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TERENGGANU MUSEUM VIRTUAL REALITY (TERMUS VR) MOBILE APPLICATION MUHAMMAD AMIRUL SHAFIQ BIN KADRI BACHELOR OF INFORMATION TECHNOLOGY (INFORMATIC MEDIA) WITH HONOURS Universiti Sultan Zainal Abidin, Terengganu, Malaysia DECEMBER 2018

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TERENGGANU MUSEUM VIRTUAL REALITY (TERMUS VR)

MOBILE APPLICATION

MUHAMMAD AMIRUL SHAFIQ BIN KADRI

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATIC MEDIA) WITH HONOURS

Universiti Sultan Zainal Abidin, Terengganu, Malaysia

DECEMBER 2018

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DECLARATION

I at this moment declare that this report based on my original work except for quotations and citations,

which have duly acknowledged. I also state that it has not previously or concurrently submitted for any

other degree at Universiti Sultan Zainal Abidin or other institutions.

Signature :…………………………………

Name : MUHAMMAD AMIRUL SHAFIQ BIN KADRI

Date : ...................................................

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CONFIRMATION

This project Termus VR Application was prepared and submitted by Muhammad Amirul Shafiq b Kadri

(Matric Number: 047961) and has been found satisfactory in terms of scope, quality, and presentation as

partial fulfillment of the requirement for the Bachelor of Information Technology (Informatics Media)

with honors in University Sultan Zainal Abidin.

Signature : …………………………………

Supervisor : Dr. Nur Saadah bt Mohd Shapri

Date : …………………………………

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DEDICATION

Firstly and foremost praised to Allah, for giving me the opportunity to complete my final year

project, Termus VR Application using android smartphone forgive me the strength and ability to finish this

report. I also would like to express my gratitude to my supervisor, Dr. Nur Saadah bt Mohd Shapri for

valuable advice, guidance, and ideas given through the development of research until the end of my final

year project. In addition, thanks to my friend and family that give courage and motivation during my

research. Finally, special thanks to all lecturers that giving a guideline for my research during my

presentation on Termus VR Application’s project.

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ABSTRACT

In today's era of technology, museums are no longer gaining public attention. Humans now

prefer to get information at the fingertips. of the problems, I made a decision to develop a product

that can be manipulated in a mobile phone, Terengganu Virtual Reality Museum. There is a step

away from traditional experiences related to museums, galleries and visitor centers. Old models

are passive engagements where people see exhibits but are not involved in experiences where

interaction is a key feature. In addition, a problem identified is that most museums are charged

ticket prices to tourists before entering.

Interactive displays make up the bulk of many exhibitions and especially appeal to

children. Children are often difficult to pull into museums or galleries as they tend to see this as a

boring experience. But the use of interactive technology like virtual reality has changed the

perception and opened this space to new audiences. In this app I also include multimedia elements

such as text, audio and 3d animation.

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CHAPTER 1

INTRODUCTION

1.1 PROJECT BACKGROUND

The project that will be developed is an application on treasuring Terengganu museum,

named "TERMUS VR." The concept of virtual reality used is hoped to assist the tourist in

recording their wonderful experience in a 3 dimension, as if they were in the real situational context

of the museum. These applications employ interaction as a means of communicating information

to the general public in new and exciting ways.

1.2 PROBLEM STATEMENT

There has been a move away from the traditional type of experience associated with

museums, galleries and visitor centers. The old model was that of passive engagement in which

people viewed the exhibits but did not get involved to an experience in which interaction is the

main feature. In addition, one identified problem is that most museum charged ticket price to the

tourist before entering.

Interactive displays form a large part of many exhibitions and particularly appeal to

children. Children are often difficult to attract to a museum or gallery as they tend to see this as a

boring experience. But the use of interactive technologies such as virtual reality has changed that

perception and opened up these spaces to a new audience.

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1.3 OBJECTIVE

The goal of this project is to apply virtual reality to be comprehensively used in museum and

historical setting to understand it better. However, we’ll do it on a smaller scale and utilize legal

means. Our project will mainly focus on the following objectives:

To designing a mobile application that user can explore the emerging world of virtual

reality with supported by VR Box.

To develop an application will project information on existing monument as well as getting

the visitors to know some historical artifacts in the museum.

To test the application is functional and provide beneficial to the user.

1.4 SCOPE

The scopes for this project are identified to make the application development process easier. The

scope is divided into two which are application scope and environment scope.

1.4.1 Application scope

Mobile virtual reality using VR Box

Featuring some historical artifacts and information on existing monument

1.4.2 Environment scope

Based on the view of the Terengganu museum

Do not take the real museum scene and just poke what's inside of it

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L.5 LIMITATION OF WORK

Mobile based application

The user need a VR Box/ VR Cardboard to playing the application and viewing the virtual

reality view.

