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VR BUKIT PUTERI MUHAMMAD HAZWAN BIN MOHAMAD BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2020

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Page 1: MUHAMMAD HAZWAN BIN MOHAMAD · 2020-01-05 · blocks to create VR experiences such as mobile apps, marketing experiences, and more. VR SDKs offer the tools to perform functions such

VR BUKIT PUTERI

MUHAMMAD HAZWAN BIN MOHAMAD

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2020

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DECLARATION

I declare that this report entitled “VR Bukit Puteri” is my own work except as cited

in the references. I also state that it has not previously or concurrently submitted for any other

degree at University Sultan Zainal Abidin or other institutions.

Signature : …………………………………….

Name : Muhammad Hazwan Bin Mohamad

Date : …………………………………………

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CONFIRMATION

This project Virtual Reality Bukit Puteri application was prepared and submitted by

Muhammad Hazwan bin Mohamad (Matric Number. 047589) and has been found

satisfactory in terms of scope, quality, and presentation as partial fulfillment of the

requirement for the Bachelor of Information Technology (Informatic Media) with honors in

University Sultan Zainal Abidin

Signature : …………………………………….

Supervisor : Puan Maizan binti Mat Amin

Date : …………………………………………

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DEDICATION

Firstly and foremost praised to Allah, for giving me the opportunity to

complete my final project, VR Bukit Puteri. I also would like to express my gratitude to my

supervisor, Puan Maizan binti Mat Amin for valuable advice, guidance, and ideas given

through the development of research until the end of my final year project. In addition, thanks

to my friend and family that give courage and motivation during my research. Finally, special

thanks to all lecturers that giving a guideline for my research during my presentation on VR

Bukit Puteri application’s project.

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ABSTRACT

Virtual Reality (VR) is the latest technology that is widely in various sectors such as

education, entertainment and industry sales of good. Our society's awareness on the value of

history is at an alarming rate. The rapidity technology is trending the main reasons for history

to be away from them due to their bigotry towards the technology. Hence, the proposal

application for the Virtual Reality Bukit Puteri proposed. The main objective of the study is to

design, develop and test the functionalities of this application entitled VR Bukit Puteri. This

application is a medium for students to learn about the history of using different methods. This

application not only focus on entertainment but combination entertainment and education.

Therefore, this mobile application is developed by applying element of multimedia to deliver

the information about 8 artifacts that exist in Bukit Puteri. The methodology used in this

application is ADDIE methodology. ADDIE methodology consists of 5 phases which is

Analysis, Design, Development, Implementation, and Evaluate. The programming language

used in the development of the mobile application is C Sharp (C#) using Unity 3D software.

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ABSTRAK

Realiti Maya (VR) adalah teknologi terkini yang meluas dalam pelbagai sektor

seperti pendidikan, hiburan dan jualan industri yang baik. Kesedaran masyarakat kita

terhadap nilai sejarah adalah pada tahap yang membimbangkan. Pembangunan teknologi

yang pesat antara penyebab utama sejarah semakin dilupakan kerana ketaksuban

masyarakat terhadap teknologi. Oleh itu, permohonan cadangan untuk aplikasi VR Bukit

Puteri dicadangkan. Objektif utama kajian ini adalah untuk merekabentuk, membangun dan

menguji fungsi projek ini yang bertajuk VR Bukit Puteri. Projek ini adalah medium untuk

pelajar mempelajari sejarah menggunakan kaedah yang berbeza. Aplikasi ini bukan sahaja

memberi tumpuan kepada hiburan tetapi gabungan hiburan dan pendidikan. Oleh itu,

aplikasi mudah alih ini dibangunkan dengan menggunakan elemen multimedia untuk

menyampaikan maklumat tentang 8 artifak yang wujud di Bukit Puteri. Metodologi yang

digunakan dalam aplikasi ini adalah metodologi ADDIE. Metodologi ADDIE terdiri

daripada 5 fasa iaitu Analisis, Reka Bentuk, Pembangunan, Pelaksanaan, dan Penilaian.

Bahasa pengaturcaraan yang digunakan dalam pembangunan aplikasi mudah alih adalah C

Sharp (C #) dengan menggunakan perisian Unity 3D.

