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VIRTUAL HOME DESIGN SHOWROOM NURUL ATIKAH BINTI IBRAHIM BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021

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Page 1: NURUL ATIKAH BINTI IBRAHIM

VIRTUAL HOME DESIGN SHOWROOM

NURUL ATIKAH BINTI IBRAHIM

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2021

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VIRTUAL HOME DESIGN SHOWROOM

NURUL ATIKAH BINTI IBRAHIM

BACHELOR OF INFORMATION TECHNOLOGY

INFORMATICS MEDIA WITH HONOURS

Universiti Sultan Zainal Abidin

2021

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DECLARATION

I hereby declare that the report is based on my original work except for quotations and citations,

which have been duly acknowledged. I also declare that it has not been previously or

concurrently submitted for any other degree at Universiti Sultan Zainal Abidin or other

institutions.

_____________________________________

Name : NURUL ATIKAH BINTI IBRAHIM

Date :

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CONFIRMATION

This project report titled Virtual Home Design Showroom was prepared and submitted by

Nurul Atikah Binti Ibrahim (Matric Number: BTDL18051519) and has been found satisfactory

in terms of scope, quality, and presentation as a part of fulfilment of the requirement for the

Bachelors of Information Technology (Informatics Media) with honours in University Sultan

Zainal Abidin.

This is to confirm that:

The research conducted and the writing of this report were under my supervision.

_________________________________

Name: MR.MAT ATAR BIN MAT AMIN

Date:

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DEDICATION

In the Name of Allah, the Most Gracious and the Most Merciful.

Alhamdulillah, I thank God for His grace and grace, I can prepare and complete this report

successfully.

First of all, I would like to thank my supervisor, Mr. Mat Atar Bin Mat Amin because with

guidance, the advice, and the thoughtful ideas are given g me the opportunity to prepare this

report successfully.

Besides, my gratitude is also to my colleagues who share ideas, opinions, knowledge, and

reminders. They helped me answer every question that was important to me in completing this

report.

Thanks also to my beloved mother and father always support and motivated me to prepare for

this report for Final Year Project.

I would like to take the opportunity to thank all lecturers of the Informatics and Computing

Faculty for their attention, guidance, and advice in helping and sharing ideas and opinions in

making this report successful.

May Allah SWT bless all the efforts that have been given in completing this

report.

Thank you.

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ABSTRACT

Virtual Reality (VR) is a specific type of graphical user interface that offers an

immersive, three-dimensional, interactive computer-generated world that is accessed and

controlled using, for example, stereo headphones, stereo head-mounted television goggles, and

data gloves. (Leung, Ka Chan & Marko, 2020). Virtual Home Design Showroom application

was developed for the clients that want to deal with interior designers to renovate or decor

their house. Existing communication methods changed by VR technologies and using

smartphones. This application may be able to help the clients more understand the ide as

from the designer about the requirements needed for interior design space. Also, this

application will use interactive 3-dimensional (3D) objects for complete the environment

such as furniture. It will give the clients realistic experience and guidance for the ideas of

the interior design. The programming language used in the development of the mobile

application is C Sharp (C#) using Unity 3D software. The methodology is used in this

application Rapid Application Development (RAD). This method is divided into four

phases, there are analysis and quick design phase, prototype cycles phase, testing and

implementation. The use of the RAD method ensures that the development of this

application runs smoothly and according to planning.

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ABSTRAK

Realiti Maya (VR) adalah jenis khusus antara muka pengguna grafik yang

menawarkan dunia interaktif, tiga dimensi, interaktif yang dihasilkan oleh komputer yang

diakses dan dikendalikan menggunakan, misalnya, fon kepala stereo, kacamata televisyen

yang dipasang di kepala stereo, dan sarung tangan data. Aplikasi Showroom Reka Bentuk

Rumah Maya dibnagunkan adalah untuk pelanggan yang ingin berurusan dengan pereka

dalam untuk mengubahsuai datau menghias rumah mereka. Kaedah komunikasi yang ada

diubah oleh teknologi VR dan menggunakan telefon pintar. Aplikasi ini mungkin dapat

membantu pelanggan lebih memahami idea yang disampaikan oleh perekan berkaitan dengan

keperluan yang diperlukan untuk reka bentuk dalaman sesuatu ruang. Selain itu, aplikasi ini

kan menggunakan objek 3 dimensi (3D) interaktif untuk melengkapkan persekitaran projek ini

seperti perabot. Hal ini, akan memberi pelanggan pengalaman yang lebih realistik dan

panduan berkaitan dengan idea-idea reka bentuk dalaman tersebut. Bahasa pengaturcaraan

yang digunakan dalam pembinaan aplikasi mobile ini adalah C Sharp (C#) dengan

menggunakan perisian Unity 3D. Metodologi yang dgunakan dalam aplikasi ini ialah Rapid

