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OFFSHORE OIL RIGS VIRTUAL REALITY EXPERIENCE MUHAMMAD ZHARIF BIN KAMARUDIN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2020

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Page 1: MUHAMMAD ZHARIF BIN KAMARUDIN · maklumat dalam realiti maya dan kaedah pembelajaran dengan kaedah berasaskan teknologi. Dengan pengalaman maya, pengguna dapat mengalami dan mengenal

OFFSHORE OIL RIGS VIRTUAL REALITY

EXPERIENCE

MUHAMMAD ZHARIF BIN KAMARUDIN

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2020

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OFFSHORE OIL RIGS VIRTUAL REALITY EXPERIENCE

MUHAMMAD ZHARIF BIN KAMARUDIN

BACHELOR OF INFORMATION

TECHNOLOGY (INFORMATICS MEDIA)

WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU,

JULY 2020

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DECLARATION

I declare that this report entitled VR Offshore oil rigs experience is

my own work except as cited in the references. The report has not been

accepted for any degree and is not being submitted concurrently in candidature

for any degree or another award.

Name : Muhammad Zharif bin Kamarudin

Date :

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CONFIRMATION

This project report titled VR Offshore oil rigs experience was

prepared and submitted by Muhammad Zharif bin Kamarudin (Matric Number:

BTDL17046925) and has been found satisfactory in terms of scope, quality,

and presentation as a part of fulfilment of the requirement for the Bachelors of

Information Technology (Informatics Media) with honours in University Sultan

Zainal Abidin.

Name: Ts Dr Ismahafezi bin Ismail

Date:

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DEDICATION

In the name of Allah, the Most Gracious and Most Merciful.

Alhamdulillah all praise it to ALLAH SWT, by His grace and

blessings, I were able to successfully finish my report. First of all, I would like

to thank you to my supervisor, Ts Dr Ismahafezi bin Ismail for his guides and a

lot contribute ideas, provide information and guidance as well as a bit of advice

to me without giving up until the end of the project was made. Besides, I would

like to express my sincere thanks to my panels and fellow lecturers who also

had given me some idea to develop my project. Finally, I would like to say

thanks to my parents and my friends for their love and support. They give me

some advice to solve my problems and encourage me during the period of

developing Final Year Project.

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ABSTRACT

Technology is changing and growing so rapidly day by day, which are

widespread throughout this world. Technology makes people demand more in

their life. One of the rising technologies nowadays is the Virtual Reality. Virtual

Reality (VR) is an emerging form of experience in which the real world is

enhanced by computer- generated content tied to specific locations and/or

activities. Offshore Oil Rigs Virtual Reality Experience is specifically designed

for user to experience being on an oil platform in virtual. The aim of this

project is to also to giving information in virtual reality and learning method by

technology-based method. With virtual experience, people can fully experience

and identify without feeling unsafe in the real world. The methodology used in

this application is ADDIE methodology. ADDIE methodology consists 5

phases which is Analysis, Design, Development, Implementation, and

Evaluate. The programming language used in this development is C# or C

sharp in Unity3D.

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ABSTRAK

Teknologi berubah dan berkembang pesat setiap hari, yang meluas di seluruh

dunia. Teknologi membuat orang lebih banyak menuntut dalam kehidupan

mereka. Salah satu teknologi yang semakin meningkat kini adalah Realiti

Maya. Realiti maya (VR) adalah bentuk pengalaman yang muncul di mana

dunia nyata dipertingkatkan oleh kandungan yang dijana komputer yang diikat

ke lokasi dan / atau aktiviti tertentu. Offshore Oil Rigs Virtual Reality

Experience direka khusus untuk pengguna mengalami pengalaman berada di

pelantar minyak secara maya. Tujuan projek ini adalah untuk memberi

maklumat dalam realiti maya dan kaedah pembelajaran dengan kaedah

berasaskan teknologi. Dengan pengalaman maya, pengguna dapat mengalami

dan mengenal pasti sepenuhnya tanpa merasa tidak selamat di dunia nyata.

Metodologi yang digunakan dalam aplikasi ini adalah metodologi ADDIE.

Metodologi ADDIE terdiri daripada 5 fasa iaitu Analisis, Reka Bentuk,

Pembangunan, Pelaksanaan, dan Penilaian. Bahasa pengaturcaraan yang

digunakan dalam pengembangan ini adalah C # atau C sharp di Unity3D.

