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HOUSE VR: INTERACTIVE TOUR
MUHAMAD IDHAM BIN JAMIL
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATICS MEDIA WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2021
HOUSE VR: INTERACTIVE TOUR
MUHAMAD IDHAM BIN JAMIL
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: Muhamad Idham bin Jamil
Date: 28/1/2021
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report were under my supervision.
_______________________________
Name: En. Tolahah bin Muda 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, En. Tolahah bin Muda because with
guidance, advice, and 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
for 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.
iv
ABSTRACT
The project of House VR: Interactive Tour is developed to allow the user to take a tour
of a house that they might be interested to buy or rent it. It is designed with an interactive
3D Virtual environment so the users can learn and interact with the environment in the
house so they can have a better understanding of the house. The concept of virtual reality
used is hoped to assist the user in being immersed in the 3D virtual environment as if
they were in the real situational setting of the house. ADDIE method is divided into five
main sections, namely the beginning of the analysis phases, design phases, development
phases, implementation phases, and evaluation phases. The use of the ADDIE method
ensures that the development of the system runs smoothly and according to planning.
v
ABSTRAK
Projek House VR: Interactive Tour dibangunkan untuk membolehkan pengguna
melakukan lawatan ke rumah yang mungkin mereka berminat untuk membelinya atau
menyewanya. Ia direka dengan persekitaran maya 3D interaktif sehingga pengguna
dapat belajar dan berinteraksi dengan persekitaran di rumah sehingga mereka dapat
memiliki pemahaman yang lebih baik tentang rumah. Konsep realiti maya yang
digunakan diharapkan dapat membantu pengguna untuk terbenam dalam persekitaran
maya 3D seolah-olah mereka berada dalam keadaan sebenar rumah. Kaedah ADDIE
terbahagi kepada lima bahagian utama, iaitu permulaan fasa analisis, fasa reka bentuk,
fasa pengembangan, fasa pelaksanaan, dan fasa penilaian. Penggunaan kaedah
ADDIE memastikan bahawa perkembangan sistem berjalan lancar dan mengikut
perancangan.
vi
CONTENTS
PAGE
DECLARATION i CONFIRMATION ii DEDICATION iii ABSTRACT iv
ABSTRAK v CONTENTS vi LIST OF TABLES vii LIST OF FIGURES viii
LIST OF ABBREVIATIONS ix CHAPTER 1 INTRODUCTION 1
1.1 Project Background 1 1.2 Problem Statement 2
1.3 Objectives 2 1.4 Scope 2
1.5 Limitation of Work 3
1.6 Expected Result 3 1.7 Activities, Milestones (Gantt Chart) 4 1.8 Summary of the Chapter 5
CHAPTER 2 LITERATURE REVIEW 6 2.1 Introduction 6 2.2 Virtual Reality 7 2.3 VR Categories 8 2.4 VR Software and Hardware 11
2.5 VR Platform 14 2.6 Related Article in Virtual Reality in Education 15 2.7 Related Study of Existing Application 17 2.8 Comparison Element of Multimedia 20
2.9 Summary of the Chapter 20
CHAPTER 3 METHODOLOGY 21 3.1 Introduction 21 3.2 ADDIE 22
3.3 Framework 28 3.4 Hardware and Software Requirement 29 3.5 Technique/Method 32 3.6 Summary of the Chapter 33
REFERENCES 34
vii
LIST OF TABLES
Table No. Title Page
Table 1.1: Gantt chart for Final Year Project 1 4
Table 2.1: Research article in VR 1Error! Bookmark not defined.
