smart furniture catalogue using augmented reality

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SMART FURNITURE CATALOGUE USING AUGMENTED REALITY NOR HAZIMAH BINTI MOHD SAUFI BACHELOR OF INFORMATION TECHNOLOGY (MEDIA INFORMATICS) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019

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SMART FURNITURE CATALOGUE

USING AUGMENTED REALITY

NOR HAZIMAH BINTI MOHD SAUFI

BACHELOR OF INFORMATION TECHNOLOGY

(MEDIA INFORMATICS) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

ii

DECLARATION

The dissertation is submitted as a partial fulfillment for the award of Bachelor of

Information Technology (Media Informatics) with Honours at the University Sultan Zainal

Abidin (UniSZA). This work is the result of my researches. All sections of text and results

which have been obtained from other work/sources are fully referenced. I understand that

plagiarism constitute a breach of University regulations and will be dealt with accordingly.

…….……………………………………

Name : NOR HAZIMAH BINTI MOHD SAUFI

Date : MAY 2019

iii

CONFIRMATION

This project report title Smart Catalogue using Augmented Reality by Nor Hazimah binti

Mohd Saufi, matric number BTDL16044473 has been seen satisfactory in term of scope,

quality, and presentation as a partial fulfillment of requirement for Bachelor of Information

Technology (Media Informatics) with Honours in University Sultan Zainal Abidin,

……………………………………

Supervisor’s Name : MR MAT ATAR BIN MAT AMIN

Date : MAY 2019

iv

DEDICATION

Firstly, I would like to take this opportunity to express my deepest thanks to my supervisor,

Mr Mat Atar bin Mat Amin for his kindness, patience, and motivation towards this project.

Not forgetting, Faculty of Informatics and Computing, thank you for giving me

chances to discover and reveal new things by myself for this project. Besides, I would like

to thanks to my family, especially to En Mohd Saufi bin Mohd Nawawi dan Pn Siti

Maslinda binti Mohamad Darus and all other lecturers in Faculty of Informatics and

Computing for support, helping and give me the motivation to complete this project. Last

but not lease, a huge gratitude to my supportive friends who always help, encourage and

tech me with unlimited new knowledge.

v

ABSTRACT

An augmented reality (AR) is an application. It is combination of image and reality

appearance. Nowadays, an augmented reality is accessible for smartphone cameras, tablet

and webcam laptop. AR can be applied to marketing world by transforming the strategy

from on the paper into reality world. It can make an exclusive branded and also increase

the brand by following the changing revolution. The problem statement is people are not

interested for reading either book, magazine or catalogue. We proposed the development

for furniture catalog because people more spend more time to their device. However, we

still need the source from a book, but we can reduce it into a piece of paper but full with

information and interesting output. We can combine it as an innovative approach to printed

book by adding various sensorial interaction. The objective for this project is to raising the

brands to become more exclusive and following revolutionary changes. This application

will be awakened by using a several software that is Unity, Android Studio, Autodesk

Maya, java, and the database by using Vuforia Developer. As a conclusion, this application

for public generally do not know to imagine the physical of furniture characteristic of

engine, color that matches their demands. It also suggests to people that do not have

knowledge about the latest in technology.

vi

ABSTRAK

“Augmented Reality” (AR) adalah satu aplikasi. Ia adalah gabungan rupa imej dan

realiti. Kini, realiti diperkukuhkan boleh diakses untuk kamera telefon pintar, tablet dan

komputer riba webcam. AR boleh digunakan untuk memasarkan dunia dengan mengubah

strategi daripada kertas menjadi dunia realiti. Ia boleh membuat jenama eksklusif dan juga

meningkatkan jenama dengan mengikuti perubahan revolusi. Kenyataan masalah adalah

orang tidak berminat untuk membaca sama ada buku, majalah atau katalog. Kami

mencadangkan pembangunan untuk katalog perabot kerana orang lebih banyak

menghabiskan lebih banyak masa untuk gajet mereka. Walau bagaimanapun, kita masih

memerlukan sumber dari buku, tetapi kita dapat mengurangkannya ke dalam sekeping

kertas tetapi penuh dengan maklumat dan output yang menarik. Kami boleh

menggabungkannya sebagai pendekatan inovatif ke buku bercetak dengan menambah

pelbagai interaksi sensorial. Objektif projek ini adalah untuk meningkatkan jenama untuk

menjadi lebih eksklusif dan mengikuti perubahan revolusioner. Aplikasi ini akan

dibangkitkan dengan menggunakan beberapa perisian iaitu Unity, Studio Android,

Autodesk Maya, Visual Studio, dan pangkalan data dengan menggunakan Vuforia. Sebagai

kesimpulan, permohonan ini untuk orang ramai umumnya tidak tahu membayangkan

fizikal ciri-ciri perabot.

vii

CONTENTS

DECLARATION ........................................................................................................... ii

CONFIRMATION ........................................................................................................ iii

DEDICATION .............................................................................................................. iv

ABSTRACT ................................................................................................................... v

ABSTRAK .................................................................................................................... vi

CONTENTS ................................................................................................................. vii

LIST OF TABLES ...................................................................................................... xiv

LIST OF FIGURES ...................................................................................................... xi

LIST OF ABBREVIATIONS/ TERMS ..................................................................... xiv

LIST OF APPENDIX ................................................................................................. xvi

CHAPTER 1 .................................................................................................................. 1

INTRODUCTION ......................................................................................................... 1

1.1 Project Background ......................................................................................... 1

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

1.3 Objective .......................................................................................................... 2

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

1.5 Limitation of Work .......................................................................................... 4

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

1.7 Report Structure .............................................................................................. 4

viii

CHAPTER 2 .................................................................................................................. 5

LITERATURE REVIEW .............................................................................................. 5

2.1 Introduction ..................................................................................................... 5

2.2 Augmented Reality .......................................................................................... 6

2.3 Smart Catalogue .............................................................................................. 6

2.4 Comparison to the Previous Application ........................................................ 7

2.5 Comparison between Existing Project (Journal).......................................... 13

2.6 Comparison between existing Website ........................................................ 16

2.7 Development in Unity ................................................................................... 18

2.8 Novelty .......................................................................................................... 18

2.9 Chapter Summary ........................................................................................ 19

CHAPTER 3 ................................................................................................................ 20

METHODOLOGY ...................................................................................................... 20

3.1 Introduction ................................................................................................... 20

3.2 Problem definition ......................................................................................... 21

3.3 Identify hypothesis ......................................................................................... 22

3.4 Declare objective ............................................................................................ 22

3.5 Research Design ............................................................................................. 23

3.6 Implement Development Methodology ......................................................... 26

3.6.1 Phase 1: Preproduction ................................................................................ 26

3.6.2 Phase 2: Production ..................................................................................... 29

ix

3.6.3 Phase 3: Post- Production ............................................................................ 36

3.7 Project Requirement ..................................................................................... 37

3.8 Framework .................................................................................................... 38

3.9 Reporting ....................................................................................................... 39

3.5 Summary ........................................................................................................ 39

CHAPTER 4 ................................................................................................................ 40

