MUHAMAD FAISAL BIN KAMARUL ZAMAN
Transcript of MUHAMAD FAISAL BIN KAMARUL ZAMAN
VR OFFICE FIRE
MUHAMAD FAISAL BIN KAMARUL ZAMAN
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATICS MEDIA WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2021
VR OFFICE FIRE
MUHAMAD FAISAL BIN KAMARUL ZAMAN
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.
_______FAISAL______________
Name: Muhamad Faisal Bin Kamarul
Zaman
Date: 28/1/2021
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CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report were under my supervision.
_______________________________
Name: Dr. Normala Rahim
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, Dr. Normala Rahim 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
VR Office Fire, allows people to learn about the danger of fire in offices and provide
the right procedures for safety. Cases of office fire have been on the rise the later became
the cause of the increase of recession and the number of injuries. To reduce the risk of
injuries, the purpose of the VR Office Fire is to help people gain knowledge and training
when the fire happens by providing the information about the procedures, what actions
to take when the incident occurs, tools and give real experiences to the users.
This project will provide information about what to do in case of a fire break in the
office and gives warning about the danger of fire. The presentation of information is
using a specialized technology in Virtual Reality (VR) that creates a simulated
environment. The advantage of this application is to ensure the users' safety when
performing fire training and it also gives more experience in the situation of fire in the
office. With this kind of training, it can provide awareness to the danger of fire as well
as measures to save themselves when faced with the situation.
The methodology used in this project is the ADDIE methodology. This methodology is
chosen as it allows responsive feedback and changes to be made with minimum cost,
together with a shorter development process since requirement is clear. ADDIE method
is divided into five main sections, namely the beginning of the analysis phases, design
phases, development phases, implementation phases, and evaluation phases. The use of
the ADDIE method ensures that the development of the system runs smoothly and
according to planning.
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ABSTRAK
VR Office Fire, membolehkan orang ramai mengetahui bahaya kebakaran di pejabat
dan menyediakan prosedur keselamatan yang betul. Kes kebakaran pejabat semakin
meningkat menyebabkan peningkatan kemelesetan dan jumlah kecederaan. Untuk
mengurangkan risiko kecederaan, tujuan Fire Office VR adalah untuk membantu orang
memperoleh pengetahuan dan latihan ketika kebakaran berlaku dengan memberikan
maklumat mengenai prosedur, apa tindakan yang perlu diambil ketika kejadian itu
berlaku, alat dan memberi pengalaman sebenar kepada pengguna.
Projek ini akan memberi maklumat mengenai apa yang harus dilakukan sekiranya
berlaku kebakaran di pejabat dan memberi amaran mengenai bahaya kebakaran.
Penyampaian maklumat menggunakan teknologi khusus dalam Virtual Reality (VR)
yang mewujudkan persekitaran simulasi. Kelebihan aplikasi ini adalah untuk
memastikan keselamatan pengguna semasa melakukan latihan kebakaran dan ia juga
memberikan lebih banyak pengalaman dalam situasi kebakaran di pejabat. Dengan
latihan seperti ini, ia dapat memberi kesedaran tentang bahaya kebakaran serta
langkah-langkah untuk menyelamatkan diri ketika menghadapi situasi tersebut.
Metodologi yang digunakan dalam projek ini ialah metodologi ADDIE. Metodologi ini
dipilih kerana ia membolehkan maklum balas responsif dan perubahan dibuat dengan
kos minimum, bersama-sama dengan proses pembangunan yang lebih singkat kerana
keperluan jelas. Kaedah ADDIE dibahagikan kepada lima bahagian utama, iaitu
permulaan fasa analisis, fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan
fasa penilaian. Penggunaan kaedah ADDIE memastikan pembangunan sistem berjalan
lancar dan mengikut perancangan
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CONTENTS
PAGE
DECLARATION i
CONFIRMATION ii DEDICATION iii
ABSTRACT iv ABSTRAK v
CONTENTS vi LIST OF TABLES viii
LIST OF FIGURES ix LIST OF ABBREVIATIONS x
CHAPTER 1 INTRODUCTION 1 1.1 Background 1
1.2 Problem Statement 2 1.3 Objectives 4
1.4 Scope 4 1.4.1 Target User 4
1.4.2 Project Scope 5 1.5 Limitation of Work 5
1.6 Expected Result 6 1.7 Activities, Milestones (Gantt Chart) 7
1.8 Summary of the Chapter 8
CHAPTER 2 LITERATURE REVIEW 9 2.1 Introduction 9 2.2 Definition of Virtual Reality 10
2.3 Related Article and Journal 10 2.4 Related Works 12
2.4.1 Quytech Virtual Reality for Fire Safety Training 12 2.4.2 Simsafe VR Fire Safety Demo 14