Application Development (RAD). Kaedah ini terbahagi kepada empat fasa iaitu analisis,

rekaan cepat, kitaran prototaip, pengujian dan implementasi. Penggunaan kaedah RAD

adalah untuk memastikan bahawa pembinaan aplikasi ini berjalan dengan lancer dan

mengikut perancangan.

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CONTENTS

DECLARATION ................................................................................................................. i

CONFIRMATION .............................................................................................................. ii

DEDICATION ................................................................................................................... iii

ABSTRACT ...................................................................................................................... iv

ABSTRAK.......................................................................................................................... v

CONTENTS ...................................................................................................................... vi

LIST OF TABLES ........................................................................................................... viii

LIST OF FIGURES............................................................................................................ ix

CHAPTER 1 INTRODUCTION .......................................................................................... 1

1.1 Introduction ................................................................................................................ 1

1.2 Project Background ...................................................................................................... 3

1.3 Problem Statement ....................................................................................................... 4

1.4 Objective .................................................................................................................... 5

1.5 Scope and Limitation of Work ....................................................................................... 6

1.5.1 Target User ........................................................................................................... 6

1.5.2 Application Scope .................................................................................................. 6

1.6 Limitation of Work....................................................................................................... 7

1.7 Expected Result ........................................................................................................... 7

1.8 Gantt Chart ................................................................................................................. 8

1.9 Chapter of summary ..................................................................................................... 9

CHAPTER 2 LITERATURE REVIEW ...............................................................................10

2.1 Introduction ...............................................................................................................10

2.2 Virtual Reality ............................................................................................................11

2.3 VR Platform ...............................................................................................................12

2.4 Technique ..................................................................................................................13

2.5 Related Work .............................................................................................................14

2.5.1 Interior VR – Home interior design (Mobile Application)............................................14

2.5.2 Xe-nous | arch visuals – Home Tour (Mobile Application) ..........................................17

2.5.3 VR – Home Interior – Home Interior Tour (Mobile Application) ..................................19

2.6 Comparison between Reviewed Applications and Proposed Application (Journal) ................20

2.7 Comparison between Reviewed Applications and Proposed Application ..............................21

2.8 Chapter of Summary....................................................................................................22

CHAPTER 3 METHODOLOGY ........................................................................................23

3.1 Introduction ...............................................................................................................23

3.2 RAD Model ...............................................................................................................24

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3.3 Requirement gathering and analysis phase ......................................................................25

3.4 Quick design phase......................................................................................................26

3.4.1 Storyboard ...........................................................................................................27

3.5 Prototype phase ..........................................................................................................32

3.6 Testing phase .............................................................................................................32

3.7 Implementation phase ..................................................................................................32

3.8 Hardware and Software requirements .............................................................................33

3.9 Design Framework ......................................................................................................35

3.10 Conclusion ...............................................................................................................36

Reference ..........................................................................................................................37

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LIST OF TABLES

TABLE 1.1 GANTT CHART .................................................................................................. 8

TABLE 2-1 COMPARISON BETWEEN REVIEWED APPLICATIONS AND PROPOSED

APPLICATION (JOURNAL) .......................................................................................... 20

TABLE 2-2: COMPARISON BETWEEN REVIEWED APPLICATIONS AND PROPOSED

APPLICATION ............................................................................................................ 21

TABLE 3.5 LIST OF HARDWARE REQUIREMENTS............................................................... 33

TABLE 3.6 LIST OF SOFTWARE REQUIREMENTS ................................................................ 34

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LIST OF FIGURES

FIGURE 2-1: GOOGLE CARDBOARD................................................................................... 12

FIGURE 2-2: GAZE INPUT INTERACTION ........................................................................... 13

FIGURE 2-3: INTERIOR VR – HOME INTERIOR DESIGN ..................................................... 14

FIGURE 2-4: INTERIOR VR – HOME INTERIOR DESIGN ..................................................... 15

FIGURE 2-5: XE-NOUS | ARCH VISUALS (HOME TOUR)...................................................... 17

FIGURE 2-6: XE-NOUS | ARCH VISUALS (3D HOME TOUR) ................................................. 17

FIGURE 2-7: VR – HOME INTERIOR (HOME INTERIOR TOUR) .......................................... 19

FIGURE 3-1 RAD MODEL.................................................................................................. 24