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CONTENTS

DECLRATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi

LIST OF TABLE x

LIST OF FIGURES xi

LIST OF ABBREVIATION xiii

CHAPTER I INTRODUCTION

1.1 Project Background 1

1.2 Problem Statement 2

1.3 Objectives 2

1.4 Scopes 2

1.5 Limitation of Work 3

1.6 Expected Results 3

1.7 Gantt Chart 4-5

1.8 Chapter of Summary 6

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CHAPTER II LITERATURE REVIEW

2.1 Introduction 7

2.2 Virtual Reality 8

2.3 VR Types and Technique

8

2.3.1 Simulation-based VR 9

2.3.2 Computer based VR 10

2.3.3 Head mounted display (HMD) 11

2.4 VR Platform

12

2.4.1 Mobile base 12

2.4.2 Dekstop base 13

2.5 VR Software and Hardware

13

2.5.1 VR Software

14

2.5.1.1 Unreal engine software 14

2.5.1.2 Unity 3D software 15

2.5.2 VR Hardware

2.5.2.1 HTC Vive 16

2.5.2.2 Google Cardboard/Google VR SDK 17-18

2.6 Related Article in Virtual Reality in Education 19

2.7 Related Study of Existing Application 20

2.8 Comparison Element of Multimedia 21

2.9 Summary of Chapter 21

16

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CHAPTER III METHODOLOGY

3.1 Introduction 22

3.2 ADDIE Model

22-23

3.2.1 Analysis process 24

3.2.2 Design process 25

3.2.2.1 Storyboard 25-28

3.2.3 Development process 28

3.2.4 Implementation process 29

3.2.5 Evaluate Process 30

3.3 Framework 30-31

3.4 Hardware and Software Requirement

31

3.4.1 Software requirement 31-32

3.4.2 Hardware requirement 33-34

3.5 Technique/Method 34-35

3.6 Chapter of Summary 35

CHAPTER IV IMPLEMENTATION AND TESTING

4.1 Introduction 36

4.2 Implementation

36

4.2.1 Mobile Apps Interface 37-42

4.3 Testing 42-43

4.3.1 Test case 43-45

4.4 Summary 45

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CHAPTER V CONCLUSION

5.1 Introduction 46

5.2 Project Contribution 46

5.3 Problem and Limitation 47

5.4 Future Work 47

REFERENCES 48-49

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LIST OF TABLES

TABLE TITTLE

1.1 Gantt Chart FYP1 4

1.2 Gantt Chart FYP2 5

2.1 Mobile based advantages and disadvantages 12

2.2 Dekstop based advantages and disadvantages 13

2.3 Research article in Virtual Reality 19

2.4 Comparison table of existing products 20

2.5 Comparison with five elements of multimedia 21

3.1 List of software used 32

3.2 List of hardware requirement 33-34

4.1 Test case for successful of open the application 43

4.2 Test case for successful of the home page 44

4.3 Test case for successful of audio interaction 44-45

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LIST OF FIGURES

FIGURE TITLE

2.1 Simulation-based VR 9

2.2 Computer base VR 10

2.3 Head mounted display 11

2.4 Unreal engine software 15

2.5 Unity 3D software 16

2.6 HTC Vive 17

2.7 Google Cardboard 18

3.1 ADDIE Model 23

3.2 Content of Mobile VR 24

3.3 Prototype of start page 26

3.4 Prototype of main menu page 26

3.5 VR oil rigs platform experience 27

signage information 27

3.6 Prototype of VR view 27

3.7 Prototype of credit page 28

3.8 Modelling process in Unity 3D 29

3.9 Framework 31

3.10 Point of gaze input 35

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4.1 Home page 37

4.2 Main menu 37

4.3 Credit page 38

4.4 Front view inside helicopter 38

4.5 Back view inside helicopter 39

4.6 Side view of helicopter 39

4.7 The helicopter 39

4.8 Oil rig platform 40

4.9 Helipad 40

4.10 View from top of the platform 41

4.11 View from back of the platform 41

4.12 Worker and signage 41

4.13 Working area 42

4.14 Danger and hazard area 42

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

VR Virtual Reality

3D Three dimensional

FYP Final year project

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CHAPTER 1

INTRODUCTION

1.1 Project Background

Virtual Reality (VR) is the use of computer technology to create a

simulated environment. VR puts the user inside an object, unlike traditional

user interfaces. Users are immersed and able to communicate with 3D

environments instead of seeing a screen in front of them. The computer is

transformed into a gatekeeper for this artificial world by simulating as many

senses as possible, such as sight, hearing, touch, and smell. The only limits

to near-real VR experiences are the availability of content and cheap

computing power.

The project VR offshore oil rigs experience that will developed is to

allow targeted user to interact with the designed environment with

interactive animation so users can learn and study the oil rigs platform

within the environment. The concept of virtual reality used is hoped to assist

the user in recording their wonderful experience in a 3 dimension as if they

were in the real situational context on the learning of the oil platform. These

applications employ interaction as a means of communicating information

to the general public in new and exciting ways. The main purpose of the

project is to improve the method used in education to be more interactive.

