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MARINE PARK VIRTUAL REALITY
AHMAD SUFI BIN WISLAN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA)
FACULTY INFORMATICS AND COMPUTING
UNIVERSITY SULTAN ZAINAL ABIDIN , TERENGGANU, MALAYSIA
JANUARY 202
I
MARINE PARK VIRTUAL REALITY
AHMAD SUFI BIN WISLAN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA)
FACULTY INFORMATICS AND COMPUTING
UNIVERSITY SULTAN ZAINAL ABIDIN , TERENGGANU, MALAYSIA
JANUARY 2019
2
DECLARATION
I hereby declare that this 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 University
Sultan Zainal Abidin or other institutions.
__________________________
Name : Ahmad Sufi Bin Wislan
3
CONFIRMATION
This is to confirm that Marine Park Virtual Reality was prepared and submitted by
Ahmad Sufi bin Wislan (Matric Number: BTDL17047369) and have been found
satisfactory in terms of scope, quality and presentation as a part of fulfilment of the
requirement for Bachelor of Information Technology (Informatics Media) with
honor’s in University Sultan Zainal Abidin. The research conducted and writing of
this report was under my supervision.
___________________
Name : Puan Norkhairani Binti Rawi
IV
ACKNOWLEDGEMENT
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, Norkhairani Binti Rawi for his 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. I want to take this opportunity to thanks to my mother,
Zainon Binti Sulaiman. And special thanks to all my lectures of Faculty of
Informatics and Computing for their support and advices. And for all my friends,
thank you for helping, advising and support me in finishing my project.
V
ABSTRACT
Virtual Reality (VR) is the latest technology that is widely in various sectors such as
education, entertainment and industry sales of good. VR presents objects in 3D. This
research is conducted to develop a Marine Park Virtual Reality Mobile Application which
operates using android platform. The objective of study was to produce application that
identify current VR application focus on deep sea fish. To design interface and to
develop Marine Park application that can give beneficial to user. In this application, not
only focus on entertainment but combination entertainment and education. Therefore, this
mobile application is developed by applying element of multimedia to deliver the
information about unique species in Marine Park. The methodology used in this
application is Addie methodology. ADDIE methodology consists of 5 phases which is
Analysis, Design, Development, Implementation, and Evaluate. The programming
language used in the development of the mobile application is C Sharp (C#) using Unity
3D software.
VI
ABSTRAK
Realiti Maya adalah teknologi terkini yang luas diguna dalam berbagai sektor seperti
Pendidikan, hiburan dan insudtri penjualan barangan. VR mempersembahkan objek
dalam bentuk 3D. Kajian ini dilaksanakan bagi membangunkan sebuah Aplikasi Mudah
Alih Marine Park Realiti Maya yang beroperasi secara menggunakan landasan android.
Objektif kajian ini adalah untuk menghasilkan aplikasi virtual reality yang focus kepada
ikan ditaman laut. Selain itu, untuk rekacipta permukaan dan bangunkan aplikasi yang
dapat memberi faedah kepada pengguna. Aplikasi ini tidak hanya fokuskan pada hiburan
sahaja, tetapi gabungan antara hiburan dan Pendidikan. Oleh itu, aplikasi yang
dibangunkan ini mengaplikasikan elemen multimedia dalam penyampaian maklumat
mengenai spesis yang unik sukar dijumpai di taman laut. Metadologi yang digunakan
dalam aplikasi ini ialah kaedah ADDIE. Kaedah ADDIE mengandungi 5 fasa iaitu
Analisis, Rekabentuk, Pembangunan, Pelaksanaan, dan Pengujian. Bahasa
pengaturcaraan yang digunakan dalam aplikasi ini adalah C Sharp (C#) dengan
menggunakan perisian Unity 3D.
VII
CONTENTS
DECLARATION ........................................................................................................... i
CONFIRMATION ....................................................................................................... ii
ACKNOWLEDGEMENT .......................................................................................... iii
ABSTRACT ................................................................................................................. iv
ABSTRAK .................................................................................................................... v
CONTENTS ................................................................................................................. vi
LIST OF FIGURES .................................................................................................... ix
LIST OF TABLES ......................................................................................................