Table 2.2: Shows the information of the VR Home 17
Table 2.3: Shows the information of the VR House Tour 18
Table 2.4: Shows the information of the VRroom 19
Table 2.5: Comparison table of the existing products with five element of multimedia 20
Table 3.1: List of Software Used 29
Table 3.2: List of Hardware Used 31
viii
LIST OF FIGURES
Figure No. Title Page
Figure 2.1: Playstation Console 8
Figure 2.2: Racing Simulator 9
Figure 2.3: OMNI Simulator 10
Figure 2.4: Unreal Engine Software Interface 11
Figure 2.5: Unity 3D Interface 12
Figure 2.6: VR Headset 13
Figure 2.7: Google Cardboard 13
Figure 2.8: Shows the interface of the VR Home 17
Figure 2.9: Shows the interface of the VR House Tour 18
Figure 2.10: Shows the interface of the VRroom 19
Figure 3.1: ADDIE MODEL 22
Figure 3.2: Content of House VR: Interactive Tour 23
Figure 3.3: Prototype Main Menu Page 24
Figure 3.4: Prototype VR View 25
Figure 3.5: Prototype Credit Page 25
Figure 3.6: Prototype About Page 25
Figure 3.7: Framework 28
Figure 3.8: Point of gaze method 32
ix
LIST OF ABBREVIATIONS
ADDIE An acronym for the five stages of a development process, Analysis, Design, Development, Implementation, and
Evaluation.
VR Virtual Reality
1
CHAPTER 1
INTRODUCTION
1.1 Project Background
In the modern era of technologies, we had been introduced to many great
inventions that have changed the way of our life. Virtual Reality (VR) is one of the
examples that seem to have been represented and influenced in many fields such as
advertisements, social media, and gaming platforms. Virtual Reality is the use of
computer technology to create a simulated environment. Unlike traditional user
interfaces, VR placed the user inside an experience. Instead of viewing a screen in front
of them, users were 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 project of House VR: Interactive Tour is developed to allow the user to take
a tour of a house that they might be interested to buy or rent it. It is designed with an
interactive 3D Virtual environment so the user can learn and interact with the
environment in the house so they can have a better understanding of the house. The
concept of virtual reality used is hoped to assist the user in being immersed in the 3D
virtual environment as if they were in the real situational setting of the house. These
applications employ interaction as a means of communicating information to the general
public in new and exciting ways.
2
1.2 Problem Statement
Most of the problems of the clients are they don’t really have a high level of
imagination of what their House Agencies explaining something to them such as how
would exactly the end product of their house would be presented. Some of the clients
also need to travel a long trip just to watch the condition of the house that they might
buy or rent it. This will cause disadvantages for both parties, as the client needs to waste
their time, energy, and money just to watch the desired house and for the House
Agencies, they will have a hard time explaining to their clients.
1.3 Objectives
There are the objectives in this project to be achieved to make this project
successfully complete:
i. To study and identify current VR application and list of the house
existed.
ii. To design interface and to develop the House VR: Interactive Tour
system application.
iii. To test the application functional and beneficial to the user.
1.4 Scope
i. Client
ii. House Agencies
iii. Admin
iv. Three different types of rent house in Malaysia
3
1.5 Limitation of Work
The limitations in conducting this application are:
i. Limited on mobile base only.
ii. Need VR Headset to play this application.
iii. Only android user can access this application.
1.6 Expected Result
The expected result for this application are:
i. This app is expected to be implemented in mobile-based and users
can explore this virtual reality app using the VR Headset or Google
Cardboard.
ii. Hope that this app can give the user an immersive experience that
feels like being in the real house.
iii. A smooth and simple user interface (UI).
4
1.7 Activities, Milestones (Gantt Chart)
The guideline of the House VR: Interactive Tour application is important to
make the process of this project will smooth and follow the procedure.
Table 1.1: Gantt chart for Final Year Project 1
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
5
1.8 Summary of the Chapter
This chapter covers the overall description of the application such identifies the
problem statement, objectives, scope, expected result and project management plan.
Moreover, this application is designed to help the user to explore the house that they
might be interested to buy or rent it.
