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VIRTUAL REALITY MUSEUM OF TERENGGANU (TERMUS VR) IN MOBILE APPLICATION MUHAMMAD AMIRUL SHAFIQ BIN KADRI BACHELOR OF INFORMATION TECHNOLOGY (INFORMATIC MEDIA) WITH HONOURS Universiti Sultan Zainal Abidin, Terengganu, Malaysia 2019

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VIRTUAL REALITY MUSEUM OF TERENGGANU

(TERMUS VR) IN MOBILE APPLICATION

MUHAMMAD AMIRUL SHAFIQ BIN KADRI

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATIC MEDIA) WITH HONOURS

Universiti Sultan Zainal Abidin, Terengganu, Malaysia

2019

i

DECLARATION

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

and citations, which have duly acknowledged. I also state that it has not previously or

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

institutions.

Signature :…………………………………

Name : MUHAMMAD AMIRUL SHAFIQ BIN KADRI

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

ii

CONFIRMATION

This project Virtual Reality Museum of Terengganu (Termus VR ) application was

prepared and submitted by Muhammad Amirul Shafiq b Kadri (Matric Number:

047961) and has been found satisfactory in terms of scope, quality, and presentation as

partial fulfillment of the requirement for the Bachelor of Information Technology

(Informatics Media) with honors in University Sultan Zainal Abidin.

Signature : …………………………………

Supervisor : Dr. Nur Saadah bt Mohd Shapri

Date : …………………………………

iii

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.

iv

ABSTRACT

Awareness of our society on the value of history today being at an alarming rate.

The rapidity technology trends the main reasons history to be away from them because

of their bigotry towards the technology. Hence, the proposal application for the Virtual

Reality Museum of Terengganu proposed. Application for the Virtual Reality Museum

of Terengganu is named Termus VR and this application is oriented history. The main

objective of the study is to develop an application, test the usability of this application.

This application is a platform for student to know the history of using different

approaches namely technology. This involves to use the application development

software Unity to produce Termus VR. Result of application development is expected

to attract users, especially student to appreciate the history of the application.

v

ABSTRAK

Kesedaran masyarakat kita mengenai nilai sejarah hari ini berada pada tahap

yang membimbangkan. Teknologi pesat ini menjadi sebab utama sejarah menjadi jauh

dari mereka kerana ketaksuban mereka terhadap teknologi. Oleh itu, permohonan

cadangan untuk Muzium Reality Maya Terengganu dicadangkan. Aplikasi untuk

Muzium Reality Maya Terengganu dinamakan Termus VR dan aplikasi ini

berorientasikan sejarah. Objektif utama kajian ini adalah untuk membangunkan

aplikasi, menguji kegunaan aplikasi ini. Aplikasi ini adalah platform untuk pelajar

mengetahui sejarah menggunakan pendekatan yang berbeza iaitu teknologi. Ini

melibatkan penggunaan Unity perisian pembangunan aplikasi untuk menghasilkan

Termus VR. Hasil pembangunan aplikasi dijangka menarik pengguna, terutama pelajar

untuk menghargai sejarah aplikasi.