FIGURE 3-2 CONTENT OF HOME DESIGN VR .................................................................... 25

FIGURE 3-3 REQUIREMENT ANALYSIS .............................................................................. 26

FIGURE 3-4 HOMEPAGE ................................................................................................... 28

FIGURE 3-5 LIBRARY ....................................................................................................... 28

FIGURE 3-6 GUIDE PAGE .................................................................................................. 29

FIGURE 3-7 INSTRUCTION POPUP PAGE............................................................................. 29

FIGURE 3-8 BEDROOM INTERIOR DESIGN SPACE ............................................................... 30

FIGURE 3-9 CREDIT PAGE................................................................................................. 30

FIGURE 3-10 EXIT PAGE ................................................................................................... 31

FIGURE 3-11 DESIGN FRAMEWORK SHOWS THE FLOW OF THE APPLICATION..................... 35

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CHAPTER 1

INTRODUCTION

1.1 Introduction

Virtual Reality is increasing day by day in the field of applied science and is an

immersive, interactive system based on computable data. (P.Mudiyar, elt. al, 2014). Virtual

reality (VR) is the use of computer technology to create a simulated environment. Unlike

traditional user interfaces. Virtual reality is not strictly speaking a new technology. It is

more accurately a set of older technologies merged together. Virtual reality (VR) has been

discussed by the most people the longest. VR involves totally immersing ourselves into a

virtual world where everything we see is computer generated. For many decades, VR has

been around, but in recent years, the consistency of the experience has improved

dramatically. (Diego Galar & Uday Kumar,2017). It also enables the users to explore and

walk through the 3D models or the environment. The purpose of this project is to make the

dealing between clients and designers go smoothly and successfully.

Interior design is a part of environmental design and closely related to architecture.

Although the desire to create a pleasant environment is as old as civilization itself, the field

of interior design is relatively new. The term of interior decorator has been so loosely used

as to be almost irrelevant since at least the middle of the 20th century, with the consequence

that other, more precise terms have come into use.

Besides that, the word interior design represents a wider field of practice and, at the

same time, shows its role as a serious occupation. It is called interior architecture in some

European countries, where the profession is well known. Individuals concerned with the

many components that form human-made environments have come to refer to

environmental design as the overall sector. (Arnold A. Friedman, 2021)

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Moreover, Digital designing of buildings is essential to avoid unnecessary construction

and design misunderstanding. Virtual Reality (VR), like modern ICT tool, breaks

traditional design environments by providing interactive imagery creation. Dynamic real-

time visualization (DRTV), being a type of VR tool, acts as a new approach to interior

design practices. This provides new ideas and perspectives in the application of VR tools

for interior design. (Pavol Kaleja & Mária Kozlovská, 2017) So, virtual reality can be an

innovative approach to interior design.

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1.2 Project Background

Interior space design is a process in which customers and designers collaborate to conclude

a proposal on the content of some form of interior space. According to design standards and

consumer tastes, it includes decisions regarding style, shape, material and furniture

arrangements. (Vosinakis, elt. al, 2014). By recognizing the needs of the consumer and making

an optimal design, VR allows interior designers to be even more compassionate. So, virtual

reality should apply for interior design industry.

Virtual Home Design Showroom is an immersive virtual reality application for the interior

design experience. It can be used for the interior designer to approach their clients during the

business. This app has provided luxurious home space and is equipped with beautiful furniture

for users to explore and see around the space virtually. This app also provides three bedrooms

with different styles such as minimalist, bohemian and modern. These three styles are popular

bedroom designs in 2020. In addition, each space and furniture equipped a pop-up icon for the

user to click on and change the colours or texture of the furniture, floor or walls of the space

according to their own taste. Besides, users also can move or change the position of the items

by themselves. In addition, being able to see and walk through the 3D replica by donning a

google cardboard, but it’s definitely more than just a new experience. Allowing clients into a

room can allow them to appreciate the efficient ways of how the design works out. This app

involves close collaboration with a designer to understand the need of a customer for designing

an aesthetically pleasing and functional space.

