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Transcript of Thesis Chapter 1 - 3 Carlo
DILIMAN COMPUTER TECHNOLOGY INSTITUTE Commonwealth Avenue, Diliman Quezon City
Chapter 1Introduction
1.1 Background of the Study
Virtual simulation is an essential process when it comes to planning or reenacting elements
and actions within a specific environment. Simulation itself has been used even before the
days of mechanical computers, specifically in the form of hypothetical scenarios through
specific and careful processes.
Today in the world of business, construction, art, military, medical and such used simulation
programs to represent a real life situation to solve a problem or to train individuals for a real
scenario. Because of the nature of simulations, it allows people to act out events without
having to spend actual resources and time.
Building upon the foundations of a specifically designed simulation, it also allows people to
experience a scenario from the comfort of their homes, computers, offices, or any safe
controlled environment.
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In Diliman Computer Technology Institute, a simulation of the entire campus with an
accurate representation of the facilities will allow users from the comfort of their homes
experience a virtual orientation of DCTI.
A virtual simulated tour of the school will benefit newcomers in getting the idea on what to
expect and orient themselves without having to spend transportation time and money. This
may also benefit the school itself for having another option of advertising, as well as a
functional simulation that can be modified for future changes of the school.
A 3D graphics engine built on the free and semi-open source Unity engine, equipped with a
simple framework based on C# and Javascript, allows the researchers to develop a simulated
tour under a virtual engine with considerable power and broad range of computers that can
run it. Coupled with this as Sketchup Pro, Adobe Photoshop and Autodesk 3DS Max where
most of the modelling and texturing will be worked on.
Insurance of accuracy and proper presentation of the virtual simulation will be done through
different information gathering such as photography of architecture and room placement, as
well as interviewing of different people specifically the school’s key people such as faculty,
dean and school staff.
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1.2 Statement of the Problem
The goal of the thesis is to create a computer simulated interactive virtual tour of Diliman
Computer Technology Institute. In particular, this thesis aims to:
1. Develop a fully-interactive 3D Simulation of Diliman Computer Technology Institute;
2. Create a range of preset models and list of codes to allow quick modification of the
base code and source template of the simulation, and allow change of simulation as-
sets, aesthetics and behaviors;
3. Determine the acceptability of the program to the stakeholders and develop accord-
ingly to their preferences;
4. And to release the simulation via a downloadable offline executable and online ver-
sion via web browser.
1.3 Significance of the Study
The thesis’s significance for the school’s different sectors and users can be elaborated in the
forms of being a beneficial option as an orientation tool and also function as a multi-purpose
tool and program for planning different kinds of scenarios and assets within the school
premises.
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In particular these groups are:
1) Students. Newcomers can have a virtual orientation through the simulation tour and
allow even old students to explore their school within the comfort of their homes or
mobile devices like portable computers such as laptops.
2) Staff. Technicians and other similar positions of the workers of the school can pre-
plan and think of their strategies or time management through reenacting certain
work they do in real life to a virtual process with objectives.
3) Faculty. Professors, specifically those who have heavy workloads and does not
specifically teach solely at DCTI can remind and orient themselves of the school
facilities, and keep updated of school schedules and respective rooms of which they
would teach.
4) Guests. Allows parents, guardians, delivery servicemen and such to explore the
school areas and know who and what they’re looking for, especially when it comes to
a parent’s child to keep informed of their class schedules and respective rooms.
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5) DCTI. The school and its entire market and business sections will benefit due to the
increase of advertisement possibilities, as well as architectural planning and blueprint
designing for future expansion.
1.4 Scope and Limitation
Concerning the scope of the thesis program, the program is a virtual simulation to be
developed within the Unity engine, based on both the C# programming language framework
and elements of Javascript. The use of both C# and Javascript allows the creation of a virtual
plane in a 3D or 2D environment, in particular this thesis aims for a 3D simulation.
The visualization will consist of 3D models such as modelled representations of buildings,
rooms, chairs, tables, stairs and other objects, complete with textures to tell them apart and
to truly represent an accurate simulation.
The scope of the development process will then consist of creating a fully interactive and 3D
walkthrough through a first person view of Diliman Computer Technology Institute. This will
be built together with representations of architecture and rooms of the school rendered as
accurately as possible.
Interactivity and even a form of entertainment value and factor will also be taken note to
differentiate the program from other common virtual simulations of different institutions, as
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well as give a unique factor for it to be more approachable. This includes being able to pick
up certain objects, communicating with different virtual people, being able to read some
information through pop up informative snippets and the ability to move at a preferred pace,
such as walking, running and jumping.
