MUHAMAD FAISAL BIN KAMARUL ZAMAN

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VR OFFICE FIRE MUHAMAD FAISAL BIN KAMARUL ZAMAN BACHELOR OF INFORMATION TECHNOLOGY INFORMATICS MEDIA WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021

Transcript of MUHAMAD FAISAL BIN KAMARUL ZAMAN

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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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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

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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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REFERENCES

Kodur, V., Kumar, P., & Rafi, M. M. (2019). Fire hazard in buildings: review,

assessment and strategies for improving fire safety. PSU Research Review, 4(1),

1–23. https://doi.org/10.1108/prr-12-2018-0033

Lovreglio, R., Duan, X., Rahouti, A., Phipps, R., & Nilsson, D. (2020). Comparing the

effectiveness of fire extinguisher virtual reality and video training. Virtual

Reality. https://doi.org/10.1007/s10055-020-00447-5

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.

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