vi

CONTENT

PAGE

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi

CHAPTER I INTRODUCTION 1

1.1 Project Background 1

1.2 Problem Statement 1

1.3 Objectives 2

1.4 Scope

1.4.1 Application Scope

1.4.2 Environment Scope

2

2

2

1.5 Expected Result 3

1.6 Limitation 3

1.7 Milestone and Activities 3

1.8 Summary of Chapter 5

CHAPTER II LITERATURE REVIEW

2.1 Introduction 6

2.2 VR Platform

7

2.3 Existing Application 7

2.3.1 Memorable Museum 8

2.3.2 National Museum of Natural History 9

2.3.3 Jurassic VR 2 10

2.4 Overall Analysis 10

2.5 Summary of chapter 11

vii

CHAPTER III

METHODOLOGY

3.1 Introduction 12

3.2 ADDIE Model 12

3.2.1 Analysis Phase 13

3.2.2 Design Phase 13

3.3.3 Development Phase 13

3.3.4 Implementation Phase 14

3.3.5 Evaluation Phase 15

3.3 Framework 16

3.4 Method 17

3.5 Hardware and Software Requirements

3.5.1 Hardware

3.5.2 Software

18

18

21

3.6 Application Design and Modeling Application 24

3.7 Summary of Chapter 29

CHAPTER IV

IMPLEMENTATION AND TESTING

4.1 Introduction 31

4.2 Implementation 31

4.2.1 Mobile app interface 32

4.2.2 Artifact that exists in Termus VR 34

4.3 Testing 37

4.3.1 Test Case 37

4.4 Summary 41

CHAPTER V

CONCLUSION

5.1 Introduction 42

5.2 Project Contribution 42

5.3 Problem and Limitation 43

viii

5.4 Future Work 43

REFERENCE

44

ix

LIST OF TABLES

TABLE TITLE PAGE

1.1 Milestone and Activities 4

2.1 The Overall Analysis of Application 11

3.1 List of hardware requirement 18

3.2 List of software requirement 18

4.1 Test case for sucessful of open that application 38

4.2 Test case for successful of the home page 38

4.3 The case for successful of audio interaction in virtual reality

environment

38

4.4 The case for successful of exit page 40

x

LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Memorable Museum 7

2.2 National Museum of Natural History 8

2.3 Jurassic VR 2 9

3.1 ADDIE Model 13

3.2 Framework 17

3.3 Termus VR loading 25

3.4 Termus VR main menu 26

3.5 Termus VR info 27

3.6 Termus VR historical info 28

4.1 Show the home page for user and the button 32

4.2 Show the info interface 32

4.3 Show the main view after pressing the start button 33

4.4(a) Show the Batu Bersurat artifact 34

4.4(b) Show the Galicari artifact 34

4.4(c) Show the Parang Terengganu artifact 35

4.4(d) Show the Golok Terengganu artifact 35

4.4(e) Show the Duit Terengganu artifact 35

4.4(f) Show the Topi Perang artifact 36

4.4(g) Show the Pedang China artifact 36

4.4(h) Show the Beca artifact 36

1

CHAPTER I

INTRODUCTION

1.1 PROJECT BACKGROUND

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

museum, named "Termus VR." The concept of virtual reality used is hoped to assist the

tourist in recording their wonderful experience in a 3 dimension as if they were in the

real situational context of the museum. These applications employ interaction as a

means of communicating information to the general public in new and exciting ways.

1.2 PROBLEM STATEMENT

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

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

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

2

interaction is the main feature. In addition, one identified problem is that most museum

charged ticket price to the tourist before entering.

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

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

see this as a boring experience. But the use of interactive technologies such as virtual

reality has changed that perception and opened up these spaces to a new audience.

1.3 OBJECTIVE

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

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

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

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

virtual reality with supported by VR Box.

To develop an application will project information on the existing monument as

well as getting the visitors to know some historical artifacts in the museum.

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

1.4 SCOPE

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

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

scope.

3

1.4.1 Application scope

Mobile virtual reality using VR Box

Featuring some historical artifacts and information on existing monument

1.4.2 Environment scope

Based on the view of the Terengganu museum

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

L.5 LIMITATION OF WORK

Mobile-based application

The user needs a VR Box/ VR Cardboard to play the application and viewing

the virtual reality view.

Only android user can access this application

1.6 EXPECTED RESULT

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

supported by Google Headset. The user also able to obtain the project information on

the existing monument as well as getting the visitors to know some historical artifacts

in the museum.

4

1.6.1MILESTONE AND ACTIVITIES

The guideline of the Termus VR application is important to make the process of this

project will smooth and follow the procedure.

5

Table 1.1: Milestone and Activities

6

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.

7

CHAPTER II

LITERATURE REVIEW

2.1 INTRODUCTION

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

important for the research. This chapter also describes and explains of the literature

review carried out on the application that will be used as references in developing this

application. The existing application will also be discussed in the session. The literature

review aims to review the critical points of the current knowledge on a particular topic.

Therefore, the purpose of the literature review is to find, read and analyses or nay work

or studies related to this application. It is important to well understand all information

to be considered and related before developing this application. Some research has been

studied to understand to implement in the Termus (VR) application.

8

2.2 VR PLATFORM

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

on the selection made before the builder. In this application, VR google cardboard is

used as the main platform. Google Cardboard is a virtual reality (VR) platform

developed by Google for use with a head mount for a smartphone. Named for its fold-

out cardboard viewer, the platform is intended as a low-cost system to encourage

interest and development in VR applications. Users can either build their own viewer

from simple, low-cost components using specifications published by Google or

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

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

content through the lenses.