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CONTENTS

DECLARATION………………………………………………………………………i

CONFIRMATION…………………………………………………………………….ii

DEDICATION………………………………………………………………………..iii

ABSTRACT…………………………………………………………………………..iv

ABSTRAK…………………………………………………………………………….v

LIST OF FIGURES…………………………………………………………………...iv

LIST OF TABLE……………………………………………………………………...x

LIST OF ABBREVIATIONS / TERMS……………………………………………xiii

CHAPTER 1 INTRODUCTION……………………………………………………1

1.1 Background……………………………………………………………………1

1.2 Problem Statement…………………………………………………………….2

1.3 Objective………………………………………………………………………2

1.4 Scope…………………………………………………………………………..3

1.4.1 Target User…………………………………………………………….3

1.4.2 Application Scope……………………………………………………..3

1.5 Limitation of Work…………………………………………………………….3

1.6 Expected Result………………………………………………………………..4

1.7 Gantt Chart…………………………………………………………………….4

1.8 Chapter of Summary…………………………………………………………..5

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CHAPTER 2 LITERATURE REVIEW……………………………………………6

2.1 Introduction……………………………………………………………………6

2.2 Virtual Reality…………………………………………………………………7

2.3 VR Types and Method………………………………………………………...7

2.4 VR Software and Hardware…………………………………………………...9

2.4.1 VR Software……………………………………………………………10

2.4.2 VR Hardware…………………………………………………………...11

2.5 Analysis on Related Existing Articles………………………………………..13

2.6 Analysis on Related Existing Application…………………………………...17

2.7 Overall Analysis……………………………………………………………...20

2.8 Chapter of Summary…………………………………………………………21

CHAPTER 3 METHODOLOGY…………………………………………………22

3.1 Introduction…………………………………………………………………..22

3.2 Addie Model………………………………………………………………….22

3.2.1 Analysis Process……………………………………………………...23

3.2.2 Design Process……………………………………………………….24

3.2.2.1 Storyboard…………………………………………………..24

3.2.3 Development Process………………………………………………...28

3.2.4 Implementation……………………………………………………….28

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3.2.5 Evaluate Process………………………………………………………..29

3.3 Framework…………………………………………………………………...29

3.4 Hardware and Software Requirement………………………………………..30

3.4.1 Software Requirement………………………………………………..30

3.4.2 Hardware Requirement……………………………………………….31

3.5 Technique/Method…………………………………………………………...32

3.6 Chapter of Summary…………………………………………………………33

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CHAPTER 1

INTRODUCTION

1.1 BACKGROUND

Virtual Reality (VR) is the use of computer technology to create a simulated

environment. VR puts the user inside an object, unlike traditional user interfaces. Users are

immersed and able to communicate with 3D environments instead of seeing a screen in front

of them. The computer is transformed into a gatekeeper for this artificial world by simulating

as many senses as possible, such as sight, hearing, touch, and smell. The only limits to near-

real VR experiences are the availability of content and cheap computing power.

Tourism is one of popular domain that can apply virtual reality application effectively.

This project focus on promotion of Bukit Puteri in Terengganu. Bukit Puteri is one of the

historical remnants in Malaysia. It has the potential of attracting tourists to visit this place as

there are many historical relics there. The current approach in promoting Bukit Puteri is only

using pamphlets and brochures. Lack of digital documentation has left many people unaware

the existence of the Bukit Puteri.

Hence, Virtual Bukit Puteri proposed as alternative way in promoting this tourist place.

Virtual Reality Bukit Puteri can be used by student and community to provide a walking tour

experience around Bukit Puteri. This application also developed to foster the spirit of love for

historical heritage and also for learning history.

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1.2 PROBLEM STATEMENT

1. Lack of promotion about Bukit Puteri.

Currently the promotion of Bukit Puteri only used traditional method such as

brochure and newspaper. It is boring method of promotion and not attract tourist to visti

Bukit Puteri.

2. The difficulty of the elderly and individuals with health problems going up to Bukit

Puteri.

The location of Bukit Puteri on the hill makes it difficult for people with health

problems to climb the hill to visit the place.By having this app will help these people to

visit this place virtually.

3. No interactive VR or AR application about Bukit Puteri

For now, no application builds yet about Bukit Puteri. Three-dimensional

animations and illustration can give user a better experience to explore ins and outs of

the Bukit Puteri.

