Report - This study will specialise in the furniture industry and their innovational approach PDF

Title Report - This study will specialise in the furniture industry and their innovational approach
Author Red Panda
Course Computer Science
Institution Universiti Teknologi MARA
Pages 40
File Size 1.5 MB
File Type PDF
Total Downloads 270
Total Views 715

Summary

FACULTY OF COMPUTER AND MATHEMATICAL SCIENCESPROJECT FORMULATION (CSP600)MAR 2021 - AUG 2021NAME MATRICNUMBERNurulain Nasuha binti Sidek 2020957641PREPARED FOR:Ts. Dr. Nurul Hidayah Binti Mat ZainTable of Contents SUPERVISOR’S APPROVAL....................................................................


Description

FACULTY OF COMPUTER AND MATHEMATICAL SCIENCES PROJECT FORMULATION (CSP600) MAR 2021 - AUG 2021

NAME Nurulain Nasuha binti Sidek

PREPARED FOR: Ts. Dr. Nurul Hidayah Binti Mat Zain

MATRIC NUMBER 2020957641

Table of Contents Content

Page

SUPERVISOR’S APPROVAL........................................................................................................... 5 STUDENT DECLARATION ............................................................................................................. 6 ACKNOWLEDGEMENT .................................................................................................................. 7 ABSTRACT ........................................................................................................................................ 8 TABLE OF CONTENT ...................................................................................................................... 9 LIST OF FIGURES ............................................................................................................................ 9 LIST OF TABLES .............................................................................................................................. 9 LIST OF ABBREVIATIONS ............................................................................................................. 9 Chapter 1 ............................................................................................................................................... 10 1.1

Background of Study ................................................................................................................10

1.2

Preliminary Study ..................................................................................................................... 11

1.2.1

Survey ............................................................................................................................... 11

1.2.2

Findings of Survey ..........................................................................................................11

1.2.3

Conclusion of Survey ...................................................................................................... 11

1.3

Problem Statements .................................................................................................................. 11

1.4

Objectives ................................................................................................................................. 13

1.5

Project Scope ............................................................................................................................ 13

1.6

Project Significance .................................................................................................................. 13

1.7

Conclusion ................................................................................................................................ 14

Chapter 2 ............................................................................................................................................... 15 2.1

Augmented Reality ...................................................................................................................15

2.2

Printed Catalogues, Digital Catalogues and AR Catalogues..................................................... 16

2.2.1

Printed Catalogues ............................................................................................................ 17

2.2.1

Digital Catalogues............................................................................................................. 17

2.2.4

Augmented Reality Catalogues......................................................................................... 18

2.3

Augmented Reality in e-Commerce.......................................................................................... 19

2.4

Comparison to the Previous Application .................................................................................. 19

2.4.1

ZealAR .............................................................................................................................. 20

2.4.2

Jerome’s ............................................................................................................................ 21

2.4.3

IKEA Place .......................................................................................................................22

2.5

Comparison of Existing Applications ....................................................................................... 23

2.6

Reviews of Methodology .......................................................................................................... 24

2.6.1

RAD Development Model ................................................................................................ 24

2.6.1

Waterfall Methodology ..................................................................................................... 25

2.6.3

Agile Software Development Methodology .....................................................................25

2.6.3

Selected Methodology....................................................................................................... 26

2.7

Summary ................................................................................................................................... 27

