terengganu museum virtual reality (termus vr) …
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TERENGGANU MUSEUM VIRTUAL REALITY (TERMUS VR)
MOBILE APPLICATION
MUHAMMAD AMIRUL SHAFIQ BIN KADRI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATIC MEDIA) WITH HONOURS
Universiti Sultan Zainal Abidin, Terengganu, Malaysia
DECEMBER 2018
DECLARATION
I at this moment declare that this report based on my original work except for quotations and citations,
which have duly acknowledged. I also state that it has not previously or concurrently submitted for any
other degree at Universiti Sultan Zainal Abidin or other institutions.
Signature :…………………………………
Name : MUHAMMAD AMIRUL SHAFIQ BIN KADRI
Date : ...................................................
CONFIRMATION
This project Termus VR Application was prepared and submitted by Muhammad Amirul Shafiq b Kadri
(Matric Number: 047961) and has been found satisfactory in terms of scope, quality, and presentation as
partial fulfillment of the requirement for the Bachelor of Information Technology (Informatics Media)
with honors in University Sultan Zainal Abidin.
Signature : …………………………………
Supervisor : Dr. Nur Saadah bt Mohd Shapri
Date : …………………………………
DEDICATION
Firstly and foremost praised to Allah, for giving me the opportunity to complete my final year
project, Termus VR Application using android smartphone forgive me the strength and ability to finish this
report. I also would like to express my gratitude to my supervisor, Dr. Nur Saadah bt Mohd Shapri 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 Termus VR Application’s project.
ABSTRACT
In today's era of technology, museums are no longer gaining public attention. Humans now
prefer to get information at the fingertips. of the problems, I made a decision to develop a product
that can be manipulated in a mobile phone, Terengganu Virtual Reality Museum. There is a step
away from traditional experiences related to museums, galleries and visitor centers. Old models
are passive engagements where people see exhibits but are not involved in experiences where
interaction is a key feature. In addition, a problem identified is that most museums are charged
ticket prices to tourists before entering.
Interactive displays make up the bulk of many exhibitions and especially appeal to
children. Children are often difficult to pull into museums or galleries as they tend to see this as a
boring experience. But the use of interactive technology like virtual reality has changed the
perception and opened this space to new audiences. In this app I also include multimedia elements
such as text, audio and 3d animation.
CHAPTER 1
INTRODUCTION
1.1 PROJECT BACKGROUND
The project that will be developed is an application on treasuring Terengganu museum,
named "TERMUS VR." The concept of virtual reality used is hoped to assist the tourist in
recording their wonderful experience in a 3 dimension, as if they were in the real situational context
of the museum. These applications employ interaction as a means of communicating information
to the general public in new and exciting ways.
1.2 PROBLEM STATEMENT
There has been a move away from the traditional type of experience associated with
museums, galleries and visitor centers. The old model was that of passive engagement in which
people viewed the exhibits but did not get involved to an experience in which interaction is the
main feature. In addition, one identified problem is that most museum charged ticket price to the
tourist before entering.
Interactive displays form a large part of many exhibitions and particularly appeal to
children. Children are often difficult to attract to a museum or gallery as they tend to see this as a
boring experience. But the use of interactive technologies such as virtual reality has changed that
perception and opened up these spaces to a new audience.
1.3 OBJECTIVE
The goal of this project is to apply virtual reality to be comprehensively used in museum and
historical setting to understand it better. However, we’ll do it on a smaller scale and utilize legal
means. Our project will mainly focus on the following objectives:
To designing a mobile application that user can explore the emerging world of virtual
reality with supported by VR Box.
To develop an application will project information on existing monument as well as getting
the visitors to know some historical artifacts in the museum.
To test the application is functional and provide beneficial to the user.
1.4 SCOPE
The scopes for this project are identified to make the application development process easier. The
scope is divided into two which are application scope and environment scope.
1.4.1 Application scope
Mobile virtual reality using VR Box
Featuring some historical artifacts and information on existing monument
1.4.2 Environment scope
Based on the view of the Terengganu museum
Do not take the real museum scene and just poke what's inside of it
L.5 LIMITATION OF WORK
Mobile based application
The user need a VR Box/ VR Cardboard to playing the application and viewing the virtual
reality view.
Only android user can access this application
1.6 EXPECTED RESULT
User able to explore the emerging world of virtual reality 3D model with supported by Google
Headset. User also able to obtain the project information on existing monument as well as getting
the visitors to know some historical artifacts in the museum.