IMPLEMENTATION AND RESULT ........................................................................ 40

4.1 Introduction ................................................................................................... 40

4.2 Implementation .............................................................................................. 41

4.2.1 Home Page .................................................................................................. 41

4.2.2 AR View...................................................................................................... 48

4.2.3 AR Marker ................................................................................................. 56

4.2.4 3D Model .................................................................................................... 61

4.3 Testing ............................................................................................................ 65

4.4 Results ............................................................................................................ 66

4.4 Summary ........................................................................................................ 66

CHAPTER 5 ................................................................................................................ 67

CONCLUSION ............................................................................................................ 67

5.1 Introduction ................................................................................................... 67

5.2 Project Contribution ..................................................................................... 67

x

5.3 Problems and limitation ................................................................................ 68

5.4 Future Work .................................................................................................. 69

5.5 Conclusion...................................................................................................... 69

REFERENCE .............................................................................................................. 71

APPENDIX 1 ............................................................................................................... 72

APPENDIX 2 ............................................................................................................... 74

APPENDIX 3 ............................................................................................................... 75

xi

LIST OF FIGURES

FIGURE TITLE PAGE

Figure 1.1 Interface of Houzz’s application ...................................................................... 7

Figure 1.2 Interface of DecorMatters’s Application ......................................................... 8

Figure 1.3 Figure of N’s application ................................................................................ 9

Figure 1.4 Example 1 of IKEA Catalogue 2013 ............................................................. 10

Figure 1.5 Example 2 of IKEA Catalogue 2013 ............................................................. 11

Figure 2.1 Example of ru ma’s website .......................................................................... 16

Figure 2.2 Example of kitchenz’s website ...................................................................... 17

Figure 3.1 Research Methodology ................................................................................. 21

Figure 3.2 Production Pipeline using Unity .................................................................... 25

Figure 3.3 Implementation Design ................................................................................. 27

Figure 3.4 Flowchart ...................................................................................................... 28

Figure 3.5 Process of Modelling .................................................................................... 32

Figure 3.6 Process of Texturing ..................................................................................... 33

Figure 3.7 Graphic of Unity Development ..................................................................... 35

Figure 3.8 Example of Texturing Process....................................................................... 35

Figure 3.9 Framework of Application Development....................................................... 38

xii

Figure 4.1 Homepage of Furniture Catalogue Application ............................................. 41

Figure 4.2 Back Button .................................................................................................. 41

Figure 4.3 Info Button ................................................................................................... 42

Figure 4.4 Guide Button ................................................................................................ 42

Figure 4.5 AR Camera Button........................................................................................ 42

Figure 4.6 Collection Button .......................................................................................... 42

Figure 4.7 Confirmation Exit Panel ................................................................................ 44

Figure 4.8 Cancel Exit Button ........................................................................................ 44

Figure 4.9 Confirm Exit Button ..................................................................................... 44

Figure 4.10 Info/Contact Page ....................................................................................... 45

Figure 4.11 User Guide .................................................................................................. 46

Figure 4.12 Collection Page ........................................................................................... 47

Figure 4.13 AR Camera View ........................................................................................ 48

Figure 4.14 Sound Button .............................................................................................. 48

Figure 4.15 Home Button .............................................................................................. 49

Figure 4.16 Mute symbol ............................................................................................... 49

Figure 4.17 Company's logo .......................................................................................... 49

Figure 4.18 3Dobject view in AR Camera ...................................................................... 50

Figure 4.19 Object Zoom ............................................................................................... 51

Figure 4.20 Rotate 360⁰ object ....................................................................................... 52

Figure 4.21 Display info panel ....................................................................................... 53

Figure 4.22 Info Panel ................................................................................................... 54

Figure 4.23 Guide Panel ................................................................................................ 54

Figure 4.24 Exit Panel ................................................................................................... 55

xiii

Figure 4.25 BRS1335C AR Marker ............................................................................... 57

Figure 4.26 BRS1335C Marker Features........................................................................ 57

Figure 4.27 BRS1338C AR Marker ............................................................................... 58

Figure 4.28 BRS1338C Marker Features........................................................................ 58

Figure 4.29 BRS1339C AR Marker ............................................................................... 59

Figure 4.30 BRS1339C Marker Features........................................................................ 59

Figure 4.31 BRS1803C AR Marker ............................................................................... 60

Figure 4.32 BRS 1803C Marker Features....................................................................... 60

Figure 4.33 BRSW113 AR Marker ................................................................................ 61

Figure 4.34 BRSW113 Marker Features ........................................................................ 61

Figure 4.35 BRS1803C 3D Model ................................................................................. 62

Figure 4.36 BRS1339C 3D model.................................................................................. 63

Figure 4.37 BRS 1338C 3D model ................................................................................. 63

Figure 4.38 BRS1335C 3D model.................................................................................. 64

Figure 4.39 BRSW113 3D model .................................................................................. 64

Figure 4.40 Graph Result for User Testing ..................................................................... 65

Figure 4.41 Feedback Result from User ......................................................................... 65

xiv

LIST OF TABLES

TABLE TITLE ...................................................................................................... PAGE

Table 1.1 Comparisons between the applications ........................................................... 12

Table 2.1 Comparisons between Journal ........................................................................ 13

Table 2.2 Comparisons between websites ...................................................................... 17

Table 3.1 Method Collection.......................................................................................... 23

Table 4.3 List of software needed .................................................................................. 37

xv

LIST OF ABBREVIATIONS/ TERMS

AR Augmented Reality

VR Virtual Reality

xvi

LIST OF APPENDICES

A APPENDIX 1……………………………………………………….……………72

B APPENDIX 2…………………………………………………………………….74

C APPENDIX 3………………………….…………………………..……………..75

1

CHAPTER 1

INTRODUCTION

1.1 Project Background

To prepare for future innovations is a hard process for most firms that included

several factors. Innovations are novelties that require a cognitive effort to be noticed. The

process also includes assessing how a new innovation could affect one firm and often times

there are multiple choices and scenarios. This application is currently new in the industrial

revolution 4.0. This project is using 3D modeling technique. Marker based augmented

reality are used as the method in this project. The idea is that consumers can easily and

cheaply film or photograph their homes and use the pictures to imagine the real furniture

on sale. The fact that the use of smartphones and tablets has exploded the last couple of

years is crucial and makes AR more practical as a potential shopping tool. In the same

time, the branded of the company rapidly increase over the world because of the power

spreading of technology used.

