VIRTUAL HOME DESIGN SHOWROOM NURUL ATIKAH BINTI IBRAHIM BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021
VIRTUAL HOME DESIGN SHOWROOM
NURUL ATIKAH BINTI IBRAHIM
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2021
1
VIRTUAL HOME DESIGN SHOWROOM
NURUL ATIKAH BINTI IBRAHIM
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATICS 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 have been duly acknowledged. 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 : NURUL ATIKAH BINTI IBRAHIM
Date :
ii
CONFIRMATION
This project report titled Virtual Home Design Showroom was prepared and submitted by
Nurul Atikah Binti Ibrahim (Matric Number: BTDL18051519) 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.
This is to confirm that:
The research conducted and the writing of this report were under my supervision.
_________________________________
Name: MR.MAT ATAR BIN MAT AMIN
Date:
iii
DEDICATION
In the Name of Allah, the Most Gracious and the Most Merciful.
Alhamdulillah, I thank God for His grace and grace, I can prepare and complete this report
successfully.
First of all, I would like to thank my supervisor, Mr. Mat Atar Bin Mat Amin because with
guidance, the advice, and the thoughtful ideas are given g me the opportunity to prepare this
report successfully.
Besides, my gratitude is also to my colleagues who share ideas, opinions, knowledge, and
reminders. They helped me answer every question that was important to me in completing this
report.
Thanks also to my beloved mother and father always support and motivated me to prepare for
this report for 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 SWT bless all the efforts that have been given in completing this
report.
Thank you.
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ABSTRACT
Virtual Reality (VR) is a specific type of graphical user interface that offers an
immersive, three-dimensional, interactive computer-generated world that is accessed and
controlled using, for example, stereo headphones, stereo head-mounted television goggles, and
data gloves. (Leung, Ka Chan & Marko, 2020). Virtual Home Design Showroom application
was developed for the clients that want to deal with interior designers to renovate or decor
their house. Existing communication methods changed by VR technologies and using
smartphones. This application may be able to help the clients more understand the ide as
from the designer about the requirements needed for interior design space. Also, this
application will use interactive 3-dimensional (3D) objects for complete the environment
such as furniture. It will give the clients realistic experience and guidance for the ideas of
the interior design. The programming language used in the development of the mobile
application is C Sharp (C#) using Unity 3D software. The methodology is used in this
application Rapid Application Development (RAD). This method is divided into four
phases, there are analysis and quick design phase, prototype cycles phase, testing and
implementation. The use of the RAD method ensures that the development of this
application runs smoothly and according to planning.
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ABSTRAK
Realiti Maya (VR) adalah jenis khusus antara muka pengguna grafik yang
menawarkan dunia interaktif, tiga dimensi, interaktif yang dihasilkan oleh komputer yang
diakses dan dikendalikan menggunakan, misalnya, fon kepala stereo, kacamata televisyen
yang dipasang di kepala stereo, dan sarung tangan data. Aplikasi Showroom Reka Bentuk
Rumah Maya dibnagunkan adalah untuk pelanggan yang ingin berurusan dengan pereka
dalam untuk mengubahsuai datau menghias rumah mereka. Kaedah komunikasi yang ada
diubah oleh teknologi VR dan menggunakan telefon pintar. Aplikasi ini mungkin dapat
membantu pelanggan lebih memahami idea yang disampaikan oleh perekan berkaitan dengan
keperluan yang diperlukan untuk reka bentuk dalaman sesuatu ruang. Selain itu, aplikasi ini
kan menggunakan objek 3 dimensi (3D) interaktif untuk melengkapkan persekitaran projek ini
seperti perabot. Hal ini, akan memberi pelanggan pengalaman yang lebih realistik dan
panduan berkaitan dengan idea-idea reka bentuk dalaman tersebut. Bahasa pengaturcaraan
yang digunakan dalam pembinaan aplikasi mobile ini adalah C Sharp (C#) dengan
menggunakan perisian Unity 3D. Metodologi yang dgunakan dalam aplikasi ini ialah Rapid
Application Development (RAD). Kaedah ini terbahagi kepada empat fasa iaitu analisis,
rekaan cepat, kitaran prototaip, pengujian dan implementasi. Penggunaan kaedah RAD
adalah untuk memastikan bahawa pembinaan aplikasi ini berjalan dengan lancer dan
mengikut perancangan.