2.4.3 FLAIM Extinguisher 15 2.5 Comparison between Reviewed Applications and Proposed Application
17 2.6 Types and Methods of Virtual Reality Systems 18
2.6.1 Avatar Image-Based Virtual Reality 18 2.6.2 Desktop-Based Virtual Reality 19
2.6.3 Head-Mounted Display 20 2.7 VR Platform 21
2.7.1 Mobile Based 21 2.7.2 Desktop Based 22
2.8 VR Software and Hardware 22 2.8.1 VR Software 23
2.8.2 VR Hardware 23 2.9 Summary of the Chapter 25
CHAPTER 3 METHODOLOGY 26 3.1 Introduction 26
3.2 ADDIE Model 27 3.3 Analysis 29
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3.4 Design 30
3.4.1 Flowchart 30 3.4.2 Storyboard 33
3.4.3 Logo 39 3.5 Development 40
3.6 Implementation 40 3.7 Evalution 41
3.8 Framework 41 3.9 Hardware Requirement 42
3.10 Software Requirement 45 3.11 Technique 46
3.12 Chapter summary 51
REFERENCES 52
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LIST OF TABLES
Table No. Title Page
Table 1.1 Gantt Chart 7
Table 2.1: Related Article and journal 11
Table 2.2: Research on Quytech Virtual Reality for Fire Safety Training 13
Table 2.3: Simsafe VR Fire Safety Demo 15
Table 2.4: Simsafe FLAIM Extinguisher 16
Table 2.5: Comparison between Reviewed Applications and Proposed
Application 17
Table 2.6: Mobile based advantages and disadvantages 21
Table 2.7: Desktop base advantages and disadvantages 22
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LIST OF FIGURES
Figure No. Title Page
Figure 2.1: Interface for Fire Safety Training 12
Figure 2.2: Stovetop Fire Simulation 14
Figure 2.3: Interface VR FLAIM Extinguisher 15
Figure 2.4: Avatar Image-Based Virtual Reality 18
Figure 2.5: Desktop-Based Virtual Reality 19
Figure 2.6: Head-Mounted Displays 20
Figure 2.7: Unity 3D logo 23
Figure 2.8: Google Cardboard 24
Figure 3.1: ADDIE Model Diagrams 28
Figure 3.2: Main Menu Flowchart 31
Figure 3.3: Interface Flowchart 32
Figure 3.4: Main Menu Diagram 33
Figure 3.5: Main Content Diagram 34
Figure 3.6: Loading Screen Diagram 35
Figure 3.7: Interface Ofiice Room Diagram 36
Figure 3.8: Interface Server Room Diagram 37
Figure 3.9: Credit Diagram 38
Figure 3.10: Logo for VR Office Fire 39
Figure 3.11 : Framework for VR Office Fire 42
Figure 3.12: Desktop 42
Figure 3.13: Google Cardboard 43
Figure 3.14: Headphone 44
Figure 3.15: Unity 45
Figure 3.16: Gaze input interaction 46
Figure 3.17: Software Adobe Photoshop 47
Figure 3.18: Software Adobe Illustrator 48
Figure 3.19: Software Autodesk 3D Maya 49
Figure 3.20: Software Visual Studio 50
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LIST OF ABBREVIATIONS
ADDIE Analysis, Design, Develop, Implement, Evaluate
HMD Head Mounted Device
IDE Integrated Development Environment
PASS Pull, Aim, Squeeze, Sweep
SDK Software Development Kit
VR Virtual Reality
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CHAPTER 1
INTRODUCTION
This chapter will present an introduction to the project proposal. It about the background
of the project and goes to the problem statement. In this chapter, you also will know
about the objective that wants to achieve in this project. Besides, the project scope also
will present and you will know the limitation of the work. At the end of this chapter,
the expected result will know from this project proposal.
1.1 Background
Virtual reality (VR) is a three-dimensional, computer-generated representation of
physical worlds. These worlds are immersive, and users can interact with them as if
they are real. A variety of VR devices are available on the market, ranging from
inexpensive cardboard-based devices that work with a smartphone to expensive,
professional-grade headsets. In most cases, companies use VR to allow their employees
to practice dealing with real-world scenarios.
Virtual reality (VR) Office Fire training simulator helpful in minimizing the probable
harm from the fire and smoke danger. VR training in fire safety offers a full explanation
of the various aspects of smoke hazards in the course of fire. It is helpful in creating a
realistic and accurate smoke environment for the purposes of effective virtual training.
It allows the trainees to experience a realistic and yet non-threatening fire scenario.
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VR Office Fire, allows people to learn about the danger of fire in offices and provide
the right procedures for safety. Cases of office fire have been on the rise the later became
the cause of the increase of recession and the number of injuries. To reduce the risk of
injuries, the purpose of the VR Office Fire is to help people gain knowledge and training
when the fire happens by providing the information about the procedures, what actions
to take when the incident occurs, tools and give real experiences to the users. This
project will provide information about what to do in case of a fire break in the office
and gives warning about the danger of fire.