2

1.2 Problem Statement

The problem with the furniture industry is that this trend lags behind other products

like books, electronics and clothes (E-Barometer, 2014).

1) Competition between large company in the fast-growing digital era and revolution

4.0.

2) Looking at pictures of products online and getting product information wasn’t

enough to convince customers to purchase.

3) Major of furniture store does not have their full set stock for the furniture, so that

customer still cannot see the real furniture.

1.3 Objective

There are three main objectives of this proposal. Three objectives are derived to

overcome problems that stated before. The objectives are:

1) To design application to enhance the growing recognition of brands as well as

technology advanced furniture.

2) To develop applications for customers using interactive approach.

3) To implement and evaluation the application for the seller at their furniture

store.

3

1.4 Scope

This application will use by the only one main actor which is the main admin of

this system and the customers as the user.

a) Application

Display an item model.

Running the application and pointing the camera to AR-marker the user can

see 3D model of a piece of furniture.

Rotating the model.

By flicking gestures, the user can rotate the model by 360⁰.

More details of the model.

Tap the object and will pop up the detail of the object.

Placing several markers together.

The user can model the whole interior

Get more info of the furniture

The user can only refer to the info without using AR camera with scrollbar

interactive.

b) User

This application will use by the customers as a user and admin to update any

stock of furniture.

c) Software/Application

Unity, Autodesk Maya, Java Application, Vuforia Developer, Android Studio

and C# language.

4

1.5 Limitation of Work

The limitation of this application is all the contacted companies are located in

Sweden and Scandinavia. With the exception of IKEA which is global, this study is limited

by the fact that it can’t necessarily give a global answer on how different furniture firms

work with new and emerging innovations. There are limitations to marker-based SDKs,

they just work on android and do not work on IOS. This application also implement

physical button only for the interaction between user and the application.

1.6 Expected Result

At the end of the project, the expected outcome of the proposed project development

is as follows:

i. This application providing a complex stock in development 3D of Augmented

Reality for the better updating furniture for user in that furniture company.

ii. This application as an interactive tool for customers in looking for the furniture

at home.

1.7 Report Structure

The reminder of this thesis is organized as follow. In chapter one, we discuss the

project’s background, problem statement, project objectives, and project’s scope. Chapter

two discusses literature review which refers to previous reaches and articles. Chapter

three and four details of this project methodology and application design respectively.

5

CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter provided some reviews of technique which have been proposed by

many researches in previously. The furniture catalogue also have reviewed to ensure the

quality in order to improve this project. The literature review involving process of read,

evaluating and analyze the available literature related to the selected area of a project to

introduce a need for a new research. In this project literature review, a research has been

made to understand and get some overview about existing project and related technology.

6

2.2 Augmented Reality

Augmented Reality aims at simplifying the user’s life by bringing virtual

information not only to his immediate surroundings, but also to any indirect view of the

real-world environment, such as live-video stream. AR enhances the user’s perception of

and interaction with the real world.

2.3 Smart Catalogue

This application discusses the idea from previous project and applications, there is

part of research when in the particular topic is placed. This literature reviews easier to

understand general description of exist application and system and also the method by using

augmenter reality (AR). In order, to make the literature review easier to student understand,

the information is preset in the table.

Other includes a brief preview of the topic discussed, the research that has been

done by existing application and making comparison between existing augmented reality

application. The ideas from the previous resource or available resource help to meet the

objectives of this application. There have several references that can make it as innovation

from the product.

7

2.4 Comparison to the Previous Application

2.3.1 Houzz’s application

Figure 1.1 Interface of Houzz’s application

Houzz is great for design inspirations. It has 5 million home images. Their interior

designers told me that they use Houzz a lot as a tool to figure out what their clients want.

Beside their giant pool of nice images, Houzz used building 3D models for its product on

its marketplace where user can see products in their room before buying them on Houzz.

8

2.3.2 DecorMatters’s Application

Figure 1.2 Interface of DecorMatters’s Application

Figure 1.2 above shows ‘DecorMatters’ has a new startup focusing on interior

design and decorating. The app enables user to design on a template or a real room

background. Users have more freedom of choosing furniture from their familiar brands or

stores to try. Moreover, they have inspirations where user can purchase all furniture and

decorations directly from the design. It’s really shopping the look. They recently have the

AR Ruler feature where users can measure their space to see whether the furniture is going

to fit into their space or not.

9

.2.3.3 N’s application

Figure 1.3 Figure of N’s application

Figure 1.3 above it’s more like a community or a game where users can comment

or vote on other designs or take some challenges as a game. It’s fun to interact with other

designers in the community.

However, these three applications are not user marked-based method which is they

use marker-less. That is different because smart furniture catalogue is maintain to use

catalogue as their main objective. Last but not least, these applications are useful and can

be as reference for smart furniture catalogue.

10

2.3.4 IKEA application

Based on the research, development of AR furniture applications are many

examples. The other development is IKEA catalogue. IKEA has an interactive approach

but the application does not give any information for user. This catalogue cannot change

the color of the product and arrange the furniture as interaction. Smart catalogue will

develop similar as this catalogue with innovation combination from the other two websites

and these two examples of AR furniture application development.

The figure below shows another development of the existing AR furniture catalogue from

IKEA for the visualization of the furniture;

Figure 1.4 Example 1 of IKEA Catalogue 2013

11

Figure 1.5 Example 2 of IKEA Catalogue 2013

In the nut shell, the references are really help for the new idea and innovation. The

development will archive the objective of the product. As we all know, AR applications

become well-known in the market of design field, the systems not just used by the expert

users but also non-expert users. Hence, this AR application should be easily to use and

easily setup. If the users do not know how to start use the application, they will not use the

application no matter how good the application. This is why Smart Furniture Catalogue and

maintain to use catalogue. To make sure the seller can show them with given some

explanation to the customers.

12

2.3.5 Comparison between these applications

Table 1.1 Comparisons between the applications

Application Technique Advantage Disadvantage

Houzz Marker-less 3D models for

some products.

Not so great user

experience.

DecorMatter Marker-less Easy for mood

board as well as

scratch design

Do not have 3D

models, sometimes

you have to and the

right angle of the

furniture.

N Marker-less Have lighting and

shading tools.

Don’t have 3D

models, limited

furniture choice.

IKEA Marker-based The product can

change.

Certain page only

display the certain

product.

13

2.5 Comparison between Existing Project (Journal)

There have a few existing researches that included the suggestion application. The

difference between the website and application are using the several techniques. AR

development can be described as “interaction and visualization make the model in reality”

rather than the only images or info graphic posted in the website. AR version of reality is

direct views of physical real-world environment are augmented with superimposed

computer-generated images over a user of the real-world.