Aside from being a virtual orientation program, the developers will provide a kit of preset
models, assets and codes to allow modification of existing assets and behavior of the
simulation through a faster process with drag and drop ability complete with detailed
instructions.
This allows a quick and straight process of evolving the simulation program even through the
initial build created by the original researchers. So normal users such as students and guests
may walk through the simulation, orient themselves through the facilities as they navigate
through and find out more about DCTI, and the school’s administration may change the
simulation’s existing assets and behavior and adapt to the real life changes of the school,
past, present and future.
The simulation will be deployed and be available online via a download link for an offline
executable build, as well as an online browser version, allowing two options both for users
who prefer their programs fully offline or out of the box within the user’s browser.
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Concerning the limitations of the development process is first of all, that while it is a
simulation which functions mainly as a virtual tour, it is not a fully realistic simulation of life.
There will be movement through a first person view, and the user may look around the
environment and walk through the simulation in full control, but it would not be a 100%
accurate style of movement such as of a real person would do.
The process of exploration itself is simplified into its basic form of looking around and getting
the impression of the actual environment through the use of detailed enough models to
represent the real life counterpart in its simplest yet accurate form. Meaning while the
simulation will have the impression of representing the actual school, it will not be a fully
perfect representation of the accuracy of the school’s architecture and measurements.
Further on details and modelling of 3D objects, the quality of the simulation is not equal to
that of AAA or big budget CGI animated movies and video games, as the thesis’s simulation is
being developed by two (2) amateur students without industry experience and large budgets
during the development.
Interactive points, people and dialog systems will also be abstract and simplified, just enough
to give the user enough details but not as detailed or natural in comparison to talking to
someone in real life, an electronic chat or through a telephone conversation.
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This extends to objects as well, where the physics of things such as chairs, balls and more are
simplified and may not react as dynamic and realistic as its actual real life counterparts.
Finally the main focus of the simulation is to capture Diliman Computer Technology Institute,
meaning background buildings and other places will only be represented as abstract as
possible to save on resources and allow system requirements to be low. The main intention is
to accurately portray the main DCTI foremost, making the rest of DPS abstract enough to be
identifiable but not the main focus.
Once the modeling and implementation of the main DCTI sectors, buildings and areas are
done, the rest of DPS may be modelled throughout as detailed as its DCTI counterparts, and
give possible extra details on the surrounding buildings of DCTI overtime after the
completion of the simulation.
1.5 Definition of Terms
3D. Three (3) Dimensional, describing both a 3D plane of the simulation’s environment, and
can describe the models such as architecture through use of polygons to create a full repre-
sentation of a proper shape.
3D Engine. The base framework of the simulation code for its visualization and interactivity.
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3D Model. A 3D shape that consists of polygons drawn together to create an actual shape,
such as squares, circles and triangles, which then can be used to represent buildings, rooms,
objects and such.
Adobe Photoshop. An image editing software used to edit different images and create new
visuals such as textures, lighting and shadows.
Autodesk 3DS Max. A professional 3D modelling software used often by professional artists,
a complex yet powerful tool that allows creation of 3D models from the ground up, as well as
tweaking other 3D models to suit the user’s needs.
C#. C# (Pronounced See-Sharp) computer language, the framework code of the simulation to
allow coding and implementation of interactivity and movement behavior within the simula-
tion.
Graphics. Visuals and other assets such as 3D models, which are polygonal assets in 3D, and
textures, which are 2D “surfaces” of the 3D models to give depth and characterization of the
3D models, such as color, material and composition.
Interactivity. The ability for the user to interact with the environment in the simulation pro-
gram, including pop ups of information through different points in the environment, dialog
and conversation with people, navigation of the environment through walking and the ability
to manipulate the environment within realistic reason.
JavaScript. A web based computer language, which allows extra functions such as ability to
port the program through web browsers and other miscellaneous functions such as interac-
tivity with objects.
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Rendering. The process of visualizing the 3D assets and textures within the program.
Simulation. Representation of something in particular accurately within a controlled environ-
ment.
Sketchup Pro. A 3D modelling software used to create different visualization of shapes
through polygons.
Unity. A 3D and 2D engine built upon C# and JavaScript. It is used in many 3D/2D games and
other simulations, with a semi-open source framework that allows the development of a
broad range of things such as video games, movies, parsers, and virtual simulations.