1.7 MILESTONE AND ACTIVITIES
The guideline of the TERMUS application is important to make the process of this project
will smooth and follow the procedure.
Table 1.1: Milestone and Activities
1.8 SUMMARY OF CHAPTER
Thesis structure is a summary of the whole project that divided into 6 chapters. Chapter 1 will
discuss the introduction, problem statement, objective, scope, expected result and limitation.
Chapter 2 will discuss the existing system. In Chapter 3, design and modeling will also be
discussed. Chapter 4 will show the implementation of the system. Chapter 5 will show testing and
result of the system. Lastly, Chapter 6 is the conclusion of the whole project.
CHAPTER 2
LITERATURE REVIW
2.1 INTODUCTION
The purpose of this chapter is to present selected literature review, which is very important
for the research. This chapter also describes and explains of the literature review carried out on the
application that will be used as references in developing thus application. The existing application
will also be discussed in the session. Literature review aims to review the critical points of the
current knowledge on a particular topic. Therefore, the purpose of the literature review is to find,
read and analyses or nay work or studies related to this application. It is important to well
understand about all information to be considered and related before developing this application.
Some research has been studied to understand to implement in the Termus (VR) application.
2.3 VR PLATFORM
In virtual reality, the platform used in the production of an application depends on the
selection made before the builder. In this application I use VR google cardboard as the main
platform. Google Cardboard is a virtual reality (VR) platform developed by Google for use with
a head mount for a smartphone. Named for its fold-out cardboard viewer, the platform is intended
as a low-cost system to encourage interest and development in VR applications. Users can either
build their own viewer from simple, low-cost components using specifications published by
Google, or purchase a pre-manufactured one. 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.
2.4 EXISTING APPLICATION
The existing application has been similar for Termus apps in terms of functions, problem-solving,
types of information and other. Such an example of that app is a Memorable Museum VR, National
Museum of Natural History and also Jurassic VR 2.
2.4.1 Memorable Museum VR
Memorable museum VR is a mobile app that allows users to explore within
the museum. Users can also place your own pictures inside the museum.
This app has two versions of free and one for paid version.
Figure 2.3: View memorable Museum VR
Strength
Interactive and user friendly
Weakness
It's hard to move
Do not bring in mods in the museum
2.4.1 National Museum of Natural History
National Museum of Natural History is a VR web-based application. In it
the user can explore the real museum in a 360 degree view panorama. It is
very interesting because it seems to be in the real museum.
Figure 2.3: View of National Museum of Natural History
Strength
Can be used in desktop and mobile platforms
Weakness
Cannot access without internet
2.4.3 Jurassic VR 2
Jurassic VR 2 is a mobile-based app. Users can track the museum and can
recognize the types of Jurassic available. Furthermore, the user can also
view the simulation of the available movement.
Figure 2.3: View of Jurassic VR2
Strength
Has a simulation a movement that gives more experience
Weakness
user can only view and cannot move
2.5 Overall Analysis
Table 2.1 The Overall Analysis of Application
3D
Animation
Video Text Image Audio Mobile
Based
Memorable
Museum VR
National of
Museum of
History
Jurassic VR
2
CHAPTER 3
METHODOLOGY
3.1 INTODUCTION
In this chapter is about process of developing project from the beginning until the end of
this project. The flow of the project will discuss briefly to give more understanding of design and
develop of this application. There are many methods that can be used for developing this project.
The methodology that can be decide in this project is ADDIE. In this methodology is based on
phases for each development process. Every phases of this methodology will be explained
3.2 ADDIE
The ADDIE model is the generic process traditionally used by instructional designers and
training developers. The five phases in ADDIE model that is analysis, design, development,
implementation, and evaluation represent a dynamic, flexible guideline for building effective
training and performance support tools. While perhaps the most common design model, there are
a number of weaknesses to the ADDIE model which have led to a number of spin-offs or
variations.
It is an Instructional Systems Design (ISD) model. Most of the current instructional design
models are spin-offs or variations of the ADDIE model; other models include the Dick & Carey
and Kemp ISD models. One commonly accepted improvement to this model is the use of rapid
prototyping. This is the idea of receiving continual or formative feedback while instructional
materials are being created. This model attempts to save time and money by catching problems
while they are still easy to fix.
Instructional theories also play an important role in the design of instructional materials.
Theories such as behaviorism, constructivism, social learning and cognitivism help shape and
define the outcome of instructional materials.