1.3 OBJECTIVE

The goal of this project is to apply virtual reality at Bukit Puteri, Terengganu. This

project will mainly focus on the following objectives:

• To design VR application entitled VR Bukit Puteri

• To develop VR application entitled VR Bukit Puteri

• To test the functionalities of the proposed project.

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1.4 SCOPE

The target user and application scope are as below.

1.4.1 Target User

• This project is aimed for a community and tourist in promoting historical place in

Terengganu. It also allows user to interact with the virtual reality environment in

Bukit Puteri.

1.4.2 Application Scope

• Mobile virtual reality using VR Box.

• Featuring eight (8) historical artifacts and information on existing monument in

Bukit Puteri.

• Interesting sound effect and background music to enhance user experience.

• 3D building model that have same texture and layout with actual one for user be

able feel like they are actually there.

1.5 LIMITATION OF WORK

• Mobile-based application.

• The user needs a VR Box / VR Cardboard to play the application and viewing the

virtual reality view.

• Only android user can access this application.

• This application environment not too real compared to reality.

• Content only covers environment on Bukit Puteri.

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1.6 EXPECTED RESULT

User be able to explore VR Bukit Puteri with supported by Google Headset. By

developing 3D model and virtual environment, users can easily familiarize the

monument and historical remnants very well. The user also able to obtain information

about the existing monument and know some historical artifacts in Bukit Puteri.

Besides, by using mobile application, it can provide best way to interact the virtual tour

and emerging with the environment.

1.7 GANTT CHART

Table 1.1 shows the Gantt chart of this project.

Table 1.1: Gant Chart

Task Name

Week

SEPTEMBER OCTOBER NOVEMBER DECEMBER

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Topic Discussion and

Determination

Project Title Proposal

Proposal Writing

Proposal Writing – Literature

Review

Proposal Progress Presentation

& Evaluation

Discussion

Correction Proposal

Proposed Solution Methodology

Proof Of Concept

Drafting Report of the Proposal

Submit Draft of Report to

Supervisor

Seminar Presentation

Correction Report

Final Report Submission

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1.8 CHAPTER OF SUMMARY

Thesis structure is a summary of the whole project that divided into 6 chapters.

Chapter 1 discussed the introduction, problem statement, objective, scope, expected

result and limitation. Chapter 2 is literature review which discuss about analysis on

related existing articles and existing application. In Chapter 3, design and modeling will

also be discussed. Chapter 4 will show the implementation of the application. Chapter

5 will show testing and result of the system. Lastly, Chapter 6 is the conclusion of the

whole project.

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CHAPTER II

LITERATURE REVIEW

2.1 INTRODUCTION

This chapter is to present related literature review to ensure the quality in order to

improve this project. This chapter also explains of literature review carried out on the articles

and existing application that used as references in developing this application. Previous

research or existing application also been discussed in the session for identifying the weakness

or lacking to related literature review sources. Therefore, the purpose of the literature review

is to study and analyses the literature or any works or studies related to this application. It is

important to well understand all information to be considered and related before developing

this application. Some research has been studied to understand to implement in the VR Bukit

Puteri application.

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2.2 VIRTUAL REALITY

VR platform is where user can test to use VR experience. These SDKs are the building

blocks to create VR experiences such as mobile apps, marketing experiences, and more. VR

SDKs offer the tools to perform functions such as cloning, moving 3D objects and adding.

Google Cardboard is a virtual reality (VR) platform developed by Google for use with a head

mount for a smartphone. To use the platform, users run Cardboard-compatible applications on

their phone, place the phone into the back of the viewer, and view content through the lenses.

The big-hitting tourist destinations dominate the tourism market, leaving marketers of

smaller or less famous attractions a hard time in competing. VR helps to attract a large audience

of visitors to see a destination’s potential and to show how worthy it is to visit. An attention-

grabbing, immersive VR experience has exponentially greater impact on increasing visitor

intention than traditional media, and at relatively small cost. VR types and method are

described in the next topic.