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Chapter 2Literature Review
2.1 Review of Related Literature
The thesis’s development process requires thorough research and review of different related
literature in the fields of computers, programming, virtual simulation, 3D and 2D graphics
rendering and the design process. In particular, literature focusing on the principles of
architecture, graphics design, simulation processes and fundamentals of 3D modelling and
programming.
Fundamentals of Simulation
First of all, according to Banks, Jerry (2001), simulation is the process of imitating a real-
world scenario or systematic process within a controlled environment, which can be either
virtual, in paper or actual recreation. [1] The thesis development in particular aims to create
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a virtual representation of Diliman Computer Technology Institute through a simulated
program, for both touring purposes and planning purposes. Virtual recreation is the ideal
description of the simulation program of DCTI, and the use of a computer programming
language such as C# within the framework of Unity to achieve an accurate recreation.
Pragmatism of Latest Technology
According to Lee, Alfred T. (2005), the latest technology and innovation is used to simulate
real life processes such as flight and engineering within a virtual environment, programmed
with a computer language and given a 3D visualization through a rendering engine, allowing
both interactivity and realistic depictions of a recreated environment from the real world. [4]
With the use of the latest software such as Sketchup Pro and Autodesk 3DS Max, coupled
with Adobe Photoshop, the ability to create realistic depictions of real world objects and the
possibility to create accurate representations of real life processes. Assets are created first in
these programs, then ported into Unity for necessary programming with C# and JavaScript
languages. Making a simulation requires the program to be consistent, polished and real
enough to establish immersion and realism within the virtual environment for the user.
Immersion and Believability
According to Lt. Col. Neyland, David L. (1997), a simulation has to look and feel real enough
for the user to be believable and reliable enough to be given the proper treatment as a
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virtual simulation. Such as that when it comes to soldiers, an accurate representation of
combat scenarios, operation of vehicles and medical processes is required for the soldiers to
be ready on a real battle experience. Following this principle, the thesis simulation aims for a
realistic and consistent simulation that feels real and polished, to establish a believable and
reliable representation of DCTI. [6]
The thesis program covers a simulated tour in a virtual tour, as well as the ability to modify
the base program’s code to change its behavior and looks. This mean details such as new
buildings, rooms, designs and such. In consideration to these things, the developers will
create a preset kit of ready to use assets (i.e., buildings, school objects such as tables, chairs,
doors, computers, CCTV cameras) and varied generic architecture and objects to provide
additions to the simulation.
Principle of Architecture and Design
The thesis program will follow the principle of architecture in creation of the assets according
to Klassen, Winand W. (1986), while there is no specific formula for architectures within
regions that can be generally applied, there are certain elements that can be followed to
achieve a clean and consistent design, like taking note of cultural and practical needs, and
the idea to avoid unnecessary structure that may destroy consistency and process of
architecture. [3]
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Following these principles will be a large focus in designing and modeling the school
architecture to maintain accuracy and realism while compensating for the lack of
professional graphical fidelity.
Improvement of Design
To further establish consistency of architecture and structural design, according to Lico,
Gerald (2008), comparing the 20th century and 21st century architectural works in the
Philippines, there is a consistent design over the years that doesn’t destroy the fundamentals
established in the past, but rather add to it in the most efficient and necessary ways as
possible. [5]
Taking note of this element and philosophy of structure building, the program will aim to
research as much as possible the design of DCTI and taking note of its land and existing
architecture, to provide accuracy and consistency on modification. New assets that will be
modeled will take note of current existing assets on the real life counterpart, and provide
fitting newly created assets that can seamlessly and realistically fit into the existing
environments of the real life counterparts built inside the simulation.
2.2 Review of Related Studies
Informative Tour Guide
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“Interactive Map with Information System for Diliman Computer Technology Institute” is a
study conducted by DCTI student Conception, A-Ar Andrew. The study consists of the
development process of creating an interactive map similar to those seen in modern malls
and other institutions that provides a digital screen of a map with detailed information on
sections and areas. [2]
The map consists of 2D overhead images with names and information of different rooms and
places.
Figure 1. Prototype screenshot of Mr. Concepcion’s program
Taking into account Figure 1, in the researchers own thesis, it will function in a similar way
taking note of accurate information, as well as the additions of schedules, teacher
information, room name and such appearing within the simulation. The ability to look
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around and see a virtual 3D representation of the rooms will be added as well. Information
and accuracy are key factors in the simulation, thus taking account into existing studies of
DCTI along with the researcher’s own gathered information and methods allows to maximize
the potential and clarity of the simulation in allusion to the real Diliman Computer
Technology Institute.
