ahmad solaahuddin bin mat lelabentuk 3d. kajian ini dilaksanakan bagi membangunkan sebuah aplikasi...
TRANSCRIPT
UMRAH GUIDE VIRTUAL REALITY
AHMAD SOLAAHUDDIN BIN MAT LELA
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA)
FACULTY INFORMATICS AND COMPUTING
UNIVERSITY SULTAN ZAINAL ABIDIN , TERENGGANU, MALAYSIA
2019/2020
i
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 Solaahuddin Bin Mat Lela
Date :
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CONFIRMATION
This is to confirm that Umrah Guide Virtual Reality for mobile app was prepared and
submitted by Ahmad Solaahuddin Bin Mat Lela (Matric Number: BTDL17047826) 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 : Pn Normala Binti Rahim
Date :
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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, Pn
Normala Binti Rahim 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, Wan Najidah Binti Wan Mansur
and my father Mat Lela Bin Muda. 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.
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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 the Umrah Guide Virtual Reality Mobile Application which operates
using android platform. The objective of study was to produce application that identify current
VR application focus on ibadah Umrah in Malaysia. To design interface and to develop this
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 the ibadah Umrah. The
methodology used in this application is UCD methodology. UCD 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.
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ABSTRAK
Realiti Maya adalah teknologi terkini yang luas diguna dalam berbagai sektor seperti
Pendidikan, hiburan dan industri penjualan barangan. VR mempersembahkan objek dalam
bentuk 3D. Kajian ini dilaksanakan bagi membangunkan sebuah Aplikasi Menerokai Panduan
Umrah di Alam Maya yang beroperasi secara menggunakan landasan android. Objektif kajian
ini adalah untuk menghasilkan aplikasi realiti maya yang fokus kepada ibadah Umrah . 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 ibadah Umrah. Metadologi yang
digunakan dalam aplikasi ini ialah kaedah UCD. Kaedah UCD 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.
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CONTENTS
DECLARATION .......................................................................................................i
CONFIRMATION ....................................................................................................ii
ACKNOWLEDGEMENT .......................................................................................iii
ABSTRACT ..............................................................................................................iv
ABSTRAK .................................................................................................................v
CONTENTS .............................................................................................................vi
LIST OF FIGURES ..................................................................................................ix
LIST OF TABLES ....................................................................................................xi
CHAPTER I ...............................................................................................................1
1.1 Project Background ..............................................................................................1
1.2 Problem Statement ...............................................................................................2
1.3 Objective...............................................................................................................3
1.4 Scope ....................................................................................................................3
1.5 Limitation of works ..............................................................................................4
1.6 Expected Result ....................................................................................................4
1.7 Project Schedule...................................................................................................5
1.8 Chapter Summary ................................................................................................6
vii
CHAPTER II ............................................................................................................7
2.1 Introduction .........................................................................................................7
2.2 Technology Virtual Reality Umrah......................................................................8
2.2.1 Virtual Reality Technology……..…………………………………………..8
2.2.2 Virtual Devices…………... .........................................................................11
2.2.2.1 HTC Vive/Open SDK ………....................................................................11
2.2.2.2 Playstation VR/PSVR dev kit………………............................................12
2.2.2.3 Oculus Rift/Oculus SDK………………. ..................................................13
2.2.2.4 Samsung Gear VR/Oculus Mobile SDK....................................................14
2.2.2.5 VR Box………………. .............................................................................15
2.2.2.6 Comparison Virtual Reality Platform.........................................................16
2.2.3 Implementation of Virtual Reality Technology in Education……...............17
2.3. The User of Technology in The Study of Umrah Worship…….........................17
2.3.1 Virtual Reality Research Past…....................................................................18
2.3.2 Analysis of Reseach Past on Virtual Reality Umrah Guide………………..18
2.3 Relate Product……………………………………...........................................18
2.3.2.1 Experience Makkah……………………....................................................19
2.3.2.2 Makkah VR….............................................................................................20
2.3.2.3 Tawaf……………………………………………………………………..21
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2.3.2.4 Umrah and Hajj Guide………………………………………………………22
2.3.2.5 Comparison Existing Product……………………………………………….23
2.3.3 Discussion……………………………………………………………………..25
2.4 Chapter Summary……………………………………………………………….25
CHAPTER III ..........................................................................................................26
3.1 Introduction ........................................................................................................26
3.2 UCD Methodology .............................................................................................27
3.2.1 Analysis Phases ...........................................................................................28
3.2.2 Design Phases .............................................................................................30
3.2.3 Development Phases ....................................................................................33
3.2.4 Evaluate Phases……….................................................................................34