CHAPTER 1 .................................................................................................................
1.1 Project Background...........................................................................................
1.2 Problem Statement................................................................................................
1.3 Objective .......................................................................…………………………………………
1.4 Scope.................................................. .................................................................
1.5 Limitation Work .................................................................................................
1.6 Expected Result ..................................................................................................
1.7 Project Schedule ..................................................................................................xi
CHAPTER 1 ................................................................................................................. 1
VIII
CHAPTER 2 ................................................................................................................. 5
2.1 Introduction ......................................................................................................... 5
2.2 VR Pipeline ......................................................................................................... 6
2.3 VR Platform ......................................................................................................10
2.3.1 HTC Vive / Open VR SDK .......................................................................10
2.3.2 PlayStation VR / PSVR dev kit .................................................................11
2.3.3 Oculus Rift / Oculus SDK .........................................................................12
2.3.4 Samsung Gear VR / Oculus Mobile SDK .................................................13
2.3.5 Google Cardboard / Google VR SDK .......................................................14
2.3.6 Comparison VR Platform ..........................................................................15
2.4 Related Product .................................................................................................17
2.4.1 VR Ocean Aquarium 3D...................... ......................................................17
2.4.2 VR Abyss....................................................................................................18
2.4.3 VR Sea world2 ...........................................................................................19
2.5 Summary of Chapter .........................................................................................20
IX
CHAPTER 3 ............................................................................................................... 21
3.1 Introduction .......................................................................................................21
3.2 Addie Methodology ..........................................................................................21
3.2.1 Analysis Phases .........................................................................................23
3.2.2 Design Phases ...........................................................................................25
3.2.3 Development Phases .................................................................................. 30
3.2.4 Implementation Phases .............................................................................. 31
3.2.5 Evaluate Phases ......................................................................................... 32
3.3 Framework ........................................................................................................33
3.4 Hardware and Software Requirement ...............................................................33
3.4.1 Hardware Requirement ...................................................................................34
3.4.2 Software Requirement .....................................................................................38
3.5 Technique/Method ............................................................................................43
3.6 Summary of Chapter ......................................................................................... 43
REFERENCES ........................................................................................................... 44
1
CHAPTER I
1.1 Project Background
Applications of Virtual Reality (VR) have and continue to increase over
the last three year ago. Virtual reality is a combination of video and audio, filling
a single person’s field of sensation, that works with their perceptual process to
give the illusion of being in a computer generated, and can give believe in the real
environment . This is partly due to its usefulness in many fields and as a result of
the attention given to it by the media. This trend is expected to continue in the
future with the advancement of technology in areas like computer graphics,
computer vision, controls, image processing, and other technology-affiliated
components.
The proposed application is for where Marine Park (VR) is the real
experience with marine park VR in the mobile device. A user can explore a new
world by diving into the sea and have an enjoyable journey to see different fish
species. Diving experience will be great with the Marine Park (VR). When a user
used this application, they can learn the type of the fish and at look them closely.
In this application, three (3) option is available. The first one is getting
information. About on how to use this application. Secondly is explore. Where
the user can explore move through around this application and get more
knowledge information about fish it enable user to use and lastly, the user can
collect memorize and moment when using this application.
2
1.2 Problem Statement
In my literature review about existing products, many virtual reality applications
developed is not focused on fish and is limited come closer . They only focus on the
ocean. So, about this problem, I take an alternative to developing applications that
focus on marine park. Secondly, the problem is Many people don’ know how to swim,
so difficult to get experience in real scuba driving. Problems with many who are not
good at swimming, but they have a desire like swimming in the marine park to see
and feel the environment. So, with this app, it can help people who are not good
swimming to feel like swimming in the ocean . Lastly is there has been a move away
from the traditional experience to technology experience.
1.3 Objective
There are the objectives in this project to be achieved to make this project
successfully complete:
.I. To study and identify current VR applications and marine life.
II. For interface design and for developing the Marine Park (VR) application.
III. To test the app works and benefits the user.
3
1.4 Scope
The scope of this application is divided into two (2) which are user and admin.