User Immersion and Friendliness Factor
Virtual Battlespace, often abbreviated into VBS, and ARMA are a series of military and life
simulation programs by Bohemia Interactive, founded by Marek Španěl according to the
principle of their series, simulation cannot be as simple as trying to reenact everything in
reality into the program, but rather the ability to transition reality taken into factor of
limitations between a computer program, which includes control methods such as keyboards
and mouse being a common control method in household personal computers. [7]
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Figure 2. ARMA III’s map editor, showing a simple user interface with powerful tools
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Figure 3. ARMA III in-game, showing both realism and attractiveness of a video game
ARMA III sets up a very complex and in-depth realistic simulation of military scenarios, as
well as the possibility for user made scenarios such as firefighting, medical rescue and such
taking into account the limitations of the methods a computer’s input can respond to the
simulation. Simplification of reality’s mechanical functions is an acceptable break for the
sake of focusing on the purpose, such as ARMA II being controlled like a video game shooter
in military scenarios, but with realistic values such as weighted weapons and true to life
ballistics.
The thesis’s simulation will take a similar route by the developers in that it will portray DCTI
in the most important factors such as area representation, information and architectural
accuracy rather than fully simulating other factors such as realistic human behavior,
photorealistic visuals and intricate simulation of other aspects of real life, as to retain more
focus on being a virtual simulation of the school.
Accuracy Insurance
Using information gathered from faculty and staff in DCTI, as well as existing photos on top of
the photos gathered by the researchers, comparison of newly gathered data along with old
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existing data is a necessary task to insure an accurate representation of the school. This
includes the use of DPS’s virtual tour online that used panoramic photos. [8]
Figure 4. DPS’s Virtual Tour Online using panoramic photos shot in different areas of the
school.
Chapter 3Methodology
3.1 Research Design
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The thesis way of research can be described as grounded theory, as the development of the
thesis’s program in particular aims for the gathering of data and information about DCTI
without a particular hypothesis, rather the hypothesis can be gathered once the researchers
have established enough experiences from the different sectors of the school such as the
students, teachers, and staff.
While the goal is first and foremost to create a simulated virtual tour of the school, along
with the possibility of a planning tool, the key points of the research will need to be gathered
around first, such as student opinions, both new and old, as well as the faculty and staff on
their preferences and knowledge of the school. The possible effects that will have the most
substantial impact will then be given a hypothesis fit enough for the research, and the
program will be adjusted according to the hypothesis afterwards. This is to ensure and
establish the simulation to be truly relevant and useful for the relevant users, thus to create
an idea for the best development process possible.
3.2 Software & Hardware Requirements
The system requirements aimed for the development of the program are to be low enough
to ensure to run to a broad range of computers, from low end and old PCs to expensive top
of the line high end PCs.
Software:
Microsoft Windows XP, Vista, 7 or 8 Operating System (32-bit/64-bit)
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-The operating system is a computer’s main software to control other programs and
make use of its hardware.
Latest video card/GPU drivers (NVIDIA/AMD)
-Video card/GPU drivers are what makes the video card hardware of the computer to
function properly.
DirectX9 runtime environment
-DirectX is a graphics renderer framework used by Microsoft for their operating
systems to run programs and games that are developed with tools using DirectX.
.Net Framework
-.Net Framework is the processing framework used by programs that were coded
within a Microsoft language such as VB.net, C#, C++ and such.
Latest sound card drivers
-Sound card drivers allow the sound card to function properly and output audio.
Web browser (Microsoft Internet Explorer, Mozilla Firefox, Google Chrome)
-Web browsers are used to navigate the internet and download from websites.
Hardware:
Processor/CPU: AMD Athlon, Phenom or Sempron series CPU/Intel Core2Duo,
Pentium or i3/i5/i7 series (at least 1.8 GHz CPU frequency or above)
-Processors/CPUs are the main hardware part that calculates the different equations
and functions of the computer, processing the information and data from the inputs
of the user and the software program.
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Memory: 1GB RAM or above
-Memory or Memory sticks or Random Access Memory, is the active temporary
storage of the software programs in a computer allowing the data to be ran actively
within the operating system.
