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TUPPERWARE BRANDS CATALOG AUGMENTED REALITY NURSHAHIRA BINTI ENDUT BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019

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Page 1: TUPPERWARE BRANDS CATALOG AUGMENTED REALITY · 2019. 5. 12. · Tupperware Brands Catalog AR is a catalog that makes it easy for customers to see more realistic Tupperware items in

TUPPERWARE BRANDS CATALOG AUGMENTED REALITY

NURSHAHIRA BINTI ENDUT

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

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DECLARATION

I hereby declare that this report is based on my original work except for quotations

and citations, which have been duly acknowledged. I also declare that it has not been

previously or concurrently submitted for any other degree at Universiti Sultan Zainal

Abidin or other institutions.

_____________________________

Name: Nurshahira Binti Endut

Date: ……………………......

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CONFIRMATION

This is to confirm that:

The research conducted and the writing of this report was under my supervision.

_______________________________________

Name: Dr. Wan Mohd Amir Fazamin Bin Wan Hamzah

Date: ……………..………………………………….

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DEDICATION

First and foremost, I would like to express my gratitude to Allah S.W.T, the one

who allowed me to complete this project. Even facing with lots of difficulties in

completing the task, I still manage to complete it.

Then I would like to sincerely thanks to my supervisor Dr. Wan Mohd Amir

Fazamin Bin Wan Hamzah for the continuous support and help for this project.

Furthermore, I would like to appreciate the panel assessment members for their valuable

feedback and continuous guidance during this project presentation that have gave me a

help and support to keep improving this project.

Next, I would like to thanks my friends who have lend me their hand whenever

I need throughout this project. Last but not least, I also grateful and thankful to my

family for their continuous support and love to the end of this project.

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ABSTRACT

Nowadays, the use of technology is increasing and expanding in human life. In

marketing world, the technology changes the way consumers find, engage with, and

purchase products, companies need to find innovative ways to gain brand visibility. The

latest technology of augmented reality provides a unique opportunity to connect with

customers in ways that traditional print, radio, and televisions cannot. Brands that invest

in interactive AR campaigns can quickly reach a large number of consumers, more

robustly connect with prospective buyers, and more easily motivate users to interact

with their brands on a repeated basis.

Tupperware Brands Catalog AR is a catalog that makes it easy for customers to

see more realistic Tupperware items in a 3-dimensional view by using smartphones.

Additionally, it also saves time, energy and customers financial without the need to go

to Tupperware’s stockist. Furthermore, it can maintain the use of catalogs and enhance

Tupperware's catalog market. Thus, Tupperware Brands Catalog AR can overcome the

existing catalog become inattractive and boring. This application is developed for all

users or customers of Tupperware brand products. This application makes it easy for

customers or users to view Tupperware brand products from a 3d dimension by using

Augmented reality technology only. In conclusion, this project can help user or

customer to see the whole angle of product brand Tupperware in 3-Dimensional view.

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ABSTRAK

Pada masa kini, penggunaan teknologi semakin meningkat dan berkembang

dalam kehidupan manusia. Dalam dunia pemasaran, teknologi mengubah cara

pengguna mencari, melibatkan diri, dan membeli produk, syarikat perlu mencari cara

inovatif untuk mendapatkan penglihatan jenama. Teknologi terkini mengenai realiti

bertambah menyediakan peluang unik untuk berhubung dengan pelanggan dengan

cara cetakan, radio, dan televisyen tradisional tidak boleh. Jenama yang melabur

dalam kempen AR interaktif dengan cepat boleh mencapai sejumlah besar pengguna,

lebih kuat menyambung dengan bakal pembeli, dan lebih mudah mendorong pengguna

untuk berinteraksi dengan jenama mereka secara berulang.

Katalog Tupperware Brands AR adalah katalog yang memudahkan para

pelanggan untuk melihat item Tupperware yang lebih realistik dalam paparan 3

dimensi dengan menggunakan telefon pintar. Di samping itu, ia juga menjimatkan

masa, tenaga dan kewangan pelanggan tanpa perlu pergi ke stokis Tupperware.