3.3 Framework ...........................................................................................................34
3.4 Method/Technique ...............................................................................................35
3.5 Hardware and Software Requirement ..................................................................35
3.5.1 Hardware Requirement ..................................................................................35
3.5.2 Software Requirement....................................................................................36
3.5.3 Hardware Specification ................................................................................38
3.5.4 Software Specification ..................................................................................39
3.6 Chapter Summary…............................................................................................40
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CHAPTER IV ……………………………………………………………………….40
4.1 Introduction………………………………………………………………………41
4.2 Implementation…………………………………………………………………..41
4.2.1 Mobile App Interface………………………………………………………..42
4.2.1.1 Home Page………………………………………………………………...42
4.2.1.2 Virtual Reality Enviroment………………………………………………..43
4.2.1.3 The Enviroment of Umrah Guide…………………………………………44
4.3 Button in Application…………………………………………………………..47
4.4 Testing….………………………………………………………………………48
4.4.1 Test case……………………………………………………………………48
4.5 Summary………………………………………………………………………..48
CHAPTER V……………………………………………………………………....49
5.1 Introduction……………………………………………………………………..50
5.2 Project Contribution…………………………………………………………….50
5.3 Problem and Limitation…………………………………………………………51
5.4 Future Work…………………………………………………………………….51
REFERENCES ........................................................................................................52
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LIST OF FIGURES
Figure 2.1 Image Based Model...................................................................................... 9
Figure 2.2 Geometric Model ......................................................................................... 9
Figure 2.3 Hybrid Model….......................................................................................... 10
Figure 2.4 HTC Vive………. ...................................................................................... 10
Figure 2.5 Playstation VR….. ...................................................................................... 12
Figure 2.6 Oculus……………………………. ............................................................ 13
Figure 2.7 Samsung Gear VR……………….. ............................................................ 14
Figure 2.8 VR Platform……………………… ............................................................ 16
Figure 2.9 Screenshot “Interface” 2017……................................................................. 19
Figure 2.10 Screenshot”Interface” 2018........................................................................ 20
Figure 2.11 Screenshot “Interface” 2019…....................................................................21
Figure 2.12 Screenshot “Interface”2016 ………........................................................... 22
Figure 3.1 Prototype Page Load Page.. .…………........................................................ 30
Figure 3.2 Prototype Page Main Menu.......................................................................... 31
Figure 3.3 Prototype Page Option Gender Button......................................................... 31
Figure 3.4 Prototype Choose Route Button................................................................... 31
Figure 3.5 Prototype Page Procedure Rukun Button Go To Umrah..............................32
Figure 3.6 Prototype Page Play ....................................................................................32
Figure 3.7 Prototype Page Let Learn..............................................................................32
Figure 3.8 Prototype Page Credit………………………………………………………33
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Figure 3.9 Prototype Page Help………………………………………………………33
Figure 4.1 Show The Home Page for Use and The Button… ………………………..42
Figure 4.2 Show The Main Menu View After Press The Start Button……………….43
Figure 4.3 Show The Model in Prepare Bag………………………………………….44
Figure 4.4 Show The Environment in Airport………………………………………..44
Figure 4.5 Show The Enviroment in Interion of Airplane……………………………45
Figure 4.6 Show The Environment in Tawaf in Kaabah……………………………..45
Figure 4.7 Show The Enviroment of Saie……………………………………………46
Figure 4.8 Show The Enviroment of Tahallul…..……………………………………46
LIST OF TABLES
Table 1.1 Gantt Chart ....................................................... ............................................ 5
Table 2.1 Comparison VR Platform ................................. ........................................... 17
Table 2.2 Comparison Existing Product .......................... ............................................ 24
Table 2.3 Comparison Element Multimedia ................... ............................................. 24
Table 3.1 Existing Product…………….. ..................... .................................................29
Table 3.2 List of Hardware Requirement ...................... ................................................36
Table 3.3 List of Software Requirement ........................................................................37
Table 4.1 Button in Application……….. .......................................................................47
Table 4.2 Test case for Successful of Open Application…………… ………………...48
Table 4.3 Test Case for The Successful of the Home Page……………………………49
Table 4.4 Test Case for The Successful of VR Environment..… ……………………..49
Table 4.5 Test Case for The Successful of Exit Page………… ………………………49
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LIST OF Diagram
Diagram 3.1 UCD Model……………... .......................................................................27
Diagram 3.2 Framework……….. ..................................................................................35
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CHAPTER I
INTRODUCTION
1.1 PROJECT BACKGROUND
Virtual reality (VR) technology is a computer-generated environment. Most virtual
reality environments focus on visual experiences, either on screen computers or through
special display stereoscopes, but some simulations include additional sensory
information, such as sound through speakers or headphones. According to Steve
Aukstkalnis and David Blatner (1992), the author of the book Silicon mirage is that
virtual reality is a means by which humans picture a visualize, imagination and interact
with computers and complex data. Technology virtual reality has its own advantages,
Eliminate stress by playing games like, second life, sims. There are many domains
involved in this virtual reality but the education domain is optional as it contains a
variety of modes, high interactivity, as well as creating a variety of scenarios, and
simulation exercises.