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CONTENTS
DECLARATION ................................................................................................................. i
CONFIRMATION .............................................................................................................. ii
DEDICATION ................................................................................................................... iii
ABSTRACT ...................................................................................................................... iv
ABSTRAK.......................................................................................................................... v
CONTENTS ...................................................................................................................... vi
LIST OF TABLES ........................................................................................................... viii
LIST OF FIGURES............................................................................................................ ix
CHAPTER 1 INTRODUCTION .......................................................................................... 1
1.1 Introduction ................................................................................................................ 1
1.2 Project Background ...................................................................................................... 3
1.3 Problem Statement ....................................................................................................... 4
1.4 Objective .................................................................................................................... 5
1.5 Scope and Limitation of Work ....................................................................................... 6
1.5.1 Target User ........................................................................................................... 6
1.5.2 Application Scope .................................................................................................. 6
1.6 Limitation of Work....................................................................................................... 7
1.7 Expected Result ........................................................................................................... 7
1.8 Gantt Chart ................................................................................................................. 8
1.9 Chapter of summary ..................................................................................................... 9
CHAPTER 2 LITERATURE REVIEW ...............................................................................10
2.1 Introduction ...............................................................................................................10
2.2 Virtual Reality ............................................................................................................11
2.3 VR Platform ...............................................................................................................12
2.4 Technique ..................................................................................................................13
2.5 Related Work .............................................................................................................14
2.5.1 Interior VR – Home interior design (Mobile Application)............................................14
2.5.2 Xe-nous | arch visuals – Home Tour (Mobile Application) ..........................................17
2.5.3 VR – Home Interior – Home Interior Tour (Mobile Application) ..................................19
2.6 Comparison between Reviewed Applications and Proposed Application (Journal) ................20
2.7 Comparison between Reviewed Applications and Proposed Application ..............................21
2.8 Chapter of Summary....................................................................................................22
CHAPTER 3 METHODOLOGY ........................................................................................23
3.1 Introduction ...............................................................................................................23
3.2 RAD Model ...............................................................................................................24
vii
3.3 Requirement gathering and analysis phase ......................................................................25
3.4 Quick design phase......................................................................................................26
3.4.1 Storyboard ...........................................................................................................27
3.5 Prototype phase ..........................................................................................................32
3.6 Testing phase .............................................................................................................32
3.7 Implementation phase ..................................................................................................32
3.8 Hardware and Software requirements .............................................................................33
3.9 Design Framework ......................................................................................................35
3.10 Conclusion ...............................................................................................................36
Reference ..........................................................................................................................37
viii
LIST OF TABLES
TABLE 1.1 GANTT CHART .................................................................................................. 8
TABLE 2-1 COMPARISON BETWEEN REVIEWED APPLICATIONS AND PROPOSED
APPLICATION (JOURNAL) .......................................................................................... 20
TABLE 2-2: COMPARISON BETWEEN REVIEWED APPLICATIONS AND PROPOSED
APPLICATION ............................................................................................................ 21
TABLE 3.5 LIST OF HARDWARE REQUIREMENTS............................................................... 33
TABLE 3.6 LIST OF SOFTWARE REQUIREMENTS ................................................................ 34
ix
LIST OF FIGURES
FIGURE 2-1: GOOGLE CARDBOARD................................................................................... 12