Tambahan pula, ia dapat mengekalkan penggunaan katalog dan meningkatkan pasaran

katalog Tupperware. Oleh itu, Tupperware Brands Catalog AR boleh mengatasi

katalog sedia ada menjadi tidak menarik dan membosankan. Aplikasi ini dibangunkan

untuk semua pengguna atau pelanggan produk jenama Tupperware. Aplikasi ini

memudahkan pelanggan atau pengguna untuk melihat produk jenama Tupperware dari

dimensi 3d dengan menggunakan teknologi Realiti diperkaya sahaja. Kesimpulannya,

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projek ini dapat membantu pengguna atau pelanggan untuk melihat sudut keseluruhan

produk Tupperware jenama dalam paparan 3 Dimensi.

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CONTENTS

Page

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vii

LIST OF FIGURES FIGURE x

LIST OF FIGURES TABLE xi

LIST OF ABBREVIATIONS / TERMS / SYMBOLS xii

CHAPTER I INTRODUCTION

1.1 Intrduction 1

1.2 Problem statement 2

1.3 Objektives 2

1.4 Scopes 3

1.5 Limitation of work 3

1.6 Expected result 4

1.7 Project schedule 4

1.8 Summary 5

CHAPTER II LITERATURE REVIEW

2.1 Introduction 6

2.2 Augmented Reality 7

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2.2.1 Augmented Reality History 7

2.3 Related works 9

2.3.1 Interaktif Augmented Realiti untuk katalog

Penjualan Rumah 9

2.3.2 Augmented Reality Tourist Catalogue Using

Mobile Technology 10

2.3.3 Augmented Reality For Real Estate 11

2.3.4 Overview of Smartphone Augmented Reality

Application For Tourism 12

2.3.5 Augmented Reality in Science Education –

Affordances for Student Learning 13

2.4 Comparison of existing application 16

2.5 Summary 16

CHAPTER III METHODOLOGY

3.1 Introduction 17

3.2 Methodology 17

3.2.1 Analysis phase 18

3.2.2 Design phase 19

3.2.2.1 Interface design 20

3.2.2.2 3D modelling 20

3.2.2.3 Develop storyboard 20

3.2.2.4 Prototype design 22

3.2.2.5 Navigation map 24

3.2.3 Development phase 25

3.2.4 Implementation phase 25

3.2.5 Evaluation phase 25

3.3 Requirement analysis 26

3.4 Framework 28

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3.5 Chapter summary 29

REFERENCES 30

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LIST OF FIGURES FIGURE

FIGURE TITLE PAGE

2.1 Augmeneted reality workflow 8

3.1 Addie model 18

3.2 Analysis phase 19

3.3 Interface of Homepage 21

3.4 Interface of Scan catalog 21

3.5 Interface of View scan catalog 21

3.6 Interface of About us 21

3.7 Interface of Help 22

3.8 Interface of Setting 22

3.9 Develop model 23

3.10 Develop button 23

3.11 Navigation map 24

3.12 Framework 28

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LIST OF FIGURES TABLE

FIGURE TITLE PAGE

1.1 Gantt chart 4

2.1 Literature review 13

2.2 Comparison of existing application 16

3.1 Hardware and usage 26

3.2 Software and usage 27

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LIST OF ABBREVIATIONS / TERMS / SYMBOLS

FYP Final year project

AR Augmented Reality

2D 2 Dimensional

3D 3 Dimensional

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CHAPTER I

INTRODUCTION

1.1 Introduction

Augmented reality (AR) is an interactive experience of a real-world

environment where the objects that reside in the real-world are "augmented" by

computer-generated perceptual information, sometimes across multiple sensory

modalities. This has made the use of augmented reality an important concept in sales

promotion. Media and technology have a positive impact on increasing the marketing.

The use of augmented reality technology have brought a great influence and potential

to the world of marketing.

Food Container Catalog Augmented Reality that contain product brand

Tupperware. Food Container Catalog AR that makes it easy for customers to see more

realistic Tupperware Brands product items in a 3-dimensional view by using

smartphones. Additionally, it also saves time, energy and customers financial without

the need go to Tupperware’s stockist. Furthermore, it can maintain the use of catalogs

and enhance Tupperware's catalog market.

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1.2 Problem Statement

There are various augmented reality applications of marketing that have been

developed to attract customer into increasing sales. But its lacking in lot of aspect. For

example, most of the application are develop not based on the actual model and simple.