User Scope
(1) Able to explore this application.
(2) Able to play this application
Admin Scope
(1) Able to update this application.
(2) Able to manage application.
1.5 Limitation of works
There are some limitation have in a program
I. This application is only available for Android phones and not support iOS or
Apple phones.
II. This application only uses the English Language.
III. This application only focuses on Marine park only.
IV. The user needs a VR Box/ VR Cardboard to play this application.
V. Limit only for mobile based
1.6 Expected Result
The expected results for marine park are:
I. Specification of marine park (VR)
II. This application can provide fully function for functional requirement and designof marine park (VR).
III. Successfully create a user-friendly mobile application that give beneficial to
user when using this mobile application for marine park.
4
1.7 Project Schedule
The project schedule covers the course of the whole FYP 1. The duration of this
project is from September of 2019 to December of 2019. Chart that illustrate each
month’s progression and task to be done is shown below .
5
CHAPTER II
LITERATURE REVIEW
2.1 Introduction
The purpose of this chapter is to present selected literature review,
which is very important for the research. 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. The existing application will also be
discussed in this session. Literature review aims 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 system. It is important to well understand about all information to
be considered and related before developing this application. Some research has
been studied to understand to implement in the Marine Park (VR) application.
6
2.2 VR Pipeline
The process develops virtual reality is referring to a Virtual Reality
production pipeline. There are a group of people, hardware, and software
aligned to work in a specific sequential order to create a Virtual Reality
product or asset. The three main stages of the production pipeline are
preproduction, production, and postproduction.
Figure 2.1 VR PIPELINE
7
The first is preproduction. In this stage that includes the idea, script, storyboard,
and design. The idea for a project can come from just about anywhere and from
almost anything. Ideas should be something fun and simple. The idea can get from
research about the environment, what people needed and from an existing product.
When getting an idea, have some questions to ask self-such as who the characters are?
What is this project for? Who the audience? and What is the final product? After
getting the idea, go to script. The script is the formal written form of the final story. It
has written within it the basic character movement, environment and actions. The
script must describe what will be seen and heard onscreen for different production
teams to know what will be created. After the script is a storyboard. Storyboard is the
visual story form of the script. Storyboard is the first visual representation of the
entire story. Storyboards can be anything from quickly thumbnail sketches to a fully
developed idea. Lastly in this stage is design. In the design component, the final look
of the project is decided. This included the character design, prop design, and
environment design. The most important aspects are that the mood and concept must
be fully realized.
Secondly is production. In this stage that includes modeling, texturing, rigging, and
lighting. Modeling is everything that needs to be seen screen has to be modeled
shown Figure 2.2. The developer can now begin modeling them based on the designs.
After modeling is texturing. Texturing is to make model's surface look like it does in
the concept art or to match its real-world counterpart that shown Figure 2.3. Based on
the findings of the research on VR in the light of UI and UX, the developer must
sketch a design interface to meet the needs of the findings. Rigging is the component
8
which a control rig is put into a geometric object so the animators can move that
object that shown Figure 2.3. Once the modes have been completed and the armature
is needed to be placed in the character's body and face. This is so that during
animating, the developer can move the character expressions freely and easily. Lastly
is lighting. Lighting is the painting component of the production stage. In this stage,
created the lighting and mood for a scene.
FIGURE 2.2 MODELLING
FIGURE 2.3 TEXTURING
9
FIGURE 2.4 RIGGING
Lastly is post production. In this stage include programming and final output. Afterfinish production in the Autodesk Maya 3D, move to Unity. In unity to make virtualreality view. Programming is the implementation of logic to facilitate specifiedcomputing operations and functionality. In this development using C# language.During this process, the developer must begin programming and coding the desiredoutcome of the project based on the findings during the research phase. After thefinish is final output. Build this application on the android phone and test thisapplication functional or not. The developer has to present their product. The productis ready to be presented and launched for a large audience to use this application inthe play store.