Picture 1 : ADDIE MODEL
3.2.1 Analysis process
In the analysis phase, instructional problem is clarified, the instructional goals and
objectives are established and the learning environment and learner’s existing knowledge
and skills are identified
3.2.2 Design Process
The design phase deals with learning objectives, assessment instruments, exercises,
content, subject matter analysis, lesson planning and media selection. 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.
3.2.3 Development Process
The development phase is where the developers create and assemble the content assets that
were created in the design phase. Programmers work to develop and integrate technologies.
Testers perform debugging procedures. The project is reviewed and revised according to
any feedback given.
3.2.4 IMPLEMENTION
During the implementation phase, a procedure for training the facilitators and the learners
is developed. The facilitators’ training should cover the course curriculum, learning
outcomes, method of delivery, and testing procedures. Preparation of the learners include
training them on new tools (software or hardware), student registration. This is also the
phase where the project manager ensures that the books, hands on equipment, tools, CD-
ROMs and software are in place, and that the learning application or Web site is functional.
3.2.4.1 Test run
This is when the developer test runs the project by herself. This is to ensure
that the project can be used and is running accordingly.
3.2.4.2 User Test Run
Before presenting the final product, a demo version is given to alpha and
beta testers to ensure that the project is meeting their criteria. Criticisms and
constructive feedback are taken into account to be implemented later on.
3.2.5 EVALUATE PROCESS
The evaluation phase consists of two parts: formative and summative. Formative
evaluation is present in each stage of the ADDIE process. Summative evaluation consists
of tests designed for domain specific criterion-related referenced items and providing
opportunities for feedback from the users.
3.2.5.1 DEBUG
Identify Errors
After the test run had been done, errors that were found by the users must
be identified. Glitches and mistakes must be brought to light for the
developer to improve the project while also implementing the feedback
given by the alpha and beta testers.
Find Solutions
Once errors have been identified, solutions to solve them must be done.
3.3 FRAMEWORK
Figure 3.1 Framework
3.5 METHOD / TECHNIQUE
The point of gaze is recorded and used in real time as an input in the user-computer interaction.
Researchers in this field develop more efficient and novel human computer interfaces to support
users with and without disabilities.
A person's point of gaze can be used in a variety of ways to control user interfaces, alone
or in combination with other input modalities, such as a mouse, keyboard, sensors, or other devices.
A major field within gaze interaction research is to find more efficient and novel ways to facilitate
the human computer interaction for users with disabilities, who can use only their eyes for input.
Other gaze interaction research focuses on the more general use of real-time eye tracking data in
HCI to improve user–computer interaction and explore novel user interfaces.
3.4 HARDWARE AND SOFTWARE REQUIREMENT
Software and hardware are important in the making this project as it is needed for the application
development. Table 3.4.1 and Table 3.4.2 illustrate the software and hardware are used to
develop this application.
HARDWARE USE FIGURE
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
Personal
Computer
Used to code,
render and create
the overall
interface. A PC is
needed as the
project is heavy
and requires strong
rendering power
that could not be
provided with a
laptop.
Headphones Used for
development and
test runs of the
projects as well as
used for the
finished project to
amplify immersion.
VR Headset 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.
Table 3.4.1 : List of hardware requirement
Table 3.4.2 : List of software requirement
SOFTWARE USE FIGURE
Unity Used to create the
Virtual Reality app
and overall project and
animate 3D characters
Maya 2018 Used to create 3D
character models
Google Cloud Used as an external
render models or
animations
Adobe
Illustrator
To design posters and
logo application.
Adobe
Photoshop
Used to create
sketches of
background,
characters and posters.
3.5 APPLICATION DESIGN AND MODELING APPLICATION
A storyboard is a graphic organizer in the form of illustrations or images displayed in sequence
for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive
media sequence. For the application, the Termus Apps also have a storyboard that will give an
example of design and modeling for this project. The Termus Apps have a standard function of
the button like as Start, Info button and Exit button.
Figure 3.2: Termus VR loading page
Figure 3.3: Termus VR main menu
Figure 3.2: Termus VR Info
Figure 3.2: Termus VR historical info
3.6 SUMMARY OF CHAPTER
In conclusion, the selection of good methodology is very important to make sure the
development of application can be done within the exact time given. Furthermore, a good
methodology also can provide systematic steps in developing the application so that the
application can be developed with minimum errors and problem. The methodology that is used
by Termus VR application for this project. It also explains the required hardware and software
that are used in this project that guides to the success of this project.
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