2.3 EXISTING APPLICATION

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

problem-solving, types of information and other. Such an example of that app is a

Memorable Museum VR, National Museum of Natural History and also Jurassic VR 2.

2.3.1 Memorable Museum VR

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

Users can also place your own pictures inside the museum. This app has two versions

of free and one for the paid version. Refer to Figure 2.1.

9

Figure 2.1: View memorable Museum VR

Strength

Interactive and user-friendly

Weakness

It's hard to move

Do not bring in mods in the museum

2.3.1 National Museum of Natural History

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

explore the real museum in a 360-degree view panorama. It is very interesting because

it seems to be in the real museum. Refer to Figure 2.2.

10

Figure 2.2: View of National Museum of Natural History

Strength

Can be used in desktop and mobile platforms

Weakness

Cannot access without internet

2.3.3 Jurassic VR 2

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

types of Jurassic available. Furthermore, the user can also view the simulation of the

available movement. Refer to Figure 2.3.

11

Figure 2.3: View of Jurassic VR2

Strength

Has a simulation a movement that gives more experience

Weakness

user can only view and cannot move

2.5 OVERALL ANALYSIS

Based on the search information obtained from existing applications, these

applications discussed have their own advantages and disadvantages. Table 2.1 shows

a summary of the characteristics of each selected application.

12

Table 2.1 The Overall Analysis of Application

3D

Animation

Video Text Image Audio Mobile

Based

Memorable

Museum

VR

National of

Museum of

History

Jurassic

VR 2

2.5 SUMMARY OF CHAPTER

In conclusion, applications that have been developed have the advantages and

disadvantages of each of which deficiency in a product that is created cannot be

excluded altogether. But that deficiency can also be used as a guide to the app that will

be redirected. In-depth details should be made to produce a good, beautiful, and useful

user experience. According to Anderson, E.F. et al (2010) computer networking with

virtual worlds is widely used, in recent years witnessed the introduction of serious

games including game used to support cultural heritage destinations such as teaching

history and learning as well as improving museum visits by the community. Application

is not recommended to only improve student motivation to improve knowledge about

what is learned in an application.

13

CHAPTER III

METHODOLOGY

3.1 INTRODUCTION

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

until the end of this project. The flow of the project will discuss briefly to give more

understanding of the design and develop of this application. There are many methods

that can be used for developing this project. The methodology that can be decided in

this project is ADDIE. In this methodology is based on phases for each development

process. Every phases of this methodology will be explained

3.2 ADDIE

The ADDIE model is the generic process traditionally used by instructional

designers and training developers. The five phases in the ADDIE model that is analysis,

14

design, development, implementation, and evaluation represent a dynamic, flexible

guideline for building effective training and performance support tools. While perhaps

the most common design model, there are a number of weaknesses to the ADDIE

model which have led to a number of spin-offs or variations.

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

instructional design models are spin-offs or variations of the ADDIE model; other

models include the Dick & Carey and Kemp ISD models. One commonly accepted

improvement to this model is the use of rapid prototyping. This is the idea of receiving

continual or formative feedback while instructional materials are being created. This

model attempts to save time and money by catching problems while they are still easy

to fix.

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

materials. Theories such as behaviorism, constructivism, social learning, and

cognitivism help shape and define the outcome of instructional materials.

Figure 3.1 ADDIE Model

15

3.2.1 Analysis process

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

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

knowledge and skills are identified

3.2.2 Design Process

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

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

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

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

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

to be executed with attention to details.

3.2.3 Development Process

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

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

technologies. Testers perform debugging procedures. The project is reviewed and

revised according to any feedback given.

16

3.2.4 IMPLEMENTATION

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

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

learning outcomes, method of delivery, and testing procedures. Preparation of the

learners includes training them on new tools (software or hardware), student

registration. This is also the phase where the project manager ensures that the books,

hands-on equipment, tools, CD-ROMs and software are in place and that the learning

application or Web site is functional.

3.2.4.1 Test run

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

project can be used and is running accordingly.

3.2.4.2 User Test Run

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

ensure that the project is meeting their criteria. Criticisms and constructive feedback are

taken into account to be implemented later on.