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1.2 Problem Statement

It seems like a few of problems that we can see a long time to develop this

project, it is:

i. Not everyone can experience and be on the offshore platform

ii. Offshore platform require high qualification to access

iii. Lack of exposure about offshore platform in virtual reality

mobile based

1.3 Objective

There are three aims that need to be achieved in this project. The objectives

are as follows:

i. To study offshore environment and rules in order to build a

3D model and interactions in VR

ii. To design and develop a virtual reality application that

show offshore platform.

iii. To test and evaluate the virtual reality application is functional.

1.4 Scopes

i. Worker

ii. Student

iii. Admin

iv. Investor

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1.5 Limitation of Work

i. Available for Android version only

ii. Mobile based application

iii. Need VR headgear to use the virtual reality

1.6 Expected Result

It is expected this application is to help and give a great experience

to user. To be on an oil rigs platform, the user get to know on how the oil

rigs were operated and the user can also learn about the surrounding signage

and safety warning on the platform. Other than that, this application also

expected to create awareness about Do and Dont’s on the rigs platform.

User also can knowledge the project as an interactive application to use and

apply the technique in education method.

i. As an interactive tool for user in learning process.

ii. Provide a complex syllabus in form of Virtual Reality.

iii. User able to explore the emerging world of virtual reality 3D

model in offshore oil rig learning with supported by VR Box.

iv. User also can knowledge the project as an interactive

application to use and apply the technique in education method.

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1.7 Gantt Chart

TASK NAME

FEBRUARY MAY JUNE JULY

1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4

TOPIC DISCUSSION

AND DETERMINATION

PROJECT TITLE

PROPOSAL

PROPOSAL WRITING

- CHAPTER 1

(INTRODUCTION)

- CHAPTER 2

(LITERATURE

REVIEW)

DISCUSSION

CORRECTION OF

PROPOSAL

PROPOSAL PROGRESS

PRESENTATION AND

PANELS EVALUATION

CORRECTION

PROPOSAL WRITING

- CHAPTER 3

(METHODOLGY)

PROOF OF CONCEPT

(POC)

DRAFTING REPORT

OF PROPOSAL

SUBMIT DRAFT OF

REPORT TO

SUPERVISOR

PREPARATION FOR

FINAL PRESENTATION

FINAL PRESENTATION

AND PANEL’S

EVALUATION

FINAL REPORT

SUBMISSION AND

SUPERVISOR’S

EVALUATION

Table 1.1 : Gantt chart for Final Year Project 1

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TASK NAME

SEPTEMBER OCTOBER NOVEMBER DECEMBER

1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4

PROJECT DISCUSSION

WITH SUPERVISOR

PROJECT

DEVELOPMENT

PROJECT

DEVELOPMENT

(CONTINUED)

PRESENTATION OF

PROJECT PROGRESS

TO PANEL (50% READY)

PROJECT

DEVELOPMENT

(CONTINUED)

PROJECT TESTING

DRAFT PROJECT FINAL

REPORT

SEMINAR

PROJECT

TESTING

(CONTINUED)

SUBMIT DRAFT OF

REPORT TO

SUPERVISOR

SUBMIT POSTER

PREPARATION FOR

FINAL PRESENTATION

FINAL PRESENTATION

AND PANEL’S

EVALUATION

FINAL REPORT

SUBMISSION AND

SUPERVISOR’S

EVALUATION

Table 1.2 : Gantt chart for Final Year Project 2

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1.8 Chapter of Summary

This thesis consists of five chapters. Chapter one is introduced that

contains project background, problem statement, objectives, scope,

limitation of work, expected result and thesis structure. Chapter two is

literature review and discuss the advantages and disadvantages that had been

carried out by another existing products that related to the on-going project.

Chapter three is a methodology that discusses method or technique that are

used in the project also design framework, specifying in detail design of

development project. Chapter four is the implementation of the project and

report of testing that had been done to the development system. Chapter five

is the conclusion of the overall project followed by references.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter provided some reviews of techniques which have

been proposed by many researchers in previously. The related works also

have been reviewed to ensure the quality in order to improve this project.

This chapter also describes and explains of the literature review carried out

on the application that will be used as references in developing this

application. Previous research or existing application will also discussed in

this section. Literature review aim to review the critical points of the current

knowledge on a particular topic. Therefore, the purpose of the literature

review is to find, read and analyses the literature or any works or studies

related to this application. It is important to well understand about all

information to be considered and related before developing this project.

Some research has been studied to understand to implement in the Offshore

Oil Rigs Experience in VR application.