However, lot of information still are not available in the application. Besides, it’s does not

have additional features that very interactive and the function is limited. So, this kind of

application is not practical anymore. In this section, the main purpose of problem statement

is to focus the attention of solution to the problems. There are three main problems

currently.

i. Customer's difficulty to view food container of Tupperware Brands product

realistically from a 3-dimensional angle.

ii. Lack of use Tupperware catalog is due to the fact is online advertising.

iii. The existing catalog unattractive and bored for customer.

Without the effective marketing aid tool, the marketing process become less

interesting and difficult to them to understand about the application. As we know an early

exposure through the effective marketing aid tool is very important to increase their interest

in recognition of brands. Concise descriptions of the issues stated need to be addressed to

deal with the problem.

1.3 Objectives

There are the following objectives of Tupperware Brand Catalog Augmented Reality are:

i. To design food container catalog AR using mobile based application.

ii. To develop the application for the seller and growing recognition of brands.

iii. To test and evaluate the application is fully functional and ready to use for user.

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1.4 Scope

The scope of this study is divided into:

i Technology of display virtual button of color. This catalog using Augmented

Reality technology with 3D modelling technique using Maya software and unity 3D

software to develop the Tupperware Brands Catalog AR. For create this project

illustration is by using adobe photoshop and adobe Illustrator to make the virtual button.

ii Identify the marker-based of Augmented Reality Catalog. For the AR features

by using Vuforia Augmented Reality SDK to detect and track the target, marker-based

technique is used for this AR application. C# language as the program language. The

module in this AR catalog include language selection, scanning image on the catalog,

knows the name of the produc, the information about the product, and the user can

change the available of color of product.

iii Animation augmented reality of product. For this project, animation is the main

purpose to attract the user as customer to use Tupperware Brand Catalog AR and can

avoid the user from bored.

1.5 Limitation of Work

There is a limit when developing a mobile application. For this project, the

limitation was this application only compatible with Android mobile phone. Mobile

phone with IOS cannot access to this application. Moreover, this application did not

have sound. Users can only interact with the application such as click on the button of

color, button of information and user can control the animation to make it moving in

and moving out. In mobile phones, limited processing power, small amount of memory

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and little storage is a one limitation in this application. Thus, limitation of use this

application only to all food container’s user.

1.6 Expected Result

The expected result by the end of the development of this project are:

i. The development of mobile Application using Augmented Reality Catalogue.

ii. This application can be used by the user as a customer using a Food Container

Catalogue AR to see the whole angle of each Tupperware Brands product.

1.7 Project Schedule

This project schedule is to show the flow of development and activities in developing

the application. The table below shows the activities for FYP 1.

Table 1.1 Gantt Chart

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1.8 Summary

In conclusion, this chapter discussed about the introduction for the proposed application

such as problem statement, objectives, scope, limitation of work, expected result and

project schedule.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter will discuss about previous research thesis on same alike topic with

this project. There were few research thesis that were almost similar to this project. This

chapter will show the multiple technique that have been used for previous project such

as the software used to develop the project, the methodology used, the advantages and

disadvantages of every single project. Through this study, all the useful information will

be used to help developing this Tupperware Brand Catalog AR. These information will

be the guideline for developing this project since there were few research thesis that

were almost similar to this project. In this project literature review, a research has been

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

technology.

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2.2 Augmented Reality

In augmented reality, there are four types, Markerless AR, Marker-based AR,

projection-based AR and superimposition-based AR. For Markerless AR or it also

called as location-based AR because it known as position based AR and GPS based

augmented technology. In projection-based AR, its technology is based on AR

projection function where lights from the device projected on the objects. For

superimposition-based AR, the augmented image can replace the original image, either

partially or fully.

This study will focus on Marker-based AR. It also called Image Recognition or

Recognition based AR. Usually, 2D images are used to be the visual marker. The users

get the result when camera reader senses the marker.

2.2.1 Augmented Reality History

The beginning of the AR idea was in 1950s when Morton Heilig, a motion

cameraman, believed that cinema as an art that should be able to attract the audience

into the screen. During 1962, Heilig developed his idea model, called in 1955 as "The

Cinema of the Future", known as Sensorama, which existed before digital computing.