2.3 VR TYPES AND METHOD

There are many VR types and method as described below depends on usages and suitability for VR application.

i) SIMULATION-BASED VIRTUAL REALITY

Simulation-based virtual reality considered both a type of VR system and a

method to realize virtual reality. A virtual reality system based on simulation involves

a computer-generated simulation or approximate imitation of real-world environment

or situations and phenomenon.

Training is one of simulation-based VR's most common applications. Driving

simulator and flight simulator are notable examples of pulling drivers and pilots into a

simulated environment that gives them a real impression of driving or flying an aircraft.

Figure 2.1 shows an example of Simulation-based Virtual Reality.

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Figure 2.1 : Simulation-based Virtual Reality

ii) COMPUTER-BASED VIRTUAL REALITY

A virtual reality system based on a desktop simply involves viewing a three-

dimensional virtual world on a display device such as a laptop or handheld display, both

as a form of VR system and as another tool of realizing virtual reality. This VR system-

differentiating feature is that it focuses on providing computer-generated visual

perception and does not use other sensory input components such as a specialized

positional tracking equipment. Video games for the first person are example in Figure

2.2.

Figure 2.2 : Computer-Based Virtual Reality

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iii) HEAD-MOUNTED DISPLAY(HMD)

A specific method to realize virtual reality includes using a head-mounted

display or HMD to bring users to a virtual world that appears to be enclosed in three

dimensions. An HMD may include positional tracking, audio and output elements, and

haptic feedback. HMDs also can be used to implement virtual reality system specific

types. For example, a driving simulator or a projected simulated real-world

environment can include the use of an HMD as its main input-output equipment. Figure

2.3 shows an example of Head-Mounted Display.

Figure 2.3 : Head-Mounted Display

The method that used in this project is Head-Mounted Display as it is the most

immediately recognizable aspect of Virtual Reality. Head-Mounted used in this project

because it is affordable and commonly used in VR project.

2.4 VR SOFTWARE AND HARDWARE

Human beings are visual creatures, and display technology is often the biggest

difference between interactive environments of Virtual Reality and conventional user

interfaces. With a variety of new hardware and software solutions, wearables future is

evolving but uncertain. Examples of software and hardware that used in developing VR

application are as following.

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2.4.1 VR SOFTWARE

Virtual reality is an artificial environment that is created with software and

presented to the user in such a way that the user suspends belief and accepts it as a real

environment. On a computer, virtual reality is primarily experienced through two of the

five senses: sight and sound. There are two software that commonly used by the

developer to develop virtual reality application which is Unreal Engine and Unity 3D.

i) UNREAL ENGINE SOFTWARE

In the gaming industry, Unreal Engine is quite successful. The software offers

a lot of interesting features with flexibility to create different games. Unreal Engine

allows games to be developed from basic 2D hand-drawn environments to immersive

video gaming experiences.

The tools has a custom built-in marketplace where users can discover and buy

assets and tools to enhance projects. Also, Unreal Engine has a large follower base with

a large community sharing information, tutorials and the latest trends. Figure 2.4 shows

an example of Unreal Engine software.

f

Figure 2.4 : Unreal Engine Software

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ii) UNITY 3D SOFTWARE

Unity 3D is one of the front runners of computer engineering for Virtual Reality,

with the company rising from a little start-up to one of the best solutions on the market.

Furthermore, Unity 3D has a scalable, super-good game engine that fits well for solo

developers and small development teams. Similar to other competitors with cool

advanced features, the software is considered user-friendly. Figure 2.5 shows an

example of Unity 3D Software.

.

Figure 2.5 : Unity 3D Software

The software used for this project is Unity 3D. Unity is the best software for VR

application development. It is very effective while rendering 2D scenes. In this era of

visual treats, Unity can very well be used for rendering 3D images also. The quality

offered is also relatively good compared to other apps.

2.4.2 VR HARDWARE

Virtual Reality hardware produces stimuli that override the senses of the user

based on human motions. The VR hardware accomplishes this by using sensors for

tracking motions of user such as button presses, controller movements, eye and other

body part movements. Below is the example of VR hardware.

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i) HTC Vive

The HTC Vive is a virtual reality headset developed by HTC and Valve

Corporation. The headset uses "room scale" tracking technology to allow the user to

travel in 3D space and use movement-tracked handheld controls to interact with the

environment. The HTC Vive was unveiled during the March 2015 HTC Mobile World

Congress keynote. Design kits were launched in August and September 2015 and the

first Consumer version of the system was released on June 7, 2016. Figure 2.6 shows

HTC Vive Hardware.