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2.2 Virtual Reality

Virtual Reality (VR) is the use of computer technology to create a

simulated environment. Unlike traditional user interfaces, VR places the

user inside an experience. Instead of viewing a screen in front of them,

users are immersed and able to interact with 3D worlds. By simulating as

many senses as possible, such as vision, hearing, touch, even smell, the

computer is transformed into a gatekeeper to this artificial world. The

only limits to near-real VR experiences are the availability of content and

cheap computing power.

VR platform is where user can test to use VR experience. These

SDKs are the building blocks to create VR experiences such as mobile

apps, marketing experiences, and more. VR SDKs offer the tools to

perform functions such as cloning, moving 3D objects and adding.

Google Cardboard is a virtual reality (VR) platform developed by

Google for use with a head mount for a smartphone. To use the platform,

users run Cardboard-compatible applications on their phone, place the

phone into the back of the viewer, and view content through the lenses.

2.3 VR Types and Technique

There are many VR types and method as described below depends on

usages and suitability for VR application.

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2.3.1 Simulation-based Virtual Reality

Simulation-based virtual reality considered both a type of VR

system and a method to realize virtual reality. A virtual reality

system based on simulation involves a computer-generated

simulation or approximate imitation of real- world environment or

situations and phenomenon.

Training is one of simulation-based VR's most

common applications. Driving simulator and flight simulator are

notable examples of pulling drivers and pilots into a simulated

environment that gives them a real impression of driving or flying an

aircraft. Figure 2.1 shows an example of Simulation-based Virtual

Reality.

Figure 2.1 Simulation-based Virtual Reality

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2.3.2 Computer based Virtual Reality

A virtual reality system based on a desktop simply involves

viewing a three-dimensional virtual world on a display device such as

a laptop or handheld display, both as a form of VR system and as

another tool of realizing virtual reality. This VR system-

differentiating feature is that it focuses on providing computer-

generated visual perception and does not use other sensory input

components such as a specialized positional tracking equipment.

Video games for the first person are example in Figure 2.2.

Figure 2.2 Computer-Based Virtual Reality

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2.3.3 Head mounted display (HMD)

A specific method to realize virtual reality includes

using a head- mounted display or HMD to bring users to a virtual

world that appears to be enclosed in three dimensions. An HMD may

include positional tracking, audio and output elements, and haptic

feedback. HMDs also can be used to implement virtual reality system

specific types. For example, a driving simulator or a projected

simulated real world environment can include the use of an HMD as

its main input-output equipment. Figure 2.3 shows an example of

Head-Mounted Display.

Figure 2.3 Head-Mounted Display

The method that used in this project is Head-Mounted

Display as it is the most immediately recognizable aspect of Virtual

Reality. Head-Mounted used in this project because it is affordable

and commonly used in VR project.

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2.4 VR Platform

There are two platforms in order to complete the process of

developing virtual reality concept. Below are the comparison and details

about the platform in virtual reality.

2.4.1 Mobile base

Advantages Disadvantages

• Safe and secure — Mobile Apps

must first be approved by the App

Store.

• Easier to build due to the

availability of developer tools,

interface elements and SDKs

(Software Development Kits).

• Expensive to maintain and

update.

• It may prove difficult to get a

Mobile App approved by the App

Store

Table 2.1: Mobile based advantages and disadvantages

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2.4.2 Desktop base

Advantages Disadvantages

• Standalone in nature and hence do

not face any hindrances resulting

from Internet connectivity.

• Less dependent on bandwidth

usage than Mobile Apps.

• Needs to be installed separately

on each computer. Also updating

the applications is cumbersome as

it needs to be done on every single

computer.

• Confined to a physical location

and hence have usability

constraint.

Table 2.2: Dekstop base advantages and disadvantages

2.5 VR Software and Hardware

Human beings are visual creatures, and display technology is

often the biggest difference between interactive environments of Virtual

Reality and conventional user interfaces. With a variety of new hardware

and software solutions, wearable future is evolving but uncertain. Examples

of software and hardware that used in developing VR application are as

following.

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2.5.1 VR software

Virtual reality is an artificial environment that is created with

software and presented to the user in such a way that the user suspends

belief and accepts it as a real environment. On a computer, virtual reality

is primarily experienced through two of the five senses: sight and sound.

There are two software that commonly used by the developer to develop

virtual reality application which is Unreal Engine and Unity 3D.

2.5.1.1 Unreal engine software

In the gaming industry, Unreal Engine is quite successful. The

software offers a lot of interesting features with flexibility to create

different games. Unreal Engine allows games to be developed from

basic 2D hand-drawn environments to immersive video gaming

experiences.

The tools has a custom built-in marketplace where users can

discover and buy assets and tools to enhance projects. Also, Unreal

Engine has a large follower base with a large community sharing

information, tutorials and the latest trends. Figure 2.4 shows an

example of Unreal Engine software.

