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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

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Page 1: 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

VIRTUAL CARS SHOWROOM

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

INFORMATIC MEDIA WITH HONOURS

Universiti Sultan Zainal Abidin

2021

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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

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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

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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.

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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.

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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.

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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

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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

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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

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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

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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

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

VR Virtual Reality

3D Three dimensional

FYP Final year project

ADDIE Analyze, Design, Develop, Implement, and Evaluate

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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.

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1.2 Problem Statement

It seems like a few of problems that we can see a long time to develop

this project 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.

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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

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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.

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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

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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.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter provided some reviews of techniques which have been

proposed by many researchers in 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.

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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.

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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

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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

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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.

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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

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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.

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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.

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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.

.

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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

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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,

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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.

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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”.

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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

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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

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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.

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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.

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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

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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

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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.

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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.

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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

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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.

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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.

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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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REFERENCES

Rahimian, F. P., Chavdarova, V., Oliver, S., Chamo, F., & Amobi, L. P. (2019).

“OpenBIM-Tango integrated virtual showroom for offsite manufactured

production of self-build housing”. Journal of Automation in

Construction, 102, 1-16. Retrieved November 10, 2020, from

https://www.sciencedirect.com/science/article/pii/S0926580518302826

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

https://dl.acm.org/doi/abs/10.1145/3208806.3208832

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”.

Retrieved November 13, 2020, from

https://www.thestar.com.my/news/nation/2005/11/17/rarely-seen-exotic-cars-

to-go-on-show