Figure 2.6 : HTC Vive

ii) Google Cardboard / Google VR SDK

Google Cardboard is a tool for virtual reality (VR) created by Google to use a

smartphone head brace. Named for its fold-out cardboard viewer, the platform is

intended as a low-cost device to promote interest and innovation in VR applications.

Users can either create their own viewers from basic, low-cost components using

Google's published specifications, or buy a pre-produced one. Users run cardboard-

compatible apps on their mobile to use the network, place the phone in the viewer's

back, and display content through the lenses. The Cardboard Software Development

Kit (SDK) is available for Android and iOS operating systems. The VR View of the

SDK allows developers to integrate VR content both on the internet and in their mobile

apps. Figure 2.7 shows Google Cardboard hardware.

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Figure 2.7 : Google Cardboard

VR Hardware that used in this project is Google Cardboard. The low cost of

Google Cardboard is one of the major reasons why Google Cardboard used in this

project. Hence, Google Cardboard is one of the simplest virtual reality headsets to set

up and use.

2.5 ANALYSIS ON RELATED EXISTING ARTICLES

Some articles and printed documents have been studied about VR application

in Tourism and about Bukit Puteri. The findings are reported as below.

i) Virtual reality: Applications and implications for tourism

A.Guttentag, (2009), Virtual Reality Application and Implication for

Tourism. Virtual reality (VR) offers tourism many useful applications that

deserve greater attention from tourism researchers and professionals. Part of

VR's possible utility as a preservation tool derives from its potential to create

virtual experiences that tourists may accept as substitutes for real visitation to

threatened sites. However, the acceptance of such substitutes will be determined

by a tourist's attitudes toward authenticity and his or her motivations and

constraints.

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ii) Measuring the Media Effects of a Tourism-Related Virtual Reality Experience.

Elena Marchiori, (2017), Measuring the Media Effects of a Tourism-

Related Virtual Reality Experience. Tourism is among the domains that might

see in Virtual reality (VR) several advances for promoting its products and

services. This study is one of the first that proposes the use of biophysical data

for investigating the media effects of a tourism-related VR experience and

discusses the use of such technique for studying media effects in VR settings.

A VR experience proposed to the public by Ticino Tourism, a regional Swiss

Destination Management Organization (DMO) was tested with 23 people who

participated in an experiment in which biophysical reactions were tracked.

Findings show that specific media characteristics of the VR experience, such as

proposing an unusual horizon perspective to the VR viewer, hold the potential

to lead to the formation of strong memories. These results might enable a better

understanding of the effects of VR technology on consumer behaviour and

eventually lead to the design of more engaging VR content.

iii) Virtual Reality Application in Tourism Sector : Fascinating Penang

Syahida, Hassan, (2003) Virtual Reality Application in Tourism Sector

: Fascinating Penang. Masters thesis, Universiti Utara Malaysia. Nowadays,

Virtual Reality (VR) has been accepted as one of methods in conveying

information in easier to understand form and have played a significant role in

assisting daily activities. The project discusses the potential of web based VR

to promote tourism sector in Malaysia. It emphasizes the use of panoramic

representation using VR Worx v2.0 to describe the places of interest in Penang.

The web-based VR application is designed to provide flexibility and offers the

possibilities of extension for further development. Even though the panorama

model may have limited attributes of immersion or interactivity, it is chosen for

the project because compared to other VR models, it provides better user

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control, requires no high bandwidth demands and can be viewed on standard

monitors. The methodology used for this project is Application Development

Life Cycle (ADLC). The prototype application can be used as a way to attract

local and foreign tourists to visit Malaysia, and especially Penang as it can give

initial impression to tourist on what they can expect when visiting Penang.

iv) Kesan Sejarah dan Tempat-Tempat Menarik Negeri Terengganu Darul Iman,

Oscar Book International.