6
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
The purpose of this chapter is to present a selected literature review, which is
very important for the research. This chapter explains the literature review carried out
on the application that will be used as references in developing this application. The
existing application will also be discussed in this chapter. The literature review aims to
review the critical points of the current knowledge on a particular topic. Hence, the
purpose of the literature review is to find, read, and analyze the literature or any works
or studies related to this system. It is important to well understand all information to be
considered and related before developing this application. Some research has been
studied to understand to implement in the House VR: Interactive Tour in VR
application.
7
2.2 Virtual Reality
Virtual reality (VR) refers to a computer-generated simulation in which a person
can interact within an artificial three-dimensional environment using electronic devices,
such as special goggles with a screen or gloves fitted with sensors. In this simulated
artificial environment, the user can have a realistic-feeling experience.
The concept of virtual reality is built on the natural combination of two words:
the virtual and the real. The former means "nearly" or "conceptually," which leads to an
experience that is near-reality through the use of technology. The software creates and
serves up virtual worlds that are experienced by users who wear hardware devices such
as goggles, headphones, and special gloves. Together, the user can view and interact
with the virtual world as if from within.
8
2.3 VR Categories
There are many VR types and methods as described below depends on usages
and suitability for VR application. Depending on the level of realism, virtual reality can
be divided into three major categories or types. Each category provides its own level of
immersion thus allowing users to experience artificial worlds on a different engagement
level.
2.3.1 Non Immersive
In non-immersive virtual environments, users keep their strong visual
connection to reality. Non-immersive simulation rarely can make a user
perceive an artificial world as a real one. It holds the least immersive type of
VR realization that stimulates only a subset of human sensory. To implement
non-immersive virtual reality, VR development companies use hardware such
as standard resolution displays and desktops with average processing
capabilities. This simulation type can be compared to typical video games
played on usual consoles like PlayStation or Xbox as shown in Figure 2.1.
Figure 2.1 PlayStation Console
9
2.3.2 Semi Immersive
Partially-immersive VR provides users with a more realistic experience
compared to non-immersive simulations. This type of virtual reality partially
immerses users in a virtual world where they hardly remain aware of what’s
going on in reality at that time.
For example, a wide number of flight and racing simulators use semi-
immersive virtual reality reproduced on high-resolution screens or high-end
projection systems that significantly stimulate user’s visual systems as shown
in Figure 2.2.
Figure 2.2 Racing Simulator
10
2.3.3 Fully Immersive
A highly detailed virtual reality is a fully-immersive simulation. In these
realistic environments, users completely lose the connection to reality and
deeply penetrate a virtual world. Fully-immersive simulations involve a full set
of human senses including visuals, aural, haptics. The use of HMDs, motion
detecting hardware, and hand controllers make the most immersive VR category
possible. Accurate haptic feedback, high-resolution image, detailed 3D
graphics, and high level of interactivity deliver realistic virtual reality
experience as shown in Figure 2.3.
Figure 2.3 OMNI Simulator
11
2.4 VR Software and Hardware
As technology keeps advancing from time to time, there were much new
hardware and software have been created, thus the future keeps evolving but uncertain.
Examples of software and hardware that used in developing VR application are as
follows.
2.4.1 VR Software
There are two software that commonly used by the developer to
develop virtual reality application which is Unreal Engine and Unity 3D.
2.4.1.1 Unreal Engine
Unreal Engine is the world’s most open and advanced real-time
3D creation tool. Continuously evolving to serve not only its original
purpose as a state of the art game engine, today it gives creators across
industries the freedom and control to deliver the cutting-edge content,
interactive experiences, and immersive virtual worlds. Figure 2.4 shows
an examples of Unreal Engine software.
Figure 2.4 Unreal Engine Software Interface
12
2.4.1.2 Unity 3D
Unity3D is a powerful cross-platform 3D engine and a user
friendly development environment. Easy enough for the beginner and
powerful enough for the expert; Unity should interest anybody who
wants to easily create 3D games and applications for mobile, desktop,
the web, and consoles. Figure 2.5 shows an example of Unity 3D
software.
Figure 2.5 Unity 3D Interface
2.4.2 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.
