SMART FURNITURE CATALOGUE USING AUGMENTED REALITY NOR HAZIMAH BINTI MOHD SAUFI BACHELOR OF INFORMATION TECHNOLOGY (MEDIA INFORMATICS) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2018
SMART FURNITURE CATALOGUE
USING AUGMENTED REALITY
NOR HAZIMAH BINTI MOHD SAUFI
BACHELOR OF INFORMATION TECHNOLOGY
(MEDIA INFORMATICS) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2018
ii
DECLARATION
The dissertation is submitted as a partial fulfillment for the award of Bachelor of
Information Technology (Media Informatics) with Honours at the University of Sultan
Zainal Abidin (UniSZA). This work is the result of my researches. All sections of text and
results which have been obtained from other work/sources are fully referenced. I
understand that plagiarism constitute a breach of University regulations and will be dealt
with accordingly.
……………………………………
Name : Nor Hazimah binti Mohd Saufi
Date : ……………………………………
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CONFIRMATION
This project report title Smart Catalogue using Augmented Reality by Nor Hazimah binti
Mohd Saufi, matric number BTDL16044473 has been seen satisfactory in term of scope,
quality, and presentation as a partial fulfillment of requirement for Bachelor of Information
Technology (Media Informatics) with Honours in University of Sultan Zainal Abidin,
……………………………………
Supervisor’s Name : En Mat Atar bin Mat Amin
Date : ……………………………………
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DEDICATION
Firstly, I would like to take this opportunity to express my deepest thanks to my supervisor,
En Mat Atar bin Mat Amin for his kindness, patience, and motivation towards this project.
Not forgetting, Faculty of Informatics and Computing, thank you for giving me
chances to discover and reveal new things by myself for this project. Besides, I would like
to thanks to my family, especially to En Mohd Saufi bin Mohd Nawawi dan Pn Siti
Maslinda binti Mohamad Darus and all other lecturers in Faculty of Informatics and
Computing for support, helping and give me the motivation to complete this project. Last
but not lease, a huge gratitude to my supportive friends who always help, encourage and
tech me with unlimited new knowledge.
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ABSTRACT
An augmented reality (AR) is an application. It is combination of image and reality
appearance. Nowadays, an augmented reality is accessible for smartphone cameras, tablet
and webcam laptop. AR can be applied to marketing world by transforming the strategy
from on the paper into reality world. It can make an exclusive branded and also increase
the brand by following the changing revolution. The problem statement is people are not
interested for reading either book, magazine or catalogue. We proposed the development
for furniture catalog because people more spend more time to their device. However, we
still need the source from a book, but we can reduce it into a piece of paper but full with
information and interesting output. We can combine it as an innovative approach to printed
book by adding various sensorial interaction. The objective for this project is to raising the
brands to become more exclusive and following revolutionary changes. This application
will be awakened by using a several software that is Unity, Android Studio, Autodesk
Maya, java, and the database by using Vuforia Developer. As a conclusion, this application
for public generally do not know to imagine the physical of furniture characteristic of
engine, color that matches their demands. It also suggests to people that do not have
knowledge about the latest in technology.
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ABSTRAK
“Augmented Reality” (AR) adalah satu aplikasi. Ia adalah gabungan rupa imej dan
realiti. Kini, realiti diperkukuhkan boleh diakses untuk kamera telefon pintar, tablet dan
komputer riba webcam. AR boleh digunakan untuk memasarkan dunia dengan mengubah
strategi daripada kertas menjadi dunia realiti. Ia boleh membuat jenama eksklusif dan juga
meningkatkan jenama dengan mengikuti perubahan revolusi. Kenyataan masalah adalah
orang tidak berminat untuk membaca sama ada buku, majalah atau katalog. Kami
mencadangkan pembangunan untuk katalog perabot kerana orang lebih banyak
menghabiskan lebih banyak masa untuk gajet mereka. Walau bagaimanapun, kita masih
memerlukan sumber dari buku, tetapi kita dapat mengurangkannya ke dalam sekeping
kertas tetapi penuh dengan maklumat dan output yang menarik. Kami boleh
menggabungkannya sebagai pendekatan inovatif ke buku bercetak dengan menambah
pelbagai interaksi sensorial. Objektif projek ini adalah untuk meningkatkan jenama untuk
menjadi lebih eksklusif dan mengikuti perubahan revolusioner. Aplikasi ini akan
dibangkitkan dengan menggunakan beberapa perisian iaitu Unity, Studio Android,
Autodesk Maya, Visual Studio, dan pangkalan data dengan menggunakan Vuforia. Sebagai
kesimpulan, permohonan ini untuk orang ramai umumnya tidak tahu membayangkan
fizikal ciri-ciri perabot.
