tupperware brands catalogue augmented reality · feedback and continuous guidance during this...
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TUPPERWARE BRANDS CATALOGUE AUGMENTED REALITY
NURSHAHIRA BINTI ENDUT
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019/2020
ii
DECLARATION
I hereby declare that this 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.
_____________________________
Name: Nurshahira Binti Endut
Date: ……………………......
iii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
_______________________________________
Name: Dr. Wan Mohd Amir Fazamin Bin Wan Hamzah
Date: ……………..…………………………
iv
DEDICATION
First and foremost, I would like to express my gratitude to Allah S.W.T, the one
who allowed me to complete this project. Even facing with lots of difficulties in
completing the task, I still manage to complete it.
Then I would like to sincerely thanks to my supervisor Dr. Wan Mohd Amir
Fazamin Bin Wan Hamzah for the continuous support and help for this project.
Furthermore, I would like to appreciate the panel assessment members for their valuable
feedback and continuous guidance during this project presentation that have gave me a
help and support to keep improving this project.
Next, I would like to thanks my friends who have lend me their hand whenever
I need throughout this project. Last but not least, I also grateful and thankful to my
family for their continuous support and love to the end of this project.
v
ABSTRACT
Nowadays, the use of technology is increasing and expanding in human life. In
marketing world, the technology changes the way consumers find, engage with, and
purchase products, companies need to find innovative ways to gain brand visibility. The
latest technology of augmented reality marketing takes the available digital data and
creates an integrated 3-D image of a product. It allows consumers to experience that
product up close and personal. Brands that invest in interactive AR technologies can
quickly reach a large number of consumers, more robustly connect with prospective
buyers, and more easily motivate users to interact with their brands on a repeated basis.
Tupperware Brands Catalogue AR is a catalog that makes it easy for customers to see
more realistic Tupperware items in a 3-dimensional view by using smartphones.
Additionally, it also saves time, energy and customers financial without the need to go
to Tupperware’s stockist. Furthermore, it can maintain the use of catalogues and
enhance Tupperware's catalogue market. Thus, Tupperware Brands Catalogue AR can
overcome the existing catalogue become inattractive and boring. This application is
developed for all users or customers of Tupperware brand products. This application
makes it easy for customers or users to view Tupperware brand products from a 3d
dimension by using Augmented reality technology only. In conclusion, this project can
help user or customer and seller to see the whole angle of product brand Tupperware in
3-Dimensional view.
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ABSTRAK
Pada masa kini, penggunaan teknologi semakin meningkat dan berkembang dalam
kehidupan manusia. Dalam dunia pemasaran, teknologi mengubah cara pengguna
mencari, melibatkan diri, dan membeli produk jadi sebuah syarikat perlu mencari cara
inovatif untuk mendapatkan penonjolan jenama sendiri. . Teknologi terkini pemasaran
AR mengambil data digital yang tersedia dan mencipta imej 3 dimensi produ tersebut.
Ia membolehkan pengguna untuk mengalami produk itu sendiri dengan lebih dekat dan
peribadi.. Syarikat yang terlibat dalam teknologi AR interaktif dengan cepat boleh
mencapai sejumlah besar pengguna, lebih kuat untuk berhubung dengan bakal pembeli,
dan lebih mudah mendorong pengguna untuk berinteraksi dengan jenama mereka
secara realistik. Katalog Tupperware Brands AR adalah katalog yang memudahkan
para pelanggan untuk melihat baramgan Tupperware yang lebih realistik dalam
paparan 3 dimensi dengan menggunakan telefon pintar. Di samping itu, ia juga
menjimatkan masa, tenaga dan kewangan pelanggan tanpa perlu pergi ke stokis
Tupperware. Tambahan pula, ia dapat mengekalkan penggunaan katalog dan
meningkatkan pasaran katalog Tupperware. Oleh itu, Tupperware Brands Katalog AR
boleh mengatasi katalog sedia ada yang menjadikan tidak menarik dan membosankan.
Aplikasi ini dibangunkan untuk semua pengguna atau pelanggan produk jenama
Tupperware. Aplikasi ini memudahkan pelanggan atau pengguna untuk melihat produk
jenama Tupperware dari sudut 3 dimensi dengan menggunakan teknologi realiti
sahaja. Kesimpulannya, projek ini dapat membantu pengguna atau pelanggan dan
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penjual untuk melihat sudut keseluruhan produk jenama Tupperware dalam paparan 3
dimensi.