Chapter 3 ............................................................................................................................................... 28 3.1 Introduction..................................................................................................................................... 28 3.2 Methodology Review ...................................................................................................................... 28 3.3 Methodology for Augmented Reality ............................................................................................. 35 3.3.1 Phase 1: Preproduction ............................................................... Error! Bookmark not defined. 3.3.2 Phase 2: Production..................................................................... Error! Bookmark not defined. 3.3.3 Phase 3: Post- Production ........................................................... Error! Bookmark not defined. 3.4 Project Requirement........................................................................... Error! Bookmark not defined. 3.5 Framework ......................................................................................... Error! Bookmark not defined. 3.5 Summary ......................................................................................................................................... 35 CHAPTER 4 ......................................................................................................................................... 36 4.1 Introduction..................................................................................................................................... 36 4.2 Requirement Planning Phases ......................................................................................................... 36 4.2.1 Hardware Requirement ............................................................................................................ 36 4.2.2 Software Requirement.............................................................................................................. 36 4.2.3 Data Requirement .................................................................................................................... 36 4.3 User Design Phases ......................................................................................................................... 36 4.3.1 Project Overall Process ............................................................................................................ 36 4.3.2 Project Flowchart ..................................................................................................................... 36 4.3.3 High Fidelity Storyboard ......................................................................................................... 36 4.4 Development Phases ....................................................................................................................... 36 4.4.1 Character Development............................................................................................................ 36 4.4.2 Environment Development ...................................................................................................... 36 4.4.3 Gameplay Development........................................................................................................... 36 4.5 Cutover Phases ................................................................................................................................ 36 4.5.1 Implementation ........................................................................................................................ 36 4.6 Conclusion ...................................................................................................................................... 36 Chapter 5 ............................................................................................................................................... 37 5.1 Introduction..................................................................................................................................... 37 5.2 Game Engagement Questionnaire (GEQ) ....................................................................................... 37 5.2.1. Immersion ............................................................................................................................... 37 5.2.2. Absorption............................................................................................................................... 37

5.2.3. Flow ........................................................................................................................................ 37 5.2.4. Presence .................................................................................................................................. 37 5.3. Overall Findings............................................................................................................................. 37 Chapter 6 ............................................................................................................................................... 38 6.1 Introduction..................................................................................................................................... 38 6.2 Project Conclusion .......................................................................................................................... 38 6.3 Project Limitation ........................................................................................................................... 38 6.4 Future Work .................................................................................................................................... 38 6.5 Conclusion ...................................................................................................................................... 38 References............................................................................................................................................. 39

SUPERVISOR’S APPROVAL

STUDENT DECLARATION

ACKNOWLEDGEMENT

ABSTRACT

This project provides the general public with a interactive and attractive interior design application using Augmented Reality. Nowadays, there are tons of individuals conversant in the computer system and communication technologies. Hence this exploring the prospect of a new form of Virtual Reality (VR) application called Augmented Reality (AR) technology develops rapidly. Augmented reality is a field of research which deals with the mixture of realworld and virtual environment. It is an environment that applies between virtual reality and real environment. There are several problems induce me to make an indoor design application in AR. Nowadays, people are busy with their work. People are not any time to travel to varied stores to shop for furniture for their home, shop or office. There are difficulties to fulfil the customers’ contentment of decorate their room without imaginary picture to refer. Printed furniture catalog is essentially a paper based information with many texts and pictures which does not provide any interaction for the user. Other people also cannot view a far better graphics of visualization because the design layout is statically presented on papers. Due to that, AR and 3D technology must be applied into interior design area. It is an application which incorporates furniture and furnishings will develop in three dimensional (3D) surface of object and present by using augmented reality that will perform the interactive and attract the eyes from the general public. During this project, I choose Agile Software Development Methodology as a suggestion to develop my product throughout this project. By using this method, I can perform my project successfully. As we all know, augmented reality technology still new in our country, but it is a incontrovertible fact that AR technologies would potentially to be the longer term technology trend to the general public.