13
2.4.2.1 VR Headset
A virtual reality headset is a head-mounted device that provides
virtual reality for the wearer. Virtual reality headsets are widely used
with video games but they are also used in other applications, includin g
simulators and trainers. They comprise a stereoscopic head-mounted
display, stereo sound, and head motion tracking sensors. Figure 2.6
shows VR Headset.
Figure 2.6 VR Headset
2.4.2.2 Google Cardboard
Google Cardboard is a virtual reality platform developed by
Google. To use the platform, users run Cardboard compatible mobile
apps on their phone, place it into the back of the viewer, and view
content through the lenses. Figure 2.7 shows Google Cardboard.
Figure 2.7 Google Cardboard
14
2.5 VR Platform
For this application, I will use VR Headset as the main platform as it was in
Semi Immersive categories without needing the user to be in a fully-immers ive
simulation involving all human senses. VR Headset is a virtual reality platform
developed for is a head-mounted device that provides virtual reality for the wearer.
Virtual reality headsets are widely used with video games but they are also used in other
applications, including simulators and trainers. Users can either build their viewer from
simple, low-cost components using specifications published by Google or purchase a
pre-manufactured one. To use the platform, users run the VR Headset compatible
applications on their phone, place the phone into the back of the viewer, and view
content through the lenses.
15
2.6 Related Article in Virtual Reality in Education
This a few article that had been searched about virtual reality application in
education.
Tittle Author Journal Summary
House Guide Tour System
Timothy Clare House Guide Tour
System, 2010
Part of VR's possible utility as a preservation tool derives
from its potential to create virtual experiences that tourists may accept as substitutes for real visitation
to threatened sites. The sector will benefit from future research into the topics that are discussed and
numerous suggestions for future research are presented.
Systems, media, and
methods for providing improved virtual reality
tours and associated analytics
Andrzej Jakub JonczykAlexander
Adam GredysaLeslaw Jozef Gredysa
Patent Application
Publication, 2016
Platforms, systems, media, and methods for providing
virtual reality (VR) tour builder and editor applications, multi-moda l VR tour applications, and
VR tour analytics applications useful in real estate sales and marketing, advertising, entertainment,
education, healthcare scenarios.
16
Virtual reality and tourism:
fact or fantasy?
Paul WilliamsJS PerryHobson
Tourism Management
Volume 16, Issue 6, September 1995, Pages
423-427
Virtual reality (VR) experiences have been the
subject of speculation for computer programmers, futurists and scientists for many years. More recently
there has been considerable media hype and discussion about the possible uses of virtual reality throughout
society. This article will highlight some of the potential uses of VR within the tourism industry, but also
address the realistic shortcomings of VR technology. In addition, some future developments
will be identified, to determine when and whether VR is likely to offer the potential it promises.
Table 2.1 Research article in VR
17
2.7 Related Study of Existing Application
The existing application has been similar for House VR: Interactive Tour apps
in terms of functions, problem-solving and types of information. Such an example of
that app is the VR Home, VR House Tour and VRroom.
2.6.1 VR Home
Figure 2.8 Shows the interface of the VR Home
Description Advantages Disadvantages
This application let
the user to move
around in the house.
User can look at the
designated place to
change the scene.
A very realistic
3D model
Easy to move
around the
house
A simple and
easy interface
Mobile based
Does not have
many
interactions
with user
Does not have
audio
Table 2.2 Shows the information of the VR Home
18
2.6.2 VR House Tour
Figure 2.9 Shows the interface of the VR House Tour
Table 2.3 Shows the information of the VR House Tour
Description Advantages Disadvantages
This application let
the user to move in and
outside of the house.
User can look at the
designated place to
change the scene. Also,
user can also go outside
to look the scenery.
A very simple
application that
can be easily
understandable
Easy to move
around.
Mobile based
Does not have
many
interactions
with user
Only have 4
scenes that is
living room,
kitchen, toilet
and outside.
