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FIK VIRTUAL JOURNEY NOOR SYAFIQAH AZIM BINTI MOHD ZAINURIN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2018

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  • FIK VIRTUAL JOURNEY

    NOOR SYAFIQAH AZIM BINTI MOHD ZAINURIN

    BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS

    MEDIA) HONOURS

    UNIVERSITI SULTAN ZAINAL ABIDIN

    2018

  • FIK VIRTUAL JOURNEY

    NOOR SYAFIQAH AZIM BINTI MOHD ZAINURIN

    Bachelor of Information Technology (Informatics Media) honours

    Faculty of Informatics and Computing

    Universiti Sultan Zainal Abidin, Terengganu, Malaysia

    DECEMBER 2018

  • APPROVAL

    I declare that this report entitled “FIK Virtual Journey” 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.

    Signature : _____________________

    Name : NOOR SYAFIQAH AZIM

    MOHD ZAINURIN

    Date : ________________________

  • ACKNOWLEDGMENTS

    First, I would like to extend my sincere thanks and deepest appreciation to my

    supervisor, Encik Tolahah Bin Muda who guide me and give any suggestions to encounter

    any problems when I doing this project. Without her, I could not finish my project.

    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.

  • Abstract

    Virtual journey, has an increasing amount of usage as the world’s technology

    getting more advance. With virtual journey, people can have a view of the actual place like

    they are actually there through devices like computer or phone, without having to travel to

    that specific location. Thus, it is considered as a convenient alternative to the actual journey.

    FIK Virtual Journey could possibly attract more students to enroll in it by having a

    virtual journey platform for the campus. It is achievable through the usage of a more

    interesting and advanced way of interaction instead of the traditional mouse and keyboard.

    Other than that, FIK Virtual Journey can also be one of the few university in Malaysia that

    have a virtual faculty journey application.

    The methodology used in this project is the ADDIE methodology. This methodology is

    chosen as it allows responsive feedback and changes to be made with minimum cost,

    together with a shorter development process since requirement is clear. A virtual journey

    platform which contains the details about FIK’s environment is expected to be produced as

    the end product, and the application should be able to be navigated by using oculus rift and

    headset units.

  • CHAPTER 1

    INTRODUCTION

    1.1 Background

    FIK Virtual Journey is a term that is use to describe the simulation of an actual

    location exist on Earth. The initial use of this term is actually from year 1994, where a

    museum interpretation is provided with a “walk-through” of a 3D reconstruction of Dulley

    Castle in England as it was in 1550. Since then, virtual tour has started to spread among the

    people and used as a way to show a certain area, building and etc. The most common

    industries that use the virtual tour feature are the academic field, famous attraction of a

    country and the real estate industry.

    Fik Virtual Journey is used by the faculty to provide a walking tour experience

    around the faculty. So, the potential students can just use the virtual tour platform to look

    around the campus and its environment. This project is an installation-based experience

    incorporating virtual reality, hardware and software through supporting headset units. The

    equipment enables to replicate an alternative viewpoint or world by creating a digital

    environment to which the user can explore. This will be adapted as part of the proposed

    exhibition.

    As for the real estate industry, it is having almost similar advantage with the campus

    virtual tour. The industry uses the virtual tour to provide a preview of the building to its

    customer. This allows them to exhibit the building even if the building intended to be shown

    to the potential customer is not done, or even before the construction activity is carried out.

    This is able to solve the common problem shared by all the tours, which is the condition of

    the place. The management of the place won’t have to worry about the preventability of the

    area, e.g. to keep the place clean, repaint parts of the building, or carry out maintenance

    and etc., which are all prevented by using virtual tour.

  • 1.2 Problem Statement

    It seems like a few of problems that we can see a long time to develop this project, it is:

    1. Low quality of promoting FIK area.

    Three-dimensional animations and illustration can give the user a better experience to

    explore ins and outs of the FIK building. When using the natural explored, it will be

    exhausting for them to fully explore it. When visitor came for a faculty tours, they expect

    to have someone who is familiar with the faculty to guide them throughout the tour. Thus,

    the visitors will have to tour on their own.