Only android user can access this application

1.6 EXPECTED RESULT

User able to explore the emerging world of virtual reality 3D model with supported by Google

Headset. User also able to obtain the project information on existing monument as well as getting

the visitors to know some historical artifacts in the museum.

1.7 MILESTONE AND ACTIVITIES

The guideline of the TERMUS application is important to make the process of this project

will smooth and follow the procedure.

Table 1.1: Milestone and Activities

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1.8 SUMMARY OF CHAPTER

Thesis structure is a summary of the whole project that divided into 6 chapters. Chapter 1 will

discuss the introduction, problem statement, objective, scope, expected result and limitation.

Chapter 2 will discuss the existing system. In Chapter 3, design and modeling will also be

discussed. Chapter 4 will show the implementation of the system. Chapter 5 will show testing and

result of the system. Lastly, Chapter 6 is the conclusion of the whole project.

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CHAPTER 2

LITERATURE REVIW

2.1 INTODUCTION

The purpose of this chapter is to present selected literature review, which is very important

for the research. This chapter also describes and explains of the literature review carried out on the

application that will be used as references in developing thus application. The existing application

will also be discussed in the session. Literature review aims to review the critical points of the

current knowledge on a particular topic. Therefore, the purpose of the literature review is to find,

read and analyses or nay work or studies related to this application. It is important to well

understand about all information to be considered and related before developing this application.

Some research has been studied to understand to implement in the Termus (VR) application.

2.3 VR PLATFORM

In virtual reality, the platform used in the production of an application depends on the

selection made before the builder. In this application I use VR google cardboard as the main

platform. Google Cardboard is a virtual reality (VR) platform developed by Google for use with

a head mount for a smartphone. Named for its fold-out cardboard viewer, the platform is intended

as a low-cost system to encourage interest and development in VR applications. Users can either

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build their own viewer from simple, low-cost components using specifications published by

Google, or purchase a pre-manufactured one. To use the platform, users run Cardboard-compatible

applications on their phone, place the phone into the back of the viewer, and view content through

the lenses.

2.4 EXISTING APPLICATION

The existing application has been similar for Termus apps in terms of functions, problem-solving,

types of information and other. Such an example of that app is a Memorable Museum VR, National

Museum of Natural History and also Jurassic VR 2.

2.4.1 Memorable Museum VR

Memorable museum VR is a mobile app that allows users to explore within

the museum. Users can also place your own pictures inside the museum.

This app has two versions of free and one for paid version.

Figure 2.3: View memorable Museum VR

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Strength

Interactive and user friendly

Weakness

It's hard to move

Do not bring in mods in the museum

2.4.1 National Museum of Natural History

National Museum of Natural History is a VR web-based application. In it

the user can explore the real museum in a 360 degree view panorama. It is

very interesting because it seems to be in the real museum.

Figure 2.3: View of National Museum of Natural History

Strength

Can be used in desktop and mobile platforms

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Weakness

Cannot access without internet

2.4.3 Jurassic VR 2

Jurassic VR 2 is a mobile-based app. Users can track the museum and can

recognize the types of Jurassic available. Furthermore, the user can also

view the simulation of the available movement.

Figure 2.3: View of Jurassic VR2

Strength

Has a simulation a movement that gives more experience

Weakness

user can only view and cannot move

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2.5 Overall Analysis

Table 2.1 The Overall Analysis of Application

3D

Animation

Video Text Image Audio Mobile

Based

Memorable

Museum VR

National of

Museum of

History

Jurassic VR

2

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CHAPTER 3

METHODOLOGY

3.1 INTODUCTION

In this chapter is about process of developing project from the beginning until the end of

this project. The flow of the project will discuss briefly to give more understanding of design and

develop of this application. There are many methods that can be used for developing this project.

The methodology that can be decide in this project is ADDIE. In this methodology is based on

phases for each development process. Every phases of this methodology will be explained

3.2 ADDIE

The ADDIE model is the generic process traditionally used by instructional designers and

training developers. The five phases in ADDIE model that is analysis, design, development,

implementation, and evaluation represent a dynamic, flexible guideline for building effective

training and performance support tools. While perhaps the most common design model, there are

a number of weaknesses to the ADDIE model which have led to a number of spin-offs or

variations.

It is an Instructional Systems Design (ISD) model. Most of the current instructional design

models are spin-offs or variations of the ADDIE model; other models include the Dick & Carey

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and Kemp ISD models. One commonly accepted improvement to this model is the use of rapid

prototyping. This is the idea of receiving continual or formative feedback while instructional

materials are being created. This model attempts to save time and money by catching problems

while they are still easy to fix.

Instructional theories also play an important role in the design of instructional materials.

Theories such as behaviorism, constructivism, social learning and cognitivism help shape and

define the outcome of instructional materials.