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CONTENTS
DECLARATION ............................................................................................................................. ii
CONFIRMATION ......................................................................................................................... iii
DEDICATION ................................................................................................................................ iv
ABSTRACT ..................................................................................................................................... v
ABSTRAK ...................................................................................................................................... vi
CONTENTS ................................................................................................................................... vii
LIST OF TABLES ......................................................................................................................... ix
LIST OF FIGURES ........................................................................................................................ x
LIST OF ABBREVIATIONS/ TERMS ....................................................................................... xi
CHAPTER 1 (INTRODUCTION) .............................................................................................. 1
1.1 Project Background .......................................................................................................... 1
1.2 Problem Statement ........................................................................................................... 2
1.3 Objective .......................................................................................................................... 2
1.4 Scope ................................................................................................................................ 3
1.5 Limitation of Work .......................................................................................................... 4
1.6 Report Structure ............................................................................................................... 4
1.7 Chapter Summary ............................................................................................................ 4
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CHAPTER 2 (LITERATURE REVIEW) ................................................................................... 5
2.1 Introduction ...................................................................................................................... 5
2.2 Smart Catalogue ............................................................................................................... 5
2.3 Comparison to the Previous Application ......................................................................... 6
2.4 Comparison between Existing Project (Journal) ............................................................ 12
2.5 Comparison between existing Website ......................................................................... 15
2.6 Development in Unity ................................................................................................... 17
2.7 Novelty .......................................................................................................................... 17
2.8 Chapter Summary ......................................................................................................... 18
CHAPTER 3 (METHODOLOGY) ............................................................................................ 19
3.1 Introduction ................................................................................................................... 19
3.2 Methodology Review ..................................................................................................... 20
3.3 Methodology for Augmented Reality ............................................................................ 21
3.3.1 Phase 1: Preproduction .................................................................................................. 21
3.3.2 Phase 2: Production ....................................................................................................... 24
3.3.3 Phase 3: Post- Production ............................................................................................. 31
3.4 Project Requirement ....................................................................................................... 32
3.5 Framework ..................................................................................................................... 33
3.5 Summary ........................................................................................................................ 34
REFERENCE ............................................................................................................................... 35
APPENDIX ................................................................................................................................... 36
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LIST OF TABLES
Table 1 Comparisons between the applications ................................................................. 11
Table 2 Comparisons between Journal .............................................................................. 14
Table 3 Comparisons between websites ............................................................................ 16
Table 4 Layout Design ....................................................................................................... 26
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LIST OF FIGURES
Figure 1 Interface of Houzz’s application............................................................................ 6
Figure 2 Interface of DecorMatters’s Application ............................................................... 7
Figure 3 Figure of N’s application ....................................................................................... 8
Figure 4 Example 1 of IKEA Catalogue 2013 ..................................................................... 9
Figure 5 Example 2 of IKEA Catalogue 2013 ................................................................... 10
Figure 6 Example of ru ma’s website ................................................................................ 15
Figure 7 Example of kitchenz’s website ............................................................................ 16
Figure 8 Production Pipeline using Unity .......................................................................... 20
Figure 9 Process of Modelling ........................................................................................... 27
Figure 10 Process of Texturing .......................................................................................... 28
Figure 11 Graphic of Unity Development ......................................................................... 30
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LIST OF ABBREVIATIONS/ TERMS
AR Augmented Reality
VR Virtual Reality
1
CHAPTER 1
INTRODUCTION
1.1 Project Background
To prepare for future innovations is a hard process for most firms that
included several factors. Innovations are novelties that require a cognitive effort to
be noticed. The process also includes assessing how a new innovation could affect
one firm and often times there are multiple choices and scenarios. This application
is currently new in the industrial revolution 4.0. This project is using 3D modeling
technique. Marker based augmented reality are used as the method in this project.