Mohamed Roselan Abdul Malek, 1998, Kesan Sejarah dan Tempat-

Tempat Menarik Negeri Terengganu Darul Iman, Oscar Book International,

Petaling Jaya. Bukit Puteri is a site of natural cultural heritage that is associated

with the early history of the beginning of the reign of the Sultanate of

Terengganu in the 16th century. The grandeur of Bukit Puteri is still beautiful

from its physical. Bukit Puteri was used as a fortress during the reign of the

Sultanate of Terengganu from the threat of enemies such as the Siamese and

Japanese ones which can be evidenced by the relics of historic artifacts such as

Cannons, guerrillas and home of guerrillas, ammunition and weapons stores as

weapons of war.

v) Restore the glory of the princess hill

Sinar Harian, 22 October 2016, the association seni silat melayu pantai

timur (persima) in collaboration with Karyawan Lensa Terengganu Club took

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the initiative of organizing a program to "restore the glory of the princess hill"

at the top of the princess hill. Terengganu state sponsored program adapts heroic

and traditional concepts, to give tourists the opportunity to experience the old

Malay state of Terengganu sultanate, thus elevating and restoring the princess's

hill as a historical site and capable of becoming a tourist spot in conjunction

with the year of Terengganu 2017. Figure 2.8 shows an example of article about

Bukit Puteri in newspaper.

Figure 2.8 : Article about Bukit Puteri in newspaper

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2.6 ANALYSIS ON RELATED EXISTING APPLICATION

The related existing VR application has been analyze in terms of functions,

types of information and problem solving. Three applications have been studied which

are Jurassic VR, Sites in VR and Safari Tour Adventure.

i) JURASSIC VR

Jurassic VR is a mobile-based app. User can learn more about the history of

dinosaurs and explore a rich virtual reality world filled with insidious 3d details.

Dinosaur type that present in this application is T-Rex, Triceptors, Raptor and

Dilophosaurus. This application travelling back to prehistoric times. Furthermore, the

user can also view the simulation of the available movement. Refer to Figure 2.9 and

Figure 2.10.

Figure 2.9 : Jurassic VR

Figure 2.10 : Jurassic VR

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Strength

• High quality photos and 3D model

• Has a simulation of movement that gives more experience

Weakness

• User can only view but cannot move around

• Unclear instruction on how to use the application

• No additional information provided when user interact with the object

ii) SITES IN VR

Sites in VR is mobile-based app. It features a 3600 panoramic virtual tour

experience by using HD photo for the application. User are not able to navigate around.

After the application is loaded, user still need to wait for the photo fully loaded before

user can view it. Normal panoramas are projected on a distant sphere, this make easier

for the eyes to watch. On other hand, stereoscopic panorama much more realistic. Refer

Figure 2.11.

Figure 2.11 : Sites in VR

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Strength

• High quality photos

• Clear instruction on how to use the application is provided.

Weakness

• Only have one spot for the view, no navigation around the place

• Requires internet connection to download the scene for the first time

• No additional information provided when user interact with the object

iii) SAFARI TOUR ADVENTURE VR

Safari tour adventure VR is a mobile app that allow users to explore wildlife

safari. User can explore wildlife safari in a safari jeep to watch wildlife animals. The

safari jeep moves automatically within the wildlife animal park. User just can look

around and not able to move. This application enhance VR gaming experience with

highly immersive graphics and high quality graphics. Refer Figure 2.12.

Figure 2.12 : Safari Tour Adventure VR

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Strength

• Environment design very nice

• Features 3600 panoramic virtual tour experience

Weakness

• User unable to move around

• Does not have button to exit the application

• No additional information provided when user interact with the object

2.7 OVERALL ANALYSIS

Based on the related application analysis, all application addressed have their

own advantages and disadvantages. Table 2.1 shows summary of the characteristic of

each selected application.

Table 2.1: Comparison between Reviewed Applications and Proposed Application

3D

Animation

Instruction

to use the

application

Audio High

Quality

Photos/3D

Model

Interactive Player

Movement

Additional

information

JURASSIC

VR

Yes Yes Yes No Yes No No

SITES IN VR No Yes No Yes No No No

SAFARI

TOUR

ADVENTURE

VR

Yes No Yes Yes No No No

VR BUKIT

PUTERI

Yes Yes Yes Yes Yes Yes Yes

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Based on the information about the existing VR application, most of them do not

provide player movement and do not have additional information. Hence, this project propose

VR Bukit Puteri with additional information when user interact with the object. VR Bukit

Puteri also contain instructions on how to use the application. VR Bukit Puteri also allow user

to move around the scene. This project contain music background to make user enjoy while

using this application. High quality 3D model features also provided in this project.