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Figure 2.4 Unreal Engine Software

2.5.1.2 Unity 3D software

Unity 3D is one of the front runners of computer engineering

for Virtual Reality, with the company rising from a little start-up to

one of the best solutions on the market.

Furthermore, Unity 3D has a scalable, super-good game

engine that fits well for solo developers and small development teams.

Similar to other competitors with cool advanced features, the software

is considered user-friendly. Figure 2.5 shows an example of Unity 3D

Software.

.

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Figure 2.5 Unity 3D Software

The software used for this project is Unity 3D. Unity is the

best software for VR application development. It is very effective

while rendering 2D scenes. In this era of visual treats, Unity can very

well be used for rendering 3D images also. The quality offered is also

relatively good compared to other apps.

2.5.2 VR hardware

Virtual Reality hardware produces stimuli that override the senses of

the user based on human motions. The VR hardware accomplishes this by

using sensors for tracking motions of user such as button presses, controller

movements, eye and other body part movements. Below is the example of

VR hardware.

2.5.2.1 HTC Vive

The HTC Vive is a virtual reality headset developed by HTC

and Valve Corporation. The headset uses "room scale" tracking

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technology to allow the user to travel in 3D space and use movement-

tracked handheld controls to interact with the environment. The HTC

Vive was unveiled during the March 2015 HTC Mobile World

Congress keynote. Design kits were launched in August and

September 2015 and the first Consumer version of the system was

released on June 7, 2016. Figure 2.6 shows HTC Vive Hardware

Figure 2.6 HTC Vive

2.5.2.2 Google Cardboard / Google VR SDK

Google Cardboard is a tool for virtual reality (VR) created by

Google to use a smartphone head brace. Named for its fold-out

cardboard viewer, the platform is intended as a low-cost device to

promote interest and innovation in VR applications. Users can either

create their own viewers from basic, low-cost components using

Google's published specifications, or buy a pre-produced one. Users

run cardboard- compatible apps on their mobile to use the network,

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place the phone in the viewer's back, and display content through the

lenses. The Cardboard Software Development Kit (SDK) is available

for Android and iOS operating systems. The VR View of the SDK

allows developers to integrate VR content both on the internet and in

their mobile apps. Figure 2.7 shows Google Cardboard hardware.

Figure 2.7 Google Cardboard

VR Hardware that used in this project is Google Cardboard. The

low cost of Google Cardboard is one of the major reasons why Google

Cardboard used in this project. Hence, Google Cardboard is one of the

simplest virtual reality headsets to set up and use.

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2.6 Related Article in Virtual Reality in Education

This a few article that had been searched about virtual reality

application in education.

Title Author Journal Summary

Virtual

technologies trends

in education

Martin-

Gutierrez, J.,

Mora, C. E.,

Anorbe -

Diaz, B., &

Gonzalez-

Marrero, A.

(2017).

EURASIA

Journal of

Mathematics

Science and

Technology

Education, 13(2),

469-486.

Educational institutions

have benefit from better

accessibility to virtual

technologies; make it

possible to teach in virtual

environments that are

impossible to visualize in

physical classrooms.

Augmented and

Virtual Reality in

Education:

Immersive

Learning Research.

Beck, D.

(2019).

Journal of

Educational

Computing

Research (2019):

07356331198540

35.

To uncover emerging

trends and technologies,

sound research and best

practices within an

international and

interdisciplinary

community.

Virtual reality

challenges in

education and

training.

Velev, D., &

Zalateva, P.

(2017).

International

Journal of

Learning and

Teaching, 3(1),

33-37.

The paper aims at

performing a brief

analysis of current VR

challenges, and especially

its application in

education training.

Table 2.3 Research article in VR

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2.7 Related Study of Existing Application

Before starting this project, several studies have been done on

existing product applications. The method, advantages and disadvantages of

the products will explained below.

Product Method advantages Disadvantages

Offshore

Rig VR

Mobile

application

(Virtual

reality)

Interaction

happened

between

user and

application

No proper

signage about

hazard on

platform

Offshore

platform

design

Dekstop

based

Real design

of oil rigs

and

platform

No 3D model

Offshore

Oil

Helicopter

Cargo

Mobile

application

(Mobile

game)

Simply to

understand

and suitable

for early

learning.

More to

helicopter

cargo from

shore to

offshore

Table 2.4: Comparison table of existing application

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2.8 Comparison Element of Multimedia

This table comparison existing product in element multimedia.

The comparison include all element of multimedia such as audio, text,

graphic, video and animation.