    2. FIK students not familiar with the faculty surrounding

    Low effective when using the natural ways to find the location in the faculty. It is because,

    the building does not have any interactive information to present to the students. It also

    difficult because the area is too big. It also limits the students to find the information. The

    common issue among the student is to find out where their class is located. It usually takes

    them few weeks to familiarize themselves with the faculty. This is often the main culprit of

    why they are late for their class. Therefore, those who are not familiar with the faculty have

    to spend hours to get the area, not to mention the energy and time.

    3. Limited interaction with the available virtual tour

    There are tons of virtual tour application out on the internet, and majority of them are still

    using the standard input of mouse and keyboard. While they are the standard input device

    that is used daily, it is just plain and boring to use them to experience a virtual tour. With

    the technology getting better day by day, there are a lot of new input device that have the

    potential to replace the mouse and keyboard combination.

  • 1.3 Objective

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

    To design desktop application that give convenience to the people emerging world

    of virtual reality with supported by oculus rift.

    Due to the problem of huge faculty size and location of faculty, it’s inconvenient for most

    of the people who want to have a faculty tour. So by having a faculty tour virtually, those

    who want to have a tour don’t have to travel to Besut, they can just get the access to the

    virtual tour and having a faculty tour at their place. By using this way, they can save their

    time and also energy. It is also an easier way to promote the environment of Faculty

    Informatics and Computing to people.

    To develop desktop application that can help FIK students in familiarizing with the

    Faculty.

    Since Faculty Informatics and Computing is huge, it is pretty common for those students

    that have problem on getting to the right destination. Through virtual tour, those students

    can familiarize themselves with the 3D replica of FIK building and route. Hence, it helps

    them in faster to reach the location they want.

    To test the functionality of desktop application in an interesting way to interact with

    the virtual tour.

    By using oculus rift, a device that senses the hand and finger motions and uses them as the

    input to interact with application, it is possible to fully replace the mouse and keyboard to

    provide the input to the application. Inputting in this way will attract and maintain the user’s

    interest throughout the whole process. Having the VR equipment, the user can freely

    observe the area and gaze their attention in any desired direction. In the same time, the

    users can have a 360 degrees experience and also the feeling of depth for the environment.

    It also will be as part of exhibition for our Faculty.

  • 1.4 Scope and Limitation of Work

    1.4.1 Group Scope

    - This project is aimed at the Faculty Informatics and computing area for a visitor, it is

    because of promoting the FIK environment. It also allows the visitor to interact with the

    virtual reality environment at the same time using through headset units.

    - Focus for FIK Students itself. It is easy for students to find the information around the

    faculty area. For example, about their lecturer’s room or office.

    - Society age 13 years old and above, the potential for VR is increased when using this

    technology can help society to understand and transform themselves and the world around

    them limitless. They can explore in FIK environment even though they are not at that place.

    1.4.2 Project Scope

    The main of this project is to produce a 3D ‘FIK Virtual Journey’ to solve the problems

    previously stated. A few main outcomes that are going to be produced are:

    3D Building Model for the exterior of FIK

    3D model of the FIK Virtual Journey will be created as this project focuses on the

    exterior of the FIK building. The 3D model will have the same texture and layout

    with the actual one, thus user is able to feel like they are actually there.

    Use Oculus Rift as the main input device

    The norms of providing input to interact with an application is the usage of Oculus

    Rift. Thus, by using oculus rift as the main input device, will increase the interaction

    between the user and the application, to be more lively and interesting. User will

    have to control what they want to do such as to walk, to change the direction, to

  • select option and etc. through oculus rift device. The standard way to input will be

    enable too in case the device is not available.

    Interesting sound effect and background music

    Any brilliant application won’t be as good as they are if sound is not present. Sound

    effects can help an ordinary application to become a better one. Sound effects and

    music will be in the virtual tour to enhance the user experience, e.g. sound of select

    option, sound of footsteps, and etc.