1.2 Problem Statement
It seems like a few of problems that we can see a long time to develop this project, it is:
Risk in high-stake situations: The risk of fire is extremely dangerous and it
can cause injury and loss of life. Doing fire drills on your own without being
monitored by experienced people is extremely dangerous and can lead to
injuries. VR technology offers extreme environments with virtual situations,
allowing users to test and learn. Therefore, this helps to eliminate risk,
liability, and injury. With VR office fire it can ensure their safety while doing
the fire drill anywhere. It also helpful in minimizing the probable harm from
the fire and smoke danger.
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Lack of awareness of importance during fires: VR experiences access all the
senses and the ability to simultaneously teach across immersive learning
styles. VR technology introduces new heights into traditional teaching
methods. With the VR Office Fire is expected to provide knowledge of the
pros and cons in the event of a fire. With this knowledge, it is hoped that
awareness of the importance during the occurrence of fire can be developed
within oneself.
Effectiveness of performing fire drills: Fire drills are very important to do and
need to have knowledge so that when a fire occurs, they can save themselves.
However, the impact of this fire safety training is not well. However, the
effects of this fire safety training were not well received. many of them
quickly forget what they learned during fire drills because it is not always
done. With the VR Office Fire, they can do fire drills at any time and they
quickly become proficient with fire drills.
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1.3 Objectives
This project was developed to help people gain knowledge and training when the fire
happens by providing the information about the procedures, what actions to take when
the incident occurs, tools and give real experiences to the users. There is the following
objective the determine the success of the system:
To identify suitable Virtual reality (VR) technology and study the content
requirement for fire training.
To design dan develop application mobile that can help training by provide
steps to be taken in the event of a fire in the office.
To test the functionality application that can provide knowledge of safety
using Virtual reality (VR) and benefit to the user.
1.4 Scope
The project scope is to provide knowledge of safety and steps to be taken in the event
of a fire in the office. Furthermore, it also assists the fire department in the campaign.
The advantage of this application is to ensure the users' safety when performing fire
training and it also gives more experience in the situation of fire in the office.
1.4.1 Target User
The target user of this application VR Office Fire is at people that work at an office
building, such as office workers. The contains in this application are follow the syllabus
in the website that provides from the Fire and Rescue Department of Malaysia.
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1.4.2 Project Scope
The main of this project is to deliver a VR Office Fire to solve the problems previously
stated. A few main outcomes that are going to be produced are:
3D Building Model of office: 3D model of the VR Office Fire will be created
as this project focuses on the inside of office. the 3D model will have a similar
surface and design with the genuine one, thus user is able to feel like they are
actually there.
Use Google Cardboard as the main input device: Google Cardboard’s
approach is unique in that it is an extremely affordable way to get your VR
fix using nothing more than a simple VR headset, your existing smartphone,
and any Google Cardboard compatible app. Thus, by using google cardboard
as the main input device, will increase the interaction between the user and
the application, to be livelier and more interesting.
1.5 Limitation of Work
As by doing this project, I found there are several limitations of the work.
This application using Virtual reality (VR) only.
It can be use in mobile phone or android base that can supported by google
cardboard.
This application only focus view in office building.
This application VR is using gaze interaction technique.
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1.6 Expected Result
It is expected that this application results in facilitating the assisting employees working
in the office to obtain proper consolidation if involved in an office fire and virtual reality
with supported by google cardboard. The presentation of information is using a
specialized technology in Virtual Reality (VR) that creates a simulated environment
medium to make easier to understand and it also gives more experience in the situation
of fire in the office. In Virtual Reality (VR), user can use gaze interaction technique
way to interact with emerging the environment.
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1.7 Activities, Milestones (Gantt Chart)
Table 1.1 Gantt Chart
Activity
Week
1 2 3 4 5 6 7 8 9 10 11 12 13 14
Discussion with supervisor
Research the project
Topic Discussion and
Determination
Project Title Proposal
Writing Proposal
Literature Review
Proposal Progress Presentation
and Evolution
Discussion & Correction
Proposal & Project Solution
Methodology
Proposal Solution Methodology
Proof of Concept
Drafting Report of the proposal
Submit Draft of Report of the proposal
Final Presentation
Correction Report
Final Report Submission
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1.8 Summary of the Chapter
This chapter basically deliver the early stages about project development. It explains
more about the initial project development process. This project is to help people to
learn about the dangers of fire in the office and provide the right procedures for safety.
This thesis consists of four chapters. Chapter one is introduced that contains project
background, problem statement, objectives, scope and thesis structure. Chapter two is
literature review and discuss the technique and theory that had been carried out by
another researcher and existing project that related to the on-going project. Chapter
three is a methodology that discusses method or technique that are used in the project
also the storyboard of the project, specifying in detail design of development projects
followed by references.