(Abrar Omar Alkhamisi, 2013).

Then the first Augmented Reality was first invented by a Professor and

Computer Scientist from Harvard name Ivan Sutherland in 1968. He invented a device

that he called The Sword of Damocles which is a head-mounted display. This device is

the first sort of augmented reality device that being invented by him and his student,

Bob Sproull. (Isberto, Technology News: The History of Augmented Reality, 2018)

During 1975 an artificial reality laboratory was established by Myron Krueger. This

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laboratory or this video place is an area where user can deal with the virtual elements

for the first time easily.

Hence AR become a field of study in the early of 1990s. The first survey about

AR was conducted by Ronald Azuma in 1997 to introduced the exact meaning of AR

whereas he defined AR as assembling real and virtual environment together while both

of them is being recorded in 3D and interactive in real time. In 2000 the first mobile AR

game was invented by Bruce Thomas. This mobile AR game was displayed during the

International Symposium on Wearable Computers. Subsequently, more AR apps have

been designed primarily with mobile apps. e.g. Wikitude. After that, AR Travel Guide

was created in 2008. (Abrar Omar Alkhamisi, 2013) Figure 2.1 below show how the

Augmented Reality workflow.

Figure 2.1: Augmented Reality Workflow

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2.3 Related works

A few articles have been studied to analyze and compare to find out what are the

weakness of the previous research that can be overcome. Besides, those articles also

used as references for this project.

2.3.1 Interaktif Augmented Reality untuk Katalog Penjualan Rumah Berbasis

Android (Eko Budi Cahyono 2016)

Augmented reality (AR) is a term for the environment that combines the real

world and the virtual world created by computers so the boundary between the two

becomes very thin and closer to a real (real) environment. Augmented Reality (AR)

allows users to interact with virtual objects and real objects in real life in real time.

Some applications are developed using augmented reality technology such as medical

applications, manufacturing, visualization, path planning, entertainment, and military

that have been explored.

The growth of property business in Indonesia every year has increased, however

not many property developers in Indonesia are using technology Augmented Reality

(AR) as a promotional medium to market the product, the average is still using

brochures. In addition to using brochures many property developers have create

applications about web-based home marketing or catalogs available on the web.

Research on building home catalogs using AR is not new, there are some similar studies

that have been done before, however concentrated on marker detection to display 3D

models using either special markers or brochures that are used as markers In addition

to concentrations on marker detection there are some features that are added like home

floor plans both 3D and 2D and 3D home based case studies taken

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This research focuses on the manufacture of home sales catalogs using

technology AR by adding features that have not been in previous studies. Some features

Added is to change the color of paint the walls, doors and windows on the home model

3D, so users can change color according to the colors provided.

2.3.2 Augmented Reality Tourist Catalogue Using Mobile Technology

( M. A. Mohamedali 2010)

Tourism studies have noted that insufficient attention has been paid to the

experience and practices of the tourist. Tourism research does not help to explain the

nature of modern mass tourism. The most detailed research that has been done is tourist

information seeking, but the literature has tended to avoid detailed qualitative

description, focusing more on broad categorizations of tourist practice. The purpose of

this article is to show how I will go about in creating a tourist catalogue that uses

augmented reality. This catalogue will help tourists both domestic and foreign get visual

aid for viewing objects on a simple map. This article shows the extent this new

technology has been explored in to and how much has been implemented. This article

focuses on explaining what augmented reality is and the methodology that will be used

to go about this new and unexploited technology.

The main benefit is that tourists are able to view variable information about an

object of interest that is placed immediately in context but there is still a lack of a wider

adoption by the general public as well as tourists, many of whom prefer more traditional

sources of information, such as, for example, paper-based guidebooks. The full potential of

smartphone AR for Tourism is still not widely explored. Therefore, the aim of this study

was to identify the key challenges that smartphone AR applications pose when used to

access tourism-related information in unfamiliar environments. This study is part of an

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ongoing research project that examines the effective design of tourism context-aware

smartphone AR applications for on-site access to geo-tagged content.