The idea is that consumers can easily and cheaply film or photograph their homes
and use the pictures to imagine the real furniture on sale. The fact that the use of
smartphones and tablets has exploded the last couple of years is crucial and makes
AR more practical as a potential shopping tool. In the same time, the branded of
the company rapidly increase over the world because of the power spreading of
technology used.
2
1.2 Problem Statement
A radical new innovation gets introduced, the old ways of working gets washed out.
When consumers switch products or services based on new technology. A wave of
destruction occurs, but this essential destruction is a fundamental fact that drives society.
There is a unique situation for the furniture industry.
The problem with the furniture industry is that this trend lags behind other products
like books, electronics and clothes (E-Barometer, 2014). Looking at pictures of products
online and getting product information wasn’t enough to convince customers to purchase.
This is still the fact in the furniture industry were people still have the need to feel the
product prior to purchase. It is a technology that enables the digital world to meet the
physical world and further improve customer interaction within a totally new domain.
The idea of being able to make such a decision online with the help of AR would
indeed change the whole structure of the industry, if adopted by the costumers, and open
up opportunities to new entrants that don’t have physical malls.
1.3 Objective
There are three main objectives of this proposal. Three objectives are derived to
overcome problems that stated before. The objectives are:
a) To design application to enhance the growing recognition of brands as well as
technology advanced furniture, the medium of their promotion also tackles
revolutionary change.
b) To implement the application for the seller during their promotion.
c) To develop applications for customers using interactive approach.
3
1.4 Scope
This application will use by the only one main actor which is the main admin of
this system and the customers as the user.
a) Application
Display an item model.
Running the application and pointing the camera to AR-marker the user can
see 3D model of a piece of furniture.
Rotating the model.
By flicking gestures, the user can rotate the model by 90 degrees.
More details of the model.
Placing the phone closer to the marker, the user will see detail information
of the item such as price.
Placing several markers together.
The user can model the whole interior
Get more info of the furniture
The user can only refer to the info without using AR camera.
b) User
This application will use by the only one main actor which is the customers
as a user.
c) Software/Application
Unity, Autodesk Maya, Java Application, Vuforia Developer, Android
Studio.
4
1.5 Limitation of Work
The limitation of this application is all the contacted companies are located in
Sweden and Scandinavia. With the exception of IKEA which is global, this study is limited
by the fact that it can’t necessarily give a global answer on how different furniture firms
work with new and emerging innovations. There are limitations to marker-less SDKs,
namely that they don’t work on some iPhone.
1.6 Report Structure
The reminder of this thesis is organized as follow. In chapter one, we discuss the
project’s background, problem statement, project objectives, and project’s scope. Chapter
two discusses literature review which refers to previous reaches and articles. Chapter
three and four details of this project methodology and application design respectively.
1.7 Chapter Summary
This chapter discussed about the project’s background, problem statement, project’s
objective, and project’s scope.
5
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
This chapter provided some reviews of technique which have been proposed by
many researches in previously. The furniture catalogue also have reviewed to ensure the
quality in order to improve this project.
2.2 Smart Catalogue
This application discusses the idea from previous project and applications, there is
part of research when in the particular topic is placed. This literature reviews easier to
understand general description of exist application and system and also the method by using
augmenter reality (AR). In order, to make the literature review easier to student understand,
the information is preset in the table.
6
Other includes a brief preview of the topic discussed, the research that has been
done by existing application and making comparison between existing augmented reality
application. The ideas from the previous resource or available resource help to meet the
objectives of this application. There have several references that can make it as innovation
from the product.