Application Audio Text Graphic Video Animation

Offshore Rig VR

X

X

Offshore Platform

Design

X

X

X

Offshore Oil

Helicopter Cargo

X

X

Table 2.5 Comparison table of the existing products with five element of

multimedia

2.9 Chapter of Summary

This chapter discusses literature review that had been

reviewed during feasibility studies. The literature review helps developer

to discover the problem of previous research for application which needs

to be improves and overcome in this application development. Moreover,

there are some advantages and disadvantages in every techniques that has

been considered in the research.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter discusses a methodology used for this project. The flow

of the project will discuss briefly to give more understanding of the design

and development of this application. There are many methods that can be

used for developing this project. The methodology used in this project is

ADDIE Model. Every phases of this methodology will be explained in the

next sub topic.

3.2 ADDIE model

The ADDIE model is the generic process which instructional

designers and training developers traditionally used. The five phases in the

ADDIE model are analysis, design, development, implementation, and

evaluation. The ADDIE model is a dynamic flexible guideline for

developing effective training and performancesupport tools.

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In the design of educational materials, instructional theories also play

an important role. Theories like behaviorism, constructivism, social

learning, and cognitivist help shape and define the results of instructional

materials. Figure 3.1 show ADDIE Model process.

Figure 3.1 ADDIE Model

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3.2.1 Analysis process

In the analysis phase, the problem of instruction is explained, the

learning goals and objectives are set, and the current knowledge and skills

of the learner and learner are established. The analysis phase involves are

requirement analysis, task analysis and instructional analysis. The activities

involve are identifying the problem statement, the goals and objectives of

the mobile VR application, existing knowledge and any other relevant

characteristics and the content of mobile VR application. The analysis is

carried out by doing market survey on existing articles and existing

application. So, the weakness of the existing application can be identified

and VR Offshore Oil Rigs Experience will fulfill all of the weakness. The

content of Mobile VR application can have referred to Figure 3.2. The

mobile VR is developed focusing on artifacts learning content.

Figure 3.2: Content of Mobile VR

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3.2.2 Design Process

Design phase is the second phase in making VR Oil Rigs Platform

Experiences in ADDIE model. The design phase should be systematic and

specific. Systematic means a logical, orderly method of identifying,

developing and evaluating a set of planned strategies targeted for attaining

the project’s goals. Specific means each element of the instructional design

plan needs to be executed with attention to details. In these phases,

storyboard and prototype making. Storyboarding is also a part of multimedia

design process. The storyboard can show the look and feel of the application

that will be developed. The phase is implemented after phase 1 is completed

and become “blueprint” or backbone of planning in the process of designing.

In design phase, navigation chart and storyboard were developed.

3.2.2.1 Storyboard

Storyboard is also part of the design process of multimedia.

The storyboard shows the application's feel and look that will be

developed. Figures 3.3, 3.4, 3.5, 3.6, 3.7 below display some of the

storyboard.

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This is first interface for this application. In this view, the

title of this application is displayed to start.

Figure 3.4 shows the main menu featuring three optional

buttons which is play button to start the application, credits

button and help button to guide user using

this application.

Figure 3.3: Prototype Start Page

Figure 3.4: Prototype Main Menu Page

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Figure 3.5 shows the info where user can view and follow

the signage in this application.

Figure 3.6 shows the workers when user appoint the cursor

to the model in oil platform surrounding using gaze

interaction.

Figure 3.5: VR oil rigs platform experience signage information

Figure 3.6: Prototype VR View

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Figure 3.7 shows the credit content of this application to the user.

Figure 3.7: Prototype Credit Page

3.2.3 Development Process

The phase of development is where developers create and organize

the product assets created during the design phase. Programmers are focused

on technology development and/or integration. Testers execute procedures

for debugging. Depending on any feedback given, the project is reviewed

and revised. In this phase, Unity 3D software used to develop VR Oil Rigs

Experience application and animated 3D character. Maya 2018 software

also used in this phase to create 3D model in VR Oil Rigs experience.

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Figure 3.8: modelling process in Unity 3D

3.2.4 Implementation Process

The phase of implementation is a test phase. The supervisor and

friend test completed application and give response. The aim of testing is to

identify the weakness and detect any unrecognized errors during the

authoring process. The supervisor openly commented and criticized during

the test for making improvements, and any mistakes can be corrected. This is

to ensure the project is easy to use and to run accordingly. User test run is

sent a demo version for alpha and testers to ensure that the project meets their

requirements before presenting the final product. Criticisms and

constructive feedback are taken into account to be implemented later on.

