ABU DZAR BIN ABDUL KADIR · 2021. 2. 1. · ABU DZAR BIN ABDUL KADIR BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021 . ...
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VIRTUAL CARS SHOWROOM
ABU DZAR BIN ABDUL KADIR
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2021
VIRTUAL CARS SHOWROOM
ABU DZAR BIN ABDUL KADIR
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATIC MEDIA WITH HONOURS
Universiti Sultan Zainal Abidin
2021
i
DECLARATION
I hereby declare that the report is based on my original work except for quotations
and citations, which has been duly acknowledge. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal
Abidin or other institutions.
_______________________________
Name: Abu Dzar bin Abdul Kadir
Date: 29 January 2021
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report were under my supervision.
_______________________________
Name: Ts Norkhairani binti Abdul Rawi
Date: 29 January 2021
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 Norkhairani binti
Abdul Rawi for her 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.
Thanks also 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.
I would like to take the opportunity to thank all lecturers of the Informatics and
Computing Faculty for their attention, guidance and advice in helping and
sharing ideas and opinions in making this report successful.
May Allah bless all the efforts that have been given in completing this report.
Thank you.
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. Virtual Cars Showroom is specifically designed for user to experience
seeing exotic cars in virtual. The aim of this project is to also to giving
information about the cars that is rarely seen in Malaysia in virtual reality by
technology-based method. With virtual experience, people can fully experience
and walk through the exhibition and see the exotic cars being display. 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. Virtual Cars Showroom direka khusus untuk pengguna
melihat kereta eksotik di maya. Tujuan projek ini adalah untuk memberi
maklumat mengenai kereta yang jarang dilihat di Malaysia dalam realiti maya
dengan kaedah berasaskan teknologi. Dengan pengalaman maya, orang ramai
boleh mengalami sepenuhnya dan berjalan melalui pameran dan melihat kereta
eksotik yang dipamerkan. 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 TABLES ix
LIST OF FIGURES x
LIST OF ABBREVIATION xi
CHAPTER I INTRODUCTION
1.1 Project Background 1
1.2 Problem Statement 2
1.3 Objectives 2
1.4 Scopes 3
1.5 Limitation of Work 4
1.6 Expected Results 4
1.7 Gantt Chart 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 Desktop 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 16
2.5.2.1 HTC Vive 16
2.5.2.2 Google Cardboard/Google VR SDK 17
2.6 Related Article in Virtual Reality 19
2.7 Related Study of Existing Application 21
2.8 Comparison Element of Multimedia 22
2.9 Summary of Chapter 22
viii
CHAPTER III METHODOLOGY
3.1 Introduction 23
3.2 ADDIE Model 23
3.2.1 Analysis process 25
3.2.2 Design process 26
3.2.2.1 Storyboard 26
3.2.3 Development process 29
3.2.4 Implementation process
3.2.5 Evaluate process
30
31
3.3 Framework 31
3.4 Hardware and Software Requirement
32
3.4.1 Software requirement 32
3.4.2 Hardware requirement 34
3.5 Technique/Method 35
3.6
REFERENCES
Chapter of Summary 36
37
ix
LIST OF TABLES
TABLE TITLE
1.1 Gantt Chart FYP1 5
2.1 Mobile based advantages and disadvantages 12
2.2 Desktop based advantages and disadvantages 13
2.3 Research article and journal in Virtual Reality 19
2.4 Comparison table of existing products 21
2.5 Comparison with five elements of multimedia 22
3.1 Application Storyboard 27
3.2 List of software used 33
3.3 List of hardware requirement 34
x
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
3.1
3.2
3.3
3.4
3.5
3.6
3.7
3.8
3.9
Google Cardboard
ADDIE Model
Content of mobile VR
Prototype of main menu page
Prototype VR View
Prototype info board view
Prototype interior view
Prototype credit page
Framework
Point of gaze method
18
24
25
27
27
27
28
28
32
36
xi
LIST OF ABBREVIATIONS/TERMS/SYMBOLS
VR Virtual Reality
3D Three dimensional
FYP Final year project
ADDIE Analyze, Design, Develop, Implement, and Evaluate
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 Virtual Cars Showroom that will developed is to allow
targeted user walk through the exhibition and see the exotic cars being
displayed. This project is a rare treat for car enthusiasts in Malaysian. The
project entitled “Virtual Cars Showroom” focusing on exotic cars. The cars
will be assigned by their brand. User can also see the details about the cars,
the cars sound and the interior with this application. The videos will also be
display. The main purpose of the project is to help Malaysian people learn
more about exotic cars even at home or anywhere using the latest technology.