17

3.2.5 EVALUATE PROCESS

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

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

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

providing opportunities for feedback from the users.

3.2.5.1 DEBUG

Identify Errors

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

Glitches and mistakes must be brought to light for the developer to improve the project

while also implementing the feedback given by the alpha and beta testers.

Find Solutions

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

3.3 FRAMEWORK

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

the aim of the project which to analyse Terengganu Museum Virtual Reality using

google cardboard can be accomplished successfully. In order to run the project, the

requirement analysis should be done and the project framework can be built order to

see and understand its flow. The methodology framework is describe in Figure 3.1

which is divided to the user, google cardboard and Termus VR application. To play this

application, the user should apply google cardboard to view with an application. Then,

the application will give virtual reality view into google cardboard and user feel

immerse with environment

18

Figure 3.2 Framework

3.4 METHOD

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

computer interaction. Researchers in this field develop more efficient and novel human-

computer interfaces to support users with and without disabilities. Person's point of

gaze can be used in a variety of ways to control user interfaces, alone or in combination

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

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

facilitate the human-computer interaction for users with disabilities, who can use only

their eyes for input. Other gaze interaction research focuses on the more general use of

real-time eye tracking data in HCI to improve user–computer interaction and explore

novel user interfaces.

19

3.5 HARDWARE AND SOFTWARE REQUIREMENT

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

the application development. Table 3.1 and Table 3.2 illustrates the software and

hardware are used to develop this application.

Table 3.1 : List of Hardware requirement

HARDWARE USE FIGURE

Laptop

To create the sketches for the

characters, background and create

scripts or documents related to

application. Also used for on the go

coding and 3D modeling.

External Hard

Disk

To backup all project data

Personal

Computer

Used to code, render and create the

overall interface. A PC is needed as

the project is heavy and requires

20

strong rendering power that could not

be provided with a laptop.

Headphones Used for development and test runs

of the projects as well as used for the

finished project to amplify

immersion.

VR Headset Used for test runs and overall final

product.

Mobile Phone To run and test the application.

Mouse Mouse is used during coding and 3D

modeling process.

21

Table 3.2 : List of software requirement

SOFTWARE USE FIGURE

Unity Used to create the Virtual Reality

app and overall project and

animate 3D characters

Maya 2019 Used to create 3D character

models

Google Cloud Used as an external render

models or animations

Adobe Illustrator To design posters and logo

application.

Adobe Photoshop

Used to create sketches of

background, characters and

posters.

22

3.5.1 Specification : Hardware

The necessary hardware and details are as follows:

Personal Computer

Manufacturer : Dell

Model : OPTIPLEX 7010

Processor : Intel ® Core ™ i5-3570 @ 3.40GHz 3.40GHz

Memory : 4 GB

Operational system : Windows 10 Professional

Type of system : 64-bit Sistem Operasi

Laptop

Manufacturer : Acer

Model : G-569 GX

Processor : Intel ® Core ™ i3-3570 @ 2.80GHz 2.80GHz

Memory : 8 GB

Operational system : Windows 8.1

Type of system : 64-bit Sistem Operasi

Hard disk

Model : Seagate

Storage : 1TB

23

Headphone

Model : Samsung

Mobile Phone

Model :Honor 8Pro

Storage : 64GB

Memory(RAM) : 6GB

Mouse

Model : Dell

Wireless : Yes

3.5.2 Software Specification

Four specific software needed to develop this app. That is:

Unity

Is the main software used in developing this project in producing gaze

interaction and using script C #

Adobe Photoshop CC

It is graphic software for editing images according to the user's creativity. This

software is used to resize the image and modify the image.

24

Adobe Illustrator CC

It is a graphic software used to create and modify various illustrations of

images.

Autodesk Maya 2018

It is a 3D software to develop a 3-dimensional object and model any object in

3D form.

Google Cloud

Create a server that is used for data backup and used as external render models

or animations

3.6 APPLICATION DESIGN AND MODELING APPLICATION

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

displayed in sequence for the purpose of pre-visualizing a motion picture, animation,

motion graphic or interactive media sequence. For the application, the Termus Apps

also have a storyboard that will give an example of design and modeling for this project.

The Termus Apps have a standard function of the button like as Start, Info button and

Exit button.