TABLE OF CONTENT LIST OF FIGURES LIST OF TABLES LIST OF ABBREVIATIONS

Chapter 1 Introduction

1.1

Background of Study Many companies may find it difficult to prepare for future breakthroughs due to a variety of causes. Innovations are novelties that need a cognitive effort in order to be noticed. The method also includes assessing how a replacement innovation could influence a single firm, and there are typically several options and situations to consider (Morrison & Potts, 2008). When a corporation or an entire industry underestimates and fails to appraise the impact of a new and emerging innovation, the outcome is frequently falling profits or even bankruptcy. Kodak might be an excellent example of a company that underestimated the emerging market of digital cameras industry. It used to be one of the most valuable companies in the world, but as digital photography replaced film and cellphones replaced cameras, its share price plummeted over time (Roychowdhury, 2019). This study will specialise in the furniture industry and their innovational approach in assessing and preparing for future market changes thanks to technological innovations. E-commerce and the increasingly advancing technology of Augmented Reality (AR) are two trends that would have an outsized impact on the industry, mainly within the way furniture are sold. AR is a rapidly advancing technology which will give enormous possibilities to enhance the experience through online shopping (Motwani et al. 2017). The thought is that buyers can easily and cheaply film or photograph their homes and use the photographs to furnish it with virtual copies of real furniture on sale. The very fact that the utilization of smartphones and tablets has exploded the last few years is crucial and makes AR more practical as a possible shopping tool. Ikea has already begin to test the technology and once downloading their catalogue app it enables you to see how particular furniture looks in a chosen room (Ikea, 2013).

1.2

Preliminary Study In this phase, an online survey will be conducted to gather information. An online survey with people of varying age range will be carried out. The respondents are going to be asked to fill out the online survey using ‘Google Form’. This survey will be conducted to identify the limited exposure to Augmented Reality in real life.

1.2.1 1.2.2 1.2.3

1.3

Survey Findings of Survey Conclusion of Survey

Problem Statements Purchased product does not match with surrounding. Many customers, on the other hand, are dissatisfied with the shape or colour of the furniture because it does not complement the surroundings, making the space unappealing or plain ugly. The major reason for this is because customers may not be adept at visualising the product in the ideal location, or they may believe that a product should naturally blend in with its surroundings. As a result, giving an AR application in which the consumer can simply swipe the location of the object around the room will assist the customers in determining if the selected product will fit in with its surroundings (Platisa and Heidari, 2014). Non-interactive furniture catalogue. Many catalogues that obtained from the general public are not attractive enough. Although some catalog have nice and vibrant design, but the image printed on the catalog is dull and lifeless, that's difficult to draw in user's attention. Aside from that, many catalogues contain tons of description, users not willing to waste their time on reading a catalogues that contain tons of unnecessary information. It is boring to look on this sort of furniture catalogues. (Mykola V, Gleb B, 2018). People cannot view a better graphics of visualization. On the other hands, within the industrial design field, a number of the designers have used sketches with pen on paper to explore and evaluate early concepts (Tek, 2009). This is often usually drawn in 2D or 3D hand sketch. In this case, if the interior design furniture is present in hand-sketch, designer often encounter situations in which client can not view a far better graphics of visualization. For instance, customers can

not view the planning of the table, chair, cabinet and et cetera more effectively. (Stumpp, Knopf, and Michelis 2019) Hence, this application is developed to produce an enjoyment through visualization in decorating the any rooms ranging from bedrooms, living rooms and more. Also, to develop enjoyment for users to experience first hand experience in decorating their rooms.

1.4

Objectives There are few objectives that this project will be focusing on: i. ii. iii. iv.

1.5

To develop customer’s online shopping experience. To design realistic 3D view of the featured product. To test accurate live size scale at 1:1 ratio to real-world environment. To allow easy maintenance of the application.

Project Scope The target user of this game will be young adults. According to Petry (2002) and Zebrack (2008), 18 to 35 years old belongs to the “young adult” age category. The application will be designed in an environment in a mobile platform, and the language to be used in the application is English. The content of the application will be focusing on the furniture, which are smart catalogue ways of designing your property. The application is an interactive AR application. The model focus is the furniture of the living room. So, the 3D models that develop are going to be the furniture of the living room. so as to use this application, users are required have camera on their device. After that, user just needs to install the application, activate the application and point the camera to the front. User can take an image of the design space and set the image as tracking pattern. Then, user can choose the furniture from the list and therefore the sofas images are going to be overlaid on the space. The entire process can then be reset by reactivating the camera. Lastly, a screenshot is saved for further refer. Three forms of gestures are provided in this applicati...


Similar Free PDFs