    1.5 Limitation of Work

    This application only focus in Faculty Informatics & Computing area, and the application

    is only can run with desktop or personal computer with high graphic card that can supported

    by oculus rift. With oculus rift, it will give the user a fresh experience of providing input

    and controlling the virtual journey, which will attract them and gives them an unforgettable

    journey, while providing useful faculty information such as faculty organization, objective,

    mission and vision. Lastly, this application is only provided 3 blocks at faculty area which

    is block D1, D2 and D3.

  • 1.6 Ghant Chart

  • 1.7 Expected Result

    It is expected that this application results in facilitating the both party student and virtual

    reality with supported by oculus rift. By develop 3D model environment medium to make

    easier for FIK students in familiarizing with the faculty area very well. By using the desktop

    application can give an interesting way to interact with the virtual tour and emerging with

    the environment.

    1.8 Chapter of Summary

    This chapter discussed about the project’s background, problem statement, project

    objective, and project’s scope.

  • 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

    application. Some research has been studied to understand to implement in the FIK Virtual

    Journey application.

  • 2.2 Related Works

    Virtual Reality (VR) is a computer technology that uses software-generated realistic

    images, sounds and other sensations to replicate a real environment or an imaginary setting,

    and simulates a user’s physical presence in this environment to enable the user to interact

    with this space. There are already a number of virtual reality applications available on the

    internet which people are using it for the purpose stated above:

    1. Library of Alexandria – 3D Virtual Tour (Web Application)

    Figure 2-2-1: Library of Alexandria – 3D Virtual Tour

    (Library of Alexandria – 3D Virtual Tour)

    The Library of Alexandria – 3D Virtual Tour is a web application created using the method

    of photograph stitching. It features a 360° panoramic virtual tour experience by using HD

    photo for the application, and users are not able to navigate in the library. After the

    application is loaded, the user still need to wait for the photos to fully loaded before they

    can have a clear view of the library. This is only a part of the full application that if

    accessible only through the provided executable file. When it is started through the file,

    there will be a list of location available to be selected to start the virtual tour, including the

  • Library of Alexandria. It contains the ability to set the virtual tour as the screensaver, and

    when screensavers starts, a random site will be chosen and shown around automatically.

    Strength

    High quality photos, allows user to zoom and still get an acceptable level of detail

    Virtual reality can be set as screensaver

    Weakness

    Only have one spot for the view, no navigation around the place

    Both the web version and .exe version requires internet connection in order to work

  • 2. All in One Interactive Virtual Tour (Web Application)

    Figure 2: All in One Interactive Virtual Tour (Virtual Reality 3D Tours n.d.)

    Figure 3: All in One Interactive Virtual Tour (3D Doll House view) (Virtual Reality 3D

    Tours n.d.)

  • This All in One Interactive Virtual Tour is also a web application. It is also using the

    photograph stitching method. It features 360° panoramic virtual tour experience using HD

    photos. There is an instruction that will be shown to the user when they first enter the

    application. The user is allowed to navigate around the area by providing input using the

    mouse or keyboard. After the application is loaded, the view for the specific spot is loaded

    only when the user choose to navigate to the specific spot. There are 3 viewing mode

    available for the application, other than the panoramic view as mentioned above, it also

    contains 3D Doll House view and also 2D floor plan view. In the 3D Doll House view, user

    is able to have a view of the whole house in 3D, and able to zoom/move/rotate using mouse

    or keyboard. While for the 2D floor plan view, user will have a top view of the house and

    also able to zoom/move/rotate the model. It also provides the function to move between

    floors.