2
1.2 Problem Statement
It seems like a few of problems that we can see a long time to develop
this project is that not everyone can see exotic cars in Malaysia. There’s
nothing quite like spotting a highly limited and desirable road machine
zipping by during a commute. Though that doesn’t happen very often
because it is very rare in Malaysia. Exotic cars exhibition requires money
and time to access. Lack of exposure about exotic cars details in virtual
reality mobile based is also the problem.
1.3 Objective
There are three aims that need to be achieved in this project. The objectives
are as follows:
i. To study mobile application that give convenience to
the people emerging world of virtual reality with
supported by Google Cardboard.
ii. To develop a virtual reality application that can help
Malaysian in familiarizing with the exotic cars.
iii. To test the virtual reality application is functional.
3
1.4 Scope
User Scope:
The target user for this project is suitable for people aged 17 and above.
o Suitable for driving age
Project Scope:
3D Cars Model.
Cars sound.
Assign car by brands.
Videos.
There is 5 brands and 3 cars each brand.
User can see the interior in 1 of the cars in each brand.
Use Google Cardboard or VR Box as the main input device.
Interesting background music.
1.5 Limitation of Work
A limitation of work is any restriction that defines a project’s limitations or
the limit of what the project is expected to accomplish. The limitations in
conducting this application are:
i. Available for Android version only
ii. Mobile based application
iii. Need VR headgear to use the virtual reality
iv. Gaze interaction
4
1.6 Expected Result
It is expected this application is to help and give a great experience to
user. To see an exotic car, the user gets to know more about the cars and the
user can also see the interior of the cars. Other than that, this application also
expected to create awareness about cars that are rarely or never be seen in
Malaysia. User also can knowledge the project as an interactive application
to use.
i. As an interactive tool for user in learning process.
ii. User able to explore the emerging world of virtual reality 3D
model in cars exhibition with supported by VR Box.
iii. User also can knowledge the project as an interactive
application to use.
5
1.7 Gantt Chart
TASK NAME WEEKS
1 2 3 4 5 6 7 8 9 10 11 12 13 14
Final Year Project 1
Briefing
Project Title
Proposal
Proposal Writing -
Introduction
Proposal Writing -
Literature Review
Proposal Progress
Presentation &
Evaluation
Proposal Writing -
Methodology
Proof of Concept
Methodology Workshop
Final Year Project
Writing Workshop
Drafting Report of
Proposal
Draft of Report
Submission to
Supervisor
Preparation for Final
Presentation and Final
Report Submission
Final Presentation and
Panel’s Evaluation
Final Report
Submission and
Supervisor’s Evaluation
Table 1.1 : Gantt chart for Final Year Project
6
1.8 Chapter of Summary
This chapter discussed about the project’s background, problem
statement, project objective, and project’s scope. It explains more about the
initial project development process. This project is to help people to
experience about the exotic cars by using VR headset.
7
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
This chapter provided some reviews of techniques which have been
proposed by many researchers in previous research or project. 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 be
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 Virtual Cars
Showroom 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: Desktop 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
This a few article that had been searched about virtual reality
application.
Title Author Journal Summary
Virtual
salesperson
system and
method.
Kamm, J. W.
(2019).
Journal of U.S.
Patent
10,176,518,
issued January 8,
2019
A virtual salesperson system and method for
tablet computers such as Apple's iPad can be
used by the customer (as opposed to most
applications which are for the dealer, or on a
central kiosk) to provide the customer a tour of a
showroom and each vehicle, highlighting key
features and other content at the discretion of the
OEM, such as videos tours conducted by their
spokesperson. In at least one embodiment, the
customer can also search inventory, potentially
at this dealer and other ‘friendly’ dealerships
with whom this dealer has a trading relationship.
Other sales tools such as build and price,
payment estimation, etc are available as well.
OpenBIM-Tango
integrated virtual
showroom for
offsite
manufactured
production of
self-build
housing.
Rahimian,
F. P.,
Chavdarova
, V., Oliver,
S., Chamo,
F., &
Amobi, L.
P. (2019).
Journal of
Automation in
Construction, 10
2, 1-16.
This study posits that this shortcoming of VR
and AR environment could be addressed by
use of BIM server concept allowing for
concurrent multiuser and low-latency
communication between applications.
Successful implementation of this concept can
ultimately mitigate the need for advanced
technical skills for participation in design
processes and facilitate the generation of more
useful design solutions by early involvement
of stakeholders and end-users in decision
making. This paper exemplifies a method for
integration of BIM data into immersive VR
and AR environments, in order to streamline
the design process and provide a pared-down
agnostic openBIM system with low latency
and synchronized concurrent user accessibility
that gives the “right information to the right
people at the right time”.