10
2.3 VR Platform
VR platform is where you can test to use VR experience. These have
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 adding, cloning, and moving 3D objects. Example VR
platform is:
2.3.1 HTC Vive / Open VR SDK
The HTC Vive is a virtual reality headset developed by HTC and
Valve Corporation. The headset allowing the user to move in 3D space and
use motion-tracked handheld controllers to interact with the environment.
Software development kits for developing HTC Vive applications is VIVE
software.
Figure 2.5 HTC Vive
11
2.3.2 PlayStation VR / PSVR dev kit
The PlayStation VR, known by the codename Project Morpheus during
development, is a virtual reality headset developed by Sony Interactive
Entertainment, which was released in October 2016. It was designed to be
fully functional with the PlayStation 4 home video game console. In certain
games and demos for the VR, the player wearing the headset acts separately
from other players without the headset. The PlayStation VR system can output
a picture to both the PlayStation VR headset and television simultaneously,
with the television either mirroring the picture displayed on the headset or
displaying a separate image for competitive or cooperative gameplay.
Software development kits for developing is a PSVR dev kit.
Figure 2.6 Play Station VR
12
2.3.3 Oculus Rift / Oculus SDK
The Oculus Rift is a virtual reality headset developed and
manufactured by Oculus VR. Oculus radically redefines digital entertainment.
Immerse yourself in games or go inside your favorites films. Time travel,
space travel, or hang out with friends in VR. Oculus sensor is able to
recognize the motion if you turn your body more than 180 degrees. Software
development kits for this application is Oculus SDK.
Figure 2.7 Oculus
13
2.3.4 Samsung Gear VR / Oculus Mobile SDK
The Samsung Gear VR is a mobile virtual reality headset developed by SamsungElectronics, in collaboration with Oculus, and manufactured by Samsung. The devicecan be calibrated using the wheel at the top of the headset. A trackpad is located onthe right of the device and back button is located just above it. Volume can beadjusted through the volume rockers also found on the right-hand side. Some of themajor goals Samsung set for this project regarding hardware were: that their headsetcould support MTP (Motion to Photon) latency less than 20 MS. Softwaredevelopment kits for developing is Oculus Mobile SDK.
Figure 2.8 Samsung Gear VR
14
2.3.5 Google Cardboard / Google VR SDK
Google Cardboard is a virtual reality (VR) platform developed by
Google for use with a head mount for a smartphone. Named for its fold-out
cardboard viewer, the platform is intended as a low-cost system to encourage
interest and development in VR applications. Users can either build their own
viewer from simple, low-cost components using specifications published by
Google or purchase a re-manufactured one. 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. Google provides
three software development kits for developing Cardboard applications: one
for the Android operating system using Java, one for the game engine Unity
using C#, and one for the iOS operating system.
Figure 2.9 Google Cardboard
15
2.3.6 Comparison VR Platform
To summarize all of the above, here is the feature comparison of five top
virtual reality viewers. These specifications may help the developer out to
determine what kind of VR app might be able to develop, or what resources
might be required for the project.
Product HTC Sony Play Oculus Samsung Google
Vive Station VR Rift Gear VR Cardboard
Headset type PC Console PC Mobile Mobile
Connection HDMI, HDMI, USB USB 2.0,
USB 3.0 None
USB 3.0 2.0 USB 3.0
Resolution Native to Native to
080×1200 960×1080 1080×1200
phone phone
Sensors Motion,
Motion, Motion,
camera,
external external
external Motion Motion
visual visual
motion
positioning positioning
tracking
16
Controls Dual Shock Oculus Handheld
HTC Vive
4, Touch, remote, Handheld
motion
PlayStation Xbox One touchpad remote
controllers
Move gamepad on headset
Software PlayStation Android,
Steam VR Oculus Android
platform 4 iOS
Table 2.1 Comparison VR Platform
17
2.4 Related Product
Before starting this project, several studies have been done on existing
product applications. Example existing product is :
2.4.1 VR Ocean Aquarium 3D
Figure 2.11 Screenshot of the interface
In this application, the user can explore a new world by diving into the deep
ocean and have an enjoyable journey to see different fish species. Scuba
Diving experience will be great with the VR Ocean Aquarium 3D. The user
can learn the names of the fish and look them closely. When the user
approaches a fish, the movement will be slower so that user can closely
examine the details. Just look at another place to move again. The user can use
the magnet sensor to stop and examine the place around there. This application
release on 2017 and user can get free on play store.