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1.3 Problem Statement

It seems like a few of problems that can see to develop ‘Virtual Home Design Showroom’

project as follows:

1. Traditional method

The traditional method on interior design which the interior design will draw their

design on the paper that will produce in two-dimensional graphic instead of 3D

modelling.

2. Lack of time management

For interior designers, time management skills are the important things. There are only

so many hours in a day and dozens of things need to get done. So, they must find the

solution to solve their problem of dealing with their clients.

3. Maintaining clients demand

The designers must be creative and smart to come out with brilliant ideas about the

design in order to follow their clients demand. If the clients are not satisfied with the

design, they must redesign with new ideas.

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1.4 Objective

Generally, the objective of this project is to design and develop a virtual interior design of

some home space which allows the users to visualize and change the texture of the space

using the VR system. Specifically, this project aims to:

i. To study the technology of Virtual Reality involved in the interior design

industry.

ii. To design mobile applications that can help clients to understand the idea from

interior designers.

iii. To test the functionality of the application in an interesting way to interact with

the virtual tour.

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1.5 Scope and Limitation of Work

The target user and application scope are as below:

1.5.1 Target User

This application is aimed two target users:

• The interior designer

• The clients

1.5.2 Application Scope

• Mobile virtual reality using VR headgear.

• Real sound effects like being in a house to enhance user experience.

• 3D home space models that have nice texture and layout like some luxurious

house for users to be able feel like they are actually in their dream house.

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1.6 Limitation of Work

This application, the users are only able to change the colours of the floor, carpet,

ceiling, walls, curtains and furniture also only can move the position of the furniture according

to their own taste. The application is only open with mobile phone or android base that can be

used or supported by google cardboard. With google cardboard, it will give a new experience

of providing input and controlling the virtual tour of the showroom, which will attract users

and gives them an unforgettable journey. Lastly, this application is only provided with three

master bedroom spaces. Each location provided is pre-design space, therefore the users are not

able to add their own furniture.

1.7 Expected Result

It is expected that this application results in facilitating the users and virtual reality with

support by google cardboard. By developing a 3D model environment of the home space

medium to make it easier for clients to understand the idea directly from the interior designer

very well. In addition, using the mobile application can give the best and attractive way to

interact with the virtual tour of the environment.

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1.8 Gantt Chart

Table 1.1 Gantt Chart

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1.9 Chapter of summary

This chapter has discussed the background of study, problem statements, objective of this

study, scope and limitation of this project.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter provided some reviews of techniques which have been proposed by many

researchers previously. The related works also have been reviewed to ensure the quality to

improve this application. Besides, this chapter also has a description and explanation of the

literature review carried out on the application that will be used as references for processing

development of this application. In addition, the previous research or existing application from

others developers also will be discussed in this chapter. The aim of this literature review is to

review the important points of the current issues and knowledge on a topic. Therefore, the

purpose of the literature review is to find, read and analyse the studies related to this

application. So, it is important to understand very well about all information to be considered

before going through the development of this application

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2.2 Virtual Reality

Virtual Reality allows a user to interact with a computer-generated three-dimensional

model or virtual environment. (Corry Mitchell, 2020). The environment may be realistic in the

sense that it is familiar to the real-life environment. Besides, Virtual Reality is applicable and

has been applied to, many different areas of education, medic, history and architecture. The

advantage of VR over conventional methods of description is that the clients are allowed to

experience the interior design space that would be difficult if not impossible to illustrate or

describe with conventional methods.

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2.3 VR Platform

In order for virtual reality to work, you have to immerse yourself in another world. And

that means blocking out pretty much everything else. Hence the many videos of people

forgetting their surroundings.

In virtual reality, the various platforms have been made to experience more immersive and

effective ways. Google cardboard is used as the main platform. Google cardboard is a virtual

reality construct that allows users to block out external visual stimuli and focus on their devices

screen. Once you have it, you fold it into shape, pop your mobile device into it , cue up the

Virtual Reality- friendly application of user’s choice and hold it up to the user’s head to start

virtual reality experience.

Figure 2-1: Google cardboard

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2.4 Technique

The technique is one of the important things to develop an application. Many techniques

can be used in the development of virtual reality. One of the techniques is Gaze Input

interaction. Gaze Input interactions are suitable to apply in this virtual reality project. When

using this technique, the controller is not applied to this gaze input interaction to play this

application. Moreover, users can just use the pointer to interact with the application. An

example technique of gaze input interaction is shown in figure 2.1.