Does not have
audio
19
2.6.3 VRroom
Figure 3.0 Shows the interface of the VRroom
Table 2.4 Shows the information of the VRroom
Description Advantages Disadvantages
This application
let the user to move
around in the house.
User can look at the
designated place to
change the scene.
User also can look at
the specified objects
to interact with as
shown in the Figure
3.0
Easy to move
around the
house
A simple and
easy interface
User can
interact with
the specified
objects.
Mobile based
Does not have
audio
20
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.
Table 2.5 Comparison table of the existing products with five element of multimedia
2.9 Summary of the Chapter
This chapter discusses the information about the study on the VR Platform to
find the best software and technique that use to develop this application and study
existing product VR. This study is more to focus on development and guide to the
successful project, to come out with the new application will benefit all users.
Moreover, there are some advantages and disadvantages to every technique that has
been considered in the research.
Application Audio Text Graphic Video Animation
VR Home
No
No
Yes
No
No
VR House
Tour
No
No
Yes
No
No
VRroom
No
Yes
Yes
No
No
21
CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter is about the process of developing the project from the beginning
until the end of this project. The flow of the project will discuss briefly to give more
understanding of the design and development of this application. Many methods can be
used for developing this project. The methodology that can be decided in this project is
ADDIE. This methodology is based on phases for each development process. Every
phase of this methodology will be clarified in the upcoming sub topic.
22
3.2 ADDIE
In this project, the most suitable methodology that can be used to develop a
mobile VR application is ADDIE. The ADDIE model is the generic process
traditionally used by instructional designers and training developers. ADDIE is an
acronym for the five stages of a development process that stands from Analysis, Design,
Development, Implementation, and Evaluation as illustrated in Figure 3.1. The ADDIE
model relies on each stage being done in the given order but with a focus on reflection
and interaction. The model gives a streamlined, focused approach that provides
feedback for continuous improvement.
Figure 3.1: ADDIE MODEL
23
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 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 the mobile VR application. The analysis is
carried out by doing a market survey on existing articles and existing applications. So,
the weakness of the existing application can be identified and House VR: Interactive
Tour will fulfill all of the weaknesses. The content of the Mobile VR application can be
referred to in Figure 3.2.
Figure 3.2: Content of House VR: Interactive Tour
3.2.2 Design Phase In the design phase, it will consist of learning the objectives, assessment
instruments, exercises, content, subject matter analysis, and lesson planning and
media selection. The design phase should be systematic specifying learning
objectives. In these phases, storyboard and prototype making. Storyboarding is
also a part of the multimedia design process. The storyboard can show the look
and feel of the application that will be developed. The phase is implemented
House VR: Interactive Tour
START
Credit
ABOUT
Vr view
24
after phase 1 is completed and becomes a guide of planning in the process of
designing. In the design phase, a 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 until 3.6 below display some of the storyboard.
Figure 3.3 Prototype Main Menu Page
Figure 3.3 shows the main menu featuring three optional buttons which
is START button to start the application, CREDIT button and ABOUT
button for application info and user guide.
25
Figure 3.4 Prototype VR View
Figure 3.4 shows the view of a house in VR and user can gaze and move
around to interact with the room and objects.
Figure 3.5 Prototype Credit Page
Figure 3.5 shows the Credit content of this application to the user.
Figure 3.6 Prototype About Page
Figure 3.6 shows the content about of this application and guide to use.
26
3.2.3 Development Phase
The development phase is where the developers create and assemble the
content assets that were created in the design phase. Multimedia applications
should be used based on the designs established through the design phase. The
development of this design refers to the process of software development using
a variety of existing applications such as programming applications, authoring,
video, animation, and so on. This phase has three stages including pre-
production, production, and post-production.
3.2.4 Implementation Phase
The phase of implementation is a test phase. The supervisor and friend
test the completed application and give the response. Testing aims to identify
the weakness and detect any unrecognized errors during the authoring process
and improve it to make it better. 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. The
user test run is sent a demo version for alpha and testers to ensure that the project
meets the requirements before presenting the final product. Criticisms and
constructive feedback were taken into account to be implemented later on.