18
2.4.2 VR Abyss
Figure 2.12 Screenshot of the interface
Take a journey under the sea to discover what lies beneath our virtual
aquarium. About this application is an interesting aquarium app with
information about the fish and creatures you see. Move your device around to
view the reef and then listen to the narration describing what you see. With
fish, sharks, dolphins, and coral, VR Abyss gives you a unique experience just
dive straight into bus dive straight into the abyss and see what the deep ocean
depth have to offer.
19
2.4.3 VR Abyss
Figure 2.13 Screenshot of the interface
This application, take a deep breath and escape into the calming Aquarium VRexperience for mobile VR headsets. Interact with a wide variety of exotic fishincluding the popular shark. Experience breathtaking underwater décor as you engagewith the fish and watch them interact with one another in Virtual Reality (VR).Compatible with all Google Cardboard devices.
20
2.5 Summary of 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 about 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 user. Next chapter will discuss the methodology to
develop the application.
21
CHAPTER III
METHODLOGOLY
The methodology is one of the most important chapters in this entire project.It outlines why you chosea particular methodology in order to solve the problem and secondly explaining the plan to collect andanalyses data moreover, the methodology should aim to provide the project with the information toallow it to come to some conclusion.
3.1 Introduction
In this chapter is about process of developing project from the beginning until the end
of this project. The flow of the project will discuss briefly to give more understanding of
design and develop of this application. There are many methods that can be used for
developing this project. The methodology that can be decide in this project is ADDIE. In this
methodology is based on phases for each development process. Every phase of this
methodology will be explained.
3.2 Addie Methodology
In this project, the most suitable methodology that can be used to develop mobile VR application
is ADDIE. The ADDIE model is an iterative instructional design process, where the results of the
formative evaluation of each phase may lead the instructional designer back to any previous phase.
This model is of the most common models used in the instructional design field a guide to producing
an effective design. The ADDIE Model have five steps processes such as analysis, design,
development, implementation, and evaluate as illustrated is below.
22
The ADDIE Model
Figure 3.1 ADDIE MODE
23
3.2.1 Analysis Phases
In this phase, analysis was done to identify what need to develop the mobile
VR application. Analysis stage is the most important phase in this process. The
analysis is the first step of ADDIE model in the design of courses and teaching
materials for on-line teaching and learning. At this stage, it is necessary to create the
“overall picture” of the instructional design integrity . The content of Mobile VR
application can have referred to Figure 3.2. The mobile VR is developed focus on
marine park fish learning content. The analysis is also carried out by doing market
survey on existing product. So, the weakness of the existing product can be identified.
The comparison of existing product as depicted in Table 3.1. The target audience of
this application is being analysis and children age five (5) to fifty-five (55) years old
are chosen for using this application. Target audience as for these features guided the
determination of the content and the design of this application. VR application use all
model using 3D object and Virtual Reality technology to develop this application.
PLAY LET’SLET’SLEARN EXPLORE
Marine Park(VR) CREDIT LEARN EXPLORE
ABOUT FISH MARINE VR
HELP
Figure 3.2 Content of Mobile VR
24
Table 3.1 Existing Product
Existing Product Platform Advantage Disadvantage
VR Abyss Android,-User can choosethe view modes
- Shutdown whentrying to open vrmode.
iOS -like in real ocean.-Limited to how farcan go
-Interactive andUser-friendly -Lack fish
VR Ocean Aquarium iOS -User can choose-Small textinformation
Android
their view modes.
-The fish arebeautiful
-Some animals arewrong size
-Have sound -Less attractive
effect. environment design.
Sea World VR2IOS
Android
-Environmentdesign very nice.
-Colorful
-User can choosethere view modes
-Some fish have wrongsize
-no have informationabout fish
-it's hard to move
25
3.2.2 Design Phases
In the design phase, the focus is on learning objectives, content, subject matter
analysis, exercise, lesson planning, assessment instruments used and media selection.