25

Figure 3.2: Termus VR loading page

Figure 3.2 is the first interface for this application. In this view, the logo of this

application is displayed and the user must wait for the process to enter the selected

room before running the browsing.

26

Figure 3.3: Termus VR main menu

Figure 3.3 shows the main menu featuring three optional buttons to start exploring to

visit the Terengganu Maya Museum or get out of this app.

27

Figure 3.4: Termus VR Info

Figure 3.4 shows a button view of the info where users can view and follow the ways

of using this application.

28

Figure 3.2: Termus VR historical info

Figure 3.5 shows a view when the user slides the info button using gaze interaction. At

the same time, the user will be shown the selected artifact info.

29

3.7 SUMMARY OF CHAPTER

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

the development of the application can be done within the exact time given.

Furthermore, a good methodology also can provide systematic steps in developing the

application so that the application can be developed with minimum errors and problem.

The methodology that is used by Termus VR application for this project. It also explains

the required hardware and software that are used in this project that guides to the success

of this project.

30

CHAPTER IV

IMPLEMENTATION AND TESTING

4.1 INTRODUCTION

In this chapter, we will discuss about the implementation of the methodology

discussed in previous chapter and testing to obtain the result of each implementation.

Implementation is executed to ensure the system is developed according to the main

objectives of the system and fulfill the user requirement. Testing will be executed so

that the developer will recognize the defects as soon as possible and repair it

immediately

4.2 IMPLEMENTATION

Among the things tested in this testing process, this application should take the

test of functionality and malfunction. This app should be tested based on the insights

planned for the app to work fully

31

4.2.1 Mobile app interface

4.2.1.1 Home page

Figure 4.1 Show the home page for user and the button

The main menu is the first view of this app. Figure 4.1 shows the main menu

featuring two optional buttons to start exploring the museum and info about how to

play.

4.2.1.2 Info button

Figure 4.2 Show the info interface

32

When the "INFO" button on the main menu is pressed this view will be removed.

Figure 4.2 is a display for users using controller to start the game. The user can also

return to the main menu view by selecting the arrow at the top left of this interface.

4.2.1.3 Virtual Reality Environment

Figure 4.3 Shows the main view after pressing the start button

When the "START" button on the main menu on press this paper is removed. Figure

4.3 is the user's main view in virtual reality view. Users will see a virtual reality view

of "Welcome to Termus VR" and app supervisors and developers view. When the user

moves a little forward control, the user will hear the sound as if whispering in the ear

to congratulate the Terengganu Virtual Reality Museum.

33

4.2.2 Artifact that exists in Termus VR

4.2.2.1 3D Artifact that exists in Termus VR

Figure 4.4(a) Shows the Batu Bersurat artifact

Figure 4.4(b) Shows the Galicari artifact

34

Figure 4.4(c) Shows the Parang Terengganu artifact

Figure 4.4(d) Shows the Golok Terengganu

Figure 4.4(e) Shows the Duit Terengganu artifact

35

Figure 4.4(f) Shows the Topi Perang artifact

Figure 4.4(g) Shows the Pedang China artifact

Figure 4.4(h) Shows the Beca artifact

36

Figure 4.4 (a, b, c, d, e, f, g, h) is the artifact found in Termus VR. In each of these

artifacts will be captured audio of historical narration of each artifact. The user only

needs to close the existing artifacts and the audio will automatically be heard.

4.3 TESTING

Testing is needed to test system full function and free error. There is three types

of testing in the application. Those are unit testing, integrate testing and system testing.

Unit testing is carried out to verify the functionality of specific section code and

integration testing works to exposed defects in the interfaces and interaction between

modules. End-to-end testing or system testing tests a complete integrated system to

verify that it meets its requirements.

4.3.1 Test Case

A test case is a set of condition or variables under which a tester will determine

if a requirement upon an application is partially or fully satisfied. A test case also can

be defined as a sequence of steps to test the correct behavior of functionality or feature

of an application. There is a list of steps, test, procedures and expected outcomes would

be stated in a test case.

37

Table 4.1: Test case for successful of open the application.

Test case for successful of open the application

Steps Test Procedure Expected Output Result

1. Open the application Two-button will appear on

the home page which is Start

and Info

Table 4.2: Test case for successful of the home page.