The project to be developed is a virtual reality mobile apps umrah guide. This
is because umrah worship is a rukun of Islam. Performing Umrah worship is an annual
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ritual performed by Muslims worldwide who are physically, mentally, and
scientifically capable. Although the training has been conducted with a place made to
resemble the original, often the Umrah congregation candidates have not been able to
fully master the Umrah worship. This is because the practice of Umrah worship is
rarely performed repeatedly. To that end, using virtual reality technology to help solve
these problems. Virtual reality also gives user a sense of being in a real place. In this
application there is a 3-dimensional model of the locations included in the rukun and
wajib umrah. The location is the around kaabah, Safa and mar wah. In addition, in this
application there is information of the object located in the location of the umrah
worship. There are many disadvantages to existing Umrah virtual reality such as having
small buttons, more text and there are pictures of people doing Umrah but users only
who can move a little, just turn around to see a picture. The expected outcome of this
project is to satisfy users in exploring this virtual reality. In addition, this project can be
used over a long period of time for users who want to know and learn to gain knowledge
on Umrah worship.
1.2 PROBLEM STATEMENT
The main problem is that existing technology-based tools do not help the pilgrims
umrah to have a fun experience. Besides that, it also have information content about
umrah worship a very simple its can causes user cannot get knowlegde clear about
how to make umrah. next problem is user interaction with existing application still
limited. Lastly, there are also existing applications that do not have a clear guide for
users to interact with the system. know the local fruits with information to feel like
they are in the garden. Lastly is there has been a move away from the traditional
experience to technology experience.
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1.3 OBJECTIVES
There are three goals to be achieved in this project. The objectives are as follows:
a) Project is to identify user needs and appropriate techniques to assist users in
obtaining knowledge clear about Virtual reality(VR) Guide.
b) To design and develop a new prototype of Virtual reality(VR) Guide.
c) To evaluate prototype functionality that will make it easier for users to
explore this application.
1.4 SCOPE
The target audience of this study is for primary school students only. the domain of
study is worship including intention, tawaf, saie, tahallul and order. The task that the
user can perform is to browse the virtual and virtual environment through the vr box on
the smartphone. This application is built specifically for android users only.Following
the flowchart about user journey using the “VR Umrah Guide” User journey.
Start Gender Router Mekah
Saie Tawaf Niyyah Preparing Ihram
Tahallul Tertib
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The Defition of pillar of Umrah are:
-Niyyah is express intention to perform Umrah. It can be categorized into three namely
normal niyyah, conditional and badal niyyah(on behalf of other person)
-Tawaf is Circling around the Ka’bah for seven rounds with certain conditions. The
Pilgrims must walk start from the Black Stone by keeping the Ka’bah on the left in
clockwise manner and end at Black Stone.
-Sa’ie is walk back and forth between the hill of Safa and Mar Wah for seven times.
-Tahallul is after completion of sa’ie,, pilgrims should cut off at least three pieces of
their hair.
1.5 LIMITATION OF WORKS
Limitations on running this application are
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 app focuses on the virtual reality Umrah Guide.
IV. Users need a VR / VR Box to play this app.
1.6 EXPECTED RESULT
The expected outcome for the virtual reality Umrah is:
I. Succeed in developing a mobile application for Android phone.
II. This app can provide fully function for its functional.
III. Successfully create a user-friendly mobile application that give beneficial to
user when using this application.
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1.7 PROJECT OF SCHEDULE
The project schedule covers the entire FYP 1 course. The duration of this project is
from September 2019 to December 2019. The following is a Gantt chart which shows
the monthly progress and tasks to be done.
Table 1.1 Gantt Chart
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1.8 SUMMARY OF CHAPTER
This section covers the whole application of the project, starting with the
background of the project before starting the actual project, and then, the problem
statement is to know about problems with existing applications, objectives, scope is to
focus the user , limitations of work, expected results, and project schedule.
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CHAPTER II
LITERATURE REVIEW
2.1 INTRODUCTION
This chapter provides some reviews of techniques that have been suggested by many
researchers before. Relevant works have also been reviewed to ensure the quality of the
project. This chapter also describes a literature review of the applications that will be
used as a reference in developing these applications. Previous research or existing
applications will also be discussed in this section.This literature review is intended to
examine current knowledge of specific topics. therefore, The purpose of the literature
review is to find, read and analyze literature or work or other studies related to this
application. It is important to understand all the information that needs to be considered
and relevant before developing this application. Some studies have been studied to be
understood in virtual reality Umrah Guide.
