noor syafiqah azim binti mohd zainurin · 2018. 12. 23. · noor syafiqah azim binti mohd zainurin...
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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
Faculty of Informatics and Computing
Universiti Sultan Zainal Abidin, Terengganu, Malaysia
DECEMBER 2018
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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 : ________________________
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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.
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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.
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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.
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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:
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.
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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.
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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
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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.
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1.6 Ghant Chart
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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.
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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
application. Some research has been studied to understand to implement in the FIK Virtual
Journey application.
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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
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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
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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.)
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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
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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
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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
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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.
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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.
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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.
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FIK- Virtual Reality
FIK Organization
FIK Vision, Mission
& Objective
(MVO)
FIK Virtual Journey
D1
D2
D3
Picture 2: Content of FIK Virtual Journey
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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
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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.
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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
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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
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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
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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
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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.
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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
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Help Button
FIK Virtual Journey will show the help content to the user.
Figure 3-3-2 F3 Storyboard 3
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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.
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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.