2.8 CHAPTER OF SUMMARY

This section addresses the analysis of literature that was examined during studies of

feasibility. The literature review lets developers discover the problem of previous application

that needs to be improved and solved in the development of this application. This study is more

to focus on development and guide to the successful project, to come out with new application

will benefit all user.

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CHAPTER 3

METHODOLOGY

3.1 INTRODUCTION

This chapter discusses a methodology used for this project. The flow of the project will

discuss briefly to give more understanding of the design and development of this application.

There are many methods that can be used for developing this project. The methodology used

in this project is ADDIE Model. Every phases of this methodology will be explained in the

next sub topic.

3.2 ADDIE MODEL

The ADDIE model is the generic process which instructional designers and training

developers traditionally used. The five phases in the ADDIE model are analysis, design,

development, implementation, and evaluation. The ADDIE model is a dynamic flexible

guideline for developing effective training and performance support tools.

In the design of educational materials, instructional theories also play an important rol

e. Theories like behaviorism, constructivism, social learning, and cognitivism help shape and

define the results of instructional materials. Figure 3.1 show ADDIE Model process.

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Figure 3.1 : ADDIE Model

3.2.1 Analysis process

In the analysis phase, the problem of instruction is explained, the learning goals and

objectives are set, and the current knowledge and skills of the learner are established. The

analysis phase involves are requirement analysis, task analysis and instructional analysis. The

activities involve are identifying the problem statement, the goals and objectives of the mobile

VR application, existing knowledge and any other relevant characteristics and the content of

mobile VR application. The analysis is carried out by doing analysis on existing articles and

existing application. So, the weakness of the existing application here been identified and VR

Bukit Puteri will fulfill all of the weakness. The content of Mobile VR application can have

referred to Figure 3.2. The mobile VR is developed focussing on artifacts learning content.

There are 8 artifacts which are Singgahsana, Kubu Pertahanan, Genta (Loceng Besar), Meriam

Beranak, Lubang Ubat Bedil, Rumah Api, Tiang Bendera and Kubur Syed Yasin. For each

artifact, it display name, function and aged of the artifact.

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Figure 3.2 : Content of Mobile VR

3.2.2 Design Process

Design phase is the second phase in making VR Bukit Puteri. The design phase should

be systematic and specific. Systematic means a logical, orderly method of identifying,

developing and evaluating a set of planned strategies targeted for attaining the project’s goals.

Specific means each element of the instructional design plan needs to be executed with

attention to details. In this phase, storyboard and prototype have been developed. Storyboarding

is also a part of multimedia design process. The storyboard can show the look and feel of the

application that have been developed. The phase is implemented after phase 1 is completed and

become “blue print” or backbone of planning in the process of designing. In design phase,

navigation chart and storyboard were developed.

3.2.2.1 Storyboard

Storyboard is also part of the design process of multimedia. The storyboard shows the

application's feel and look that will be developed. Figures 3.3 to figures 3.8 below display some

of the developed storyboard.

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Figure 3.3 shows prototype for start page in this project. This is first interface for this

application. In this view, the logo of this application is displayed, and user can tap (touch

controller) at logo of VR Bukit Puteri to start.

Figure 3.3: Prototype Start Page

Figure 3.4 shows the main menu featuring three optional buttons which is play button

tu start the application, credits button and help button to guide user using this application.

Figure 3.4: Prototype Main Menu Page

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Figure 3.5 shows the info where user can view and follow the ways of using this

application.

Figure 3.5: VR Bukit Puteri Info

Figure 3.6 shows the artifact info when user appoint the cursor to the model in VR Bukit

Puteri using gaze interaction. The info available in text amd audio as well.

Figure 3.6: Prototype VR View

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Figure 3.7 shows the credit content of this application to the user and figure 3.8 shows

the help content in using this application to the user.