FIGURE 2-2: GAZE INPUT INTERACTION ........................................................................... 13
FIGURE 2-3: INTERIOR VR – HOME INTERIOR DESIGN ..................................................... 14
FIGURE 2-4: INTERIOR VR – HOME INTERIOR DESIGN ..................................................... 15
FIGURE 2-5: XE-NOUS | ARCH VISUALS (HOME TOUR)...................................................... 17
FIGURE 2-6: XE-NOUS | ARCH VISUALS (3D HOME TOUR) ................................................. 17
FIGURE 2-7: VR – HOME INTERIOR (HOME INTERIOR TOUR) .......................................... 19
FIGURE 3-1 RAD MODEL.................................................................................................. 24
FIGURE 3-2 CONTENT OF HOME DESIGN VR .................................................................... 25
FIGURE 3-3 REQUIREMENT ANALYSIS .............................................................................. 26
FIGURE 3-4 HOMEPAGE ................................................................................................... 28
FIGURE 3-5 LIBRARY ....................................................................................................... 28
FIGURE 3-6 GUIDE PAGE .................................................................................................. 29
FIGURE 3-7 INSTRUCTION POPUP PAGE............................................................................. 29
FIGURE 3-8 BEDROOM INTERIOR DESIGN SPACE ............................................................... 30
FIGURE 3-9 CREDIT PAGE................................................................................................. 30
FIGURE 3-10 EXIT PAGE ................................................................................................... 31
FIGURE 3-11 DESIGN FRAMEWORK SHOWS THE FLOW OF THE APPLICATION..................... 35
1
CHAPTER 1
INTRODUCTION
1.1 Introduction
Virtual Reality is increasing day by day in the field of applied science and is an
immersive, interactive system based on computable data. (P.Mudiyar, elt. al, 2014). Virtual
reality (VR) is the use of computer technology to create a simulated environment. Unlike
traditional user interfaces. Virtual reality is not strictly speaking a new technology. It is
more accurately a set of older technologies merged together. Virtual reality (VR) has been
discussed by the most people the longest. VR involves totally immersing ourselves into a
virtual world where everything we see is computer generated. For many decades, VR has
been around, but in recent years, the consistency of the experience has improved
dramatically. (Diego Galar & Uday Kumar,2017). It also enables the users to explore and
walk through the 3D models or the environment. The purpose of this project is to make the
dealing between clients and designers go smoothly and successfully.
Interior design is a part of environmental design and closely related to architecture.
Although the desire to create a pleasant environment is as old as civilization itself, the field
of interior design is relatively new. The term of interior decorator has been so loosely used
as to be almost irrelevant since at least the middle of the 20th century, with the consequence
that other, more precise terms have come into use.
Besides that, the word interior design represents a wider field of practice and, at the
same time, shows its role as a serious occupation. It is called interior architecture in some
European countries, where the profession is well known. Individuals concerned with the
many components that form human-made environments have come to refer to
environmental design as the overall sector. (Arnold A. Friedman, 2021)
2
Moreover, Digital designing of buildings is essential to avoid unnecessary construction
and design misunderstanding. Virtual Reality (VR), like modern ICT tool, breaks
traditional design environments by providing interactive imagery creation. Dynamic real-
time visualization (DRTV), being a type of VR tool, acts as a new approach to interior
design practices. This provides new ideas and perspectives in the application of VR tools
for interior design. (Pavol Kaleja & Mária Kozlovská, 2017) So, virtual reality can be an
innovative approach to interior design.
3
1.2 Project Background
Interior space design is a process in which customers and designers collaborate to conclude
a proposal on the content of some form of interior space. According to design standards and
consumer tastes, it includes decisions regarding style, shape, material and furniture
arrangements. (Vosinakis, elt. al, 2014). By recognizing the needs of the consumer and making
an optimal design, VR allows interior designers to be even more compassionate. So, virtual
reality should apply for interior design industry.
Virtual Home Design Showroom is an immersive virtual reality application for the interior
design experience. It can be used for the interior designer to approach their clients during the
business. This app has provided luxurious home space and is equipped with beautiful furniture
for users to explore and see around the space virtually. This app also provides three bedrooms
with different styles such as minimalist, bohemian and modern. These three styles are popular
bedroom designs in 2020. In addition, each space and furniture equipped a pop-up icon for the
user to click on and change the colours or texture of the furniture, floor or walls of the space
according to their own taste. Besides, users also can move or change the position of the items
by themselves. In addition, being able to see and walk through the 3D replica by donning a
google cardboard, but it’s definitely more than just a new experience. Allowing clients into a
room can allow them to appreciate the efficient ways of how the design works out. This app
involves close collaboration with a designer to understand the need of a customer for designing
an aesthetically pleasing and functional space.
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1.3 Problem Statement
It seems like a few of problems that can see to develop ‘Virtual Home Design Showroom’
project as follows:
1. Traditional method
The traditional method on interior design which the interior design will draw their
design on the paper that will produce in two-dimensional graphic instead of 3D
modelling.
2. Lack of time management
For interior designers, time management skills are the important things. There are only
so many hours in a day and dozens of things need to get done. So, they must find the
solution to solve their problem of dealing with their clients.