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. Some of the storyboards can be seen in Figure 3.3
until Figure 3.6. A prototype is draft to representation built to test idea for layout. A
prototype is draft representation built to test ideas for layout. Design prototype shown
Figure 3.7 until Figure 3.1
Figure 3.3 Storyboard Page Start and Main Menu
CODE : 01 CODE : 02
TITLE : Start Page TITLE : Main Menu
Description : A : Graphic B: Menu Description : (A) Button quit (B) Button
Play (C) Button Help (D) Button Credit
(E)Button
A
B
A
B
C D E
26
Figure 3.4 Storyboard Page Play and VR View
Figure 3.5 Storyboard Page Let’s Learn and Credit
CODE : 03 CODE : 04
TITLE : Play TITLE : Play View
Description : A : Button Home C: Quit
B : Text D: Animation
Description : A : Button Home C: Quit
B : Text D: Animation
E : Graphic
CODE : 05 CODE : 06
TITLE : Let Learn TITLE : Credit
Description : A : Button Home C: Quit
B : Text D: Animation
Description : A : Button Home C: Quit
B : Text D: Graphic
A
BB
D
E
C
D
A C
A
BB D
C
D
A C
27
Figure 3.6 Storyboard Page Help
Figure 3.7 Prototype Start Page
CODE : 07 CODE : 08
TITLE : Let’s Explore TITLE : Help
Description : A : Button Home C: Quit
B : Text D: Animation
Description : A : Button Home C: Quit
B : Text D: Graphic
A
B
B
D
C
D
A C
28
Figure 3.8 Prototype Page Main Menu
Figure 3.9 Prototype Let’s learn fish
Figure 3.10 Prototype VR View
29
Figure 3.11 Prototype Page Credit
Figure 3.11 Prototype Page Help
30
3.2.3 Development Phases
The next phase is development. The development phase involves the transition
from the “contemplative” to “physical” implementation (Sinteza, 2017). This phase is
the process of developing the entire design and is used as a guide to the authoring
process. 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, graphics, video, animation and so on. At this stage, the final
structure and content of the course are created. All of the components of multimedia
are prepared during this phase. In this phase have three stages include pre-production,
production and post production.
Idea Story Storyboard Animatic Design
Layout Modelling Texturing Rigging Animation Lighting
Rendering
Composition Color Correction Final Output
Figure 3.8 Shows the 3D Production Pipeline
PRE-PRODUCTION
PRE-PRODUCTION
PRE-PRODUCTION
31
3.2.4 Implementation Phases
The implementation phase represents the first test of making the entire course and is therefore
recommended to divide this phase conditionally into two parts: a test implementation phase
and final implementation phase . The implementation phase is a testing phase. Completed
applications will be tested by the supervisor. Testing is aimed at finding the weaknesses and
detecting any unobserved errors during the authoring process. During the test, the supervisor
freely commented and criticized for improvements to be made and any errors can be
corrected. In this phase, test run project and user test run. Test run project is when the
developer test runs the project by herself. This is to ensure that the project can be used and is
running accordingly. User test run is before presenting the final product a demo version is given
to alpha and beta testers to ensure that the project is meeting their criteria. Criticisms and
constructive feedback are taken into account to be implemented later on
1) Testing run project
I will test run the project. While testing this project i have to make sure that the project is
successfully run correspondingly.
2) User testing run project
After testing the project, I have to test it to the user.User will give their feedback before the final
product can be a launch to the bigger users.The criticisms and suggestion are taken and will be
implemented later on
32
3.2.5 Evaluate Phases
This phase measures the effectiveness and efficiency of the instruction. This
assessment involves the process of obtaining feedback from users on the content,
graphics, audio, animation, interfaces and so forth contained in the application. This
process is carried out through the methods of purchase, testing, questionnaire,
interviews and so on to ensure the application will be in harmony with the needs of
consumers. In this stage has debug and final product. In debug, the first one is identify
error. After the test run had been done, errors that were found by the users must be
identified. Glitches and mistakes must be brought to light for the developer to
improve the project while also implementing the feedback given by the alpha and beta
testers. Next is find solution. Once errors have been identified, solutions to solve them
must be done. In final product, the developer has to present their product. Product is
ready to be presented and launched for a large audience to use this application in play
store.