Figure 3.7: Prototype Credit Page

Figure 3.8: Prototype Help Page

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3.2.3 Development Process

The phase of development is where developers create and organize the product assets

created during the design phase. Programmers are focused on technology development and/or

integration. Testers execute procedures for debugging. Depending on any feedback given, the

project is reviewed and revised. In this phase, Unity 3D software used to develop VR Bukit

Puteri application and animated 3D character. Maya 2018 software also used in this phase to

create 3D model in VR Bukit Puteri. Figures 3.9 shows development process in unity software

for this project.

Figure 3.9: Unity Software

3.2.4 Implementation

The phase of implementation is a test phase. The supervisor and friend test completed

application and give response. The aim of testing is to identify the weakness and detect any

unrecognized errors during the authoring process. The supervisor openly commented and

criticized during the test for making improvements, and any mistakes can be corrected. This is

to ensure the project is easy to use and to run accordingly. User test run is sent a demo version

for alpha and testers to ensure that the project meets their requirements before presenting the

final product. Criticisms and constructive feedback are taken into account to be implemented

later on.

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3.2.5 Evaluate Process

The final phase, which is the evaluation phase. If the design is found to be incomplete

or unsatisfactory, improvements or addition will be made based on the user's feedback,

response in presentation, and commented from supervisor. For the first time in this iteration,

only the prototype with the base function is generated most of the time and decisions on further

iteration. Further iteration of the verification phases and changes will take place to add features

such as the different viewpoint, the advanced way of google cardboard, and so on. The iteration

will not stop until the application is perfect or the application will satisfy the user.

3.3 Framework

The project conducted on the framework of the structure and system flow to achieve

the project objective that can be successfully accomplished by analyze VR Bukit Puteri using

Google Cardboard. The requirement analysis should be conducted in order to run the project

and a project framework can be created to see and understand the process flow. The

methodology framework is described in Figure 3.10, which is divided to user, google cardboard

and VR Bukit Puteri application. To play this application, user should use google cardboard to

connect to the application Then, the application will provide a virtual reality view in Google

Cardboard and the user will feel immersed in the environment.

Figure 3.10: Framework

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3.4 Hardware and Software Requirement

3.4.1 Software Requirement

To develop this project, choosing the best software can be a lot of choices, because th

w software selection depends on the requirement in this project. The software to develop this

project is shown as below.

Table 3.1 List of Software used

Software Use

Unity

Used to create the Virtual Reality app and overall

project and animate 3D characters

Maya 2018

Used to create 3D character models

Adobe Illustrator

To design interface, posters and logo application.

Adobe Photoshop

Used to create sketches of background, characters

and posters.

SketchUp

used to create 3D models

which is a building.

3.4.2 Hardware Requirement

Hardware is the important in ensuring the research of this project is success. In order to do this

research, every hardware has its own function. The hardware to develop this project is shown

as below.

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Table 3.3 List of Hardware requirement

Hardware Use

Laptop

To create the sketches for the characters,

background and create scripts or documents

related to application. Also used for on the go

coding and 3D modelling.

External Hard Disk

To backup all project data

Headphones

Used for development and test runs of the

projects as well as used for the finished project

to amplify immersion.

Google Cardboard

Used for test runs and overall final product.

Mobile Phone

To run and test the application.

Mouse

Mouse is used during coding and 3D

modelling process.

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3.5 Technique/Method

The technique that use in this project is point of gaze. The point of gaze in the user-

computer interaction is recorded and used in real time as an input. In this field researchers are

developing more efficient and novel human-computer interfaces to help users with and without

disabilities. Person's point of gaze can be used in a variety of ways to control user interfaces,

alone or in combination with other types of input such as a mouse, keyboard, sensor, or other

devices. A major field of gaze interaction research is discovering more efficient and innovative

ways to facilitate interaction between humans and computers for users with disabilities who

can only use their eyes for feedback. Certain gaze interaction research focuses on the

general use of real-time interactions. Figure 3.11 is the example of the point of gaze method.

Figure 3.11: Point of gaze method

In this VR Bukit Puteri project point of gaze technique used. This technique can allow

user to interact with the object in this project to see the information.

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3.6 Chapter of Summary

This chapter describes the approach used to develop the application's requirement for

application, hardware and software. The ADDIE methodology is selected throughout the

development process based on the complexity of the application. For each process involved in

the VR Bukit Puteri application design, development implementation and evaluation are briefly

explained in the analysis.