Figure 2-2: Gaze input interaction

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2.5 Related Work

Virtual reality is the term used to describe a three-dimensional, computer generated

environment which can be explored and interacted with by a person. That person becomes

part of this virtual world or is immersed within this environment. This is able to manipulate

objects or perform a series of actions. There are already a number of virtual reality

applications have been developed and available on the internet which people are using it

for the purpose stated above:

2.5.1 Interior VR – Home interior design (Mobile Application)

Figure 2-3: Interior VR – Home interior Design

(Home Design Virtual)

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Figure 2-4: Interior VR – Home interior Design

(Button for navigate)

The Interior VR is a mobile application from Google Play store. This app allows the

users to explore their creativity through virtual reality. There are many options to customize

the environment and enhance user creativity. It gives users real life experience. This application

required Cardboard HMD (Head Mounted Display) with a button for selection. Therefore,

users must download and install in their own handphone before using this application. When

this application is installed, they can start using it. After the application is loaded, the user

needs to initiate the room size according to the instruction. When it is started through the file,

the user will enter a room environment and they must find a list of buttons to be selected before

starting to décor the room. To select the button in virtual reality mode, the user must rotate

their head to target the gaze on the button and press it on time to select. But the user must press

the button for a second time to deselect. So, all the activity in this application according to the

button provided.

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Strength

• Users can change the colour and texture of the furniture and wall by the press button

provided.

• When it is finished, users can save the image of the environment into their phone’s

gallery.

Weakness

• Only one spot for the view, must be to select the button to navigate around the

environment.

• This application requires internet connection in order to work.

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2.5.2 Xe-nous | arch visuals – Home Tour (Mobile Application)

Figure 2-5: Xe-nous | arch visuals (Home Tour)

Figure 2-6: Xe-nous | arch visuals (3D home tour)

(Virtual Reality 3D Home Tours)

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This Xe-nous | arch visuals Virtual Tour is also a mobile application. It is a 3D virtual

interior design application for user experience. In addition, feel themselves immersed into the

virtual space which is yet to be real. This application also provided the main menu as an

instruction for their user and made sure they understand what to do. When this application is

loaded, users can walkthrough around the home space and experience it. Moreover, users must

point on the walking icon to enter the other location. Besides that, this application does not

have any exit button to end play with this application.

Strength

• High quality 3D model which can attract users’ focus to explore this application.

• This application provided simple but nice for the main menu.

Weakness

• Users only can explore around the home space.

• This application does not have any activity for their user.

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2.5.3 VR – Home Interior – Home Interior Tour (Mobile Application)

Figure 2-7: VR – Home Interior (Home Interior Tour)

(3D Model Bedroom Tour)

VR- Home Interior is a mobile application. It is just a 3D virtual bedroom for users to

explore in this application. Users may look around the virtual home by using google cardboard.

The interactive of this application is for real estate comprising virtual reality features with true

3D effect. This VR interior app just offers a 360° photo realistic experience and users are not

able to navigate in the bedroom. After the application is loaded, there is no instruction provided.

Strength

• High quality 3D model which creates attractive products.

• The texture on the 3D models is attractive and nice.

Weakness

• Have no instruction or information provided in this application.

• Requires internet connection to load the application.

• Users only can walk around the environment which is the bedroom.

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2.6 Comparison between Reviewed Applications and Proposed Application (Journal)

Journal Author Description Advantages

Virtual Reality for

Interior Design

Prabhakar Mudliyar,

Yuvraj Ingale,

Sanket Bhalerao,

Onkar Jagtap

• It helps clients to

design the interior

of the housing

model.

• This application

is to help clients

to walkthrough of

the designed

house.

• The clients interactively control

their local view and try out the

design options.

• The feature of walkthrough in

which users can enjoy the feeling

of real experience.

Improving Design

Software Based

on Fuzzy Kano

Model: A Case

Study of Virtual

Reality Interior

Design Software

Kaidi Xu,

Yingjie Victor Chen,

Linghao Zhang,

Li Rui

This application purpose

is to help users to choose

indoor decoration

materials.

• Users can make decisions

confidently by using the

application.

• Clients can work and experience

the real design

from the interior designer.

Interior

Landscape

Design and

Research based

on Virtual Reality

Technology

Yu, Dong Zhou This article gave an

explanation about the

effectiveness of virtual

reality for the interior

design industry.

• Users can get more knowledge

about the importance of the

technology for this era.

