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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
i
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: ……………………......
ii
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: ……………..………………………………….
iii
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.
iv
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.
v
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,
vi
projek ini dapat membantu pengguna atau pelanggan untuk melihat sudut keseluruhan
produk Tupperware jenama dalam paparan 3 Dimensi.
vii
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
viii
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
ix
3.5 Chapter summary 29
REFERENCES 30
x
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
xi
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
xii
LIST OF ABBREVIATIONS / TERMS / SYMBOLS
FYP Final year project
AR Augmented Reality
2D 2 Dimensional
3D 3 Dimensional
xiii
1
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.
2
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.
3
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
4
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
5
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.
6
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.
7
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
8
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
9
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
10
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
11
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.
12
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.
13
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.
14
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.
15
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.
16
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.
17
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
18
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
19
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.
20
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.
21
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
22
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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iii. Veronika LANG, Peter SITTLER (2012) Augmented Reality For Real
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