1) Identifying Error
. When the project is done for the testing phase ,an error that appears should be
identified, what a problem that occurs during the implementation . Example a bug and
accuracy should be taken wisely for developer to ensure the project efficiency.
2) Find the Solution
-after done identifying the problem the developer has find the solution to improve the
project.
33
3.3 Framework
Figure 3.14 shows an overview of flows of the project looks like. The
framework show user has to apply google cardboard when using this
application. When the user uses google cardboard, google cardboard connect
with the application. To develop this application, needed Autodesk Maya 3D
and unity. After finish develops this application, the application gives VR
view to google cardboard and google cardboard give immersive view to a
user.
Figure 3.14 Framework
3.4 Hardware and Software Requirement
Software and hardware are important in the making this project as it is
needed for the application development. The section will show the list of all
software and hardware requirement that involved in the development process.
34
3.4.1 Hardware Requirement
Hardware is the important in ensuring the research of this project is success.
Each hardware has its own function in order to do this research. The hardware
to develop this project is shown as below.
Table 3.2 List of hardware requirement
HARDWARE USE FIGURE
Laptop To create a sketches for
the character,
background and create
script or document
related to application
also for create a coding
and make a 3d
modelling
Personal Computer Used to code render and
create the overall
interface a PC is needed
as project is heavy and
requires strong rendering
35
power that could provide
with laptop.
Headphone Used for development
and test run of the project
as well used for finished
project to amplify
immersion
Google Cardboard Used for test run and
overall final product
Mobile Phone To run and test the
application
Mouse Mouse is used during a
coding and 3D modelling
process
3.4.2 Software Requirement
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To develop this project, it can be many choices to choose the best
software, this is because the selection of software depends on requirement
needed in this project. The software to develop this project is shown as below:
Table 3.3 List of software requirement
SOFTWARE USE FIGURE
Unity Used to Create the virtualreality app and overallproject and animated 3DCharacter.It is veryeffective while rendering2d scene in this era visualtreat ,unity can very wellbe use to used for 3D thequality also relatively goodcompared to otherapplication.
Maya Used to create 3d models.Autodesk Maya is simplyone of the best, mostrobust and most versatilesoftware available.
Adobe After Effect To edit or fine tune SFX ifrequired. After effect tohelp create all cool extrasthat make your motiongraphic shine.
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Adobe Illustrator To design interface , posterand logo application.Adobe Illustrator is used tocreate a variety of digitaland printed images,including cartoons,chartsdiagrams, graphs andillustrations.Illustratorallows a user to import aphotograph and use it as aguide to trace an object inthe photograph and easy touse from other application
Adobe Photoshop Used to create sketches ofbackground , character andposters.Adobe photoshopis critical tool fordesigners,web developers,graphic artists,photographers, imageediting, retouching,creating imagecompositions and addingaffect . Digital or scannedimages can be edited. Itseasy to handling and used.
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3.5.1 3D Animation Production
In its simplest form, 3D animation is the process of creating three-dimensionalmoving images in a digital environment. 3D models within a 3D software arecarefully manipulated to make them look like real moving objects. Just like traditionalanimation, the goal of 3D animation is to make it appear on the screen as if the imagesare actually moving when in fact, they are simply a series of consecutive imageswhich are shown on a very fast sequence. The same principle is used in 2D or stopsanimation. The only difference between 2D and 3D animation is that in 2D, imagesare hand-drawn while the pictures are computer-generated in 3D. Now, there are theregeneral phases involved in the making of 3D animation, modelling, texturing, rigging,animation and rendering. In this case, I use Autodesk Maya as my platform formodelling the 3d model. For Animation, I will first convert all the 3D Maya files toFilmbox (fbx) format file which Unity can read it.
i) Modelling
Creating a 3D character is a greater undertaking than people often realize. Making 3dModel first you have to come up with the 3D model sheet. The 3D model sheet is asingle painting or picture of the character in a various angle of pose such as front, sideand top/bottom as a reference for your model. Depends on what you want to use asme I’m using pictures as my 3D model sheet. We can start from a cube and nextcrafted polygon-by-polygon per the provided reference pictures. If the character orobject is symmetrical, we can use mirroring tools to create a perfectly symmetricalmodel. The result shows as below.