Table 2.1 Comparisons between Journals

Author/Year Project Title Overview Technique Strength

Daniel Platisa,

Saman

Heidari,

(2014)

Furniture

Retailing in the

Times of

Augmented

Reality

Embraced by

customers as a

shopping tool.

Marker-based Discovered a

lack of

knowledge in

the speed of

quality

improvements

of AR which is

due to the high

development

speed in the IT-

sector.

14

Snehal

Mangal, Nabil

Phansopkar,

Safwaan

Mujawar,

Neeraj Singh,

(2016)

Virtual

Furniture

Using

Augmented

Reality

Can see the

objects in

physical world

virtually

Marker-less User can attempt

multiple

combination of

furniture object

virtually without

physically

moving the

furniture items.

Khushal

Khairnar,

Kamleshwar

Khairnar,

Sanketkumar

Mane, Rahul

Chaudhari

(2015)

Furniture

Layout

Application

Based on

Marker

Detection and

Using

Augmented

Reality

Customer can

view the

furniture object

virtually in real

environment

before buying

object.

Marker-based Help buyer to

determine how

to setup

furniture in

home structure.

Ananda

Poudel, Omar

Al-Azzam

(2016)

Interior Design

with

Augmented

Reality

AR will play a

vital role in the

furniture.

Marker-Less Allows user to

use select, place,

remove and

modify 3D

models in an

interactive way

15

Tan Poh Yee

(2013)

Interior Design

using

Augmented

Reality

Design

modifications

and refinements

due to the

support for

viewing the

design.

Marker-Less People do not

need to go to the

shop for sample

to decorate

house and room.

Few previous authors had proposed interior design application by using Augmented

Reality (AR) Phan & Phoo (2010). They are authors Koller, C. Wooward, A. Petrovski; K.

Hirokazu, et al. The related equipment such as data glasses connected Head-mounted

display (HMD). Nevertheless, this equipment uncommonly used by user.

In an AR environment, user can play with the model furniture that display in real

time on the screen. It provided a platform that users can interact with the object on image

in real space. Hence, the research suggests a new way to apply AR technology in the interior

design work. With dynamic and flexible user interface, user can look at the virtual object

and correspond with the 3D object.

In the future, it believed that many developers will seek augmented reality

interaction more deeply, providing interior design, Furniture Company and etc. More

function augmented reality design tool and let user interact with an object with simple and

easy to use tracked physical tools.

16

2.6 Comparison between existing Website

There have a lot of website that are easier for user to search and choose their dream

car that can be found on the internet. More often than not, they are only show the type of

the furniture without visual and reality image. Sometime, they do not show the type of

colour that was suggested for that product. Furthermore, at the website that shown below

more gave advertisement than the information of furniture. Smart furniture catalogue will

have a simple interface but have an interactive and complete of information. User also can

arrange the place of product in one space.

Figure 2.1 Example of ru ma’s website

17

Figure 2.2 Example of kitchenz’s website

Figure 7 above shows all content that are develop by kitchenz’s company for their

website. They are provided the suggestion for any type of room and kitchen from their

price. When the suggestion displays, they have to click the price to get more detail and

information of that products. Smart catalogue provided but the outputs are show the type

of colour suggestion and interactive of product.

Table 2.2 Comparisons between websites

Website Method Advantage Disadvantage

Ruma Online website Many large pictures Need an internet to

search the product. Kitchenz Online website Give more detail

18

2.7 Development in Unity

Unity Technologies is the creator of a flexible and high-performance end-to-end

development platform used to create rich interactive 2D, 3D, VR and AR experiences.

Unity's powerful graphics engine and full-featured editor serve as the foundation to develop

beautiful games or apps, and easily bring them to multiple platforms: mobile devices, home

entertainment systems, personal computers, and embedded systems.

Unity also offers solutions and services for creating games, boosting productivity,

and connecting with audiences including the Unity Asset Store, Unity Cloud Build, Unity

Analytics, Unity Ads, and Unity Certification. Unity Technologies serves over 5.5 million

registered developers including large publishers, indie studios, students and hobbyists

around the globe. The support website for using the unity is Vuforia Developer as the

platform and official partners to create the license key and database for the object and image

target. The animation will create by using programming code in Java SDK.

2.8 Novelty

Smart Catalogue is built with Unity software using Vuforia Developer as the device

database. This can provide visualizations information using multimedia elements. Besides

that, it is alternative approach in expose the imagination of furniture. Using AR element

are interactive and dynamic content. On the other hand, the application is display animated

models of furniture to attract user. The criteria that provide this application are easily to

understand by novice people that are do not know to imagine the condition in a room for

their furniture.

19

2.9 Chapter Summary

In this phase, it will deliver the information about the study on the past research and

the current website. This study is more to focus to do the development and suggestion to

user. With this study, a new application will be developed and benefit the all users.

20

CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter explained the detail of the methodology that is being used in the

development of application. The technique that has been selected is recognition marker-

based AR. Recognition based augmented reality relies on recognizing real world items such

bar codes, images, texts, etc. to provide information. The most common type of

Recognition Based AR App is a language translation app which uses camera to read the

text, translates it and overlays on top of an image. This chapter will explain more details

about every phase that involved in this project. The phase is pre-production, production and

post-production.

21

The process of creating 3D animation can be sequentially divided into three phases:

that is modeling which is describes the process of creating the 3D objects within a scene.

While layout and animation, which describes how objects are positioned and animated

within a scene. Lastly is rendering, which describes the final output of the completed

computer graphics. Through the combination of the above phases and a few other sub-

phases, this completes the process of a 3D animation production. The project methodology

is being used to solve all the problems arising in the system analysis systematically to

ensure this project is completed and meet the objectives. It is important to decide what is

the problem occur and what kind of method that are suitable to overcome the problem in

the proposed project. There are a few steps that are being followed in this research

methodology as illustrated in the Figure 3.1 below.

Figure 3.1 Research Methodology

3.2 Problem definition

Books are becoming increasingly difficult to see by most communities, and

for the categorical reasons, as the digital age is growing rapidly, the use of cinders

can be categorized as outdated, most customers simply buy online by viewing the

website. However, customers still cannot see physically the furniture as they go

through 2D diagram

22

3.3 Identify hypothesis

Research prove that community acceptance to 2D or 3D nowadays are 80% are

interest with 3D development. The next episode of 3D printing will involve printing

entirely new kinds of materials. (Hod Lipson, 2014) Hence, this section traces the

development of 3D printing and its economic contribution. It then describes the ecosystem

that has given rise to this innovation, paying particular attention to factors that have been

crucial in advancing it. Finally it focuses on the role of the IP system in the development

of 3D printing and notes some potential challenges that this innovation may pose to that

system. (Bechtold, 2015) A hypothesis behind this research is conducted based on the

fact and the expected result, where the use of technology as learning aid tool in more

interactive way can incites and affects the user to with the draw of digital technology

development

3.4 Declare objective

Based on the hypothesis that being stated before, this project was proposed to find

the solution for the situation. The general objectives of this research are enhance

company as a revolution company with the help of technology in order to achieve the

2020 vision where the using of technologies today becoming a widespread among

youngsters. Therefore, the specific objective of this project being proposed are:

23

1. The additive development of three-dimensional models with an aesthetic (visual) or

assembly objective is achieved using techniques that involve the layer-upon-layer

addition of 3D models.

