VIRTUAL REALITY MUSEUM OF TERENGGANU
(TERMUS VR) IN MOBILE APPLICATION
MUHAMMAD AMIRUL SHAFIQ BIN KADRI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATIC MEDIA) WITH HONOURS
Universiti Sultan Zainal Abidin, Terengganu, Malaysia
2019
i
DECLARATION
I at this moment declare that this report based on my original work except for quotations
and citations, which have duly acknowledged. I also state that it has not previously or
concurrently submitted for any other degree at University Sultan Zainal Abidin or other
institutions.
Signature :…………………………………
Name : MUHAMMAD AMIRUL SHAFIQ BIN KADRI
Date : ...................................................
ii
CONFIRMATION
This project Virtual Reality Museum of Terengganu (Termus VR ) application was
prepared and submitted by Muhammad Amirul Shafiq b Kadri (Matric Number:
047961) and has been found satisfactory in terms of scope, quality, and presentation as
partial fulfillment of the requirement for the Bachelor of Information Technology
(Informatics Media) with honors in University Sultan Zainal Abidin.
Signature : …………………………………
Supervisor : Dr. Nur Saadah bt Mohd Shapri
Date : …………………………………
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DEDICATION
Firstly and foremost praised to Allah, for giving me the opportunity to complete
my final year project, Termus VR application using android smartphone forgive me the
strength and ability to finish this report. I also would like to express my gratitude to my
supervisor, Dr. Nur Saadah bt Mohd Shapri for valuable advice, guidance, and ideas
given through the development of research until the end of my final year project. In
addition, thanks to my friend and family that give courage and motivation during my
research. Finally, special thanks to all lecturers that giving a guideline for my research
during my presentation on Termus VR application’s project.
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ABSTRACT
Awareness of our society on the value of history today being at an alarming rate.
The rapidity technology trends the main reasons history to be away from them because
of their bigotry towards the technology. Hence, the proposal application for the Virtual
Reality Museum of Terengganu proposed. Application for the Virtual Reality Museum
of Terengganu is named Termus VR and this application is oriented history. The main
objective of the study is to develop an application, test the usability of this application.
This application is a platform for student to know the history of using different
approaches namely technology. This involves to use the application development
software Unity to produce Termus VR. Result of application development is expected
to attract users, especially student to appreciate the history of the application.
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ABSTRAK
Kesedaran masyarakat kita mengenai nilai sejarah hari ini berada pada tahap
yang membimbangkan. Teknologi pesat ini menjadi sebab utama sejarah menjadi jauh
dari mereka kerana ketaksuban mereka terhadap teknologi. Oleh itu, permohonan
cadangan untuk Muzium Reality Maya Terengganu dicadangkan. Aplikasi untuk
Muzium Reality Maya Terengganu dinamakan Termus VR dan aplikasi ini
berorientasikan sejarah. Objektif utama kajian ini adalah untuk membangunkan
aplikasi, menguji kegunaan aplikasi ini. Aplikasi ini adalah platform untuk pelajar
mengetahui sejarah menggunakan pendekatan yang berbeza iaitu teknologi. Ini
melibatkan penggunaan Unity perisian pembangunan aplikasi untuk menghasilkan
Termus VR. Hasil pembangunan aplikasi dijangka menarik pengguna, terutama pelajar
untuk menghargai sejarah aplikasi.