3. Maintaining clients demand
The designers must be creative and smart to come out with brilliant ideas about the
design in order to follow their clients demand. If the clients are not satisfied with the
design, they must redesign with new ideas.
5
1.4 Objective
Generally, the objective of this project is to design and develop a virtual interior design of
some home space which allows the users to visualize and change the texture of the space
using the VR system. Specifically, this project aims to:
i. To study the technology of Virtual Reality involved in the interior design
industry.
ii. To design mobile applications that can help clients to understand the idea from
interior designers.
iii. To test the functionality of the application in an interesting way to interact with
the virtual tour.
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1.5 Scope and Limitation of Work
The target user and application scope are as below:
1.5.1 Target User
This application is aimed two target users:
• The interior designer
• The clients
1.5.2 Application Scope
• Mobile virtual reality using VR headgear.
• Real sound effects like being in a house to enhance user experience.
• 3D home space models that have nice texture and layout like some luxurious
house for users to be able feel like they are actually in their dream house.
7
1.6 Limitation of Work
This application, the users are only able to change the colours of the floor, carpet,
ceiling, walls, curtains and furniture also only can move the position of the furniture according
to their own taste. The application is only open with mobile phone or android base that can be
used or supported by google cardboard. With google cardboard, it will give a new experience
of providing input and controlling the virtual tour of the showroom, which will attract users
and gives them an unforgettable journey. Lastly, this application is only provided with three
master bedroom spaces. Each location provided is pre-design space, therefore the users are not
able to add their own furniture.
1.7 Expected Result
It is expected that this application results in facilitating the users and virtual reality with
support by google cardboard. By developing a 3D model environment of the home space
medium to make it easier for clients to understand the idea directly from the interior designer
very well. In addition, using the mobile application can give the best and attractive way to
interact with the virtual tour of the environment.
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1.8 Gantt Chart
Table 1.1 Gantt Chart
9
1.9 Chapter of summary
This chapter has discussed the background of study, problem statements, objective of this
study, scope and limitation of this project.
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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 previously. The related works also have been reviewed to ensure the quality to
improve this application. Besides, this chapter also has a description and explanation of the
literature review carried out on the application that will be used as references for processing
development of this application. In addition, the previous research or existing application from
others developers also will be discussed in this chapter. The aim of this literature review is to
review the important points of the current issues and knowledge on a topic. Therefore, the
purpose of the literature review is to find, read and analyse the studies related to this
application. So, it is important to understand very well about all information to be considered
before going through the development of this application
11
2.2 Virtual Reality
Virtual Reality allows a user to interact with a computer-generated three-dimensional
model or virtual environment. (Corry Mitchell, 2020). The environment may be realistic in the
sense that it is familiar to the real-life environment. Besides, Virtual Reality is applicable and
has been applied to, many different areas of education, medic, history and architecture. The
advantage of VR over conventional methods of description is that the clients are allowed to
experience the interior design space that would be difficult if not impossible to illustrate or
describe with conventional methods.
12
2.3 VR Platform
In order for virtual reality to work, you have to immerse yourself in another world. And
that means blocking out pretty much everything else. Hence the many videos of people
forgetting their surroundings.
In virtual reality, the various platforms have been made to experience more immersive and
effective ways. Google cardboard is used as the main platform. Google cardboard is a virtual
reality construct that allows users to block out external visual stimuli and focus on their devices
screen. Once you have it, you fold it into shape, pop your mobile device into it , cue up the
Virtual Reality- friendly application of user’s choice and hold it up to the user’s head to start
virtual reality experience.
Figure 2-1: Google cardboard
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2.4 Technique
The technique is one of the important things to develop an application. Many techniques
can be used in the development of virtual reality. One of the techniques is Gaze Input
interaction. Gaze Input interactions are suitable to apply in this virtual reality project. When
using this technique, the controller is not applied to this gaze input interaction to play this
application. Moreover, users can just use the pointer to interact with the application. An
example technique of gaze input interaction is shown in figure 2.1.