Figure 3.6: Fish modelling
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Along with character, we have to also create the others supporting model formaking the environment more realistic. The result show as below
Figure 3.7: 3D Models that included in marine park
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ii) Texturing
In order to give character features like skin, clothing and hair color, texture maps areessential. But before these maps can be created and applied, the modeller needs tounwrap the UVs of the model. UV, or UVW, represent the different axes where the3D model exists. UVW represent the XYZ axes respectively (Autodesk maya, 2018).We will choose edges on the model, mark them as seams and have the program placethe cut-out shapes onto a UV layout. The UV layout can be exported from theprogram into a painting program like Photoshop and a 2D artist can paint the texturesthere. The finished textures will be brought back to the 3D program and applied to thecharacter model. The result show as below..
Figure 3.8: Character with skin texture
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iii) Rigging
3D model by itself is a static mesh which cannot be animated by itself withoutrigging it first. Therefore, creating a system for moving its limbs is essential. The taskof creating a system for moving a character by creating bones and joints is referred toas a rigging while the structure itself can be referred to as a rig, armature or skeleton(Slick 3, 2016). The first step to creating an internal digital skeleton, you must firstcreate a relationship between the mesh and the skeleton (known as skinning,enveloping or binding). You can use the following methods to animate a skeleton:forward kinematics (FK), inverse kinematics (IK), or IK/FK blending. Next to addinga set of controls that the animator can use to push and pull the character around.
Figure 3.9: Character that has been rigged
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iv) 3D Animation
The animation is an optical illusion produced when a rapid succession of imagesenters the eye. The brain processes them as though it is seeing movement. Twelveprinciples of animation were devised in 1981 to assist in creating believablemovement. So, starting by exporting the character that has been created in Maya saveit as a file (fbx, cd3, etc.). Next, import it into the folder in Unity project. After thatsetup rig by right click the character and choose humanoid. Add the animatorcontroller and start making an animation. The result shows as below.
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3.6 Technique/Method
Technique is a systematic procedure, formula, or routine by which a
task is accomplished. Have many techniques that can use to development
virtual reality. The gaze input interaction technique is suitable to be develop
this application. Gaze input interaction not use controller to play the
application. If using controller less interaction method for google cardboard
virtual reality. Use just play this application wear the google cardboard and
use pointer to interaction with application. Example technique gaze input
interaction shown in figure 3.15.
Figure 3. 15 Gaze input interaction
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3.7 Summary of Chapter
This chapter discussed the methodology used is to complete this
project. The ADDIE methodology is used because every phase during the
application development follows the project methodology that is mentioned in
this chapter. The hardware and software requirement also had been discussed.
3.8 References
[1] ADDIE. American International Journal of Contemporary Research ,
1.
[2] DOI, K. (24 February, 2016). App Store Preview. Retrieved from Rice
Fish AR/VR :
https://itunes.apple.com/us/app/rice-fish-ar-vr/id1077413244?mt=8
[3] (November, 2015). Google Play. Retrieved from Aquarium VR:
https://play.google.com/store/apps/details?id=com.company.aquarium
vr&hl=e n
[4] Categories of Gaze interaction events. Defining Gaze Interaction
Events, 2.
45
[5] ADDIE Model: Instructional Design. Retrieved
from The ADDIE Model:
https://educationaltechnology.net/the-addie-model-instructional-design
/
[6] Using the ADDIE Model. Instructional System Design (ISD), 2.
[7] Evaluation of a Monocular Eye Tracking Set-Up. Towards Gaze
Interaction in Immersive Virtual Reality, 4.
[8] Defination Flowchart. Retrieved from Flowchart:
https://whatis.techtarget.com/definition/flowchart
[9] ADDIE MODEL FOR DEVELOPMENT OF E-COURSES.
INFORMATION TECHNOLOGY IN EDUCATION, 244.