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CONTENT
PAGE
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
CHAPTER I INTRODUCTION 1
1.1 Project Background 1
1.2 Problem Statement 1
1.3 Objectives 2
1.4 Scope
1.4.1 Application Scope
1.4.2 Environment Scope
2
2
2
1.5 Expected Result 3
1.6 Limitation 3
1.7 Milestone and Activities 3
1.8 Summary of Chapter 5
CHAPTER II LITERATURE REVIEW
2.1 Introduction 6
2.2 VR Platform
7
2.3 Existing Application 7
2.3.1 Memorable Museum 8
2.3.2 National Museum of Natural History 9
2.3.3 Jurassic VR 2 10
2.4 Overall Analysis 10
2.5 Summary of chapter 11
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CHAPTER III
METHODOLOGY
3.1 Introduction 12
3.2 ADDIE Model 12
3.2.1 Analysis Phase 13
3.2.2 Design Phase 13
3.3.3 Development Phase 13
3.3.4 Implementation Phase 14
3.3.5 Evaluation Phase 15
3.3 Framework 16
3.4 Method 17
3.5 Hardware and Software Requirements
3.5.1 Hardware
3.5.2 Software
18
18
21
3.6 Application Design and Modeling Application 24
3.7 Summary of Chapter 29
CHAPTER IV
IMPLEMENTATION AND TESTING
4.1 Introduction 31
4.2 Implementation 31
4.2.1 Mobile app interface 32
4.2.2 Artifact that exists in Termus VR 34
4.3 Testing 37
4.3.1 Test Case 37
4.4 Summary 41
CHAPTER V
CONCLUSION
5.1 Introduction 42
5.2 Project Contribution 42
5.3 Problem and Limitation 43
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LIST OF TABLES
TABLE TITLE PAGE
1.1 Milestone and Activities 4
2.1 The Overall Analysis of Application 11
3.1 List of hardware requirement 18
3.2 List of software requirement 18
4.1 Test case for sucessful of open that application 38
4.2 Test case for successful of the home page 38
4.3 The case for successful of audio interaction in virtual reality
environment
38
4.4 The case for successful of exit page 40
x
LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Memorable Museum 7
2.2 National Museum of Natural History 8
2.3 Jurassic VR 2 9
3.1 ADDIE Model 13
3.2 Framework 17
3.3 Termus VR loading 25
3.4 Termus VR main menu 26
3.5 Termus VR info 27
3.6 Termus VR historical info 28
4.1 Show the home page for user and the button 32
4.2 Show the info interface 32
4.3 Show the main view after pressing the start button 33
4.4(a) Show the Batu Bersurat artifact 34
4.4(b) Show the Galicari artifact 34
4.4(c) Show the Parang Terengganu artifact 35
4.4(d) Show the Golok Terengganu artifact 35
4.4(e) Show the Duit Terengganu artifact 35
4.4(f) Show the Topi Perang artifact 36
4.4(g) Show the Pedang China artifact 36
4.4(h) Show the Beca artifact 36
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CHAPTER I
INTRODUCTION
1.1 PROJECT BACKGROUND
The project that will be developed is an application on treasuring Terengganu
museum, named "Termus VR." The concept of virtual reality used is hoped to assist the
tourist in recording their wonderful experience in a 3 dimension as if they were in the
real situational context of the museum. These applications employ interaction as a
means of communicating information to the general public in new and exciting ways.
1.2 PROBLEM STATEMENT
There has been a move away from the traditional type of experience associated with
museums, galleries and visitor centers. The old model was that of passive engagement
in which people viewed the exhibits but did not get involved in an experience in which
2
interaction is the main feature. In addition, one identified problem is that most museum
charged ticket price to the tourist before entering.
Interactive displays form a large part of many exhibitions and particularly appeal to
children. Children are often difficult to attract to a museum or gallery as they tend to
see this as a boring experience. But the use of interactive technologies such as virtual
reality has changed that perception and opened up these spaces to a new audience.
1.3 OBJECTIVE
The goal of this project is to apply virtual reality to be comprehensively used in museum
and historical setting to understand it better. However, we’ll do it on a smaller scale and
utilize legal means. Our project will mainly focus on the following objectives:
To designing a mobile application that user can explore the emerging world of
virtual reality with supported by VR Box.
To develop an application will project information on the existing monument as
well as getting the visitors to know some historical artifacts in the museum.
To test the application is functional and provide benefits to the user.
1.4 SCOPE
The scopes for this project are identified to make the application development process
easier. The scope is divided into two which are application scope and environment
scope.