Figure 2-2: Gaze input interaction
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2.5 Related Work
Virtual reality is the term used to describe a three-dimensional, computer generated
environment which can be explored and interacted with by a person. That person becomes
part of this virtual world or is immersed within this environment. This is able to manipulate
objects or perform a series of actions. There are already a number of virtual reality
applications have been developed and available on the internet which people are using it
for the purpose stated above:
2.5.1 Interior VR – Home interior design (Mobile Application)
Figure 2-3: Interior VR – Home interior Design
(Home Design Virtual)
15
Figure 2-4: Interior VR – Home interior Design
(Button for navigate)
The Interior VR is a mobile application from Google Play store. This app allows the
users to explore their creativity through virtual reality. There are many options to customize
the environment and enhance user creativity. It gives users real life experience. This application
required Cardboard HMD (Head Mounted Display) with a button for selection. Therefore,
users must download and install in their own handphone before using this application. When
this application is installed, they can start using it. After the application is loaded, the user
needs to initiate the room size according to the instruction. When it is started through the file,
the user will enter a room environment and they must find a list of buttons to be selected before
starting to décor the room. To select the button in virtual reality mode, the user must rotate
their head to target the gaze on the button and press it on time to select. But the user must press
the button for a second time to deselect. So, all the activity in this application according to the
button provided.
16
Strength
• Users can change the colour and texture of the furniture and wall by the press button
provided.
• When it is finished, users can save the image of the environment into their phone’s
gallery.
Weakness
• Only one spot for the view, must be to select the button to navigate around the
environment.
• This application requires internet connection in order to work.
17
2.5.2 Xe-nous | arch visuals – Home Tour (Mobile Application)
Figure 2-5: Xe-nous | arch visuals (Home Tour)
Figure 2-6: Xe-nous | arch visuals (3D home tour)
(Virtual Reality 3D Home Tours)
18
This Xe-nous | arch visuals Virtual Tour is also a mobile application. It is a 3D virtual
interior design application for user experience. In addition, feel themselves immersed into the
virtual space which is yet to be real. This application also provided the main menu as an
instruction for their user and made sure they understand what to do. When this application is
loaded, users can walkthrough around the home space and experience it. Moreover, users must
point on the walking icon to enter the other location. Besides that, this application does not
have any exit button to end play with this application.
Strength
• High quality 3D model which can attract users’ focus to explore this application.
• This application provided simple but nice for the main menu.
Weakness
• Users only can explore around the home space.
• This application does not have any activity for their user.
19
2.5.3 VR – Home Interior – Home Interior Tour (Mobile Application)
Figure 2-7: VR – Home Interior (Home Interior Tour)
(3D Model Bedroom Tour)
VR- Home Interior is a mobile application. It is just a 3D virtual bedroom for users to
explore in this application. Users may look around the virtual home by using google cardboard.
The interactive of this application is for real estate comprising virtual reality features with true
3D effect. This VR interior app just offers a 360° photo realistic experience and users are not
able to navigate in the bedroom. After the application is loaded, there is no instruction provided.
Strength
• High quality 3D model which creates attractive products.
• The texture on the 3D models is attractive and nice.
Weakness
• Have no instruction or information provided in this application.
• Requires internet connection to load the application.
• Users only can walk around the environment which is the bedroom.
20
2.6 Comparison between Reviewed Applications and Proposed Application (Journal)
Journal Author Description Advantages
Virtual Reality for
Interior Design
Prabhakar Mudliyar,
Yuvraj Ingale,
Sanket Bhalerao,
Onkar Jagtap
• It helps clients to
design the interior
of the housing
model.
• This application
is to help clients
to walkthrough of
the designed
house.
• The clients interactively control
their local view and try out the
design options.
• The feature of walkthrough in
which users can enjoy the feeling
of real experience.
Improving Design
Software Based
on Fuzzy Kano
Model: A Case
Study of Virtual
Reality Interior
Design Software
Kaidi Xu,
Yingjie Victor Chen,
Linghao Zhang,
Li Rui
This application purpose
is to help users to choose
indoor decoration
materials.
• Users can make decisions
confidently by using the
application.
• Clients can work and experience
the real design
from the interior designer.
Interior
Landscape
Design and
Research based
on Virtual Reality
Technology
Yu, Dong Zhou This article gave an
explanation about the
effectiveness of virtual
reality for the interior
design industry.
• Users can get more knowledge
about the importance of the
technology for this era.
• Users can understand virtual
reality technology.