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2.2 TECHNOLOGY VIRTUAL REALITY UMRAH
Virtual Reality is a significant component that can make Virtual ‘Umrah Guide
application successful. Virtual Reality technology is not fully utilize yet in any
application that deliver the knowledge of ‘Umrah. Nevertheless, this technology is
beneficial to the pilgrims when it is combined with multimedia elements in ‘Umrah
applications. technology umrah guide is a new application that will be developed with
many additional features. This app is development to help and facilitate the people to
learn Umrah worship properly. There are three types of modeling techniques in virtual
reality technology namely geometric based model, image based model and hybrid based
model. Geometric model is based on geometric source. The Resources are designed from
the original image while hybrid model is a combination between geometric model and
image model.
2.2.1 Virtual reality technique
The virtual reality technique use a image based model for Virtual 'Umrah Guide
Application'. According to the use of image is very useful in Virtual Reality enviroment.
There are several advantage of image model such as better quality image and faster
rendering process compared to geometric model and hybrid model. Moreover, image
can provider panoramic enviroment interactively with higher sense of presense and the
users can feel real experience in performing 'Umrah rituals such as tawaf and
tahallul(cutting of hair or shaving). Virtual reality technique shown Figure 2.1 until
Figure 2.3.
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Figure 2.1 Image Based Model
Figure 2.2 Geometric Model
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Figure 2.3 Hybrid Model
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2.2.2 Virtual reality devices
Virtual reality devices are using smartphones containing android as this app is
focused on android only. Next, smartphones need to be put into the VR platform for
users to use. We choose VR Box because the VR Box is very cheap and it,s device can
bring users to the world virtual reality and users can discover this app. Some of the VR
Platform can be seen in Figure 2.4 until Figure 2.8.
2.2.2.1 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 2.4 HTC Vive
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2.2.2.2 PlayStation VR / PSVR dev kit
The PlayStation VR, known by the code name 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 2.5 Play Station VR
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2.2.2.3 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 2.6 Oculus
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2.2.2.4 Samsung Gear VR / Oculus Mobile SDK
The Samsung Gear VR is a mobile virtual reality headset developed by Samsung
Electronics, in collaboration with Oculus, and manufactured by Samsung. The device
can be calibrated using the wheel at the top of the headset. A trackpad is located on the
right of the device and back button is located just above it. Volume can be adjusted
through the volume rockers also found on the right-hand side. Some of the major goals
Samsung set for this project regarding hardware were: that their headset could support
MTP (Motion to Photon) latency less than 20 MS. Software development kits for
developing is Oculus Mobile SDK.
.
Figure 2.7 Samsung Gear VR
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2.2.2.5 VR Box
VR Box 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 2.8 VR Box
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2.2.2.6 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
Vive
Sony Play
Station VR
Oculus
Rift
Samsung
Gear VR
VR Box
Headset type PC Console PC Mobile Mobile
Connection HDMI,
USB 3.0
HDMI, USB
2.0
USB 3.0 USB 2.0,
USB 3.0
None
Resolution 080×1200 960×1080 1080×1200 Native to
phone
Native to
phone
Sensors Motion,
camera,
Detection
moving
outside
Motion,
position
outside
Motion,
position
visual
outside
Motion Motion
Controls HTC Vive
motion
guard
Dual Shock
4,
PlayStation
Move
Oculus
Touch,
Xbox One
gamepad
Handheld
remote,
touchpad on
headset
Handheld
remote
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Software
platform
Steam VR PlayStation
4
Oculus Android Android,
iOS
Table 2.1 Comparison VR Platform
2.2.3 Implementation of Virtual Reality Technology in Education
Education through virtual reality can be helpful as it has three virtual reality
categories that are immersive, semi-immersive and non-immersive, it is beginning
to be widely used in various domains especially education domain. The advantages
offered by virtual reality technologies such as diversity of modes, interactivity and
high levels of interactivity. Create various scenarios, exercises simulations are making
this technology more popular in this domain.
2.3 THE USER OF TECHNOLOGY IN THE STUDY OF UMRAH WORSHIP
Virtual virtual reality is a technology that enables users to gain interact with a
computer-simulated environment.Virtual reality is a technology that enables uses
to gain interact with a computer simulated environment. Virtual reality in this final
task is developed on mobile devices with VR box so that users in this case are
Candidates for the congregation can use it as often as they like. Virtual reality
also gives you a sense of being in a real place.
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2.3.1 Virtual reality research past
Existing applications have many drawbacks and there are some advantages to it,
Among the disadvantages is the use of too small a button, no button, no button outgoing,
limited user movement and other. Beside that it also have many text, little video and
audio.