2. One objective during research is that of obtaining prototypes using software Autodesk

that capable of modeling and texturing 3D object testing using rapid prototyping

technologies.

3. The final objective is to achieve a design that allows entrepreneur to use of 3D

technology, making it more interactive and virtual catalogue which would mean many

of the models could be directly built on Autodesk and Unity software.

3.5 Research Design

Two types of method are being used in this research to propose the suitable

solution which is observation method and collection of secondary data. The result

from this method collection are being stated in Table 4 below.

Table 3.1 Method Collection

Data Collection Method Findings

Observation Method • Mostly in AR application only in learning

and gaming.

• Furniture catalogue is suitable topic for

introduction of manufacturing industry.

24

Collection of Secondary

Data • Five element multimedia can help

someone remember better than only one

or two elements.

• The information is displayed on real world

layers in real-time as if the information is

real when using AR technology.

• Need an improvement for existing project.

The reason for choosing Augmented Reality technology with 5 element multimedia as

the learning aid tool are as followed:

1. Augmented Reality

i. The augmented reality (AR) function is to increase one's perception of

the world around it and make some virtual and real world a new interface

capable of displaying relevant information that is very helpful in the

field of education.

ii. Augmented Reality (AR) aims to take the real world as a base by

combining several virtual technologies and adding constituent data to

make the human understanding as the user become increasingly clear.

iii. Information about objects and environments around us can be added to

the Augmented Reality system and then the information is displayed on

real world layers in real-time as if the information is real.

25

2. Five Element Multimedia:

i. Hypermedia aspects of multimedia play an important role in education

as it enables students to explore into the specific topic in the subject

according to their needs.

ii. Able to convey a complex concept visually and also dynamically.

iii. More vibrant and realistic video or graphic display or presentation is

able to attract the person emotions or moods more easily.

A pipeline is a series of product, either in a state of development, preparation, or

production, and ideally in different stages of their life cycle. At any in a target, the goal is

to have some products in the growth stage, which is the key stage for establishing a

product’s position in a market, increasing sales.

Pre-Production Production Post-Production

Figure 3.2 Production Pipeline using Unity

Script and

Storyboard

Device/Cloud

Database

Modeling &

Animation

Audio

Final Output

26

3.6 Implement Development Methodology

3.6.1 Phase 1: Preproduction

1) Idea

The main idea of augmented reality is to present physical object in a real environment as if

they were part of it. The camera pose is used to render the 3D object. The camera of

computer graphic is moved to same pose as the real camera and 3D object are rendered on

top of the real image in catalog. If the different type of users use the same application, it

might be good idea to think about the possibility to have several different user interface.

From the research, AR interior design application with necessary amounts of features,

whereas, consumers would prefer a simple user interface with less features. For this

proposed project there are some question to ask during this idea component, as guide

for further process:

What kind of project to develop?

What is this project for?

Who is the audience?

What kind of development tool needed?

What is the final product?

27

2) Implementation design

Figure 3.3 Implementation Design

The above project design explains the working of the project. The user which has

the application and the marker is intended to use facilities like selecting the intended

product they want to explore and capturing the image from the marker. The main focus is

to allow the user to view the product in the home environment allowing them to make

purchase decisions regarding the furniture product.

3) Storyboard

In this phase are using Adobe Photoshop to design the storyboard for the project. A

storyboard is a sequence of illustrations that showcase the digital story in two dimensions.

The first dimension is time: what happens first, next, and last. The second is of interaction:

how does the voiceover interact with the images, how do visual transitions and effects

help tie together the images? Any element can interact with any other one, and the

storyboard is the place to plan out the impact to intend to make on the audience.

A Place Marker

at the

catalogue

1) Capture the

catalogue

2) View and

touch the object

3) Superimpose

3D object

4) Change the

color and

explore the Capture the

marker which

are selected

28

4) Flowchart

The flowchart below explains the actual flow of project. Firstly, the new user needs

to select which product he/she intends to explore & accordingly select the product from

the main page. After selecting the furniture by the user and interface will change which

will access their camera. The marker should be placed after the camera has been opened

on the user device. After viewing they can view the other model by slide the catalogue to

others page.

Figure 3.4 Flowchart

29

3.6.2 Phase 2: Production

The production stage includes the following components, research & development,

layout design, modelling, texturing, rendering and database.

1) Research and Development

In this phase, the research has been made for implement for trial. Such technologies

are currently in need of further development and research in order to reach the availability

and utilization level of visual-based applications and devices, but certainly have the

potential in the field domain. The Introduction section of the abstract the AR technology in

general, clarifies the distinction between the augmented reality (AR) and virtual reality

(VR), and gives an overview of related work. The Augmented Reality in Smart Furniture

Catalogue provides a comprehensive literature overview of research, technology and

application developments in the context of utilizing the augmented technology in furniture

domain.

2) Layout

Layout are drawn from storyboard which define the movement and perspective in

the scene. Because storyboard artists draw background in a rough, simplified style and

background layout are transform the storyboard to the next level. Layout drawings are then

given to the background painters to color and complete the visual style.

30

Front page

for the

application

which is

button exit,

and AR

camera.

AR camera

viewed

before scan

the marker

(picture)

Front Page AR View

This is the

how the

image will

display with

texture.

Customer

need to

zoom the 3D

object.

Display Object Zoom View

31

Customer can

rotate the

object to look

360 of the

objects.

User can

click an icon

for more

information

Rotation Object Info Page

ser can

choice the

button to exit

from the

application.

Exit Page

32

3) Modeling

This section are primitives which is can be anything from a single point (called a

vertex), a two-dimensional line (an edge), a curve (a spline), to three-dimensional objects

(faces or polygons) as shown in figure 3.5 below. Using the specific features of chosen 3D

software, each one of these primitives can be manipulated to produce an object. Three-

dimensional (3D) models represent a product using a 3D space. The software used is

Autodesk Maya.