3
1.4.1 Application scope
Mobile virtual reality using VR Box
Featuring some historical artifacts and information on existing monument
1.4.2 Environment scope
Based on the view of the Terengganu museum
Do not take the real museum scene and just poke what's inside of it
L.5 LIMITATION OF WORK
Mobile-based application
The user needs a VR Box/ VR Cardboard to play the application and viewing
the virtual reality view.
Only android user can access this application
1.6 EXPECTED RESULT
User able to explore the emerging world of virtual reality 3D model with
supported by Google Headset. The user also able to obtain the project information on
the existing monument as well as getting the visitors to know some historical artifacts
in the museum.
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1.6.1MILESTONE AND ACTIVITIES
The guideline of the Termus VR application is important to make the process of this
project will smooth and follow the procedure.
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1.8 SUMMARY OF CHAPTER
Thesis structure is a summary of the whole project that divided into 6 chapters. Chapter
1 will discuss the introduction, problem statement, objective, scope, expected result and
limitation. Chapter 2 will discuss the existing system. In Chapter 3, design and modeling
will also be discussed. Chapter 4 will show the implementation of the system. Chapter
5 will show testing and result of the system. Lastly, Chapter 6 is the conclusion of the
whole project.
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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 the session. The 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 or nay work
or studies related to this application. 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 Termus (VR) application.
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2.2 VR PLATFORM
In virtual reality, the platform used in the production of an application depends
on the selection made before the builder. In this application, VR google cardboard is
used as the main platform. 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 pre-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.
2.3 EXISTING APPLICATION
The existing application has been similar for Termus apps in terms of functions,
problem-solving, types of information and other. Such an example of that app is a
Memorable Museum VR, National Museum of Natural History and also Jurassic VR 2.
2.3.1 Memorable Museum VR
Memorable museum VR is a mobile app that allows users to explore within the museum.
Users can also place your own pictures inside the museum. This app has two versions
of free and one for the paid version. Refer to Figure 2.1.
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Figure 2.1: View memorable Museum VR
Strength
Interactive and user-friendly
Weakness
It's hard to move
Do not bring in mods in the museum
2.3.1 National Museum of Natural History
National Museum of Natural History is a VR web-based application. In it the user can
explore the real museum in a 360-degree view panorama. It is very interesting because
it seems to be in the real museum. Refer to Figure 2.2.
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Figure 2.2: View of National Museum of Natural History
Strength
Can be used in desktop and mobile platforms
Weakness
Cannot access without internet
2.3.3 Jurassic VR 2
Jurassic VR 2 is a mobile-based app. Users can track the museum and can recognize the
types of Jurassic available. Furthermore, the user can also view the simulation of the
available movement. Refer to Figure 2.3.
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Figure 2.3: View of Jurassic VR2
Strength
Has a simulation a movement that gives more experience
Weakness
user can only view and cannot move
2.5 OVERALL ANALYSIS
Based on the search information obtained from existing applications, these
applications discussed have their own advantages and disadvantages. Table 2.1 shows
a summary of the characteristics of each selected application.
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Table 2.1 The Overall Analysis of Application
3D
Animation
Video Text Image Audio Mobile
Based
Memorable
Museum
VR
National of
Museum of
History
Jurassic
VR 2
2.5 SUMMARY OF CHAPTER
In conclusion, applications that have been developed have the advantages and
disadvantages of each of which deficiency in a product that is created cannot be
excluded altogether. But that deficiency can also be used as a guide to the app that will
be redirected. In-depth details should be made to produce a good, beautiful, and useful
user experience. According to Anderson, E.F. et al (2010) computer networking with
virtual worlds is widely used, in recent years witnessed the introduction of serious
games including game used to support cultural heritage destinations such as teaching
history and learning as well as improving museum visits by the community. Application
is not recommended to only improve student motivation to improve knowledge about
what is learned in an application.