• Users can understand virtual

reality technology.

Table 2-1 Comparison between Reviewed Applications and Proposed Application (Journal)

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2.7 Comparison between Reviewed Applications and Proposed Application

Features Interior

VR

Xe-nous

| arch visuals

VR – Home

Interior

Virtual Home Design

Showroom (Proposed

project)

High Quality Photos / 3D Model

Yes Yes Yes Yes

Audio Input

Yes - - Yes

Immersive

- Yes - Yes

Interactive

- Yes - Yes

Instruction to use the application Yes Yes - Yes

Good quality/suitable sound effects - Yes - Yes

Works without internet connection Yes Yes Yes Yes

Table 2-2: Comparison between Reviewed Applications and Proposed Application

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2.8 Chapter of Summary

This chapter discusses the literature review that was reviewed during these studies. The

literature review will help the developer to discover all the problems of previous issues for each

application which needs to be improved. Besides, this research can overcome the problem in

this application development. Moreover, each research has their own advantages and

disadvantages for every technique that has been considered.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter will explain the details of methodology being used in this project to

achieve my second objective that is to design a mobile application that can help clients to

understand the idea from interior designers. So, the project methodology should systematically

solve all the problems that exist in the system analysis to make sure this project completes and

functionally. Besides that, this chapter also covers the process of developing a project from the

beginning until the end of this project.

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3.2 RAD Model

The Rapid Application Development model is a development model prioritizes rapid

prototyping and quick feedback over long drawn out development and testing cycles. With

rapid application development, developers can make multiple iterations and updates to a

software rapidly without needing to start a development planning or schedule from scratch each

time.

This methodology is a development model that came into existence once developers

realized the traditional methods were not very effective to use according to the era of

technologies.

The advantages of the Rapid Application Development are it is more flexible and

adaptable to changes than other methods. Besides, it is useful when the developer has to reduce

the overall project risk while in the development of the application.

The RAD models have four phases that include analysis and quick design, prototyping,

testing and implementation as illustrated in Figure 3.1.

Figure 3-1 RAD model

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3.3 Requirement gathering and analysis phase

New application requirements or expectations of the application of the application

output are outlined in as much detail as possible. This requires interviewing a variety of users,

representing all the segments of the previous application or system. In this phase, Requirement

gathering analysis phase involves requirement analysis, task analysis and instructional analysis.

Then, the activities involved are identifying the problem statement, the goals and objectives of

the mobile VR application. This phase is very important because before the developer

continues the development of the application, they should know the users’ needs, existing

knowledge and any other relevant characteristics and also the content of mobile VR

application. The mobile VR application has developed the environment of a room space fully

furnished according to specific style with the content specifically for clients and interior

designers. The analysis is also carried out by doing comparison between existing applications

for their business. Through the analysis, the weakness the existing application, system or

mobile application can be identified. All information gathered was used to develop goals and

objectives of developing mobile VR applications. Also, all the info can be referred to chapter

1. The software and hardware requirements are also determined in this phase. The flow of

analysis phase is shown figure 3.2.

Virtual Home

Design

Mobile VR

application:

“Virtual Home

Design

Showroom

using VR

Gaze interaction Room

Environment

Figure 3-2 Content of Home Design VR

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Analysis Problem

Statement

Objectives

Target User

Content

Strategy

Requirement

1. Traditional method

2. Lack of time management

3. Maintaining clients

demand

1. To study the technology of Virtual

Reality involved in interior design industry.

2. To design and test VR

application

1. Clients

2. Interior Designer

This project included:

1. Room environment

space.

2. Fully furniture with

different style

design.

1. Use 3D model

2. Virtual Reality

1. Hardware

• Unity 3D

• Maya3D

• Sketchup

2. Software

• Laptop

• Smartphone/

Mobile phone

Figure 3.3 Requirement Analysis

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3.4 Quick design phase

The second phase is a quick design. In this stage, a simple design of the application or

system is created. However, it is not a complete design. It gives a brief idea of the application

to the user. The quick design helps in developing the prototype. In the design phase, conceptual

model, and storyboard were developed. The design phase involves the knowledge, the medium

and VR technology to be used in the application Moreover, the knowledge approach to be

implemented and the components involved in this Virtual Reality application.

3.4.1 Storyboard

3.4.1.1 Storyboard System/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. In this phase are using Adobe photoshop to design the storyboard for the

project. The sequence of illustrations that showcase the digital story in two dimensions.