2.3.3 Augmented Reality For Real Estate (Veronika LANG, 2012)

The real estate sector has already adopted this development achieving apps and

AR. So far, several real estate applications have been established. While there is only

few literature concerning AR in the field of real estate the mentioned applications are

the result of an extensive internet and literature research. In several publications AR

applications for real estate are partially mentioned. Jánszky/Schildhauer (2010) describe

the AR search of property regarding the app of the real estate search engine Immonet4.

The search of property is the best known and most distributed AR application in the

field of real estate. Sutau (2006) offers a classification which does not include real

estate applications.

This is an often seen fact in the literature that real estate applications are mixed

with architecture and other fields of applications. But real estate is still an enormous

economic factor. Additionally Mehler-Bicher et.al. (2011) offer a classification based

on fields of communication consisting of the sectors education,

collaboration, simulation, orientation and visualization in general and a role based

classification by which the fields of living environment and living architecture are

corresponding to fields of applications in real estate. Hayes (2009) classifies 16 AR

models. These models also cover a variety of real estate applications.

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2.3.4 Overview of Smartphone Augmented Reality Applications for Tourism

(Zornitza Yovchevaa, 2012)

Based on this article, a visual AR system enhances or augments the surroundings

of the user with virtual information that is registered in 3D space and seems to coexist

with the real world. Unlike traditional AR devices, such as head-mounted displays

(HMDs) and mobile laptops, smartphones combine all necessary technologies for

augmentation in one small device. This is also the first medium to introduce AR to the

mass market which has enormous potential for tourism. In a typical GPS-based

smartphone AR application for outdoor use, the user points the device towards physical

objects in their surroundings. They then able to see additional virtual information

overlaid on top of the realworld camera view through virtual annotations. The type of

content and amount of information within the 13 virtual annotations varies amongst

applications and can include video, images, text or symbols for different types of

landmarks. Available data includes descriptions of tourist attractions, restaurants and

monuments. Other useful information, such as WiFi spots, ATMs, car parks,

transportation, local news items, and weather can also be displayed in AR-view.

The main objective of this study was to explore the benefits and drawbacks of

current smartphone applications in their effort to support tourists roaming in unfamiliar

environments. It was found that when it comes to effective support of mobile on-site

needs of tourists, current smartphone AR applications is to provide access to location-

based.

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2.3.5 Augmented Reality in science education – affordances for student learning

(Birgitte Lund Nielsen, 2016)

This paper presents findings related to augmented reality (AR) for educational

purposes, more specifically for Science Education in lower secondary school. When

reviewing research in the field, several researchers emphasize the importance of

focusing on the ways that AR technologies can support meaningful learning more than

the technologies themselves, acknowledging that the use of AR in education is still in

its infancy. 16

The aim is to develop a framework for designing and analyzing AR in science

education based on rich qualitative data provided by expert teachers, researchers and

designers from Denmark, Norway, the UK and Spain.

Article Titltle Author/Year Platform Purpose

Interaktif

Augmented

Reality untuk

Katalog

Penjualan

Rumah Berbasis

Android

Lailatul

Husniah et.al,

Fendy Saputro,

Eko Budi

Cahyono

(2016)

i. Android

mobile

ii. Aplikasi

Unity

Research on sales catalog

home using AR is also not

new, there are few similar

studies that have been done

before, but concentrated on

the detection marker to

display a 3D model using

either marker or special

brochures that serve as a

marker.

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Augmented

Reality Tourist

Catalogue

Using Mobile

Technology

A. H. Lashkari,B

et.al, Parhizkar ,

M. A.

Mohamedali

(2010)

i. Android

mobile

ii. Aplikasi

Unity

iii. Autodesk

Maya

The aim of this article is to

show how I will go about in

creating a tourist catalogue

that uses augmented reality.

This catalogue will help

tourists both domestic and

foreign get visual aid for

viewing objects on a simple

map.

Augmented

Reality For Real

Estate

Veronika LANG

et.al, Peter

SITTLER

(2012)

i. Android

mobile

ii. Aplikasi

Unity

iii. AR

Browser

Market analyses assume a

rapid growth of the number of

augmented reality

applications. One field of

application is searching for

property via smartphone. On

the other hand there are

several real estate applications

concerning architecture,

buildings, refurbishment and

housing renewal and even

orientating in shopping

centers.