Picture 1 : ADDIE MODEL

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3.2.1 Analysis process

In the analysis phase, instructional problem is clarified, the instructional goals and

objectives are established and the learning environment and learner’s existing knowledge

and skills are identified

3.2.2 Design Process

The design phase deals with learning objectives, assessment instruments, exercises,

content, subject matter analysis, lesson planning and media selection. The design phase

should be systematic and specific. Systematic means a logical, orderly method of

identifying, developing and evaluating a set of planned strategies targeted for attaining the

project’s goals. Specific means each element of the instructional design plan needs to be

executed with attention to details.

3.2.3 Development Process

The development phase is where the developers create and assemble the content assets that

were created in the design phase. Programmers work to develop and integrate technologies.

Testers perform debugging procedures. The project is reviewed and revised according to

any feedback given.

3.2.4 IMPLEMENTION

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During the implementation phase, a procedure for training the facilitators and the learners

is developed. The facilitators’ training should cover the course curriculum, learning

outcomes, method of delivery, and testing procedures. Preparation of the learners include

training them on new tools (software or hardware), student registration. This is also the

phase where the project manager ensures that the books, hands on equipment, tools, CD-

ROMs and software are in place, and that the learning application or Web site is functional.

3.2.4.1 Test run

This is when the developer test runs the project by herself. This is to ensure

that the project can be used and is running accordingly.

3.2.4.2 User Test Run

Before presenting the final product, a demo version is given to alpha and

beta testers to ensure that the project is meeting their criteria. Criticisms and

constructive feedback are taken into account to be implemented later on.

3.2.5 EVALUATE PROCESS

The evaluation phase consists of two parts: formative and summative. Formative

evaluation is present in each stage of the ADDIE process. Summative evaluation consists

of tests designed for domain specific criterion-related referenced items and providing

opportunities for feedback from the users.

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3.2.5.1 DEBUG

Identify Errors

After the test run had been done, errors that were found by the users must

be identified. Glitches and mistakes must be brought to light for the

developer to improve the project while also implementing the feedback

given by the alpha and beta testers.

Find Solutions

Once errors have been identified, solutions to solve them must be done.

3.3 FRAMEWORK

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Figure 3.1 Framework

3.5 METHOD / TECHNIQUE

The point of gaze is recorded and used in real time as an input in the user-computer interaction.

Researchers in this field develop more efficient and novel human computer interfaces to support

users with and without disabilities.

A person's point of gaze can be used in a variety of ways to control user interfaces, alone

or in combination with other input modalities, such as a mouse, keyboard, sensors, or other devices.

A major field within gaze interaction research is to find more efficient and novel ways to facilitate

the human computer interaction for users with disabilities, who can use only their eyes for input.

Other gaze interaction research focuses on the more general use of real-time eye tracking data in

HCI to improve user–computer interaction and explore novel user interfaces.

3.4 HARDWARE AND SOFTWARE REQUIREMENT

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Software and hardware are important in the making this project as it is needed for the application

development. Table 3.4.1 and Table 3.4.2 illustrate the software and hardware are used to

develop this application.

HARDWARE USE FIGURE

Laptop

To create the

sketches for the

characters,

background and

create scripts or

documents related

to application. Also

used for on the go

coding and 3D

modelling.

External Hard

Disk

To backup all

project data

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Personal

Computer

Used to code,

render and create

the overall

interface. A PC is

needed as the

project is heavy

and requires strong

rendering power

that could not be

provided with a

laptop.

Headphones Used for

development and

test runs of the

projects as well as

used for the

finished project to

amplify immersion.

VR Headset Used for test runs

and overall final

product.

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Mobile Phone To run and test the

application.

Mouse Mouse is used

during coding and

3D modelling

process.

Table 3.4.1 : List of hardware requirement

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Table 3.4.2 : List of software requirement

SOFTWARE USE FIGURE

Unity Used to create the

Virtual Reality app

and overall project and

animate 3D characters

Maya 2018 Used to create 3D

character models

Google Cloud Used as an external

render models or

animations

Adobe

Illustrator

To design posters and

logo application.

Adobe

Photoshop

Used to create

sketches of

background,

characters and posters.

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3.5 APPLICATION DESIGN AND MODELING APPLICATION

A storyboard is a graphic organizer in the form of illustrations or images displayed in sequence

for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive

media sequence. For the application, the Termus Apps also have a storyboard that will give an

example of design and modeling for this project. The Termus Apps have a standard function of

the button like as Start, Info button and Exit button.

Figure 3.2: Termus VR loading page

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Figure 3.3: Termus VR main menu

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Figure 3.2: Termus VR Info

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Figure 3.2: Termus VR historical info

3.6 SUMMARY OF CHAPTER

In conclusion, the selection of good methodology is very important to make sure the

development of application can be done within the exact time given. Furthermore, a good

methodology also can provide systematic steps in developing the application so that the

application can be developed with minimum errors and problem. The methodology that is used

by Termus VR application for this project. It also explains the required hardware and software

that are used in this project that guides to the success of this project.

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