Figure 3.5 Process of Modelling

4) Texturing

This process is similar to adding decorative paper to a white box. In 3D, texture

mapping is the process of adding graphics to a polygon object. These graphics can be

anything from photographs to original designs. After a 3D model is created, 2D image will

be overlaid on it to add colors, design, and textures. This is called mapping, and often the

entirety of a model’s color comes from this. These maps can be created in programs like

Photoshop, and the illusions of textures can be brushed onto the models.

33

Figure 3.6 Process of Texturing

5) Rendering

Autodesk Maya is software fully used for modeling the 3D object. It is the main

software consists the modeling and animation needed. After rig the model and make

animation, last process for 3D production is rendering and the model will transfer to Unity

Software for the next production. Lastly, the model will import to Unity Software.

6) Develop and Implementation

During this stage the Unity AR need to be deploy to mobile and set the mobile

as developer to be able the camera on the phone scan the image and display the 3D

Furniture model. However, the web cam on the laptop also can be used for image

scanning test before deploy the project into the mobile phone.

34

7) Database

This phase involving the element of database which is admin need to upload the

marker into Vuforia Developer to the get the license number and upload the marker in the

unity software. During project modeling, the more difficulty of the picture, the higher

availability to make it as marker.

8) Language

During this Visual Studio are defined to make an animation for the modeling using

JavaScript language. It has a hyperlink with Unity Software to bring an interactive

approach.

9) Unity

This phase is important to build the application that are combined from Vuforia and

Java SDE. The setting must decide for any type of android. The technique is imported the

modeling from Autodesk Maya and catch it in Unity to make it physically appearance.

After the development complete, admin need to build it with Android Studio using apk file.

User need to install the apk file in the android phone.

35

Figure 3.7 Graphic of Unity Development

Figure 3.8 Example of Texturing Process

36

3.6.3 Phase 3: Post- Production

The last phase in this methodology is the actual realization of the augmented reality

using the chosen implementation environment. For example, added the background audio

to give more interesting output. After that, the testing process are needed. After success to

build in the device such as android, developer need to test at several devices to make sure

the application are flexible to used.

1) Built apk file

After compose all the application needed, next step is built the apk file which is using

software Android Studio to support all of android version such as Lollipop, Kit Kat, etc.

2) Test run project

This is when the developer test and runs the project to ensure that the project can be

used and running accordingly. Before presenting the final product, this project will be

given to other user for the test and feedback proposed. Criticisms and constructive

feedback are taken to be implemented later on.

3) Final output

After the development around 5 months, the final output for this application is display the

3D model for the furniture catalogue. User can install the application using apk file and

application can play using the selected marker.

37

3.7 Project Requirement

Project requirement includes two parts which are software requirement and

hardwares requirement. The requirement the project to ensure the completion process well

and every aspects requirement need to be used for chapter implementation and analyze to

make sure the correct of the application.

Table 4.3 List of software needed

No. Software Purpose

1. Adobe Photoshop Used to design the storyboard

2. Microsoft Word 2016 Used to do the documentation of application.

3. Android Studio Used to code the core program of the project.

4. Java SDE Programming Language C#

5. Autodesk Maya Modelling the 3D product

6. Unity Animate the modelling and connect to the device.

7. Vuforia Developer Database for the application

38

Table 3 List of hardware needed

No. Hardware Description

1. Laptop ASUS A555L

2. Processor Intel Core i7

3. Memory 4 GB RAM

4. Operating System Window 10

5. System type 64-bit Operating System

6. Mobile phone Samsung A5 2015

3.8 Framework

Figure 3.9 Framework of Application Development

39

Known as Software Development Kits (SDK), or simply frameworks, the tools used

for the development of AR applications provide a coding environment where users are

enabled to create the capabilities that will compose software applications with the

capabilities and resources of augmented reality. According to Amin & Govilkar (2015).

There are several tools currently in evidence for the execution of tasks that involve

the development of applications that use AR resources. Next, it was sought to present the

main features demanded from tools that offer these resources. In this next section, it will

be present the methodological procedures adopted for the execution of tests and the further

steps taken for the fulfillment of this research.

3.9 Reporting

Therefore, the marker-based technique has been used to develop this AR

Application model based on Furniture Catalogue. As this application platform is for

android user. The language for building this AR application is C# language and the

environment is in 3D form. A physical button is implemented in this application

3.5 Summary

This chapter discuss on methodology for the system development required to

complete the Smart Furniture Catalogue. Each oh phase development will follow the steps

in Pipeline discussed earlier in this chapter.

40

CHAPTER 4

IMPLEMENTATION AND RESULT

4.1 Introduction

This project is implemented as an android application by using Unity which is

Unity’s industry-leading developer experience combined with tools purpose-built for AR

creators and unified workflow across AR devices to push the bounds of user imagination.

We have the custom resources to bring user immersive vision to life. This project also used

C# language to connect in the Visual Studio to the Unity of application.

The core of project is focused on user site only. The user has functions are selecting

the AR camera, taping on the screen to get more detailed about the object, zoom in for

enlarging the map, zoom out for shrink the object and rotate the object about 360. User also

can selecting collection to see all of object contained by 2D graphic.

41

Testing and implementation are described to develop the application as a specific

design that discussed in the previous chapter. This chapter should finish before the

application is complete. This chapter will cover the accurate testing the program on the

mobile application.

4.2 Implementation

4.2.1 Home Page

Figure 4.1 Homepage of Furniture Catalogue Application

Figure 4.2 Back Button

42

Figure 4.3 Info Button

Figure 4.4 Guide Button

Figure 4.5 AR Camera Button

Figure 4.6 Collection Button

43

Figure 4.1 above show the whole interface for home page. There have a choices

button for exit, info and guide. The interface uses all element of furniture for background.

The explanation is on figure 4.2 that is exit button for user to make confirmation to exit

from the application. There will have yes or no button to confirm exit. Figure 4.3 is info

button are ready for user to know the background of the furniture. Moreover, it will be

easier for user to order the furniture by contact from the information given from home.

Figure 4.4 is guide button which is guide user how to use the application smoothly. There

has some instruction and technique finger to use and application works well. At the center

of the home page have two main button for this application.

The main button in this application is AR Camera and Collection. AR Camera

button are functioned to go to the next scene which is user able to scan the catalogue

provided to show the 3D object and make an interaction on it as figure 4.5 shown above.

Second, figure 4.6 collection button at the bottom of the AR camera button. Here have a

2D image with prices for all of collection in the catalogue.

44

Figure 4.7 Confirmation Exit Panel

Figure 4.8 Cancel Exit Button

Figure 6 Confirm Exit Button

45

Figure 4.7 are specified interface for those who want to quit from the applications.

There have two button. Figure 4.8 are confirm button. User need to tap this button if

confirm to quit. While figure 4.9 are cancel button. After user tap the cancel button then

the interface will back into homepage.