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Overview of

Smartphone

Augmented

Reality

Applications for

Tourism

Zornitza

Yovchevaa

Dimitrios

Buhalisb

Christos

Gatzidisc

(2012)

i. GPS-based

AR

ii. Data

analysis

A visual AR system enhances

or augments the surroundings

of the user with virtual

information that is registered

in 3D space and seems to

coexist with the real world.

Augmented

Reality in

science

education

– affordances

for student

learning

Birgitte Lund

Nielsen

Harald Brandt

Hakon Swensen

(2016)

i. Delphi

Method

i. Data

analysis

Findings related to augmented

reality (AR) for educational

purposes, more specifically

for Science Education in

lower secondary school.

Table 2.1 Literature Review

In conclusion, these applications were developed to help the learning process. There

were lots of things that could be the guide and reference to develop Tupperware Brand

Catalog AR such as the methodology and the design that might fit for this application. These

article also help with the software that suitable and could be used to develop the application.

Improvement that will be implemented for this project’s application is more animated

graphic, more interaction between user as a customer with the application. According to the

research, this application is the first mobile application that will provide interactive 3D

Catalog in application from Tupperware Brand.

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2.4 Comparison of existing applications

The comparison between the existing applications and this project application are shown as in

Table 2.2 Comparison of existing applications.

Application

Interaktif

Augmented

Reality untuk

Katalog

Penjualan

Rumah Berbasis

Android

Augmented

Reality

Tourist

Catalogue

Using Mobile

Technology

Augmented

Reality For

Real Estate

Overview of

Smartphone

Augmented

Reality

Applications

for Tourism

Augmented

Reality in

science

education

Image Yes Yes Yes Yes Yes

Animation/

Video No Yes Yes Yes Yes

Audio Yes Yes Yes No Yes

Text

Description Yes No No Yes Yes

AR Method Marker-based

(Download

marker)

Marker-

based

(Download

marker)

Marker-

based

(Download

marker)

Marker-based

(Download

marker)

Marker-

based

(Using

flashcard)

Table 2.2 : Comparison of existing applications

2.5 Summary

This chapter discuss about an overview about the concept of the system.

Literature Review is important to help the developer to know the problem from the

previous system that can be improves or as a guidance of the flow of new system.

Besides, it helps the developer in understanding the system and the chosen techniques

more. There were few techniques that can be considered to be the guidance for this project

so it will meet its goals.

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CHAPTER 3

RESEARCH METHODOLOGY

3.1 Introduction

This chapter will explain the details about the research methodology and system

development methodology that being used in this proposed project. Research

methodology is a systematic procedure or technique to solve a problem. According to

(Oxford University Press, 2018) methodology is defined as a system of methods used

in a particular area of study or activity, it is the analysis of the principles or procedure

of inquiring in a particular field. 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.

3.2 Methodology

Methodology that was suitable to be used to develop this application is ADDIE.

The Addie model is an instructional design methodology used to help organize and

streamline the production of your course content. ADDIE method is a one of effective

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method from cost, time, energy and it also systematic method. ADDIE method consist

of five phase which is Analysis Phase, Design Phase, Development Phase and

Implementation and Evaluation Phase. ADDIE is an acronym for every phase. It is

analysis, design, development, implementation and evaluation.

The ADDIE model is basically a generic, systematic, step-by-step framework

used by instructional designers, developers and trainers to ensure course development

and learning does not occur in a haphazard, unstructured way (Castagnolo, 28 2008)

This approach is very useful because having stages clearly defined every phase of

developing this project.

Figure 3.1 Addie model

3.2.1 Analysis Phase

In this first phase which is analysis phase where is important to determine the

requirements and the needs of the application. It was important to identify what was

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needed and suitable to be applied to the application since this application will be used

to all user as a customer of Tupperware Brands product. In this phase, any problems or

constraints that might happen when developing the application were also considered to

make sure the application will achieve the initial purpose. The analysis phase clarifies

and identify the problem statement, objective, target user, content, strategy and

requirement.

Figure 3.2 Analysis phase

3.2.2 Design Phase

In this phase, there were few processes that need to be done to give a clear

picture of the application such as the sketching of the storyboard, framework for the

application, prototype which is the screen design that will help to ease the development

process since it will give guidance throughout the process. The design phase should be

systematic and specific. Information gathered during analysis phase is reviewed and

compiled.

