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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

MUHAMAD IDHAM BIN JAMIL - Universiti Sultan Zainal Abidin

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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

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