Video Card/GPU: AMD HD 3xxx/4xxx/5xxx/6xxx/7xxx series/NVIDIA GTX
2xx/3xx/4xx/5xx series (at least 512mb video memory and 300MHz memory clock
frequency)
-Video Cards/GPUs are the main hardware part that allows the display of graphics
within the computer and outputted through the video card and transferred into the
monitor.
Monitor at least capable of 800x600 resolution
-Monitors are the output screens of a computer and are plugged in the video card.
3.3 Research Methods
The researchers methods of research for the development of the simulation program is a
process of resource and information gathering through interviews of key staff and faculty
members, as well as school students to take note of how everything in DCTI looks and works.
For the visualization and modelling process, the insurance of an accurate and fully
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represented object or building is done through taking photos of the school premises with
different angles and quick measurements based on perspective and sense of scale.
One of the most important research method concerns the photography process, as the 3D
assets are one of the main backbones in the simulation program as it will present the looks
of the school. Proper photography and immense amount of data gathered, with information
gathered from key interviews will be one of the biggest factors in determining a high quality
program during the development.
Figure 5. Early model of DCTI front building through modeling process on Sketchup Pro
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Figure 6. Building front of DCTI
As seen in Figure 5 and comparing it to Figure 6, modelling through photos and taking
account perspective and different angles is use to insure an accurate representation of DCTI
architecture, insuring the 3D model will feel and look similar enough to the real life
equivalent when exploring through the simulation.
To further insure accurate representation, light measurement with a margin of error is
treated on to some select rooms in DCTI, using measurement units and tools.
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Figure 7. Measurement of a room, as seen through the line with the meter units
Measurement tapes and rulers, in addition to multiple photos in different angles and
perspectives will allow the researchers to achieve an accurate representation of DCTI’s
architecture as much as possible.
Once a model is created, and other information is ready to be coded into the simulation, the
models are then converted to be compatible within the Unity engine, and thus adjustments
in further scaling and looks, as well as placement in the actual simulation environment can
begin. In addition to this, trigger points and scripted objectives will allow the objects to be
then fully navigable and interactive. To illustrate, Figure 4’s DCTI front building model will be
shown imported inside the Unity engine.
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Figure 8. DCTI’s front building model ported inside the Unity engine
Once implemented in Unity, the researchers may now start programming the new model into
the simulation engine and code in proper functions such as collision, scale, optimization and
proper lighting. Models may be moved and changed inside the simulation freely including
additional and removal of layers, and application of other models and assets.
This method of creation will also be the same within the modifiable version of the
simulation, where users will use Unity and will have access to pre-made assets created by the
researchers for quick modification out of the box.
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Figure 9. The Waterfall Model of the development process
To make the development process plausible within a realistic timeframe and budget of the
researchers, the method of research will follow a simple waterfall model with different
phases. Information Gathering, Modeling & Rendering, Coding & Scripting, Testing Phase and
Compilation & Deployment.
Information Gathering
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Information Gathering
Modeling & Rendering
Coding & Scripting
Testing Phase
Compilation & Deployment
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Information about the school, both the architectural design, and the functions of different
sectors, as well as key people from the faculty and staff are gathered. Interviewing different
teachers and staff members, as well as administrative key people such as the dean of the
school allows the researchers to gather important information about the school and insuring
its credibility and accuracy.
The information gathering also involves in the researchers in taking reference photos and
videos of the school. This involves the researchers going around the school taking pictures of
the school’s buildings, rooms and other areas in different angles and perspectives. Videos
also allows the perspective of the school in motion as the simulation will be interactive and
involve walking, to insure both static and dynamic representation is accurate.
Modeling & Rendering
After the gathering of information is complete, the researchers may implement and
condense the gathered information into organized data to input in the process of creating
assets for the simulation program. Photos and videos of the school taken will then be taken
as reference into modeling them for the simulation, as modeling 3D models require careful
placement of shapes and geometry into representing its real life counterpart. Similar to how
painters use references in painting portraits.
Once the models are complete, they are put into a rendering phase which allows the models
to be used in a program or animation, in this particular case importing it into an asset for the
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simulation program. Information from interviews as well are taken into consideration in this
phase as well, as the firsthand knowledge of the interviewees will be a great factor in
determining the accuracy of the simulation, as well as implanting the necessary information
tidbits that can be seen and read in the simulation.
Coding & Scripting
The simulation program requires computer programming, involving different layers of code
and scripting processes. Coding and scripting can be described as the process of building the
assets into a workable format for the simulation program. This includes on making
movement and interactivity working, as well as making the buildings have proper physics and
collision with the user exploring the simulation.
