue Design
2. Modelling and
Texturing
2.1 Modelling and
texturing ten 3D object
3. Database Setup and
Rendering
3.1 Upload Image on
Vuforia Developer
4. Coding
4.1 Set gestures on the
object
5. Progress presentation
1
6. Development
and Implementation
6.1 Design
6.2 Modelling
6.3 texturing
6.4 Rendering
6.5 Build Project apk
6.7 Documentation
7. Progress presentation
to Supervisor
7.1 Project progress and
poster
7.2 Submit draft Report
8. Testing
9. Seminar Presentation
and Panel Evaluation
10. Integrate added value
11. Final Thesis
Submission
74
APPENDIX 2
User Testing “Smart Furniture Catalogue using Augmented
Reality”
1. Interface in this application interesting? * Mark only one oval.
Yes
NO
2. All button in this application function? Mark only one oval.
Yes
No
3. This application can give benefits to you? Mark only one oval.
Yes
No
4. Do you feel interesting while using this application? Mark only one oval.
Yes
No
*Only entrepreneur
5. Do you think this application can enhance company/store branded? Mark only one
oval.
Yes
No
6. Any suggestion to improve this application?
Recommended