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CHAPTER III
METHODOLOGY
3.1 INTRODUCTION
In this chapter is about the process of developing a 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 develop of this application. There are many methods
that can be used for developing this project. The methodology that can be decided in
this project is ADDIE. In this methodology is based on phases for each development
process. Every phases of this methodology will be explained
3.2 ADDIE
The ADDIE model is the generic process traditionally used by instructional
designers and training developers. The five phases in the ADDIE model that is analysis,
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design, development, implementation, and evaluation represent a dynamic, flexible
guideline for building effective training and performance support tools. While perhaps
the most common design model, there are a number of weaknesses to the ADDIE
model which have led to a number of spin-offs or variations.
It is an Instructional Systems Design (ISD) model. Most of the current
instructional design models are spin-offs or variations of the ADDIE model; other
models include the Dick & Carey and Kemp ISD models. One commonly accepted
improvement to this model is the use of rapid prototyping. This is the idea of receiving
continual or formative feedback while instructional materials are being created. This
model attempts to save time and money by catching problems while they are still easy
to fix.
Instructional theories also play an important role in the design of instructional
materials. Theories such as behaviorism, constructivism, social learning, and
cognitivism help shape and define the outcome of instructional materials.
Figure 3.1 ADDIE Model
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3.2.1 Analysis process
In the analysis phase, the instructional problem is clarified, the instructional goals and
objectives are established and the learning environment and learner’s existing
knowledge and skills are identified
3.2.2 Design Process
The design phase deals with learning objectives, assessment instruments, exercises,
content, subject matter analysis, and lesson planning and media selection. The design
phase should be systematic and specific. Systematic means a logical, orderly method of
identifying, developing and evaluating a set of planned strategies targeted for attaining
the project’s goals. Specific means each element of the instructional design plan needs
to be executed with attention to details.
3.2.3 Development Process
The development phase is where the developers create and assemble the content assets
that were created in the design phase. Programmers work to develop and integrate
technologies. Testers perform debugging procedures. The project is reviewed and
revised according to any feedback given.
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3.2.4 IMPLEMENTATION
During the implementation phase, a procedure for training the facilitators and the
learners is developed. The facilitators’ training should cover the course curriculum,
learning outcomes, method of delivery, and testing procedures. Preparation of the
learners includes training them on new tools (software or hardware), student
registration. This is also the phase where the project manager ensures that the books,
hands-on equipment, tools, CD-ROMs and software are in place and that the learning
application or Web site is functional.
3.2.4.1 Test run
This is when the developer test runs the project by herself. This is to ensure that the
project can be used and is running accordingly.
3.2.4.2 User Test Run
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.
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3.2.5 EVALUATE PROCESS
The evaluation phase consists of two parts: formative and summative. Formative
evaluation is present in each stage of the ADDIE process. Summative evaluation
consists of tests designed for domain-specific criterion-related referenced items and
providing opportunities for feedback from the users.
3.2.5.1 DEBUG
Identify Errors
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.
Find Solutions
Once errors have been identified, solutions to solve them must be done.
3.3 FRAMEWORK
The project conducted based on the framework and flow of a process in order to achieve
the aim of the project which to analyse Terengganu Museum Virtual Reality using
google cardboard can be accomplished successfully. In order to run the project, the
requirement analysis should be done and the project framework can be built order to
see and understand its flow. The methodology framework is describe in Figure 3.1
which is divided to the user, google cardboard and Termus VR application. To play this
application, the user should apply google cardboard to view with an application. Then,
the application will give virtual reality view into google cardboard and user feel
immerse with environment
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Figure 3.2 Framework
3.4 METHOD
The point of gaze is recorded and used in real time as an input in the user-
computer interaction. Researchers in this field develop more efficient and novel human-
computer interfaces to support users with and without disabilities. Person's point of
gaze can be used in a variety of ways to control user interfaces, alone or in combination
with other input modalities, such as a mouse, keyboard, sensors, or other devices. A
major field within gaze interaction research is to find more efficient and novel ways to
facilitate the human-computer interaction for users with disabilities, who can use only
their eyes for input. Other gaze interaction research focuses on the more general use of
real-time eye tracking data in HCI to improve user–computer interaction and explore
novel user interfaces.