C# and Javascript are the main coding languages used, and are all coded in within the Unity
engine’s 3D mainframe. Proper coding and scripting insures comfortable controls and
movement of the user inside the virtual simulation, as well as to make things work such as
information tidbits within the simulation, the interactive aspects, the use of objects and
physics within the geometry of the architecture.
Testing Phase
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The testing phase is where the researchers internally test out the simulation program and
work out all the possible glitches, finding room for improvements, insure stability and to
know if it’s optimized well enough. Testers aren’t exclusive to the researchers, as this phase
includes beta testing through selected groups that involve the main stakeholders of the
study.
Testers include students, teachers, staff, parents and other experts in the field of simulations,
especially concerning things in architecture, tours and such. The testing phase is the phase
where it’s mostly expected to go back another step as it will determine which aspects are
needed to be fixed or improved upon.
Compilation & Deployment
Once the virtual simulation program is finished, polish and compilation is done in this phase.
Compilation involves creating builds for offline downloadable use through an executable
program, and another build for online browser use. Deployment will be through different
websites, aiming within DCTI’s official domains including Facebook accounts, Twitter
accounts and websites.
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3.4 Statistical Treatment
Throughout the development process, the researchers have used a statistical approach
within the methodology as well to determine the acceptability of the simulation program
within the stakeholders. The use of Kendall’s Coefficient of Concordance or Kendall’s W is the
treatment to know and insure the required qualities to gain an acceptable program for the
thesis.
Kendall’s W
Kendall’s W is a non-parametric statistic used to determine an agreement among different
people, considered as judges or rankers. To explain its process, Kendall’s W concerns an
amount of rankers, usually 3 or more rankers as they grade different factors from a number
scale. A Kendall W of 1 means a unanimous agreement within the rankers, and a 0 shows a
trend of no agreements within the rankers.
Equation 1. Kendall’s W or Kendall’s Coefficient of Concordance
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Factors on Determining Program Acceptability
1. Responsiveness. The controls and ease of access of the simulation program.
2. Presentation. The feel, looks and graphics of the simulation program.
3. Information. How informative the facts are within the simulation program.
4. Accuracy. How accurate is the simulation in comparison to its real life
counterpart.
5. Fun Factor. The entertainment value and fun aspects of the simulation program.
Using a scale of 0 to 4, a select few of students, faculty members and parents are gathered
around as testers for an early build of the simulation program. 0 denoting a low grade and 4
denoting a high grade for each factor. The grades given by each stakeholder group are
averaged into the 0 to 4 scale to fit into Kendall’s W equation and the acceptability of the
program so far is determined.
Factors Students Faculty ParentsResponsiveness 3.5 4 3.5Presentation 1.5 2 3.5Information 0 0.5 1Accuracy 1.5 0.5 1Fun Factor 3.5 3 1
Kendall’s W = 0.7372
Table 1. Average of graded scores in each stakeholder group of a beta of the program.
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Resulting in a mean of 0.7372, so far the thesis simulation program is seen marginally
acceptable going above the required 0.5 mean. Focusing on the low scores of the averages in
each factor, the researchers will take note of the high factors on what to keep, and the low
factors on what to improve upon.
The statistical treatment will be an important factor in the development process, as it will
determine the opinion and preferences of a large set of people in each stakeholder group,
and the researchers will use the statistics as a determining factor on insuring polish and
stability of the thesis simulation program.
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References:
[1] Banks, Jerry (2001). Discrete-event system simulation. Prentice Hall.
[2] Concepcion, A-Ar Andrew (2011). Interactive Map with Information System for Diliman
Computer Technology Institute. Diliman Computer Technology Institute.
[3] Klassen, Winand W. (1986). Architecture in the Philippines: Filipino building in a cross-
cultural context. University of San Carlos.
[4] Lee, Alfred T. (2005). Flight Simulation: Virtual Environments in Aviation. Ashgate
Publishing, Ltd.
[5] Lico, Gerald (2008). Arkitekturang Filipino: A History of Architecture and Urbanism in the
Philippines. University of the Philippines Press.
[6] Lt. Col. Neyland, David L. (1997). Virtual Combat: A Guide to Distributed Interactive
Simulation. Stackpole Books.
[7] Španěl, Marek (2013). Virtual Battlespace: ARMA III. Bohemia Interactive Simulations.
[8] Sycip, Richard T. (2007). DPS Virtual Photography Panorama Tour. Diliman Preparatory
School Website.
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