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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 in previously. The related works also have been reviewed to ensure the
quality in order to improve this project. 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. Literature review needs to be done before embarking on a
better innovation or invention. In this chapter, the terms and concepts used in this
project will be explained in detail for further understanding. In addition, literature
review studies from past projects by others will be included as a guide and comparison
to the title of this project. There are modifications and upgrades from projects that were
previously brought to improve the project.
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2.2 Definition of Virtual Reality
Virtual reality is an artificial environment that is created with software and presented to
the user in such a way that the user suspends belief and accepts it as a real environment.
On a computer, virtual reality is primarily experienced through two of the five senses:
sight and sound.
The simplest form of virtual reality is a 3-D image that can be explored interactively at
a personal computer, usually by manipulating keys or the mouse so that the content of
the image moves in some direction or zooms in or out. More sophisticated efforts
involve such approaches as wrap-around display screens, actual rooms augmented with
wearable computers, and haptics devices that let you feel the display images.
2.3 Related Article and Journal
This a few research articles and journal that related to the problem statement, objectives
of the project about virtual reality application in training.
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Table 2.1: Related Article and journal
Title Author Journal Summary
Fire hazard in
buildings: review,
assessment and
strategies for improving
fire safety
Kodur,
Venkatesh
Kumar, Puneet
Rafi,
Muhammad
Masood(Kodur et al., 2019)
PSU Research
Review
ISSN: 2399-
1747
The current fire protection measures in
buildings do not account for all
contemporary fire hazard issues, which has
made fire safety a growing concern.
Therefore, this paper aims to present a
critical review of current fire protection measures and their applicability to address
current challenges relating to fire hazards in
buildings.
Virtual reality as a
communication tool for
fire safety –
Experiences from the
VirPa project
David Oliva1,
Brita
Somerkoski2,
Kimmo
Tarkkanen1,
Anttoni
Lehto1, Mika Luimula1
(Oliva et al.,
2019)
GamiFIN
Conference
2019, Levi,
Finland, April
8-10, 2019
Within the domain of fire safety, VR has
been applied in many ways. For instance, in
training general public in evacuation and
rescue situations in road tunnels and in
university buildings in improving fire safety
skills of children and their evacuation
behaviour in residential buildings in training firefighters in general as well as for optimal
rescue path selection in estimating the
behaviour of
people in danger and to understand human
behaviour in fire
Comparing the effectiveness of fire
extinguisher virtual
reality and video
training
Lovreglio, Ruggiero
Duan, Xinyue
Rahouti,
Anass
Phipps, Robyn
Nilsson,
Daniel(Lovregl
io et al., 2020)
Ergonomics Vol. 61, p.
1334-1344
The results showed that the VR trainees scored better than video trainees, in terms of
knowledge acquisition, even if the same
trend was observed for long term retention
of information. It was also observed that VR
training provided a higher increment of self-
efficacy right after the training.
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2.4 Related Works
This study was conducted in order to distinguish between the previous system and the
system adopted for the final project. The following are examples of projects and
technologies related to the project.
2.4.1 Quytech Virtual Reality for Fire Safety Training
Figure 2.1: Interface for Fire Safety Training
Quytech Virtual Reality safety training that provides firefighters with an effective
training system for tactical firefighting techniques. Virtual reality fire extinguisher
training offers a high level of practicality due to the motion-based sensor technology in
blended with highly reliable virtual reality solution. Talking about the sensor
technology it replicates the user’s actions and movements such as the turning of their
head and kneeling.
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The VR-powered solution shows you instructions right from the scratch until the fire is
completely doused. The person using the solution will see the instructions like. A fire
has broken out; follow the instructions to put off the fire. To move around the place (of
course, virtually), the person can use a hand controller. The next thing on the screen
would be “pull-down handle to turn on the fire alarm. “Now, following further on-
screen guidelines and take out the fire extinguisher and spray it at the place where the
fire has broken out. Repeat the steps until the fire is extinguished. The method,
advantages, disadvantages and the products will be explained below.
Table 2.2: Research on Quytech Virtual Reality for Fire Safety Training
APPLICATION Desktop Application (Virtual Reality)
ADVANTAGES • can attract people to using this application
• easy to use
DISADVANTAGES • can only display on laptop
• not have audio
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2.4.2 Simsafe VR Fire Safety Demo
Figure 2.2: Stovetop Fire Simulation
This unique training experience takes place in a realistic 3D virtual environment where
either a stove top or a trash can are engulfed in flames. Similar to actual fires, we don't
pick and choose where they occur so SIMSAFE provides a randomized option that
ensures its participants are always on their toes. However, prior to any fires being
started, participants are fully trained on how to operate the VIVE Focus Pro Plus VR
headset and the P.A.S.S. technique of how to properly extinguish a fire. Once the user
has either properly put out the fire or run out of extinguishant and failed, an end screen
appears providing helpful insight as to how well they did. Users will also be advised
when to fight the flames or flee and allow the fire department to take over.