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3.2.5 Evaluate Process

The final phase, which is the evaluation phase. If the design is found

to be incomplete or unsatisfactory, improvements or addition will be made

based on the user's feedback, response in presentation, and commented from

supervisor. For the first time in this iteration, only the prototype with the

base function is generated most of the time and decisions on further

iteration. Further iteration of the verification phases and changes will take

place to add features such as the different viewpoint, the advanced way of

google cardboard, and so on. The iteration will not stop until the application

is perfect or the application will satisfy the user.

3.3 Framework

The project conducted on the framework of the structure and system

flow to achieve the project objective that can be successfully accomplished

by analyze VR Oil Rigs experience using Google Cardboard. The

requirement analysis should be conducted in order to run the project and a

project framework can be created to see and understand the process flow.

The methodology framework is described in Figure 3.9, which is divided to

user, google cardboard and VR Oil Rigs experience application. To play this

application, user should use google cardboard to

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connect to the application. Then, the application will provide a virtual

reality view in Google Cardboard and the user will feel immersed in the

environment

Figure 3.9: Framework

3.4 Hardware and Software Requirement

3.4.1 Software Requirement

To develop this project, choosing the best software can be a

lot of choices, because the software selection depends on the

requirement in this project. The software to develop this project is

shown as below.

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Table 3.1 List of Software used

Software Use

Unity

Used to create the Virtual Reality app and overall

project and animate 3D characters

Maya 2018

Used to create 3D character models

Adobe Illustrator

To design interface, posters and logo application.

Adobe Photoshop

Used to create sketches of background,

characters and posters.

SketchUp

Used to create 3D models which is a building.

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3.4.2 Hardware Requirement

Hardware is the important in ensuring the research of this

project is success. In order to do this research, every hardware has

its own function. The hardware to develop this project is shown as

below.

Table 3.2 List of Hardware requirement

Hardware Use

Laptop

To create the sketches for the characters,

background and create scripts or documents

related to application. Also used for on the

go coding and 3D modelling.

External Hard Disk

To backup all project data

Headphones

Used for development and test runs of the

projects as well as used for the finished

project to amplify immersion.

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Google Cardboard

Used for test runs and overall final product.

Mobile Phone

To run and test the application.

Mouse

Mouse is used during coding and 3D

modelling process.

3.5 Technique/Method

The technique that use in this project is point of gaze. The point of gaze

in the user-computer interaction is recorded and used in real time as an input.

In this field researchers are developing more efficient and novel human-

computer interfaces to help users with and without disabilities. Person's point

of gaze can be used in a variety of ways to control user interfaces, alone or in

combination with other types of input such as a mouse, keyboard, sensor, or

other devices. A major field of gaze interaction research is discovering more

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efficient and innovative ways to facilitate interaction between humans

and computers for users with disabilities who can only use their eyes for

feedback. Certain gaze interaction research focuses on the general use of real-

time interactions. Figure 3.10 is the example of the point of gaze method.

Figure 3.10: Point of gaze method

3.6 Chapter of Summary

This chapter describes the approach used to develop the

application's requirement for application, hardware and software. The

ADDIE methodology is selected throughout the development process

based on the complexity of the application. For each process involved in

the VR Oil Rigs Platform experience application design,

development implementation and evaluation are briefly explained in the

analysis.

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CHAPTER 4

IMPLEMENTATION AND TESTING

4.1 Introduction

In this chapter, we will discuss about the implementation of the

methodology discussed in previous chapter and testing to obtain the

result of each implementation. Implementation is executed to ensure the

system is developed according to the main objectives of the system and

fulfill the user requirement. Testing will be executed so that the

developer will recognize the defects as soon as possible and repair it

immediately.

4.2 Implementation

Among the things tested in this testing process, this application

should take the test of functionality and damage. This app should be

tested based on the insights planned for the app to work fully.

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4.2.1 Mobile app interface

4.2.1.1 Home Page

Figure 4.1: Show the loading page that automatically enter the

main menu page

The home page is the first view of this app. In this main menu users

will see the loading page (title of this application).

4.2.1.2 Main Menu

Figure 4.2 : Show the buttons to start using application

Figure 4.2 show the main menu of the virtual reality view of

"Offshore Oil Rigs Virtual Reality Experience" and featuring three (3)

optional buttons to start exploring the offshore oil rig, credit of application

and help information.

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4.2.1.3 Credit Page

Figure 4.3 : Show the application’s developer and supervisor

Figure 4.2 show the application supervisor and developer view.

User get to know the developer and supervisor details and go to exit

button at the top right left to exit the page.

4.2.1.4 Virtual Reality Environment

Figure 4.4 : Show the environment and surrounding inside the

helicopter.

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Figure 4.5 and 4.6 : Show the surrounding inside the helicopter

Figure 4.7 : The helicopter

After choosing play mode, user will automatically enter inside the

helicopter in order to access the offshore oil rig platform. To reach the

platform in the middle of the sea, all users need to experience on how to get

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there by using a helicopter. Figure 4.4, 4.5 and 4.6 is the users view inside

the helicopter interior. Figure 4.7 show the helicopter in used in this

application.