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3.5 HARDWARE AND SOFTWARE REQUIREMENT
Software and hardware are important in making this project as it is needed for
the application development. Table 3.1 and Table 3.2 illustrates the software and
hardware are used to develop this application.
Table 3.1 : List of Hardware requirement
HARDWARE USE FIGURE
Laptop
To create the sketches for the
characters, background and create
scripts or documents related to
application. Also used for on the go
coding and 3D modeling.
External Hard
Disk
To backup all project data
Personal
Computer
Used to code, render and create the
overall interface. A PC is needed as
the project is heavy and requires
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strong rendering power that could not
be provided with a laptop.
Headphones Used for development and test runs
of the projects as well as used for the
finished project to amplify
immersion.
VR Headset Used for test runs and overall final
product.
Mobile Phone To run and test the application.
Mouse Mouse is used during coding and 3D
modeling process.
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Table 3.2 : List of software requirement
SOFTWARE USE FIGURE
Unity Used to create the Virtual Reality
app and overall project and
animate 3D characters
Maya 2019 Used to create 3D character
models
Google Cloud Used as an external render
models or animations
Adobe Illustrator To design posters and logo
application.
Adobe Photoshop
Used to create sketches of
background, characters and
posters.
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3.5.1 Specification : Hardware
The necessary hardware and details are as follows:
Personal Computer
Manufacturer : Dell
Model : OPTIPLEX 7010
Processor : Intel ® Core ™ i5-3570 @ 3.40GHz 3.40GHz
Memory : 4 GB
Operational system : Windows 10 Professional
Type of system : 64-bit Sistem Operasi
Laptop
Manufacturer : Acer
Model : G-569 GX
Processor : Intel ® Core ™ i3-3570 @ 2.80GHz 2.80GHz
Memory : 8 GB
Operational system : Windows 8.1
Type of system : 64-bit Sistem Operasi
Hard disk
Model : Seagate
Storage : 1TB
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Headphone
Model : Samsung
Mobile Phone
Model :Honor 8Pro
Storage : 64GB
Memory(RAM) : 6GB
Mouse
Model : Dell
Wireless : Yes
3.5.2 Software Specification
Four specific software needed to develop this app. That is:
Unity
Is the main software used in developing this project in producing gaze
interaction and using script C #
Adobe Photoshop CC
It is graphic software for editing images according to the user's creativity. This
software is used to resize the image and modify the image.
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Adobe Illustrator CC
It is a graphic software used to create and modify various illustrations of
images.
Autodesk Maya 2018
It is a 3D software to develop a 3-dimensional object and model any object in
3D form.
Google Cloud
Create a server that is used for data backup and used as external render models
or animations
3.6 APPLICATION DESIGN AND MODELING APPLICATION
A storyboard is a graphic organizer in the form of illustrations or images
displayed in sequence for the purpose of pre-visualizing a motion picture, animation,
motion graphic or interactive media sequence. For the application, the Termus Apps
also have a storyboard that will give an example of design and modeling for this project.
The Termus Apps have a standard function of the button like as Start, Info button and
Exit button.
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Figure 3.2: Termus VR loading page
Figure 3.2 is the first interface for this application. In this view, the logo of this
application is displayed and the user must wait for the process to enter the selected
room before running the browsing.
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Figure 3.3: Termus VR main menu
Figure 3.3 shows the main menu featuring three optional buttons to start exploring to
visit the Terengganu Maya Museum or get out of this app.
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Figure 3.4: Termus VR Info
Figure 3.4 shows a button view of the info where users can view and follow the ways
of using this application.
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Figure 3.2: Termus VR historical info
Figure 3.5 shows a view when the user slides the info button using gaze interaction. At
the same time, the user will be shown the selected artifact info.