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Table 2.3: Simsafe VR Fire Safety Demo
APPLICATION Desktop and mobile applications games
ADVANTAGES • More information about fire and tools to use
• High quality photos and 3D modal
DISADVANTAGES • User can only view but cannot move around.
• Unclear instruction on how to use application
2.4.3 FLAIM Extinguisher
Figure 2.3: Interface VR FLAIM Extinguisher
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FLAIM Extinguisher PASS system is an experiential immersive learning solution,
delivering a broad and expanding range of safe virtual environments to enable training
in any location. PASS delivers highly realistic virtual fire learning to educate fire safety
trainees in a safe, cost effective manner to better prepare them for a broad range of fire
emergencies.
FLAIM’s proprietary virtual fire behavior technology was developed by extensive
modeling of the interaction and variables of fire, smoke, water, and air with different
combustibles in a virtual environment. Our technology ensures that the virtual fire
reacts, progresses and mimics real live fires.
Table 2.4: Simsafe FLAIM Extinguisher
APPLICATION Mobile applications games
ADVANTAGES • Environment design very nice
• HD Graphic 3D model
DISADVANTAGES • Small text difficult to read.
• Unclear instruction on how to use application
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2.5 Comparison between Reviewed Applications and Proposed Application
Table 2.5: Comparison between Reviewed Applications and Proposed Application
Features Quytech Virtual
Reality for Fire
Safety Training
Simsafe VR
Fire Safety
Demo
FLAIM
Extinguisher
VR Office
Fire
3D Animation YES YES YES YES
Image YES YES YES YES
Audio NO YES NO YES
Information YES YES NO YES
Interactive YES NO YES YES
Works without
Internet
connection
NO NO NO YES
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2.6 Types and Methods of Virtual Reality Systems
Virtual reality or VR provides users with interactive computer-generated perceptual
information and experience. Depending on the type and method of the VR systems, the
perceptual information and corresponding sensory experience can vary. There are three
types of Virtual Reality as described below depends on usages and suitability for VR
application:
Avatar Image-Based Virtual Reality.
Desktop-Based Virtual Reality.
Head-Mounted Display.
2.6.1 Avatar Image-Based Virtual Reality
Another type of virtual reality system is avatar image-based virtual reality. Note that in
computing, an avatar is a graphical representation of a person. An avatar image-based
VR allows a user to generate its own graphical representation while interacting with the
avatars of other users. Visual feedback is the primary type of sensory feedback
employed in this type of VR system. Applications center primarily on incorporation
with other types and methods of virtual reality, such as in the case of placing avatars in
a simulated virtual environ. Avatar Image-Based Virtual Reality is showed in Figure
2.4.
Figure 2.4: Avatar Image-Based Virtual Reality
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2.6.2 Desktop-Based Virtual Reality
Both as a type of VR system and another method for realizing virtual reality, a desktop-
based virtual reality system simply involves displaying a three-dimensional virtual
world on a display device such as a desktop or handheld display.
The differentiating feature of this VR system is that it focuses on providing computer-
generated visual perception and it does not use other sensory input-input components
such as a specialized positional tracking equipment. First-person video games are
considered as an example. Desktop-Based Virtual Reality is showed in Figure 2.5.
Figure 2.5: Desktop-Based Virtual Reality
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2.6.3 Head-Mounted Display
A specific method for realizing virtual reality involves the use of a head-mounted
display or HMD to transport users a seemingly enclosed three-dimensional virtual
world. An HMD can include positional tracking, audio inputs and output components,
and haptic feedback.
HMDs can also be used to implement specific types of virtual reality system. For
example, a driving simulator or a projected simulated real-world environment can
include the use of an HMD as its main input-output equipment. Head-Mounted Displays
showed in Figure 2.6.
Figure 2.6: Head-Mounted Displays
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2.7 VR Platform
There are two platforms in order to complete the process of developing virtual reality
concept. Below are the comparison and details about the platform in virtual reality.
2.7.1 Mobile Based
Table 2.6: Mobile based advantages and disadvantages
Advantages Disadvantages
• It is extremely inexpensive
because you can turn your existing
smartphone, iPhone or Android,
into a VR.
• Easier to build content to make for
VR so these movies are relatively
common.
• Expensive to maintain and update.
• Software might not be properly
made for the range of phones said to
be compatible with Cardboard,
potentially leading to stomach-
churning experiences
22
2.7.2 Desktop Based
Table 2.7: Desktop base advantages and disadvantages
Advantages Disadvantages
• Less dependent on bandwidth
usage than Mobile Apps.