2.3 Comparison to the Previous Application
2.3.1 Houzz’s application
Figure 1 Interface of Houzz’s application
Houzz is great for design inspirations. It has 5 million home images. Their interior
designers told me that they use Houzz a lot as a tool to figure out what their clients want.
7
Beside their giant pool of nice images, Houzz used building 3D models for its product on
its marketplace where user can see products in their room before buying them on Houzz.
2.3.2 DecorMatters’s Application
Figure 2 Interface of DecorMatters’s Application
Figure 2 above shows ‘DecorMatters’ has a new startup focusing on interior design
and decorating. The app enables user to design on a template or a real room background.
Users have more freedom of choosing furniture from their familiar brands or stores to try.
Moreover, they have inspirations where user can purchase all furniture and decorations
directly from the design. It’s really shopping the look. They recently have the AR Ruler
feature where users can measure their space to see whether the furniture is going to fit into
their space or not.
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. 2.3.3 N’s application
Figure 3 Figure of N’s application
Figure 3 above it’s more like a community or a game where users can comment or
vote on other designs or take some challenges as a game. It’s fun to interact with other
designers in the community.
However, these three applications are not user marked-based method which is they
use marker-less. That is different because smart furniture catalogue is maintain to use
catalogue as their main objective. Last but not least, these applications are useful and can
be as reference for smart furniture catalogue.
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2.3.4 IKEA application
Based on the research, development of AR furniture applications are many examples. The
other development is IKEA catalogue. IKEA has an interactive approach but the application
does not give any information for user. This catalogue cannot change the color of the
product and arrange the furniture as interaction. Smart catalogue will develop similar as
this catalogue with innovation combination from the other two websites and these two
examples of AR furniture application development.
The figure below shows another development of the existing AR furniture catalogue from
IKEA for the visualization of the furniture;
Figure 4 Example 1 of IKEA Catalogue 2013
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Figure 5 Example 2 of IKEA Catalogue 2013 In the nut shell, the references are really help for the new idea and innovation. The
development will archive the objective of the product. As we all know, AR applications
become well-known in the market of design field, the systems not just used by the expert
users but also non-expert users. Hence, this AR application should be easily to use and
easily setup. If the users do not know how to start use the application, they will not use the
application no matter how good the application. This is why Smart Furniture Catalogue and
maintain to use catalogue. To make sure the seller can show them with given some
explanation to the customers.
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2.3.5 Comparison between these applications
Application Technique Advantage Disadvantage
Houzz Marker-less 3D models for
some products.
Not so great user
experience.
DecorMatter Marker-less Easy for mood
board as well as
scratch design
Do not have 3D
models, sometimes
you have to and the
right angle of the
furniture.
N Marker-less Have lighting and
shading tools.
Don’t have 3D
models, limited
furniture choice.
IKEA Marker-based The product can
change.
Certain page only
display the certain
product.
Table 1 Comparisons between the applications
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2.4 Comparison between Existing Project (Journal)
There have a few existing researches that included the suggestion application. The
difference between the website and application are using the several techniques. AR
development can be described as “interaction and visualization make the model in reality”
rather than the only images or info graphic posted in the website. AR version of reality is
direct views of physical real-world environment are augmented with superimposed
computer-generated images over a user of the real-world.
Table 2.4.1 Differences between five (5) Journals
Author/Year Project Title Overview Technique Strength
Daniel Platisa,
Saman
Heidari,
(2014)
Furniture
Retailing in the
Times of
Augmented
Reality
Embraced by
customers as a
shopping tool.
Marker-based Discovered a
lack of
knowledge in
the speed of
quality
improvements
of AR which is
due to the high
development
speed in the IT-
sector.
13
Snehal
Mangal, Nabil
Phansopkar,
Safwaan
Mujawar,
Neeraj Singh,
(2016)
Virtual
Furniture
Using
Augmented
Reality
Can see the
objects in
physical world
virtually
Marker-less User can attempt
multiple
combination of
furniture object
virtually without
physically
moving the
furniture items.