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3.7 SUMMARY OF CHAPTER
In conclusion, the selection of good methodology is very important to make sure
the development of the application can be done within the exact time given.
Furthermore, a good methodology also can provide systematic steps in developing the
application so that the application can be developed with minimum errors and problem.
The methodology that is used by Termus VR application for this project. It also explains
the required hardware and software that are used in this project that guides to the success
of this project.
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CHAPTER IV
IMPLEMENTATION AND TESTING
4.1 INTRODUCTION
In this chapter, we will discuss about the implementation of the methodology
discussed in previous chapter and testing to obtain the result of each implementation.
Implementation is executed to ensure the system is developed according to the main
objectives of the system and fulfill the user requirement. Testing will be executed so
that the developer will recognize the defects as soon as possible and repair it
immediately
4.2 IMPLEMENTATION
Among the things tested in this testing process, this application should take the
test of functionality and malfunction. This app should be tested based on the insights
planned for the app to work fully
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4.2.1 Mobile app interface
4.2.1.1 Home page
Figure 4.1 Show the home page for user and the button
The main menu is the first view of this app. Figure 4.1 shows the main menu
featuring two optional buttons to start exploring the museum and info about how to
play.
4.2.1.2 Info button
Figure 4.2 Show the info interface
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When the "INFO" button on the main menu is pressed this view will be removed.
Figure 4.2 is a display for users using controller to start the game. The user can also
return to the main menu view by selecting the arrow at the top left of this interface.
4.2.1.3 Virtual Reality Environment
Figure 4.3 Shows the main view after pressing the start button
When the "START" button on the main menu on press this paper is removed. Figure
4.3 is the user's main view in virtual reality view. Users will see a virtual reality view
of "Welcome to Termus VR" and app supervisors and developers view. When the user
moves a little forward control, the user will hear the sound as if whispering in the ear
to congratulate the Terengganu Virtual Reality Museum.
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4.2.2 Artifact that exists in Termus VR
4.2.2.1 3D Artifact that exists in Termus VR
Figure 4.4(a) Shows the Batu Bersurat artifact
Figure 4.4(b) Shows the Galicari artifact
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Figure 4.4(c) Shows the Parang Terengganu artifact
Figure 4.4(d) Shows the Golok Terengganu
Figure 4.4(e) Shows the Duit Terengganu artifact
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Figure 4.4(f) Shows the Topi Perang artifact
Figure 4.4(g) Shows the Pedang China artifact
Figure 4.4(h) Shows the Beca artifact
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Figure 4.4 (a, b, c, d, e, f, g, h) is the artifact found in Termus VR. In each of these
artifacts will be captured audio of historical narration of each artifact. The user only
needs to close the existing artifacts and the audio will automatically be heard.
4.3 TESTING
Testing is needed to test system full function and free error. There is three types
of testing in the application. Those are unit testing, integrate testing and system testing.
Unit testing is carried out to verify the functionality of specific section code and
integration testing works to exposed defects in the interfaces and interaction between
modules. End-to-end testing or system testing tests a complete integrated system to
verify that it meets its requirements.
4.3.1 Test Case
A test case is a set of condition or variables under which a tester will determine
if a requirement upon an application is partially or fully satisfied. A test case also can
be defined as a sequence of steps to test the correct behavior of functionality or feature
of an application. There is a list of steps, test, procedures and expected outcomes would
be stated in a test case.
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Table 4.1: Test case for successful of open the application.
Test case for successful of open the application
Steps Test Procedure Expected Output Result
1. Open the application Two-button will appear on
the home page which is Start
and Info
Table 4.2: Test case for successful of the home page.
Test case for successful of the home page
Steps Test Procedure Expected Output Result
1. Click the Start button From 2D interface to
virtual reality view.
Success
2. Click the info button to read
information info
View the info to play the
application.
Table 4.3: Test case for successful of audio interaction in VR environment.