• Desktop can render a picture of
a much higher quality and better
• Navigate using the mouse and
keyboard is troublesome.
• need to place these sensors on
the premises where the
immersion session will take
place it’s. Impossible to use
them outside this space.
2.8 VR Software and Hardware
Virtual Reality’s most immediately-recognizable component is the head-mounted
display (HMD). Human beings are visual creatures, and display technology is often the
single biggest difference between immersive Virtual Reality systems and traditional
user interfaces. With a variety of new hardware and software solutions, wearable future
is evolving but uncertain. Examples of software and hardware that used in developing
VR application are as following.
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2.8.1 VR Software
The software used for this project is Unity 3D. Unity is a cross-platform game engine
developed by Unity Technologies, first announced and released in June 2005 at Apple
Inc.'s Worldwide Developers Conference as a Mac OS X-exclusive game engine. As of
2018, the engine had been extended to support more than 25 platforms. The engine can
be used to create three-dimensional, two-dimensional, virtual reality, and augmented
reality games, as well as simulations and other experiences. The engine has been
adopted by industries outside video gaming, such as film, automotive, architecture,
engineering and construction.
Figure 2.7: Unity 3D logo
2.8.2 VR Hardware
The hardware used for this project is Google Cardboard. Google Cardboard is a virtual
reality (VR) platform developed by Google. Named for its fold-out cardboard viewer
into which a smartphone is inserted, 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 mobile apps on their phone, place it into the back of the viewer, and view
content through the lenses.
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The platform was created by David Coz and Damien Henry, French Google engineers
at the Google Cultural Institute in Paris, in their 20% "Innovation Time Off".[3] It was
introduced at the Google I/O 2014 developers conference, where a Cardboard viewer
was given away to all attendees. The Cardboard software development kit (SDK) was
released for the Android and iOS operating systems; the SDK's VR View allows
developers to embed VR content on the web as well as in their apps.
Figure 2.8: Google Cardboard
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2.9 Summary of the Chapter
This chapter discussed literature review that has been reviewed during feasibility
studies. the literature review helps a developer to discover the problem of the previous
research or exciting project which is needed to improve and overcome in this game
development. Furthermore. The method that used in this project is Head-Mounted
Display as it is the most immediately recognizable aspect of Virtual Reality. Head-
Mounted used in this project because it is affordable and commonly used in VR project.
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CHAPTER 3
METHODOLOGY
3.1 Introduction
In the process of developing project, early planning needs to be done with consent in
order to not have any difficulties or problem while the process is ongoing. On the other
hand, planning must rightfully follow the specification and customer needs besides
fulfilling the VR application that currently under development. Thus, making a dynamic
and interactive system, choosing the best methodology is one of the important steps to
make sure the result of the project is brilliant.
Methodology is defining as a method being used to give a guidance and better direction
whilst continuous the project. Methodology is a way and a design technique, to collect
and do analysis on data to get evidence that can support a research. Methodology
explains how the problem is, that is being research on and the reason behind the
technique is used. The purpose of the methodology is to get a better understanding about
the application of technique and make an explanation about the research.
To smoothen the process of final project, the methodology arrangement needs to be
attended properly with care. So that, every single process will not turn out a failure or
in another word, the final project definitely will achieve the objectives while the
problem statement is being completely settled. After all, it is important to know and
have deepest understanding of every single process in the methodology structure
researching.
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The result from observation and research on the project that will be created, the best
methodology has been chosen and will be used in making this system. After analyzing
all the methodologies pros and cons, ADDIE method is the selected methodology to be
used in this project.
3.2 ADDIE Model
After analysing, we choose ADDIE model as the methodology in order developing this
VR application. The ADDIE model is an iterative process used by instructional
designers to carefully consider all of the elements leading to the best result. While some
instructional designers might dismiss ADDIE as a throwback approach that limits
creativity, there’s something to be said for doing everything you can to get it right the
first time.
In ADDIE the design team carefully considers each step before moving onto the next
one. Imagine a writer penning several drafts of a chapter, creating a mountain of balled
up pages before they’re satisfied then repeating the process again for each chapter.
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In this methodology, there are five phases to be done and the phases are:
Analyse.
Design.
Develop.
Implement.
Evaluate.
Figure 3.1: ADDIE Model Diagrams
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3.3 Analysis
The first phase in the ADDIE model of instructional design is the analysis phase. In this
phase, it requires to investigate or research into the problem and opportunity about the
project more fully. In order to run the project, the requirement analysis should be done
and a project can be built in order to see and understand its process flow. This task is
done to identify or delve any problem or bottlenecks associated with the current
application. There are several methods that we use in this phase: -
Research: There is various research have been done in order to gain authentic
information while searching the source as a reference for adding knowledge
to develop VR application. As example, use the existing VR application and
do the comparison.