Khushal
Khairnar,
Kamleshwar
Khairnar,
Sanketkumar
Mane, Rahul
Chaudhari
(2015)
Furniture
Layout
Application
Based on
Marker
Detection and
Using
Augmented
Reality
Customer can
view the
furniture object
virtually in real
environment
before buying
object.
Marker-based Help buyer to
determine how
to setup
furniture in
home structure.
Ananda
Poudel, Omar
Al-Azzam
(2016)
Interior Design
with
Augmented
Reality
AR will play a
vital role in the
furniture.
Marker-Less Allows user to
use select, place,
remove and
modify 3D
models in an
interactive way
14
Tan Poh Yee
(2013)
Interior Design
using
Augmented
Reality
Design
modifications
and refinements
due to the
support for
viewing the
design.
Marker-Less People do not
need to go to the
shop for sample
to decorate
house and room.
Table 2 Comparisons between Journal
Few previous authors had proposed interior design application by using Augmented
Reality (AR) Phan & Phoo (2010). They are authors Koller, C. Wooward, A. Petrovski; K.
Hirokazu, et al. The related equipment such as data glases connected Head-mounted display
(HMD). ANevertheless, this equipment uncommonly used by user.
In an AR environment, user can play with the model furniture that display in real
time on the screen. It provided a platform that users can interact with the object on image
in real space. Hence, the research suggests a new way to apply AR technology in the interior
design work. With dynamic and flexible user interface, user can look at the virtual object
and correspond with the 3D object.
In the future, it believed that many developers will seek augmented reality
interaction more deeply, providing interior design, Furniture Company and etc. More
function augmented reality design tool and let user interact with an object with simple and
easy to use tracked physical tools.
15
2.5 Comparison between existing Website
There have a lot of website that are easier for user to search and choose their dream car that
can be found on the internet. More often than not, they are only show the type of the
furniture without visual and reality image. Sometime, they do not show the type of colour
that was suggested for that product. Furthermore, at the website that shown below more
gave advertisement than the information of furniture. Smart furniture catalogue will have
a simple interface but have an interactive and complete of information. User also can
arrange the place of product in one space.
Figure 6 Example of ru ma’s website
16
Figure 7 Example of kitchenz’s website
Figure 7 above shows all content that are develop by kitchenz’s company for their
website. They are provided the suggestion for any type of room and kitchen from their
price. When the suggestion displays, they have to click the price to get more detail and
information of that products. Smart catalogue provided but the outputs are show the type
of colour suggestion and interactive of product.
Comparisons between two websites
Website Method Advantage Disadvantage
Ruma Online website Many large pictures Need an internet to search the product.
Kitchenz Online website Give more detail
Table 3 Comparisons between websites
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2.6 Development in Unity
Unity Technologies is the creator of a flexible and high-performance end-to-end
development platform used to create rich interactive 2D, 3D, VR and AR experiences.
Unity's powerful graphics engine and full-featured editor serve as the foundation to develop
beautiful games or apps, and easily bring them to multiple platforms: mobile devices, home
entertainment systems, personal computers, and embedded systems.
Unity also offers solutions and services for creating games, boosting productivity,
and connecting with audiences including the Unity Asset Store, Unity Cloud Build, Unity
Analytics, Unity Ads, and Unity Certification. Unity Technologies serves over 5.5 million
registered developers including large publishers, indie studios, students and hobbyists
around the globe. The support website for using the unity is Vuforia Developer as the
platform and official partners to create the license key and database for the object and image
target. The animation will create by using programming code in Java SDK.
2.7 Novelty
Smart Catalogue is built with Unity software using Vuforia Developer as the device
database. This can provide visualizations information using multimedia elements. Besides
that, it is alternative approach in expose the imagination of furniture. Using AR element
are interactive and dynamic content. On the other hand, the application is display animated
models of furniture to attract user. The criteria that provide this application are easily to
understand by novice people that are do not know to imagine the condition in a room for
their furniture.