Table 2-1 Comparison between Reviewed Applications and Proposed Application (Journal)
21
2.7 Comparison between Reviewed Applications and Proposed Application
Features Interior
VR
Xe-nous
| arch visuals
VR – Home
Interior
Virtual Home Design
Showroom (Proposed
project)
High Quality Photos / 3D Model
Yes Yes Yes Yes
Audio Input
Yes - - Yes
Immersive
- Yes - 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 Yes Yes
Table 2-2: Comparison between Reviewed Applications and Proposed Application
22
2.8 Chapter of Summary
This chapter discusses the literature review that was reviewed during these studies. The
literature review will help the developer to discover all the problems of previous issues for each
application which needs to be improved. Besides, this research can overcome the problem in
this application development. Moreover, each research has their own advantages and
disadvantages for every technique that has been considered.
23
CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter will explain the details of methodology being used in this project to
achieve my second objective that is to design a mobile application that can help clients to
understand the idea from interior designers. So, the project methodology should systematically
solve all the problems that exist in the system analysis to make sure this project completes and
functionally. Besides that, this chapter also covers the process of developing a project from the
beginning until the end of this project.
24
3.2 RAD Model
The Rapid Application Development model is a development model prioritizes rapid
prototyping and quick feedback over long drawn out development and testing cycles. With
rapid application development, developers can make multiple iterations and updates to a
software rapidly without needing to start a development planning or schedule from scratch each
time.
This methodology is a development model that came into existence once developers
realized the traditional methods were not very effective to use according to the era of
technologies.
The advantages of the Rapid Application Development are it is more flexible and
adaptable to changes than other methods. Besides, it is useful when the developer has to reduce
the overall project risk while in the development of the application.
The RAD models have four phases that include analysis and quick design, prototyping,
testing and implementation as illustrated in Figure 3.1.
Figure 3-1 RAD model
25
3.3 Requirement gathering and analysis phase
New application requirements or expectations of the application of the application
output are outlined in as much detail as possible. This requires interviewing a variety of users,
representing all the segments of the previous application or system. In this phase, Requirement
gathering analysis phase involves requirement analysis, task analysis and instructional analysis.
Then, the activities involved are identifying the problem statement, the goals and objectives of
the mobile VR application. This phase is very important because before the developer
continues the development of the application, they should know the users’ needs, existing
knowledge and any other relevant characteristics and also the content of mobile VR
application. The mobile VR application has developed the environment of a room space fully
furnished according to specific style with the content specifically for clients and interior
designers. The analysis is also carried out by doing comparison between existing applications
for their business. Through the analysis, the weakness the existing application, system or
mobile application can be identified. All information gathered was used to develop goals and
objectives of developing mobile VR applications. Also, all the info can be referred to chapter
1. The software and hardware requirements are also determined in this phase. The flow of
analysis phase is shown figure 3.2.
Virtual Home
Design
Mobile VR
application:
“Virtual Home
Design
Showroom
using VR
Gaze interaction Room
Environment
Figure 3-2 Content of Home Design VR
26
Analysis Problem
Statement
Objectives
Target User
Content
Strategy
Requirement
1. Traditional method
2. Lack of time management
3. Maintaining clients
demand
1. To study the technology of Virtual
Reality involved in interior design industry.
2. To design and test VR
application
1. Clients
2. Interior Designer
This project included:
1. Room environment
space.
2. Fully furniture with
different style
design.
1. Use 3D model
2. Virtual Reality
1. Hardware
• Unity 3D
• Maya3D
• Sketchup
2. Software
• Laptop
• Smartphone/
Mobile phone
Figure 3.3 Requirement Analysis
27
3.4 Quick design phase
The second phase is a quick design. In this stage, a simple design of the application or
system is created. However, it is not a complete design. It gives a brief idea of the application
to the user. The quick design helps in developing the prototype. In the design phase, conceptual
model, and storyboard were developed. The design phase involves the knowledge, the medium
and VR technology to be used in the application Moreover, the knowledge approach to be
implemented and the components involved in this Virtual Reality application.
3.4.1 Storyboard
3.4.1.1 Storyboard System/Application
A storyboard is a graphic organizer in the form of illustrations or images displayed in sequence
for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive
media sequence. In this phase are using Adobe photoshop to design the storyboard for the
project. The sequence of illustrations that showcase the digital story in two dimensions.
Moreover, the main reason for this phase is to make sure the development of these applications
goes smoothly according to the planning.