27
3.2.5 Evaluate Process
The evaluation phase in which the project is being subjected to
meticulous final testing regarding the what, how, why, when of the things that
were accomplished of the entire project. This phase can be broken down into
two parts: Formative and Summative. The initial evaluation happens during the
development stage. The Formative phase happens while students are conducting
the study, while the Summative portion occurs at the end of the program. The
main goal of the evaluation stage is to determine if the goals have been met and
to establish what will be required moving forward to further the efficiency and
success rate of the project.
28
3.3 Framework
The project was conducted on the framework of the structure and system flow
to achieve the project objective that can be successfully accomplished by analyzing
House VR: Interactive Tour 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
3.7, which is divided into user, google cardboard, and House VR: Interactive Tour
application. To play this application, the user should use VR Headset to connect to the
application. Then, the application will provide a virtual reality view in VR Headset and
the user will feel immersed in the environment.
Figure 3.7 Framework
29
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 below.
Software Use
Adobe Illustrator To design interface, posters and logo
application.
Adobe Photoshop Used to create sketches of background,
characters and posters.
SketchUp Used to create 3D models which is a
building.
Maya 2019 Another application that is used to create
3D models.
Unity Used to create the Virtual Reality app and
overall project and animate 3D characters
Table 3.1 List of Software Used
30
3.4.2 Hardware Requirement
Hardware is important in ensuring the research of this project is a
success. To do this research, every hardware has its function. The hardware to
develop this project is shown below.
Hardware Use
Laptop The most import hardware as it
function is to create the sketches for the
characters, background and create
scripts or documentsrelated to
application. Also used for on the go
coding and 3D modelling.
Mouse Mouse is used during coding and 3D
modelling process.
External Hard Disc To backup all project data
31
Headphones Used for development and test runs
of the projects as well as used for the
finished project to amplify immersion.
VR Box Headset Used for test runs and overall final
product.
Mobile Phone To run and test the application.
Table 3.2 List of Hardware Used
32
3.5 Technique/Method
The technique uses in this project is the 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. A 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 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 3.8 is an example of the point of gaze method.
Figure 3.8: Point of gaze method
33
3.6 Summary of the Chapter
This chapter discussed the methodology used is to complete this project. The
selection of good methodology is very important to make sure the development of the
application can be done within the exact time given. The ADDIE methodology is used
because every phase during the application development follows the project
methodology that is mentioned in this chapter. It also explains the required hardware
and software that are used in this project that guides to the success of this project.
REFERENCES
Beck, D. (2019). Augmented and Virtual Reality in Education: Immersive Learning Research. Journal of Educational Computing Research (2019):
0735633119854035.
Kurt, S. (10 December, 2019). ADDIE Model: Instructional Design. Retrieved from The ADDIE Model: https://educationaltechnology.net/theaddie-mode l- instructional- design/
McGriff, S. J. (2000). Using the ADDIE Model. Instructional System Design(ISD),2.
Springer, S.L., Gadh, R.: State-of-the-art virtual reality hardware for computer-aided design. Journal of Intelligent Manufacturing 7(6), 12 (1996)
Drs. Robert G. Belleman prof. dr. Peter M.A. Sloot(2001, July) Interaction in virtual
reality. Retrieved from https://pdfs.semanticscholar.org/8588/3b29756bf81215e70ddc2a03a9c8657 df8d9.pdf
Paul Williams, JS Perry Hobson (1995), Tourism Management Volume 16, Issue 6,
September 1995, Pages 423-427, Virtual reality and tourism: fact or fantasy?, Published by Elsevier Ltd.
Andrzej Jakub, Jonczyk Alexander, Adam GredysaLeslaw, Jozef Gredysa (2016), Systems, media, and methods for providing improved virtual reality tours and
associated analytics, Publication of US20160300392A1
Timothy Clare (2010), House tour guide system, Publication of US20050086158A1