2.3.2 Analysis of research past on virtual reality umrah guide
Before to start this project, several analyzes and studies were conducted. Against
product applications. Examples related existing product are:
2.3 RELATE PRODUCT
Before starting this project, several studies have been done on existing product
applications. Example existing product is :
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2.3.2.1 Experience Makkah
Figure 2.9 Screenshot “interface” (2017)
This app is "Experience Makkah", which is a smartphone app (Mobile
Apps) that shows the names of places around the temple and the human
atmosphere of the umrah. The release date was July 6, 2017, and last updated to
the latest version on July 6, 2017. This app focuses on education categories
and is available for free on the App Store.
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2.3.2.2 Makka VR
Figure 2.10 Screenshots “Interface” (2018)
This app "Makka VR" is a smartphone app (Mobile Apps) that features
the human atmosphere of performing Umrah. In this app, users can learn more
about Tawaf. Release date is May 21, 2017, and last updated to the latest version
on September 10, 2018. This app focuses on Islamic category education and is
available for free on the App Store.
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2.3.2.3 Tawaf
Figure 2.11 Screenshots “Interface” (2019)
This app "Tawaf" is a smartphone app (Mobile Apps) that features the human
atmosphere of performing Umrah. In this app, users can learn more about Tawaf.
Release date is March 12, 2019, and last updated to the latest version on May 19, 2018.
This app focuses on Islamic category education and is available for free on the App
Store.
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2.3.2.4 Umrah and Hajj Guide
Figure 2.12 Screenshots “Interface” (2016)
This app "Umrah and Hajj Guide" is a smartphone app (Mobile Apps) that
features is to easily understandable user interface with pleasing visibility. In this app, to
helps Muslims all performance of religious rituals of Umrah and Hajj in the most
effective way. Release date is October 14, 2013, and last updated to the latest version
on September 9, 2016. This app focuses on Islamic category education and is available
for free on the App Store.
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2.3.2.5 Comparison existing products
This table is about comparing existing products. Comparison with publisher of
the year platform, advantages, and disadvantages. Therefore, the weaknesses of existing
products can be identified by making comparisons. Comparison shown in Table 2.1
Title Year
Publisher
Platfor
m
Advantages Disadvantages
Experience
Makkah
2017 Android
-Have a voice.
-User can move
-User can
experience the
atmosphere in
Makkah
-There are subtitle
options
-There is an
animated movement
-Cant move
free
-Just focus
around Kabbah
-No instruction
to explore this
application
-No prayer
-Analysis of
the tawaf
automatically
move
uncontrollably.
Makkah VR
2017 Android -Have a picture
only
-The right human
image is not an
animated human
image.
-User do not move
forward and
backward and
only turn around.
Tawaf
2019 Android
Have calculator
manual for tawaf
More text
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Umrah and
Hajj Guide
2016 Android -Have doa
-Have map
-More text
Table 2.2 Comparison Existing Product
2.3.5 Comparison element multimedia
This table about comparison existing product in element multimedia. Element
multimedia is important when want to develop something interesting. The comparison
with all element of multimedia such as audio, text, graphic, video, and animation.
Product 3D
Animation
Video
Text Image Audio Mobile
Based
Experience
Makkah
Makkah VR
Tawaf
Umrah and
Hajj Guide
Table 2.3 Comparison Element Multimedia
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2.3.3 Discussion
Discussions Recent studies on Maya Umrah are related to applications that contain
information on the procedure for performing Umrah properly. However there are
weaknesses in existing applications for example there is a lot of text, video is more
focused on the internet like youtube, and in virtual reality there is a picture that causes
limited user movement. Therefore, with this discussion it is possible to develop a quality
application product.
2.4 CHAPTER SUMMARY
This chapter discusses research on the VR Platform to find the best software and
techniques used to develop this application and to study about existing VR products.
This study focuses on the development and guidance of successful projects, to release
new applications that will benefit all users. The next chapter will discuss the
methodology for developing applications.
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CHAPTER III
METHODOLOGY
3.1 INTRODUCTION
This chapter describes the process of developing the VR Umrah Guide
application. The development process is briefly discussed in design and
development. There are many methods that can be used to develop interactive
applications. Methodologies include ADDIE, AGILE, WATERFALL, UCD
models and so on. However, the study used for this UCD model was created in
Donald A. Norman's research lab at the University of California, There are four
phases involved (user center design). The model consists of phase one analysis,
phase two design, phase three deveploment and phase four evaluation. Every phase of
This methodology will be explained.
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3.2 UCD METHODOLOGY
User-centered design (UCD) is an iterative design process in which designers focus
on the users and their needs in each phase of the design process. In UCD, design teams
involve users throughout the design process via a variety of research and design
techniques, to create highly usable and accessible products for them. In user-centered
design, designers use a mixture of investigating methods and tools (surveys and
interviews) and generative ones (brainstorming) to develop an understanding of user
needs.
