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VR BUKIT PUTERI
MUHAMMAD HAZWAN BIN MOHAMAD
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2020
i
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 : …………………………………………
ii
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 : …………………………………………
iii
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.
iv
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.
v
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.
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
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
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
1
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.
2
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.
3
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.
4
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
5
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.
6
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.
7
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.
8
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
9
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.
10
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
11
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.
12
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.
13
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.
14
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
15
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
16
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
17
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
18
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
19
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
20
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
21
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.
22
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.
23
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.
24
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.
25
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.