    Strength

    High quality photos and 3D model, which create attractive product

    Able to navigate around a number of fixed spots to have a better view of the

    building

    Different viewpoint available (panorama, 3D doll house, floor plan)

    Clear instruction on how to use the application is provided

    Weakness

    Requires internet connection to load the application

    Restricted to only a number of fixed spots to have a view of the building

  • 3. TomBraining The Gallery (TomBraining The Gallery Trial n.d)

    Figure 3: TomBraining The Gallery (TomBraining The Gallery Trial n.d)

    TomBraining The Gallery is a desktop application. It is a 3D virtual art gallery with

    multiple exhibition rooms that aims to expand the user’s cultural knowledge through more

    than 250 masterpieces of art and music. By using leap motion device, the user is able to

    walk around the virtual 3D gallery using hand gestures, and admire the great paintings

    accompanied with classical music. While the user is looking at the painting, detailed

    description about the painting is shown beside. Each painting also having a specially

    commissioned text by the celebrated art historian, and is narrated by Brian Protheroe, which

    brings the paintings to life. It also have a game mode that allows the user to measure their

    knowledge of art and test their memory on what they have seen, heard and understood.

    Strength

    Attractive graphics and arts used which attracts people to use it

    Able to navigate through the whole area freely

    Have an interactive game mode to test user’s knowledge

    Support the use of leap motion

  • A map indicating the location of the paintings

    High quality sound effects that suit the application

    Weakness

    Navigate using the mouse is troublesome

    2.3 Comparison between Reviewed Applications and Proposed System

    Features Library of

    Alexandria-3D

    Virtual Tour

    All in One

    Interactive

    Virtual Tour

    TomBraining

    The Gallery

    FIK-Virtual

    Jouney

    (Proposed

    project)

    High Quality

    Photos/3D

    Model

    Yes Yes Yes Yes

    Gaze Input - - - Yes

    Immersive - - - Yes

    Interactive - - Yes Yes

    Instruction to use

    the application

    - Yes Yes Yes

    Good

    quality/suitable

    sound effects

    - - Yes Yes

    Works without

    internet

    connection

    - - Yes Yes

  • 2.3 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.

  • CHAPTER 3

    METHODOLOGY

    3.1 Introduction

    This chapter discusses a methodology used for this project. Each phase that

    discusses in this chapter is to ensure the project to run smoothly. There are a huge

    number of software methodologies available and every single one of them is unique

    in terms of the aspect that they excel in. After analyzing all the methodologies pros

    and cons, ADDIE method is the selected methodology to be used in this project.

  • 3.2 Analysis

    The first phase in the ADDIE model of instructional design is the analysis phase.

    Analysis phase is to determine the selection of input that underlie the development

    of a product (Embi, 2010). Phase analysis is the foundation of all phase in the

    instructional design model. In order to run the project, the requirement analysis

    should be done and a project can be built in order to see and understand its process

    flow. 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 desktop VR application to be developed, the learners

    need, existing knowledge and any other relevant characteristics and also the content

    of desktop VR application. The content of desktop VR application can be referred

    to Picture 2. The desktop VR application is developed focusing for explore in

    Faculty Informatics & Computing especially for who are aged 13 years old and

    above. The analysis is also carried out by doing literature review on existing any

    virtual reality projects either mobile or desktop plate form. Through the analysis,

    the weakness of the existing virtual reality mobile or desktop plate form can be

    identified. All information gathered were used to develop goals and objective of

    developing desktop VR application. The software and hardware requirement

    are also determined in this phase.

  • FIK- Virtual Reality

    FIK Organization

    FIK Vision, Mission

    & Objective

    (MVO)

    FIK Virtual Journey

    D1

    D2

    D3

    Picture 2: Content of FIK Virtual Journey

  • 3.2.1 Building Analysis

    Building analysis is used to identify the areas of Faculty Informatics and Computing.

    AutoCAD is used in this project as the 3D models, which is a building. With this

    building analysis, it is easy to use as a reference to develop in SketchUp Software.

    Figure 3-2-3 F1 First Floor Plan of FIK Building

  • 3.3 Design

    Design phase is the second phase in making FIK Virtual Journey in ADDIE model.