Questionnaires: This method needs an elongated time to perform. The
questionnaires process obtains from question directly the satisfied of the
respondent from people that work at an office building, such as office workers.
Hardware analysis: The process to pursuit every demand of hardware needed
for the project is by doing this method. By means of this, we absolute can
collect suitable hardware for the project. The hardware used for this project is
Google Cardboard.
Software analysis: This method is used to study the needs of the software
needed for this project. Software is important in order to prolong VR
application. Results in looking for the compatible software to use as project
software is Unity 3D.
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3.4 Design
Design phase is the second phase in ADDIE model. 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. Design that are developed to resemble the existing of original model, but
different in terms of material manufacture and use of VR technology. In design phase,
flowchart and storyboard were developed.
3.4.1 Flowchart
A flowchart is a type of diagram that represents a workflow or process. A flowchart can
also be defined as a diagrammatic representation of an algorithm, a step-by-step
approach to solving a task. The flowchart shows the steps as boxes of various kinds,
and their order by connecting the boxes with arrows. The flowchart of mobile VR
application: “VR Office Fire” is shown in diagram 3.2 and diagram 3.3.
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Main Menu Flowchart
Figure 3.2: Main Menu Flowchart
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Interface Flowchart
Figure 3.3: Interface Flowchart
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3.4.2 Storyboard
In developing games, storyboard should be prepared in advance before the application
of this game. It is very important to facilitate the development of this application as a
reference and it is used so that it is in line with the navigation map made. The storyboard
is based on the selected topic and it does not run away from the navigation that has been
made. With this storyboard, the entire interface can be built from the beginning to the
end.
Main Menu.
Figure 3.4: Main Menu Diagram
Option
Button
Credit
Button Play Button
Help Button
Exit Button
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Main Content
Figure 3.5: Main Content Diagram
Home Button Server Room Button Office Room
Button
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Loading Screen
Figure 3.6: Loading Screen Diagram
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Interface Office Room
Exit Button Question
Choose
answers
Next Button
Figure 3.7: Interface Ofiice Room Diagram
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Interface Server Room
Exit Button Question
Choose
answers
Next Button
Figure 3.8: Interface Server Room Diagram
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Credit
Figure 3.9: Credit Diagram
Developer
detail
Developer
Picture
Back Button
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3.4.3 Logo
A logo can describe as the face of this application. Quite often, it is the first thing that
a potential user will notice about this application. A logo is much more than just an
image; it is a point of recognition for users and an important foundation for the branding
of this application. A well-designed logo is an easy way to convey to potential users
that this application is professional, trustworthy, and provides quality goods or services.
Figure 3.10: Logo for VR Office Fire
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3.5 Development
The development stage starts the production and testing of the methodology being used
in the project. In this stage, designers make use of the data collected from the two
previous stages, and use this information to create a program that will relay what needs
to be taught to participants.
A VR Office Fire application with 3D models of the office building together with the
basic controls, which is the best if it is controlled by google cardboard, are expected to
be produced. The 3D models in this prototype might not represent the one used in the
final application, but it’s there to show how it will work, which is then only refined in
the further iteration.
3.6 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 include training them on new tools (software or hardware), student registration.
A stage where users examine the prototype and giving their opinion and providing
feedback on changes and addition of modules. The VR Office Fire application will be
examined by the user to check whether the addition or changes are the correct one, and
the satisfactory of the features is also tested e.g., this project will provide information
about what to do in case of a fire break in the office and gives warning about the danger
of fire. After those implemented contents is tested and checked, feedback or the opinion
from the user will be taken into consideration, which will affect the next phase’s action.
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3.7 Evalution
The last stage of the addie method is evaluation. This is the stage in which the project
is being subjected to meticulous final testing regarding the what, how, why, when of
the things that were accomplished (or not accomplished) of the entire project. This
phase can be broken down into two parts: formative and summative. The initial
evaluation actually happens during the development stage. The formative phase
happens while students and ids are conducting the study, while the summative portion
occurs at the end of the program. The main goal of the evaluation stage is to determine
if the goals have been met, and to establish what will be required moving forward in
order to further the efficiency and success rate of the project.
3.8 Framework
The project conducted based on the framework and flow of process in order to achieve
the aim of the project which to analyse VR Office Fire using google cardboard can be
accomplished successfully. In order to run the project, the requirement analysis should
be done and a project framework can be built in order to see and understand its process
flow. The methodology framework is described in diagram 3.9, which is divided to user,
google cardboard and VR Office Fire application. To play this application, user should
apply google cardboard to connect with an application. Then, application will give
virtual reality view into google cardboard and user feel immerse with the environment.