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2.8 Chapter Summary
In this phase, it will deliver the information about the study on the past research and
the current website. This study is more to focus to do the development and suggestion to
user. With this study, a new application will be developed and benefit the all users.
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CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter explained the detail of the methodology that is being used in the
development of application. The technique that has been selected is recognition marker-
based AR. Recognition based augmented reality relies on recognizing real world items such
bar codes, images, texts, etc. to provide information. The most common type of
Recognition Based AR App is a language translation app which uses camera to read the
text, translates it and overlays on top of an image. This chapter will explain more details
about every phase that involved in this project. The phase is pre-production, production and
post-production.
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The process of creating 3D animation can be sequentially divided into three phases:
that is modeling which is describes the process of creating the 3D objects within a scene.
While layout and animation, which describes how objects are positioned and animated
within a scene. Lastly is rendering, which describes the final output of the completed
computer graphics. Through the combination of the above phases and a few other sub-
phases, this completes the process of a 3D animation production.
3.2 Methodology Review
A pipeline is a series of product, either in a state of development, preparation, or
production, and ideally in different stages of their life cycle. At any in a target, the goal is
to have some products in the growth stage, which is the key stage for establishing a
product’s position in a market, increasing sales.
Pre-Production Production Post-Production
Figure 8 Production Pipeline using Unity
Script and Storyboard
Device/Cloud Database
Modeling &
Animation
Audio
Final Output
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3.3 Methodology for Augmented Reality
3.3.1 Phase 1: Preproduction
1) Idea
The main idea of augmented reality is to present physical object in a real
environment as if they were part of it. The camera pose is used to render
the 3D object. The camera of computer graphic is moved to same pose
as the real camera and 3D object are rendered on top of the real image
in catalog. If the different type of users use the same application, it might
be good idea to think about the possibility to have several different user
interface. From the research, AR interior design application with
necessary amounts of features, whereas, consumers would prefer a
simple user interface with less features.
2) Implementation design
A Place Marker
at the
1) Capture the
catalogue
2) View and
touch the object
3) Superimpose
3D object
4) Change the
color and
explore theCapture the
marker which
are selected
22
The above project design explains the working of the project. The user which has
the application and the marker is intended to use facilities like selecting the intended
product they want to explore and capturing the image from the marker. The main focus is
to allow the user to view the product in the home environment allowing them to make
purchase decisions regarding the furniture product.
3) Storyboard
In this phase are using Adobe Photoshop to design the storyboard for the project. A
storyboard is a sequence of illustrations that showcase the digital story in two
dimensions. The first dimension is time: what happens first, next, and last. The
second is of interaction: how does the voiceover interact with the images, how do
visual transitions and effects help tie together the images? Any element can interact
with any other one, and the storyboard is the place to plan out the impact to intend
to make on the audience.
4) Flowchart
The flowchart below explains the actual flow of project. Firstly, the new user needs
to select which product he/she intends to explore & accordingly select the product
from the main page. After selecting the furniture by the user and interface will
change which will access their camera. The marker should be placed after the
camera has been opened on the user device. After viewing they can view the other
model by slide the catalog to others page.
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3.3.1.1 Flowchart during detection
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3.3.2 Phase 2: Production
1) Research and Development
In this phase, the research has been made for implement for trial. Such
technologies are currently in need of further development and research in order to
reach the availability and utilization level of visual-based applications and devices,
but certainly have the potential in the field domain. The Introduction section of the
abstract the AR technology in general, clarifies the distinction between the
augmented reality (AR) and virtual reality (VR), and gives an overview of related
work. The Augmented Reality in Smart Furniture Catalogue provides a
comprehensive literature overview of research, technology and application
developments in the context of utilizing the augmented technology in furniture
domain.
2) Layout
Layout are drawn from storyboard which define the movement and perspective
in the scene. Because storyboard artists draw background in a rough, simplified
style and background layout are transform the storyboard to the next level. Layout
drawings are then given to the background painters to color and complete the visual
style.