Figure 4.10 Info/Contact Page

This is information interface which is user can get the background trading at this

interface. There are include address, contact number for any order, fax number for any

document, email address and website pages. User can back into homepage back tap exit

button above after get the information.

46

Figure 4.11 User Guide

This interface at figure 4.11 have gave a guide for user to make interaction in this

application smoothly. The first icon is AR home. The meaning is only a page at special AR

catalogue have the 3D model object. Next is a pinch icon which is user need to use two

finger to zoom in and out the object, and rotate the group object. Third icon is tap where is

user can tap the object like bed or dressing table to display the detail actual size of product.

Last but not least sound icon. To make sure the button are function mute sound, the button

will change interface.

47

Figure 4.12 Collection Page

At the center of homepage have two button for user interactive. After selecting

collection button, this interface will appear. While figure 4.12 is the collection page. There

have all of detailed and info to all collection in the catalogue using 2D graphic image. User

can tap the scrollbar (black color) to scroll up and down the container. The interface will

go into homepage after tap this button.

48

4.2.2 AR View

Figure 4.13 AR Camera View

After selecting AR Camera button, AR view will appear and user can scan the

catalogue (AR furniture catalogue) as provided from the developer. There has a lot of

button for user friendly application. The same button on the homepage will pop up.

Figure 4.14 Sound Button

49

Figure 4.15 Home Button

At the bottom of AR view is home button and sound button. As long as this camera

is open, a side song will be prolonged to illustrate the fun of the app to the user. However,

users can make a choice to mute the application sound.

Figure 4.167 Mute symbol

Figure 4.15 is sound button. For user who want to disable the sound, they can tap

this button and the sound will mute. Another symbol will appear as symbolic of mute

button. The symbol will shows as figure 4.16. User can tap this button if want to continue

hear the sound. Figure ### is home button for user want to turn back into homepage.

Figure 4.17 Company's logo

50

Figure 4.17 shows the logo of company. This logo naturally helps to assist and

introduce the type of furniture companys.

Figure 4.18 3Dobject view in AR Camera

Figure 4.18 show the several model are placed together to give a reality

environment while seeing the model. This development project have five marker-based and

the different model with different marker will placed.

51

Figure 4.19 Object Zoom

This figure shown about the first choice interactive user can play which is zoom in

and zoom out the model to view the model more closely and clearly. User need to follow

the instruction where they need to pinch two finger at the clear area and move their finger

to zoom.

52

Figure 4.20 Rotate 360⁰ object

Figure 4.20 show the second interactive user can play that is rotate option. To see

360 degree, user does not need to rotate the catalogue but only user two finger and tap and

clear area and turn around the finger to rotate in any direction user want.

53

Figure 4.21 Display info panel

The main interactive user is physical button. They need to tap on the object and the

description will pop out. All of detailed for the model chosen like height, width and depth.

After finish to see the detailed, user can tap the back button to remove the popup. This

option can be applied to all model provided as shown at Figure 4.21.

54

Figure 4.22 Info Panel

Figure 8.23 Guide Panel

55

Figure 4.24 Exit Panel

Figure 4.24 show the user option which is info button, guide button and exit button

also provided on AR view camera. User does not need to back homepage to get that

information because all of that button will provide their panel. This application give

convenience for consumer usability.

56

4.2.3 AR Marker

Image recognition is an imperative component of augmented reality systems. By

use of identifying visual markers already embedded within the system, physical world

objects are detected for superimposition of virtual elements. In order for an AR application

to estimate the orientation and position of a camera with respect to the real world frame,

most applications employ a tracking technique known as marker based augmented reality.

Once you begin using the marker-based augmented reality system with a digital

device, the image of the physical world captured by your camera is converted into a

grayscale image to expedite the image processing algorithm. The algorithm then uses the

image of the camera as well as the decoded marker ID to augment the virtual object onto

the physical world model. By focusing the camera of whichever digital device you are using

to deploy the augmented reality app on the specified markers, the app is able to retrieve the

information stored to display the three-dimensional virtual object accurately.

57

Figure 4.25 BRS1335C AR Marker

Figure 4.26 BRS1335C Marker Features

58

Figure 4.279 BRS1338C AR Marker

Figure 4.28 BRS1338C Marker Features

59

Figure 4.29 BRS1339C AR Marker

Figure 4.30 BRS1339C Marker Features

60

Figure 4.31 BRS1803C AR Marker

Figure 102 BRS 1803C Marker Features

61

Figure 4.33 BRSW113 AR Marker

Figure 4.34 BRSW113 Marker Features

62

4.2.4 3D Model

3D modeling is the creation of a computer generated representation of an object or

character in 3D space. A 3D modeler has to build models before they can be animated or

VFX can be applied. Depending on the end goal, they may be working from scratch,

concept art, other 3D designs or even optimizing scan data to create models. A modeler

will also work on the topology of the model, or the way vertices and edges are arranged, to

ensure the model is ready for the next steps in the pipeline. Successful modelers will have

creative ways of getting the job done in the time allotted while ensuring the accuracy of the

final product.

Figure 4.35 BRS1803C 3D Model

63

Figure 11 BRS1339C 3D model

Figure 4.37 BRS 1338C 3D model

64

Figure 12.38 BRS1335C 3D model

Figure 4.3913 BRSW113 3D model

65

4.3 Testing

Testing is needed to test application full function. These is three type of testing in

the application. Those are unit testing, integrate testing and system testing. Unit testing is

carried out to verify the functionality of specific section code and integration testing works

to exposed defects in the interface and interaction between modules. End-to-end testing or

system tests a complete integrated system to verify that it meets its requirements.

Figure 4.40 Graph Result for User Testing

Figure 4.41 Feedback Result from User

66

4.4 Results

The expected result after releasing of the application Smart Furniture Catalogue is

user should be able to get the easier way to order the furniture from home. The user also

can reduce their imagination for furniture from a piece of paper. The benefit of Smart

Furniture Catalogue application is does not use an internet connection but can imagine

physically the model appearance. On admin side is always update, add and delete the latest

furniture for the company every month. The developer also expected that the system could

function well and fulfill the user requirement standard.

4.4 Summary

In a nut shell for this chapter, the AR developer shows the interface those developed

for the Smart Furniture Catalogue application using augmented reality. The AR developer

also put a few pop up information after the user does certain button. Next, testing phase did

by the AR developer by testing the application. This phase also important because to

optimize the application for the high level a few error can be identifying, and the AR

developer fixed to improve functionality of the application. The AR developer does testing

to the teacher as a citizen and an entrepreneur of furniture’s company. If there have any

feedback, AR developer will be improved it immediately. Finally, the test case necessary

to guide the tester to test the application. The application will repeatedly to be tested to

minimize deficiency.