Diagram 3.1 UCD Model
ANALYSIS
DESIGN
DEVELOPMENT
EVALUATION
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3.2.1 Phase Analysis
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 UCD model in final project for this course. At this stage, the analysis
must carried out through observation and reference to existing product applications to
identify weaknesses . The comparison of existing product as depicted in Table 3.2.
Beside that ustaz interview or watch the umrah youtube video to find out the items
needed in making the umrah guide application. Additionally, The target for audience of
this application is being analysis and student primary school for year 1 to year 6 are
chosen for using this application. Target audience as for these features guided the
determination of the content and the design of this application.
Existing Product Platform Advantages Disadvantage
Android
-Have option
language
-The model can
move
-The user cannot
free move
-No have button
exit
-No Prayer
Android
-Have a picture
-Have a sound
-No Prayer
-No instruction
-The user cannot
free move
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Android
-Have a Map
-Have a calculator
manual
- Have more Text
-No sound
-No Subtitle Malay
Android
-Have prayer
-Option Language
-Text is very
difficult
-No sound
-More Text
Table 3.1 Existing Product
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3.2.2 Phase Design
The design phase is based on analysis, assessment instruments, objectives,
project planning and media selection. The design phase should be systematic and
specific. In addition, the design phase storyboard and prototype is making, because the
storyboard can show the look and feel of the application that will be developed. A
prototype is draft to representation built to test idea for layout. Design Prototype shown
Figure 3.1 until Figure 3.9.
Figure 3.1 Prototype Loading Page
Figure 3.2 Prototype Page Main Menu
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Figure 3.3 Prototype Page Option Gender Button
Figure 3.4 Prototype Page Choose Route Button
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Figure 3.5 Prototype Page Procedure Rukun Button and go to Umrah
Figure 3.6 Prototype Page play
Figure 3.7 Prototype Page let learn
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Figure 3.8 Prototype Page Credit
Figure 3.9 Prototype Page Help
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3.2.3 Phase Development
The development phase is where developers create and install content assets
created in the design phase. The development phase will be created through 3D Model
design in Virtual application, high fidelity prototype is made in the computer to create
3D sketches in creating models like buildings, houses, people and more. Then it is also
created through the application of unity to create virtual reality. In this application unity
also requires programming to mobilize other users. In addition, it also creates an
interface sketch in this unity application.
3.2.4 Phase Evaluation
The evaluation phase consists of two parts: formative and summative.
Formative evaluations are available at every stage of the UCD process. Summative
Assessment to through survey techniques quistionanaire, and interviews to
Obtaining feedback from expert or user, graphics, audio, animation, interfaces, and so
Forth contained in the application. because to ensure the application will be
Harmony with the needs of Consumers.
3.3 FRAME WORK
Projects that are based on the framework and process flow to achieve.The
project goals that will analyze the Reality Virtual umrah guide using VR Box can
be achieved successfully by making school students the focus of the pro ject. In
order to run a project, the analysis needs to be done and the project framework can
be used to view and understand the flow. The methodological framework described
in figure 3.2 is divided into users, the VR box is used to play this application. Users
must use the VR box to view with the app. The app will then provide a virtual
Reality view into the VR Box and users will be excited to use this app.
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Diagram 3.2 Framework
3.4 METHODS / TECHNIQUES
The dash is recorded and used in real time as input in the user's computer
interaction. Researchers in this field have developed a more efficient and novel human
computer interface to support users with and without defects. A person's point of view
can be used in a variety of ways to control the user interface, alone or in conjunction
with other input modalities, such as a mouse, keyboard, sensor, or other device. The key
area of gaze interaction research is to find more efficient and new ways to facilitate
human computer interaction for disabled users, who can only use their eyes for input.
Other view interaction studies focus on the more general use of real-time tracking data
in HCI to improve computer user interaction and explore novel user interfaces.
3.5 HARDWARE AND SOFTWARE REQUIREMENTS
Software and hardware are important in the making of this project as they are
essential for application development. This section will show you a list of all the
software and hardware requirements involved in the development process.
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3.5.1 Hardware Requirements
Hardware is essential in making this project a success. Each appliance has its own
function to do this research. The hardware for developing this project is shown below.
HARDWARE USER DIAGRAM
Laptop
.To create sketches
for characters,
backgrounds and
create scripts or
documents related
to the application.
Also used for 3D
encoding and
modeling
Table 3.2 List of Hardware Requirements
3.5.2 Software Requirements
To develop this project, there are many options to choose the best software, this is
because the software selection depends on the requirements of the project. Software for
developing this project is shown below:
SOFTWARE USER DIAGRAM
Unity Used to create Virtual
Reality applications and
whole projects and turn
on 3D characters
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Maya 2018 Used to create 3D
character models
Google Cloud Used as an external
routing model or
animation
Adobe
Illustrator
For poster design and
logo applications.
Adobe
Photoshop
Used to create
background sketches,
characters and posters.