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Figure 3.11 : Framework for VR Office Fire
3.9 Hardware Requirement
In the process of developing this application, the hardware requirements are also
needed. During the development process, hardware and software compatibility is
important to avoid undesirable problems. Among the tools that help simplify the
application development process are:
Desktop
Figure 3.12: Desktop
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Personal computer is a device that can is able to carry out sets of logical or arithmetic
operations when programmed to do so. It is designed to be a single-user system and is
capable of linked up through a network. Most of the user use it to play games and surf
the web. Aside from that, it is also used for business purpose like word processing,
running oculus rift headset units, and etc.
Google Cardboard
Figure 3.13: Google Cardboard
Google Cardboard is a virtual reality (VR) platform developed by Google. Named for
its fold-out cardboard viewer into which a smartphone is inserted, the platform is
intended as a low-cost system to encourage interest and development in VR
applications.
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Headphone
Figure 3.14: Headphone
Headphones are a pair of small loudspeaker drivers worn on or around the head over a
user’s ears. In this project, single user listens to an audio source privately, in contrast to
a loudspeaker, which emits sound into the open air for anyone nearby to hear.
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3.10 Software Requirement
The main software used to develop this VR is Unity. This software is required to
organized, animate the image and insert coding to move the character in this application
as well as the entire application “VR Office Fire”. In addition, there is other software
used in the process of developing this application. The other software used by this
application is:
Unity
Figure 3.15: Unity
The software used for this project is Unity 3D. Unity is a cross-platform game engine
developed by Unity Technologies, first announced and released in June 2005 at Apple
Inc.'s Worldwide Developers Conference as a Mac OS X-exclusive game engine. As of
2018, the engine had been extended to support more than 25 platforms.
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3.11 Technique
A user of a computer system without a traditional touch-screen can interact with
graphical user interfaces in a touch-screen like manner using a combination of gaze-
based input and gesture-based user commands. A solution for touch-screen like
interaction uses gaze input and gesture based input as a complement or an alternative to
touch-screen interactions with a computer device having a touch-screen(Svahn & Se,
2019). The technique is a systematic procedure, formula or routine which a task is
omplished. Many techniques can be used in the development of virtual reality. One of
the techniques is Gaze Input. Gaze input interaction techniques are suitable to apply in
this application. The controller is not applied to this gaze input interaction to play the
application. To play the application, the user will wear the VR box and use the pointer
to interact with the application. An example technique of gaze input interaction is shown
in figure 3.14.
Figure 3.16: Gaze input interaction
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Adobe Photoshop
Figure 3.17: Software Adobe Photoshop
Photoshop can build a variety of basic 3D objects using 2D layers as a starting point.
After creating a 3D object, you can move it in 3D space, change render settings, add
lighting, or merge it with other 3D layers. In the process of creating 3D models, the
textures of those 3D models are one of the main factors of creating a high-quality 3D
model. Adobe Photoshop is the most preferred choice by most.
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Adobe Illustrator
Figure 3.18: Software Adobe Illustrator
Adobe Illustratora software application for creating drawings, illustrations, and artwork.
Adobe illustrator is used to create a variety of digital and printed images, including
cartoons, charts, diagrams, graphs, logos, and illustrations.
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Autodesk 3D Maya
Figure 3.19: Software Autodesk 3D Maya
Maya 3D animation software offers a comprehensive creative feature set for 3D
computer animation, modeling, simulation, rendering, and compositing on a highly
extensible production platform. Maya has next-generation display technology,
accelerated modeling workflows, and tools for handling complex data. Thus, most of
the 3D project aside from the texture or environment part uses 3D Maya.
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Visual Studio
Figure 3.20: Software Visual Studio
Microsoft Visual Studio is an integrated development environment (IDE) from
Microsoft. The game engine used for this project is Unreal Engine 4, it contains the
function to use either the blueprint function or C++ language to program for the
software. Thus, Visual Studio is needed in order to have some advance feature in the
project.
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3.12 Chapter summary
Overall, this chapter covers project development phase which contains the phases of the
analysis phase up to the evaluate phase. The conclusion that can produce from this
chapter is a methodology is one of the most important things in producing a project. In
addition, this chapter provides an initial overview of related methodologies and
approaches to be used to design the system. If the concept of methodologies is ignored,
certainly problems will arise in the process of project development.
The methodology is also the best procedure before starting the project, we need to know
the types of techniques that will be used and the steps to follow to meet the requirements
of the project and achieve the goals of the project. In this chapter there is a detailed
description of the hardware and software that will be used in this project.
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Oliva, D., Somerkoski, B., Tarkkanen, K., Lehto, A., & Luimula, M. (2019). Virtual
reality as a communication tool for fire safety – Experiences from the VirPa
project. CEUR Workshop Proceedings, 2359, 241–252.
Svahn, G., & Se, S. (2019). ( 12 ) United States Patent. System for Gaze Interaction, 2.