67

CHAPTER 5

CONCLUSION

5.1 Introduction

In this chapter, contribution of AR Application, problem and limitation during

project development as well as future work to improve Smart Furniture Catalogue will be

discussed.

5.2 Project Contribution

By the end of this study, ‘Smart Furniture Catalogue using Augmented Reality’

application project is successfully achieving objectives which are design application to

enhance the growing recognition of brand as well as technology advanced furniture, the

medium of their attraction also tackles revolutionary change. Furthermore, it is develop

applications for customers using interactive application to surveys their furniture from

home. This application also develop applications for customers using interactive approach.

68

At the very first stage of the project, the objectives and scope of the project are

clearly defined. Then, the task and schedule for the project implementation was planned

carefully to avoid project’s delay incident occurs. Next, after obtaining the application

requirements, the design of this system application interfaces carried out. During the final

phase, every interfaces were enhance intensively to achieve perfection and well function.

After the completion of this application development and implementation, this application

was then tested to ensure it is well executed.

This application contributes towards solving some of the problem due to lack of

buyer time to solving some problem like pictures information wasn’t enough to convince

customers to purchase furniture compare with visual appearance. User can make a decision

to buy furniture at home and just contact the store to order. Overall, the objectives ad targets

of the projects was achieved and met. However, there are some limitations to this

application like cannot applied on iPhone.

5.3 Problems and limitation

Every application need some limitation to ensure it perform perfectly. There are

few problems found during process in order to achieve the target and objectives. The

problem occur during the development of the application as the following:

1. Since Smart Furniture Catalogue is not an internet based application, so user

cannot directly buy a furniture by online, so they need to contact by information

given using code of product to proceed the item.

69

2. Lacking of knowledge in this field also make the project development harder

since the tutorial for the selected method are limited.

3. The type of object which is furniture is unsuitable for animation.

5.4 Future Work

Although the application operates in properly and follow the milestone respectively,

there exist some changes can be taken for better performance. The constraint as described

before this can be corrected and improve the quality for the future. Smart Furniture

Catalogue still has a lot of room to be improved. Since this AR Application only have

marker-based and basically furniture are suitable by using marker-less method. This AR

Application can also build into e-commerce application that specialized to add-to-cart the

selected item without to contact the store. Lastly, this AR Application also can add more

interaction to give attraction for user to using and applied more detailed in their

information.

5.5 Conclusion

Smart Furniture Catalogue that helping the user easier to buy a furniture at home

while looking at 3D visual object. Furthermore, this AR Application does not need to use

mobile data either Wi-Fi. With development of the application, its will enhance the brand

of company that is follow 4th revolution industry.

70

Finally, the developer hopes this application can use for the business market and

achieve the user expectation. So the application can give better solution or suggestion to

them while giving feedback for improving the application in the future.

71

REFERENCE

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International Jouenal of Internet and Distrobuted Systems, 25-34.

Aitken-Palmer, W. (2015). A market-based approach to 3d printing for economic

development in Ghana.

Brandão, J., Cunha, P., Vasconcelos, J., Carvalho, V., & Soares, F. (2015). An augmented

reality gamebook for children with autism spectrum disorders. . In The

International Conference on E-Learning in the Workplace 2015, 1-6.

Carmigniani, J., & Furht, B. (2011). Augmented reality: an overview. In Handbook of

Augmented Reality. Springer, New York, NY: 3-46.

Herpich, F., Guarese, R. L. M., & Tarouco, L. M. R. (2017). A comparative analysis of

augmented reality frameworks aimed at the development of educational

applications. . Creative Education, 8(09), 1433.

Kalkan, K. (2015). The Development of e-commerce in Sweden and its effect on Swedish

business : A qualitive study.

Khainar, k., Mane, S., & Chaudari, R. (2015). Furniture Layout Application Based on

Marker Detection and Using Augmented Reality. International Research Journal

of Engineering and Technology, 2(7), 540-544.

Kucharska, B., Kucia, M., Maciejewski,. G., Malionowska, M., & Stolecka-Makowska.,

A. (2015). The retail trade in Europe-diagnosis and future perspectives. Scientific

Publications/University of Economics in Katowice.

Phan, V. T., & Choo, S. Y. (2010). Interior design in augmented reality environment. .

International Journal of Computer Applications, 5(5).

Isberto, M. (2018, September 5). Technology News: The History of Augmented Reality.

Retrieved from Colocation America.com:

https://www.colocationamerica.com/blog/history-of-augmented-reality

72

APPENDIX 1

NO

PH

AS

E

ACTIVITIES

WEEK

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

1

PR

EP

RO

DU

CT

ION

Topic

Configuration &

Discussion with

Supervisors

2 Project Title

Proposal

3 Submission of

Proposal

4

PR

OD

UC

TIO

N

Preparation of

Chapter 1

5 Preparation of

Chapter 2

6 Proposal Progress

Presentation &

Evaluation

7 Discussion &

Correction

Proposal

8 Proposal Solution

Methodology

(Chapter 3)

9 Develop Prototype

10 Drafting Report of

The Proposal

11

PO

ST

PR

OD

UC

TIO

N

Submit Draft of

Report to

Supervisor

12 Seminar

Presentation &

Final Presentation

13 Correction Reports

73

Task Name

Week

1 2 3 4 5 6 7 8 9 1

0

1

1

1

2

1

3

1

4

1

5

1

6

1. Layout Design

1.1 User interface

Design

1.2 Catalogue Design

2. Modelling and

Texturing

2.1 Modelling and

texturing ten 3D object

3. Database Setup and

Rendering

3.1 Upload Image on

Vuforia Developer

4. Coding

4.1 Set gestures on the

object

5. Progress presentation

1

6. Development

and Implementation

6.1 Design

6.2 Modelling

6.3 texturing

6.4 Rendering

6.5 Build Project apk

6.7 Documentation

7. Progress presentation

to Supervisor

7.1 Project progress and

poster

7.2 Submit draft Report

8. Testing

9. Seminar Presentation

and Panel Evaluation

10. Integrate added value

11. Final Thesis

Submission

74

APPENDIX 2

User Testing “Smart Furniture Catalogue using Augmented

Reality”

1. Interface in this application interesting? * Mark only one oval.

Yes

NO

2. All button in this application function? Mark only one oval.

Yes

No

3. This application can give benefits to you? Mark only one oval.

Yes

No

4. Do you feel interesting while using this application? Mark only one oval.

Yes

No

*Only entrepreneur

5. Do you think this application can enhance company/store branded? Mark only one

oval.

Yes

No

6. Any suggestion to improve this application?

75

APPENDIX 3

Feedback User

Feedback Entrepeneur