muhammad zharif bin kamarudin · maklumat dalam realiti maya dan kaedah pembelajaran dengan kaedah...
TRANSCRIPT
OFFSHORE OIL RIGS VIRTUAL REALITY
EXPERIENCE
MUHAMMAD ZHARIF BIN KAMARUDIN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2020
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
i
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 :
ii
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:
iii
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.
iv
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.
v
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.
vi
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
vii
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
viii
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
ix
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
x
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
xi
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
xii
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
xiii
LIST OF ABBREVIATIONS/TERMS/SYMBOLS
VR Virtual Reality
3D Three dimensional
FYP Final year project
1
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.
2
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
3
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.
4
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
5
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
6
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.
7
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.
8
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.
9
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
10
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
11
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.
12
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
13
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.
14
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.
15
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.
.
16
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
17
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,
18
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.
19
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
20
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
21
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.
22
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.
23
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
24
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
25
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.
26
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
27
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
28
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.
29
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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0735633119854035.
Kurt, S. (10 December, 2019). ADDIE Model: Instructional Design.
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addie-model- instructional- design/
McGriff, S. J. (2000). Using the ADDIE Model. Instructional System
Design(ISD),2.
Springer, S.L., Gadh, R.: State-of-the-art virtual reality hardware for
computer-aided design. Journal of Intelligent Manufacturing 7(6), 12 (1996)
Drs. Robert G. Belleman prof. dr. Peter M.A. Sloot(2001, July) Interaction
in virtual reality. Retrieved from
https://pdfs.semanticscholar.org/8588/3b29756bf81215e70ddc2a03a9c8657
df8d9.pdf
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Dr. S. Nallayarasu(2010) Offshore structure analysis and design. Retrieved
from
http://www.gcsolutions.ir/fa/images/pdf/OFFSHORE_STRUCTURES.pdf