Moreover, the main reason for this phase is to make sure the development of these applications

goes smoothly according to the planning.

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1. Home page

Figure 3.4 the home page is the first page view when the user opens up the

application.

Figure 3-4 Homepage

2. Library page

Figure 3.5 the library page is to give inspiration or guidance for users about

interior design.

Figure 3-5 Library

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3. Guide page

Figure 3.6 the guide about style of the interior design provided in this

application. Users can choose any style according to their own taste.

Figure 3-6 Guide page

4. Instruction Popup Page

Figure 3.7 shows instruction to the users for the next step. This is guidance for

the users.

Figure 3-7 Instruction popup page

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4. Bedroom interior design page

Figure 3.8 shows the virtual home design space. Users can start to decorate

their room.

Figure 3-8 Bedroom interior design space

5. Credit page

Figure 3.9 shows the credit page, this page has a brief about the developer of

this project and the supervisor of this project application.

Figure 3-9 Credit page

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6. Exit page

Figure 3.10 shows the exit page. Users can choose or click the button ‘Yes’ for

exit from this application or button ‘No’ for stay in the application.

Figure 3-10 Exit page

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3.5 Prototype phase

This phase is the beginning of the development of the application as soon as you complete the

project scope. To build and refine working prototypes before the final product is available,

designers and developers will work closely with customers.

3.6 Testing phase

This phase enables the developer to test their program's product and ensure that all its moving

parts operate together in compliance with customer expectations. Continue to add customer

feedback as the code is reviewed for its smooth operation and retested. This stage ensures that

all of the application's features function well.

3.7 Implementation phase

This phase where the finished product goes to launch. It includes data conversion, testing, and

changeover to the new system, as well as user training. All final changes are made while the

developer and users continue to look for bugs or errors in the application.

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3.8 Hardware and Software requirements

Software and hardware are important things in developing this project as it is needed.

Table 3.5 and Table 3.6 illustrates the software and hardware used to develop this application.

HARDWARE USE FIGURE SPECIFICATION

Laptop

To create the sketches for 3D

modelling background and

create scripts or documents

related to this application

Besides, also used for on the go

coding and 3D modelling for

complete this project.

Manufacturer : Asus

Model : A456U

Processor : Intel Core i5-7200U, up to

3.16Hz

Memory : 4GB

Operational System : Windows 10

Type of system : 64bit Operating

System

Mobile Phone To run and test the application

Model : Vivo Y85

Storage :32 GB

Mouse To do some coding and 3D

modelling development.

Model : Alcatroz

Wireless : Yes

Table 3.5 List of Hardware requirements

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SOFTWARE USE SPECIFICATION

Unity

To create the Virtual Reality

Application and overall of the

project.

This is the main software used in

development of this project in producing

the gaze interaction technique and using

script C#.

Maya 2020

To create 3D models such as

furniture.

It is a software to develop a 3Dimensional

object and modify any object in 3D form.

Adobe photoshop

To design the project’s poster

and storyboard.

This software used to do editing work such

as editing some images to create a

project’s poster.

Adobe illustrator

To design the application’s

logo.

It is a graphic software to create and

modify various illustrations of images.

Sketchup

To create 3D models for

interior design needed.

It is a software used for a wide range of 3-

Dimensional modelling projects like an

architectural and interior design.

Google Drive

Used as external backup for

this project.

It is a free cloud-based storage service that

enables users to store and access files

online. It can be used for backup file of

this project.

Table 3.6 List of Software requirements

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3.9 Design Framework

The project conducted based on the framework and flow of process in order to achieve the aim

of this project which is to analyse Virtual Home Design using google cardboard can be

accomplished successfully. To run or test this project, the requirement analysis should be done

and a project framework can be built to see and understand the project’s process flow. The

framework is described in Figure 3-11, which is divided into user, google cardboard and Virtual

Home Design Showroom application. Users must have a mobile phone to play this application.

Then, the application will give a virtual reality view from their mobile phone and the user feels

immersed with the environments.

Figure 3-11 Design framework shows the flow of the application

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3.10 Conclusion

The chapter discussed the methodology used to complete this project. Methodology is very

important in system development. The RAD methodology is used because every phase

during application follows the project methodology that is mentioned in this chapter. It

helps to make sure the development of this application correctly from the beginning phase

until the implementation phase. The hardware and software requirements are also discussed

in this chapter.

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