25
Front page
for the
application
which is
button exit,
and AR
camera.
AR camera
viewed
before scan
the marker
(picture)
Front Page AR View
This is the
how the
image will
display with
3D
animation.
Customer
need to
zoom the 3D
object to
know the
price.
Display Object Zoom View
26
Customer can
rotate the
object to look
360 of the
objects.
Customer
allow to
arrange by
their self to
see the
suitable
place than in
the
catalogue.
Rotation Object Arrange object
User can
click an icon
for more
information
User can
choice the
button to
exit from the
application.
Info Page Exit Page
Table 4 Layout Design
27
3) Modeling
This section are primitives which is can be anything from a single point (called
a vertex), a two-dimensional line (an edge), a curve (a spline), to three-dimensional
objects (faces or polygons). Using the specific features of chosen 3D software, each
one of these primitives can be manipulated to produce an object. Three-dimensional
(3D) models represent a product using a 3D space. The software used is Autodesk
Maya.
Figure 9 Process of Modelling 4) Texturing
This process is similar to adding decorative paper to a white box. In 3D, texture
mapping is the process of adding graphics to a polygon object. These graphics can
be anything from photographs to original designs. After a 3D model is created, 2D
image will be overlaid on it to add colors, design, and textures. This is called
mapping, and often the entirety of a model’s color comes from this. These maps can
be created in programs like Photoshop, and the illusions of textures can be brushed
onto the models.
28
Figure 10 Process of Texturing
5) Rigging
Rigging refers to the process of creating the bone structure of a 3D model. It is
a process to set up a controllable skeleton for the furniture that is intended for
animation. This skeleton structure is used to manipulate the 3D model like a puppet
for animation. So that, this furniture can be done with interactive product.
6) Animation
Animation is the process of taking 3D object and getting it to move. There is
key-frame where the animator manipulates the objects on a frame-by-frame basis.
Creating moving furniture in a digital environment that is three-dimensional.
Through the careful manipulation of objects (3D models) within the 3D software,
we can then export picture sequences which will give the illusion of movement
(animation) based on how we manipulate the objects. Other methods of animation
include placing objects on spline and setting them to follow the path the curve.
29
7) Rendering
Autodesk Maya is software fully used for modeling the 3D object. It is the main
software consists the modeling and animation needed. After rig the model and make
animation, last process for 3D production is rendering and the model will transfer
to Unity Software for the next production. Lastly, the model will import to Unity
Softaware.
8) Database
This phase involving the element of database which is admin need to upload the
marker into Vuforia Developer to the get the license number and upload the marker
in the unity software. During project modeling, the more difficulty of the picture,
the higher availability to make it as marker.
Vuforia
Cloud
Augmented reality
Button interface
Construction Fuzzy
Cognitive Maps
Construction
Artificial Neural
Network
Application
Data
Personalised Tutoring System
Domain Knowledge Prediction Model
30
9) C# Language
During this Visual Studio are defined to make an animation for the modeling
using JavaScript language. It has a hyperlink with Unity Software to bring an
interactive approach.
10) Unity
This phase is important to build the application that are combined from Vuforia
and Java SDE. The setting must decide for any type of android. The technique is
imported the modeling from Autodesk Maya and catch it in Unity to make it
physically appearance. After the development complete, admin need to build it with
Android Studio using apk file. User need to install the apk file in the android phone.
Figure 11 Graphic of Unity Development
31
3.3.3 Phase 3: Post- Production
The last phase in this methodology is the actual realization of the augmented
reality using the chosen implementation environment. For example, added the
background audio to give more interesting output. After that, the testing process are
needed. After success to build in the device such as android, developer need to test
at several devices to make sure the application are flexible to used.
1) Built apk file
After compose all the application needed, next step is built the apk file
which is using software Android Studio to support all of android version
such as Lollipop, Kit Kat, etc.
2) Final output
After the development around 5 months, the final output for this application
is display the 3D model for the furniture catalogue. User can install the
application using apk file and application can play using the selected
marker.