Table 3.3 List of Software Requirements
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3.5.3 Hardware Specifications
The required hardware is as follows:
Personal computer
Manufacturers : Dell
Model : OPTIPLEX 7010
Processor : Intel ® Core ™ i5-3570 @ 3.40GHz 3.40GHz
Memory : 4 GB
Operational system : Windows 10 Professional
System Type
Laptop
: 64-bit
Manufacturers : Acer
Model : G-569 GX
Processor : Intel ® Core ™ i3-3570 @ 2.80GHz 2.80GHz
Memory : 8 GB
Operation System : Windows 8.1
Hard Disk
Model
: Seagate
Storage
Headphone
: 1TB
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Model
Mobile Phone
: Samsung
Model :Honor 8Pro
Storage : 64GB
Memory(RAM)
Mouse
: 6GB
Model : Dell
Wireless : Yes
3.5.4 Software Specifications
Four specific software are required to develop this application. Such as:
a) Unity
Is the main software used to develop this project in generating view
interactions and using C # scripts.
b) Adobe Photoshop CS6
It is a graphics software for editing images according to the user's creativity.
This software is used to resize the image and modify the image.
c) Adobe Illustrator CC
It is a graphics software used to create and modify various image illustrations.
d) Autodesk Maya 2018
It is a 3D software for building 3-dimensional objects and modeling any
object in 3D form.
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e) Google Cloud
Create a server that is used for data backup and used as an external routing
model or animation.
3.6 Chapter Summary
In conclusion, choosing a good methodology is very important to ensure the
development of the application can be done in a timely manner. In addition, good
methodology can also provide systematic steps in building applications so that
applications can be developed with minimal errors and problems. The methodology
used by virtual reality Umrah Guide application for this project. It also describes the
hardware and software needed in this project that guides the success of the 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 developed will recognize the defects as soon as possible and repair it immediately.
4.2 IMPLEMENTATION
In this phase it have many thing must to tested to know this apps function. In this
testing process we can know how far it can attract the user and can hold out old. This
app should be tested to identify the anything malfunction.
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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 home page is the first view of this app. Figure 4.1 shows the home page featuring
one button to start exploring the Umrah Guide VR.
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4.2.1.2 Virtual Reality Enviroment
Figure 4.2 Shows The Main Menu View After Pressing The Start Button
Figure 4.3 is the user’s main menu view in virtual reality view.User will see a Virtual
Reality view of “Welcome to Umrah Guide VR” and app supervisor and developeds
view. This main menu have five button in the cube, the cube is a animation to move turn
around surrounding. When the user moves a little forward control, the user will hear the
sound as if whispering in the ear to congratulate the Umrah Guide VR.
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4.2.1.3 The Environment of Umrah Guide Virtual Reality
Figure 4.3 Show The Model in Preparing Bag
The figure 4.3 is to show activity before go to mekah the model was preparing bag
and do it prayer. The user can exploring this scene.
Figure 4.4 Show The Environment in Airport
The figure 4.4 is to show the environment in airport, it have airplane and also have a
audio to give convenience to user for explore.
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Figure 4.5 Show The Environment in Interion of Airplane
The figure 4.5 is to show the environment in interion of airplane and also have audio.
Figure 4.6 Show The Environment of Tawaf in Kaabah
The figure 4.6 show the environment of tawaf in Kaabah to turn around kaabah and
also have audio.
46
Figure 4.7 Show The Environment of Saie
The figure 4.7 show the environment of saie, the user can see and explore this saie.Its
have safa and mar’wa, the model animation move start from safa to mar’wa.
Figure 4.8 Show The Environment of Tahallul
The figure 4.8 show the activity tahallul in this scene. Its have animation scissor to
cutting their hair in tahallul.
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4.3 Button in Application
Based on the Table 4.1 below,show the buttons displayed on each interface. This
can make easier for user to navigate to desire part. Among the buttons used are:
Button Description
To starting user enter the second scene
This play button is to get ready journey a
apps
To give know about apps and background
for user
To give credit for development and
supervisor
To help user to know type of button
To help and give guide for user to know
journey in apps
To exit for this apps
Table 4.1:Button in Application
PLAY
INFO
CREDIT
HELP
GUIDE
EXIT
START
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4.4 TESTING
In final testing we can know for the level this app for how far it function to user use
that.Testing is needed to the 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 defect in the interfaces and interaction between
modules.
4.4.1 Test Case
A test case is a set of condition or variables under which a tester will determine
if requirement upon an application is partially or fully satisfield. 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 case.