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3.2.2.1 Interface Design

To design the interfaces need to use several software such as Adobe Photoshop,

Adobe Illustrator and Adobe InDesign. Interface is as a guide to create the real project. In

designing the interface requires high creativity so that the interface looks appealing and fits

into the theme and the title it brings. In this project, based on the title eclipse, the interfaces

designed with outer space view include the background and the buttons.

3.2.2.2 3D Modeling

3D modeling is the process of developing a mathematical representation of any

surface of an object either inanimate or living, in three dimensions via specialized software

such as Autodesk Maya, Blender and Autodesk 3ds Max. 3D modeling is creating 3D model

that were sketch as 2D. Modeling object need high creativity to design every detail on the

objects. After model has been developed, the next step is texturing which it needs to put

color and texture on the model. The color used is the original color of the object in the real

world as example the sun has reddish orange color and some white yellowish. The texture

is a special effect on the model so that the model looks more realistic as example the moon

has rough and cratered texture.

3.2.2.3 Develop Storyboard

After designing the interfaces, developing storyboard also an important step and

requires high creativity. The function of developing the storyboard is to show the change

from one interface to another interfaces when the button in interface was clicked.

Storyboard is to make it easier for developers to understand the navigation keys contained

in the project storyboard. Storyboard is a sketch or illustration in purpose of pre-

visualizng the design that will be implemented for this application.

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Figure 3.3 Interface of Homepage Figure 3.4 Interface Scan catalog

Figure 3.5 Interface View scan catalog Figure 3.6 Interface About us

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Figure 3.7 Interface of Help Figure 3.8 Interface of Setting

Storyboard is the primary guide for the design of this application but it also can

change according to suitability and circumstances happen in the future. Figure 3.3:

Storyboard 1 shows the starting page of the application where the user will enter their

name. Figure 3.4: Storyboard 2 show the page of scan catalog. Figure 3.5: Storyboard

3 show the page of step when the user need to capture the image in catalog. Figure 3.6:

Storyboard 3 show the page of about us. Figure 3.7: Storyboard 4 shows the page of

help. Figure 3.8: Storyboard 5 shows the page of setting. All of this are the example and

guideline of how the contents of this application will look like and additional design

will be implemented according to circumstances and suitability of the application in the

development phase.

3.2.2.4 Prototype (Screen Design)

Prototype is an early sample or model of a product built to test a concept or

process. In this project, the screen designs were developed to show how the application

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will work such as the button and the 2D animated graphic. Figure 3.7 below show

develop model in Autodesk maya and Figure 3.8 below show develop button in unity.

Figure 3.9 Develop model

Figure 3.10 Develop button

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Prototyping is where the functionality of the application was shown. In this process, the

functionality of the button, the animated graphic and any function that should be done are

recognized to make sure its meet the objectives of this application.

3.2.2.5 Navigation map

Navigation map is a basic structure of a system or generally the concept of a

system. Figure below show the flow of application for Tupperware Brands Catalog AR.

In developing this project, a navigation map was created to illustrate the continuity

between one interface and one another. In addition, the navigation map also serves to

give you an overview of what is contained in this project. Figure 3.9 below show

navigation map .

Figure 3.11 : Navigation Map

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For this application, the users will enter the application homepage. The users can

see the homepage that contain 5 button at homepage where is scan catalog, about us, help,

exit and setting. Each of the button have their own function. At the first button which is

button of scan catalog, this is button where the user need to scan the marked-based of

catalog to see the 3 dimensional product from the whole angle. The second button which is

button of about us, it is about the information of background Tupperware product. The third

button which is button of help, at this page it is about the instruction for the user to use this

application.At the button of setting, this page for the user to choose the language of the

application that available. And lastly the button of exit, this button it use for user when user

want to exit from the application.

3.2.3 Development phase

Development phase is where the application will be develop using the chosen

software where the software is the suitable software to develop the 2D environment

mobile application. The software is Unity3D to create the Virtual Reality app and

overall project and modelling 3D object. Then, the models imported into unity3D for the

next process which is to arrange the position of the model and its environment. This phase

have 3 stage which is at the first stage is pre-production that contain the idea, script and

storyboard. The second stage is production that contain texturing, rendering, modelling,

building AR and create marked-based phase. The third stage is post-production that

contain compositing and final output.