4.2.1.5 Experiencing the Oil Rig Platform

Figure 4.8 : Show the Oil Rig Platform

Figure 4.9 : Show the helipad for landing

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Figure 4.10 : Show the starting point to experience the platform

Figure 4.11 : Show the working place and signage

Figure 4.12 : Show a worker and a signage

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Figure 4.13 : Show the workplace and workers on the platform

Figure 4.14 : Show danger and hazard area on the platform

Figure 4.8, 4.9, 4.10, 4.11, 4.12, 4.13, 4.14 is the main content

showing the oil rig platform in order to experiencing the virtual reality of

being in a real platform. The users need to only gaze and the information of

the workplace area and signage. There are also audio and text display will

be heard during walking around the platform.

4.3 Testing

Testing is needed to test system full function and free error. There

is three types of testing in the application. Those are unit testing, integrate

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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 interfaces and interaction between modules. End-to-

end testing or system testing tests a complete integrated system to verify

that it meets its requirements.

4.3.1 Test Case

A test case is a set of condition or variables under which a tester will

determine if a requirement upon an application is fully satisfied. A test case

also can be defined as a sequence of steps to test the correct behavior of

functionality or feature of an application. There is a list of steps, test,

procedures and expected outcomes would be stated in a test case.

Table 4.1: Test case for successful of open the application

Test case for successful of open the application

Steps Test Procedure Expected Output Result

1. Open the application Button will appear on the

home page to enter the

application content.

Success

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Table 4.2: Test case for successful of the home page.

Test case for successful of the home page

Steps Test Procedure Expected Output Result

1. Click the Play button From home page to exploring the oil rig platform in virtual reality view.

Success

2. Click the Credit button From home page to credit

page

Success

3. Click the Help button From home page to help

page

Success

Table 4.3: Test case for successful of audio interaction in VR

environment

Test case for successful of audio interaction in virtual reality environment

Steps Test Procedure Expected Output Result

1. Users enter the first trigger The audio Welcome to “Oil Rig

Virtual Reality Experience”

will listen

automatically

Success

2. Users press the play button The view inside the helicopter

will appear and audio will listen

automatically

Success

3. User press the credit button The credit page will appear

and audio will listen

automatically

Success

4. User enter the helicopter Audio will listen automatically Success

5. User enter the platform page

Audio will listen automatically Success

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6. User look at signage

Information about signage will

appear and audio will listen automatically

Success

4.4 Summary

In a nut shell for this chapter, part implementation in this chapter

have been describe and show all the user interfaces in the android

application. It can act as a guide for a new user to use this application.

Testing also has been done to ensure that all the functionality achieved and

run smoothly. Maintenance should be carried out if there are any bugs

detected. The system will repeatedly be tested to minimize the error.

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CHAPTER 5

CONCLUSION

5.1 Introduction

In this chapter, the contribution of ‘Offshore Oil Rigs Virtual

Reality Experience’ problem and limitation during project development as

well as future work to improve this application will be discussed.

5.2 Project Contribution

Offshore Oil Rigs Virtual Reality Experience developed based on the

ADDIE method mainly aim to help users learning about the planet in a new

interactive environment. Meanwhile, the other aim is users also can learning

about the VR technology in their life. By using this application, users can be

opportunities in learning and experiencing about the oil rigs platform with

more effective and efficient due to the interactive and new technology way.

Furthermore, it is very convenience since it is an android application

and can be accessed by user everywhere because it did not use internet

connection. Moreover, the users can experiences play with the virtual reality

and learn about it more.

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5.3 Problem and limitation

The problem and limitation during the project development are the

colliders is not functioning well as expected. This has caused due to lacking

of knowledge in this field also make the project development quite harder

and not works well.

5.4 Future Work

Offshore Oil Rigs Virtual Reality Experience still needs to improve a

lot from time to time. Since this application just focus to the platform, so

developer can add more object that exist in the platform like workers,

signage and anything else that exist on the platform. So users can learn more

about the offshore platform. In addition, this application can build with

more interactive such as game or quiz so that users can know their skills

level and knowledge. Lastly, this application can also built with new

platform such as Oculus Rift. So user will have more experiences in virtual

reality with more realistic environment.

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REFERENCE

Beck, D. (2019). Augmented and Virtual Reality in Education: Immersive

Learning Research. Journal of Educational Computing Research (2019):

0735633119854035.

Kurt, S. (10 December, 2019). ADDIE Model: Instructional Design.

Retrieved from The ADDIE Model: https://educationaltechnology.net/the-

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