Test case for successful of audio interaction in virtual reality environment
Steps Test Procedure Expected Output Result
1. Users enter the first trigger The audio Welcome to
Termus VR will listen
automatically
Success
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2. Users enter the second trigger
in cave
The audio will listen
automatically
Success
3. The user approaches distance
with Batu Bersurat.
Audio tells about Batu
Bersurat
Success
4. The user approaches distance
with Galicari
Audio tells about Batu
Bersurat
.
Success
5. The user approaches distance
with Parang Terengganu
Audio tells about Parang
Terengganu
Success
6. The user approaches distance
with Golok Terengganu
Audio tells about Golok
Terengganu
Success
7. The user approaches distance
with Pedang China
Audio tells about Pedang
China
Success
8
The user approaches distance
with Duit Syiling Terengganu
Audio tells about Duit
Syiling Terengganu
Success
9
The user approaches distance
with Topi Perang
Audio tells about Topi
Perang
Success
10
The user approaches distance
with Beca
Audio tells about Beca Success
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Table 4.4: Test case for successful of exit page.
Test case for successful of VR exit page
Steps Test Procedure Expected Output Result
1. Click the exit button on the
virtual reality view
Redirect exit the
application
Success
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4.4 SUMMARY
In a nut shell for this chapter, part implementation in this chapter have been
describing and show all the user interfaces in the android application. It can act as a
guide for a new user to use this application. Testing also has been done to ensure that
all the functionality achieved and run smoothly. Maintenance should be carried out if
there are any bugs detected. The system will repeatedly be tested to minimize the error.
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CHAPTER 5
CONCLUSION
5.1 INTRODUCTION
In this chapter, the contribution of ‘Termus VR using VR technology’, problem
and limitation during project development as well as future work to improve Termus
VR will be discussed.
5.2 PROJECT CONTRIBUTION
TermusVR developed based on the ADDIE method mainly aim to help users
learning or teaching about the artifact in a new interactive environment. Meanwhile, the
other aim is users also can learning about the VR technology in their life. By using this
application, users can be opportunities in learning or teaching about the artifact with
more effective and efficient due to the interactive and new technology way.
Furthermore, it is very convenience since it is an android application and can be
accessed by user everywhere because it did not use internet connection. This application
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also has using a new technique which is the controller. Moreover, the users can
experiences play with the virtual reality and learn about it more
5.3 PROBLEM AND LIMITATION
The major problem and limitation during the project development are the some
of the colliders is not functioning well as expected. This has caused due to lacking of
knowledge in this field also make the project development quite harder and not works
well.
5.4 FUTURE WORK
Termus VR still needs to improve a lot of time by time. Since this application,
has 10 of the artifact only, so the developer can add more artifact soon for users to learn
or teach for their daily life. In addition, this application can build with more interactivity
such as game or quiz so that users can learn, teach or play with it. Lastly, this application
can also be built with a new platform which is Oculus Rift. By using this platform
users will have more experience in virtual reality with a more realistic environment
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REFERENCES
Anon, Muzium Maya Available at:
http://muziummaya.terengganu.gov.my/index.php?page=gal
Anderson, E.F. et al.,2010. Developing serious games for cultural heritage: A state-
of-the-art Review, Virtual Reality, 14(4),pp.255-275
Mohamad Zain Musa 2010, Peranan Budaya dalam Mempromosikan Keharmonian
di. Jurnal Terjemahan Alam & Tamadun Melayu, 1(2), 183-189
Marin, j., 1991. Rapid application development, Macmillan Pub. CO.
Kamus Dewan. 2007. Edisi ke 4, Kuala Lumpur Dewan Bahasa dan Pustaka
Martin,J.,1991. Rapid application development, Macmillan Pub.Co.
Dagnino, F,m. Et al., Serious to Support Learning pf Rare “Intangible”
Culture Expression. 9th International Technology, Education and
Development Conference (INTED 2015), (March), pp.7184-7194.
Available at : http://www.itd.cnr.it/download/Paper_INTED2015_final-
upload _sito.pdf.