20
A virtual car
showrooms.
Adrian Nowak,
Jakub Flotyński
(2018)
In Proceedings
of the 23rd
International
ACM
Conference on
3D Web
Technology (pp.
1-2).
The use of virtual and augmented reality
(VR/AR) becomes increasingly popular in
various application domains, including
prototyping, marketing and merchandising. In
car industry, VR/AR systems enable rapid
creation and evaluation of virtual prototypes by
domain specialists as well as potential
customers. In this work, we present a virtual car
showroom implemented using the Unity game
engine, an HMD and a gesture tracking system.
The application enables immersive presentation
and interaction with 3D cars in a virtual
environment.
Table 2.3 Research article in VR
21
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 be explained below.
Applications Product Method Advantages Disadvantages
Relaycars
Virtual
Showroom
Mobile
application
(Virtual
Reality)
Interaction
happened
between user
and application
User cannot
walk through
the exhibition
Car
Showroom
Website
Web based Real design of
cars No 3D model
AR Car
Showcase
Mobile
application
(Augmented
Reality)
Can see the car
anywhere in
real location
Limited type
of car
Table 2.4: Comparison table of existing application
22
2.8 Comparison Element of Multimedia
This table comparison existing product in element multimedia. The
comparison includes all element of multimedia such as audio, text,
graphic, video and animation.
Application Audio Text Graphic Video Animation
Relaycars Virtual
Showroom
/ / /
X
/
Car Showroom
Website
X / /
/
X
AR Car
Showcase
X
/
/ X
X
Table 2.5 Comparison table of the existing products with five elements
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 technique that has
been considered in the research.
23
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 performance support tools.
24
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
25
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
Virtual Cars Showroom 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
26
3.2.2 Design Process
Design phase is the second phase in making Virtual Cars Showroom
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.
27
Application Storyboards Descriptions
Figure 3.3: Prototype main menu page
Figure 3.3 shows the main menu featuring
three optional buttons which is play button
to start the application, credits button and
close button to close the application.
Figure 3.4: Prototype VR view
Figure 3.4 shows the view in the
exhibition.
Figure 3.5: Prototype info board view
Figure 3.5 shows the info and interior
button of the selected car.
28
Figure 3.6: Prototype interior view
Figure 3.6 shows the view of the car
interior.
Figure 3.7: Prototype Credit Page
Figure 3.7 shows the credit content of this
application to the user.
Table 3.1: Application Storyboard
29
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 Virtual Cars
Showroom application and animated 3D character. Maya 2020 software also
used in this phase to create 3D model in Virtual Cars Showroom.
30
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.
31
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 Virtual Cars Showroom 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 Virtual Cars Showroom application. To play this
application, user should use google cardboard or VR box to connect to the
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application. Then, the application will provide a virtual reality view in Google
Cardboard and the user will feel immersed in the environment.
Figure 3.8: 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 3.2 List of Software used
Software Use
Unity
Used to create the Virtual Reality app and
overall project and animate 3D characters.
Maya 2020
Used to create 3D character models.
VEGAS Pro 17.0
Used to edit video such as cut, put transition, put
sound and others.
Adobe Photoshop
Used to create sketches of background,
characters and posters.
Visual Studio
Used to program the project in C++ language. It
usually used for an advance project development
which need to be programmed.
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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 3.3 List of Hardware requirement
Hardware Use
Computer
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 3.9: 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 Virtual Cars Showroom application
design, development implementation and evaluation are briefly explained in the
analysis.
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Kamm, J. W. (2019). “Virtual salesperson system and method”. Journal of U.S.
Patent 10,176,518, issued January 8, 2019. Retrieved November 10, 2020,
from
https://patents.google.com/patent/US10176518B2/en
Nowak, A., & Flotyński, J. (2018, June). “A virtual car showroom”.
In Proceedings of the 23rd International ACM Conference on 3D Web
Technology (pp. 1-2). Retrieved November 11, 2020, from
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Augustin, R. (2020, May 31). “Exotic Cars on Malaysian Streets”. Retrieved
November 12, 2020, from
https://www.redbull.com/my-en/exotic-cars-on-malaysian-streets
The Star Online. (2019, July 29). “Rarely seen exotic cars to go on show”.
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https://www.thestar.com.my/news/nation/2005/11/17/rarely-seen-exotic-cars-
to-go-on-show
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