28
1. Home page
Figure 3.4 the home page is the first page view when the user opens up the
application.
Figure 3-4 Homepage
2. Library page
Figure 3.5 the library page is to give inspiration or guidance for users about
interior design.
Figure 3-5 Library
29
3. Guide page
Figure 3.6 the guide about style of the interior design provided in this
application. Users can choose any style according to their own taste.
Figure 3-6 Guide page
4. Instruction Popup Page
Figure 3.7 shows instruction to the users for the next step. This is guidance for
the users.
Figure 3-7 Instruction popup page
30
4. Bedroom interior design page
Figure 3.8 shows the virtual home design space. Users can start to decorate
their room.
Figure 3-8 Bedroom interior design space
5. Credit page
Figure 3.9 shows the credit page, this page has a brief about the developer of
this project and the supervisor of this project application.
Figure 3-9 Credit page
31
6. Exit page
Figure 3.10 shows the exit page. Users can choose or click the button ‘Yes’ for
exit from this application or button ‘No’ for stay in the application.
Figure 3-10 Exit page
32
3.5 Prototype phase
This phase is the beginning of the development of the application as soon as you complete the
project scope. To build and refine working prototypes before the final product is available,
designers and developers will work closely with customers.
3.6 Testing phase
This phase enables the developer to test their program's product and ensure that all its moving
parts operate together in compliance with customer expectations. Continue to add customer
feedback as the code is reviewed for its smooth operation and retested. This stage ensures that
all of the application's features function well.
3.7 Implementation phase
This phase where the finished product goes to launch. It includes data conversion, testing, and
changeover to the new system, as well as user training. All final changes are made while the
developer and users continue to look for bugs or errors in the application.
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3.8 Hardware and Software requirements
Software and hardware are important things in developing this project as it is needed.
Table 3.5 and Table 3.6 illustrates the software and hardware used to develop this application.
HARDWARE USE FIGURE SPECIFICATION
Laptop
To create the sketches for 3D
modelling background and
create scripts or documents
related to this application
Besides, also used for on the go
coding and 3D modelling for
complete this project.
Manufacturer : Asus
Model : A456U
Processor : Intel Core i5-7200U, up to
3.16Hz
Memory : 4GB
Operational System : Windows 10
Type of system : 64bit Operating
System
Mobile Phone To run and test the application
Model : Vivo Y85
Storage :32 GB
Mouse To do some coding and 3D
modelling development.
Model : Alcatroz
Wireless : Yes
Table 3.5 List of Hardware requirements
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SOFTWARE USE SPECIFICATION
Unity
To create the Virtual Reality
Application and overall of the
project.
This is the main software used in
development of this project in producing
the gaze interaction technique and using
script C#.
Maya 2020
To create 3D models such as
furniture.
It is a software to develop a 3Dimensional
object and modify any object in 3D form.
Adobe photoshop
To design the project’s poster
and storyboard.
This software used to do editing work such
as editing some images to create a
project’s poster.
Adobe illustrator
To design the application’s
logo.
It is a graphic software to create and
modify various illustrations of images.
Sketchup
To create 3D models for
interior design needed.
It is a software used for a wide range of 3-
Dimensional modelling projects like an
architectural and interior design.
Google Drive
Used as external backup for
this project.
It is a free cloud-based storage service that
enables users to store and access files
online. It can be used for backup file of
this project.
Table 3.6 List of Software requirements
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3.9 Design Framework
The project conducted based on the framework and flow of process in order to achieve the aim
of this project which is to analyse Virtual Home Design using google cardboard can be
accomplished successfully. To run or test this project, the requirement analysis should be done
and a project framework can be built to see and understand the project’s process flow. The
framework is described in Figure 3-11, which is divided into user, google cardboard and Virtual
Home Design Showroom application. Users must have a mobile phone to play this application.
Then, the application will give a virtual reality view from their mobile phone and the user feels
immersed with the environments.
Figure 3-11 Design framework shows the flow of the application
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3.10 Conclusion
The chapter discussed the methodology used to complete this project. Methodology is very
important in system development. The RAD methodology is used because every phase
during application follows the project methodology that is mentioned in this chapter. It
helps to make sure the development of this application correctly from the beginning phase
until the implementation phase. The hardware and software requirements are also discussed
in this chapter.
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