Test case for successful of the home page

Steps Test Procedure Expected Output Result

1. Click the Start button From 2D interface to

virtual reality view.

Success

2. Click the info button to read

information info

View the info to play the

application.

Table 4.3: Test case for successful of audio interaction in VR environment.

Test case for successful of audio interaction in virtual reality environment

Steps Test Procedure Expected Output Result

1. Users enter the first trigger The audio Welcome to

Termus VR will listen

automatically

Success

38

2. Users enter the second trigger

in cave

The audio will listen

automatically

Success

3. The user approaches distance

with Batu Bersurat.

Audio tells about Batu

Bersurat

Success

4. The user approaches distance

with Galicari

Audio tells about Batu

Bersurat

.

Success

5. The user approaches distance

with Parang Terengganu

Audio tells about Parang

Terengganu

Success

6. The user approaches distance

with Golok Terengganu

Audio tells about Golok

Terengganu

Success

7. The user approaches distance

with Pedang China

Audio tells about Pedang

China

Success

8

The user approaches distance

with Duit Syiling Terengganu

Audio tells about Duit

Syiling Terengganu

Success

9

The user approaches distance

with Topi Perang

Audio tells about Topi

Perang

Success

10

The user approaches distance

with Beca

Audio tells about Beca Success

39

Table 4.4: Test case for successful of exit page.

Test case for successful of VR exit page

Steps Test Procedure Expected Output Result

1. Click the exit button on the

virtual reality view

Redirect exit the

application

Success

40

4.4 SUMMARY

In a nut shell for this chapter, part implementation in this chapter have been

describing and show all the user interfaces in the android application. It can act as a

guide for a new user to use this application. Testing also has been done to ensure that

all the functionality achieved and run smoothly. Maintenance should be carried out if

there are any bugs detected. The system will repeatedly be tested to minimize the error.

41

CHAPTER 5

CONCLUSION

5.1 INTRODUCTION

In this chapter, the contribution of ‘Termus VR using VR technology’, problem

and limitation during project development as well as future work to improve Termus

VR will be discussed.

5.2 PROJECT CONTRIBUTION

TermusVR developed based on the ADDIE method mainly aim to help users

learning or teaching about the artifact in a new interactive environment. Meanwhile, the

other aim is users also can learning about the VR technology in their life. By using this

application, users can be opportunities in learning or teaching about the artifact with

more effective and efficient due to the interactive and new technology way.

Furthermore, it is very convenience since it is an android application and can be

accessed by user everywhere because it did not use internet connection. This application

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also has using a new technique which is the controller. Moreover, the users can

experiences play with the virtual reality and learn about it more

5.3 PROBLEM AND LIMITATION

The major problem and limitation during the project development are the some

of the colliders is not functioning well as expected. This has caused due to lacking of

knowledge in this field also make the project development quite harder and not works

well.

5.4 FUTURE WORK

Termus VR still needs to improve a lot of time by time. Since this application,

has 10 of the artifact only, so the developer can add more artifact soon for users to learn

or teach for their daily life. In addition, this application can build with more interactivity

such as game or quiz so that users can learn, teach or play with it. Lastly, this application

can also be built with a new platform which is Oculus Rift. By using this platform

users will have more experience in virtual reality with a more realistic environment

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REFERENCES

Anon, Muzium Maya Available at:

http://muziummaya.terengganu.gov.my/index.php?page=gal

Anderson, E.F. et al.,2010. Developing serious games for cultural heritage: A state-

of-the-art Review, Virtual Reality, 14(4),pp.255-275

Mohamad Zain Musa 2010, Peranan Budaya dalam Mempromosikan Keharmonian

di. Jurnal Terjemahan Alam & Tamadun Melayu, 1(2), 183-189

Marin, j., 1991. Rapid application development, Macmillan Pub. CO.

Kamus Dewan. 2007. Edisi ke 4, Kuala Lumpur Dewan Bahasa dan Pustaka

Martin,J.,1991. Rapid application development, Macmillan Pub.Co.

Dagnino, F,m. Et al., Serious to Support Learning pf Rare “Intangible”

Culture Expression. 9th International Technology, Education and

Development Conference (INTED 2015), (March), pp.7184-7194.

Available at : http://www.itd.cnr.it/download/Paper_INTED2015_final-

upload _sito.pdf.

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