3.2.4 Implementation phase

In the implementation phase, several tests have been performed on prototypes that

have been developed during the development phase. Tests are conducted from one interface

to another interface to make sure no mistakes occur. If there are errors, it will be corrected

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and re-tested until there is no mistake. This phase is crucial to ensure no defects and no

errors in the project that being developed.

3.2.5 Evaluation phase

In the last phase for the ADDIE method is evaluation phase where need to gather

feedback from user and iterate process to improve deliverable. This phase to publish the

final output and to evaluate the usability study for user based on the application.

Evaluation phase provides a final review checkpoint for the project. During this evaluation

phase, the supervisor and panels measure how well the project achieved its goals and

provide their feedback.

3.3 Requirement Analysis

In this section, hardware, software and it usage throughout this project are listed

below. Table 3.1 below show hardware and usage. Table 3.2 below show software and

usage

HARDWARE

Hardware No. Hardware Usage

1.

Laptop Acer Nitro 5

(AN515-51)

(Processor Intel i5)

Used to write the proposal

and report for this project.

2.

Smartphone Vivo Y71

(Android 8.1 Oreo)

(3GB RAM)

Used for test the

functionality of the

application.

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3.

Hard disk To copy all files and as a

backup to the project.

4.

Printer To print the report or any

required sheet.

5.

Pendrive SanDisk 64GB

To store the backup file

and project

Table 3.1: Hardware and usage.

SOFTWARE

SOFTWARE No Software Usage

1.

Unity3D

Used to create the Virtual

Reality app and overall

project and modelling 3D

object

2.

Autodesk Maya

Used to create 3D

character model

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3.

Vuforia

To create Augmented

Reality

4.

Microsoft Word Used to complete the

proposal writing and

report writing for the

project.

5.

Adobe illustrator CS6

(64bit)

To create and design page

6.

Adobe Photoshop Cs6 Used to design the layout

needed.

Table 3.2: Software and usage.

3.4 Framework

Framework is a basic structure of a system or generally the concept of a system.

Figure 3.10 below show the framework for Tupperware Brands Catalog AR.

Figure 3.12 : Framework of application Development

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3.5 Chapter Summary

This chapter discusses the methodology for the application development,

hardware and software required to develop the application. Every phase in the

development follows the project methodology mentioned earlier in this chapter.

Application requirements regarding the hardware and software required to develop the

augmented reality were briefly explained. This chapter also discuss every phase in

ADDIE model which are analysis, design, develop, implement and evaluation. Every

phase were briefly explained in this chapter.

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REFERENCES

i. Lailatul Husniah, Fendy Saputro, Eko Budi Cahyono (2016) Interaktif

Augmented Reality untuk Katalog Penjualan Rumah Berbasis Android,

Interactive Augmented Reality, 1, 33-38, ISSN 2503-2259

ii. H. Lashkari, B. Parhizkar, M. A. Mohamedali (2010) Augmented Reality

Tourist Catalogue Using Mobile Technology, Second International

Conference on Computer Research and Development,

doi:10.1109/ICCRD.2010.5

iii. Veronika LANG, Peter SITTLER (2012) Augmented Reality For Real

Estate, 18th Annual PRRES Conference, University of Applied Sciences of

the Chamber of Commerce Vienna

iv. Jiaoe Wang, Fengjun Jin, Huihui Mo and Fahui Wang (2009).

Spatiotemporal evolution of China’s railway network in the 20th century:

An accessibility approach. Journal of Transport Geography, Volume 43,

Issue 8, October 2009, Pages 765-778.

v. Steve Chi-Yin Yuen, Gallayanee Yaoyuneyong, and Erik Johnson (2011).

Augmented Reality: An Overview and Five Directions for AR in Education.

Journal of Educational Technology Development and Exchange (JETDE) :

Vol. 4 : Iss. 1 , Article 11.

vi. Kothari, C. (2004). Methods of Data Collection. In C. Kothari, Research

Methodology, Methods and techniques (p. 110). Jaipur: New Age

International (P) Limited Publishers.