    The phase is implemented after phase 1 is completed and become “blue print” or

    backbone of planning in the process of designing (Embi, 2010). Design that are

    developed to resemble the existing of original model, but different in terms of

    material manufacture and use of VR technology. In design phase, flowchart and

    storyboard were developed.

    3.3.1 Flowchart

    A flowchart is a type of diagram that represents an algorithm, workflow or process.

    The flowchart shows the steps as boxes of various kinds, and their order by

    connecting the boxes with arrows. The flowchart of desktop VR application: “FIK

    Virtual Journey” is shown in Picture 3. The application starts by providing user

    choose from a selection of menu, either choosing to look up FIK’s organization or

    FIK’s mission vision and objective (MVO) or FIK Virtual Journey. The FIK Virtual

    Journey button is the most important button for this application which is user can

    explore the building using the headset units. In a few second, a 3D model of FIK’s

    building will be appeared. The technology used is virtual reality that combined the

    reality and virtual environment together to make an exploring process become more

    interesting. The FIK’s organization button and the FIK’s MVO button will show

    user to their own page. The page just additional information to give to the user.

  • System Flowchart

    No

    Yes

    Yes

    No

    Yes

    No

    No

    No

    No

    Yes

    Yes

    Start

    Show Interface

    FIK’s

    Organization

    FIK Virtual

    Journey

    Tapped on

    logo

    FIK’s

    (MVO)

    Show MVO

    Exit

    A

    B

    Show FIK

    Organization

    A

    A

    Exit

  • No

    Yes

    B

    Show block FIK to let

    user choose which

    block to explore

    Transition to the 3D

    model of the chosen

    block

    Proceed

    explore?

    User explore

    No

    Yes

    Exit

    A

  • 3.3.2 Storyboard

    Storyboard is also a part of multimedia design process. The storyboard shows the

    look and feel of the application that will be developed. Some of the storyboard can

    be seen in Picture 4, 5 and 6 below.

    Main Menu

    This is the main menu, it consist of buttons for alternative help and credit. User

    can tap (touch controller) at logo of FIK Virtual Journey to start.

    Figure 3-3-2 F1 Storyboard 1

  • Main Content

    FIK Virtual Journey content will be shown to let the user

    choose the location to have a journey.

    Figure 3-3-2 F2 Storyboard 2

    When user choose Organization Chart content, FIK Virtual

    Journey will be shown to the user.

    Organization Chart

  • Mission, Objective and Vision (MOV) Content

    When user choose MOV content, FIK Virtual Journey will

    be shown to the user.

    Figure 3-3-2 F3 Storyboard 3

    Explore FIK

    In this content, user can choose to view either the block

    D1, block D2 or block D3.

  • Block D1

    User can navigate around the environment.

    Credit Button

    FIK Virtual Journey will show the credit content to the

    user.

    Figure 3-3-2 F3 Storyboard 3

  • Help Button

    FIK Virtual Journey will show the help content to the user.

    Figure 3-3-2 F3 Storyboard 3

  • 3.3.3 Logo

    A logo can describe as the face of this application. Quite often, it is the first thing that

    a potential user will notice about this application. A logo is much more than just an

    image; it is a point of recognition for users and an important foundation for the branding

    of this application. A well-designed logo is an easy way to convey to potential users

    that this application is professional, trustworthy, and provides quality goods or services.

  • 3.4 Development

    This phase ‘translate’ the activities specified in the phase 1 and phase 2 of the

    prototype so it is easier to understand (Embi, 2010).

    3.5 Implementation

    Implementation phase, is any training and related materials evaluation carried out

    temporarily, to determine the impact to the real world (Welty, 2008). This phase

    involved the development of FIK Virtual Journey as planned in the development

    phase. In this phase, testing was carried out. Testing will be made against the

    virtual journey that are developed by researcher. This phase will also involve

    target user where the user will use the FIK Virtual Journey prototype before the

    product were evaluated by experts.

    3.6 Evaluation

    The last phase, which is the phase of evaluation. In this phase, the prototype that

    was repaired in phase 4 will fix.