Test case for successful of open the application
Step Test Procedure Expected Output Result
1
Open the application
One-button will appear on the
home page which is Play
Success
Table 4.2 Test Case for successful of open the application
49
Test case for successful of the home page
Step Test Procedure Expected Output Result
1 Gaze the play button From 2D interface to virtual reality Success
2 Gaze the info button View the info to read text detail Success
3 Gaze the help button View the help to read detail Success
4 Gaze the credit button View the credit developed detail Success
5 Gaze the guide button View the map detail Success
Table 4.3 Test case for the successful of the home page
Test case for successful of the video and audio interaction in VR environment
Step Test Procedure Expected Output Result
1
User is gaze to the sound
button in main menu
The video will be play
automatically
Success
2 User is gaze to the next
scene
The audio automatically play
Success
Table 4.4 Test case for the successful of VR environment
Test case for successful of exit page
Step Test Procedure Expected Output Result
1
Click the exit button on
the virtual reality view
Redirect exit the application
Successful
Table 4.5 Test case for the successful of exit page
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4.5 SUMMARY
In 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 archieved
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 V
CONCLUSION
5.1 INTRODUCTION
In this chapter, the contribution of ‘Umrah Guide VR using VR technology’, problem
and limitation during project development as well as future work to improve Umrah
Guide VR will be discussed.
5.2 PROJECT CONTRIBUTION
Umrah Guide VR developed based on the UCD method mainly aim to help users
learning or teaching about the ibadah Umrah in a new interactive environment.
Meanwhile, the other aim is user also can learning about the VR technology in their life.
By using this application, user can be opportunities in learning or teaching about the how
to know way umrah with more effective and efficient due to the interactive and new
technology way. Futhermore , 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 also has using a new technique which is the controller. Moreover, the user
can be experiences play with the virtual reality and learn about it more.
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5.3 PROBLEM AND LIMITATION
The major problem and limitation during project development are the some of the
colliders, script coding 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
Umrah Guide VR still needs to improve up for a lot of time a long. Since this
application development , it has more scene for user journey, so the developer can add
more scene soon for user to learn or teach for daily life. In addition, this application can
build with more interactivity such as game or quiz so that user can learn, teach or play
with it,Lastly,this application can also be built with a new platform with is Cardboard
VR. By using this platform user will have more experience in virtual reality with a more
realistic environment.
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REFERENCES
1) Wilma Elzeline Waterlander, BSc, MSc, PhD, Yannan Jiang, BSc, MSc, PhD,
Ingrid Hendrika Margaretha Steenhuis, MSc, PhD and Cliona Ni Mhurchu, BSc
(Hons). (2015), VR tawaf.
https://horizonstreetview.wordpress.com/2017/08/02/newvirtual-reality-
application-tawaf -vr/
2) Kangas, J. (2013). Categories of Gaze interaction events. Defining Gaze
Interaction Events, 2.
3) Kurt, S. (29 August, 2017). UCD Model: Instructional Design. Retrieved from
The UCD Model: https://educationaltechnology.net/the-
addiemodelinstructional-design/
4) McGriff, S. J. (2000). Using the UCD Model. Instructional System Design
(ISD), 2.
5) ITE College Central. (March, 2018). Google Play. Retrieved from Makkah vr:
https://play.google.com/store/apps/details?id=sg.edu.ite.video360&hl=en
54
FACULTY INFORMATICS AND COMPUTING
LOG BOOK
CSF 35104 FINAL YEAR PROJECT I
SEMESTER 2 SESSION 2018/2019
NAME
AHMAD SOLAAHUDDIN BIN MAT LELA
MATRIC NUM
BTDL17047826
SEMESTER
6
TELEPHONE
01130357660
SUPERVISOR’S NAME
PN NORMALA BINTI RAHIM
PROJECT TITLE
UMRAH GUIDE VIRTUAL REALITY
55
LOG ACTIVITIES
WEEK MEETING
DATE
NOTES / DISCUSSION SUPERVISOR
SIGNATURE
3
5
9
10
4/2/2020
19/2/2020
2/6/2020
9/6/2020
Discussion for progress FYP 11 (20%)
Discussion for progress FYP 11 (40%)
Briefing on Covid-19 Final Project
Implementation Guidelines
(webex meeting)
Zero Draft & Mendeley Briefing by
Pn. Norhazura Yunus
(webex meeting)
56
WEEK MEETING
DATE
NOTES / DISCUSSION SUPERVISOR
SIGNATURE
10
11
12
10/6/2020
16/6/2020
23/6/2020
Discussion for progress FYP 11 (80%)
Discussion for progress FYP 11 (90%)
Poster Briefing for the final presentation of
FYP 2
by En.Tolahah Muda
(Online meeting)
57
WEEK MEETING
DATE
NOTES / DISCUSSION SUPERVISOR
SIGNATURE
12
13
14
25/6/2020
27/6/2020
6/7/2020
Discussion for progress FYP 11 (92%)
Report
Meeting webex
58
WEEK MEETING
DATE
NOTES / DISCUSSION SUPERVISOR
SIGNATURE
14
8/7/2020 Poster