32
3.4 Project Requirement
Project requirement includes two parts which are software requirement and
hardware requirement. The requirement the project to ensure the completion process well
and every aspects requirement need to be used for chapter implementation and analyze to
make sure the correct of the application.
3.4.1 Software Requirement
List of software needed:
No. Software Purpose
1. Adobe Photoshop Used to design the storyboard
2. Microsoft Word 2016 Used to do the documentation of application.
3. Android Studio Used to code the core program of the project.
4. Java SDE Programming Language C#
5. Autodesk Maya Modelling the 3D product
6. Unity Animate the modelling and connect to the device.
7. Vuforia Developer Database for the application
33
3.4.2 Hardware Requirement
List of hardware needed:
No. Hardware Description
1. Laptop ASUS A555L
2. Processor Intel Core i7
3. Memory 4 GB RAM
4. Operating System Window 10
5. System type 64-bit Operating System
6. Mobile phone Samsung A5 2015
3.5 Framework
User
Camera
Interaction
Interaction
Image
Image
Marker ID
Pose
Interface/View
Reaction
Controller
AR View AR View Camera
View
Tracking
Marker detection
and Pose estimation
Rendering (AR View)
Animation Texture
Model ID
34
Known as Software Development Kits (SDK), or simply frameworks, the tools used
for the development of AR applications provide a coding environment where users are
enabled to create the capabilities that will compose software applications with the
capabilities and resources of augmented reality. According to Amin & Govilkar (2015),
these augmented reality SDKs facilitate many components within the AR application, for
instance at three type which is: AR recognition, AR tracking and AR content rendering.
There are several tools currently in evidence for the execution of tasks that involve
the development of applications that use AR resources. Next, it was sought to present the
main features demanded from tools that offer these resources. In this next section, it will
be present the methodological procedures adopted for the execution of tests and the further
steps taken for the fulfillment of this research.
3.5 Summary
This chapter discuss on methodology for the system development required to complete the
Smart Furniture Catalogue. Each oh phase development will follow the steps in Pipeline
discussed earlier in this chapter.
35
REFERENCE
Brandão, J., Cunha, P., Vasconcelos, J., Carvalho, V., & Soares, F. (2015). An augmented
reality gamebook for children with autism spectrum disorders. . In The
International Conference on E-Learning in the Workplace 2015, 1-6.
Herpich, F., Guarese, R. L. M., & Tarouco, L. M. R. (2017). A comparative analysis of
augmented reality frameworks aimed at the development of educational
applications. . Creative Education, 8(09), 1433.
Kalkan, K. (2015). The Development of e-commerce in Sweden and its effect on Swedish
business : A qualitive study.
Khainar, k., Mane, S., & Chaudari, R. (2015). Furniture Layout Application Based on
Marker Detection and Using Augmented Reality. International Research Journal
of Engineering and Technology, 2(7), 540-544.
Kucharska, B., Kucia, M., Maciejewski,. G., Malionowska, M., & Stolecka-Makowska.,
A. (2015). The retail trade in Europe-diagnosis and future perspectives. Scientific
Publications/University of Economics in Katowice.
Phan, V. T., & Choo, S. Y. (2010). Interior design in augmented reality environment. .
International Journal of Computer Applications, 5(5).
Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality
technologies, applications and limitations. International journal of virtual reality,
, 9(2), 1.
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APPENDIX
NO
PH
AS
E
ACTIVITIES WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 PR
EP
RO
DU
CT
ION
Topic Configuration & Discussion with Supervisors
2 Project Title Proposal
3 Submission of Proposal
4
PR
OD
UC
TIO
N
Preparation of Chapter 1
5 Preparation of Chapter 2
6 Proposal Progress Presentation & Evaluation
7 Discussion & Correction Proposal
8 Proposal Solution Methodology (Chapter 3)
9 Develop Prototype
10 Drafting Report of The Proposal
11
PO
ST
P
RO
DU
CT
ION
Submit Draft of Report to Supervisor
12 Seminar Presentation & Final Presentation
13 Correction Reports