viii
CONTENTS
Page
DECLARATION ii
CONFIRMATION iii
DEDICATION iv
ABSTRACT v
ABSTRAK vi
CONTENTS viii
LIST OF FIGURES xi
LIST OF TABLES xiv
LIST OF ABBREVIATIONS / TERMS / SYMBOLS xv
LIST OF APPENDICES xvi
CHAPTER I INTRODUCTION
1.1 Introduction 1
1.2 Problem statement 2
1.3 Objektives 3
1.4 Scopes 3
1.5 Limitation of work 4
1.6 Expected result 4
1.7 Summary 4
CHAPTER II LITERATURE REVIEW
2.1 Introduction 5
2.2 Augmented Reality 6
2.2.1 Augmented Reality History 6
ix
2.3 Related works 8
2.3.1 Interaktif Augmented Realiti untuk katalog
Penjualan Rumah 8
2.3.2 Augmented Reality Tourist Catalogue Using
Mobile Technology 9
2.3.3 Augmented Reality For Real Estate 10
2.3.4 Overview of Smartphone Augmented Reality
Application For Tourism 11
2.3.5 Augmented Reality in Science Education –
Affordances for Student Learning 12
2.4 Comparison of existing application 15
2.5 Summary 15
CHAPTER III METHODOLOGY
3.1 Introduction 17
3.2 Methodology 18
3.2.1 Analysis phase 19
3.2.2 Design phase 19
3.2.2.1 Interface design 20
3.2.2.2 3D modelling 20
3.2.2.3 Develop storyboard 20
3.2.2.4 Prototype design 24
3.2.2.5 Navigation map 26
3.2.3 Development phase 27
3.2.4 Implementation phase 27
3.2.5 Evaluation phase 28
3.3 Requirement analysis 28
3.4 Framework 31
3.5 Chapter summary 31
x
CHAPTER IV DEVELOPMENT AND IMPLEMENTATION
4.1 Introduction 32
4.2 Implementation 33
4.2.1 Main Menu Page 33
4.2.2 Category Page 34
4.2.3 About Us Page 38
4.2.4 Help Page 39
4.2.5 Setting Page 39
4.2.6 AR Marker 41
4.2.7 3D Model 46
4.3 Testing 53
4.4 Result 53
4.5 Summary 53
CHAPTER V CONCLUSION
5.1 Introduction 54
5.2 Project Achievement and Contribution 54
5.3 Problem and Limitation 55
5.4 Future Work 55
5.5 Conclusion 56
REFERENCES 57
xi
LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Example of marker-based 6
2.2 Augmeneted reality workflow 8
3.1 Addie model 18
3.2 Analysis phase 19
3.3 Interface of Homepage (English) 21
3.4 Interface of Category 21
3.5 Interface of Category’s List 22
3.6 Screenshot of Scan Camera 22
3.7 Interface of About Us 22
3.8 Interface of Help 22
3.9 Interface of Help 23
3.10 Interface of Setting 23
3.11 Interface of Homepage (Malay) 23
3.12 Interface of Model 23
3.13 Create model 25
3.14 Develop apps 25
3.15 Navigation Map 26
3.16 Framework of Application Development 31
4.1 Main Menu Page 33
4.2 Exit Button 34
4.3 Setting Button 34
4.4 Category Button 34
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4.5 About Us Button 34
4.6 Help Button 34
4.7 Category Page 35
4.8 The List of Category 36
4.9 Home Button 36
4.10 Scan Button 36
4.11 Show the 3D model on the screen device 37
4.12 Malaysia Tupperware Online Store Button 38
4.13 About Us Page 38
4.14 Help Page of Using the app 39
4.15 Help Page of Get Started 39
4.16 Setting Page 40
4.17 Malay Button 40
4.18 English Button 40
4.19 Sample of Marker (Food Container) 41
4.20 Sample of Marker Features (Food Container) 42
4.21 Sample of Marker (Bottle) 42
4.22 Sample of Marker Features (Bottle) 43
4.23 Sample of Marker (Plate) 43
4.24 Sample of Marker Features (Plate) 44
4.25 Sample of Marker (Bowl) 44
4.26 Sample of Marker Features (Bowl) 45
4.27 Sample of Marker (Glass) 45
4.28 Sample of Marker Features (Glass) 46
4.29 Bottle (1) 3D Model 47
4.30 Bottle (2) 3D Model 47
4.31 Food Container (1) 3D Model 48
4.32 Food Container (2) 3D Model 48
4.33 Plate (1) 3D Model 49
4.34 Plate (2) 3D Model 49
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4.35 Plate (3) 3D Model 50
4.36 Bowl (1) 3D Model 50
4.37 Bowl (2) 3D Model 51
4.38 Glass (1) 3D Model 51
4.39 Glass (2) 3D Model 52
4.40 Glass (3) 3D Model 52
xiv
LIST OF TABLES
FIGURE TITLE PAGE
2.1 Related Work 12
2.2 Comparison of existing application 15
3.1 Hardware and usage 29
3.2 Software and usage 30
xv
LIST OF ABBREVIATIONS / TERMS / SYMBOLS
FYP Final year project
AR Augmented Reality
2D 2 Dimensional
3D 3 Dimensional
xvi
LIST OF APPENDICES
APPENDIX TITTLE PAGE
A Gantt Chart FYP1 59
B Gantt Chart FYP2 60
C Usability Testing 61
D Project Poster 62
1
CHAPTER I
INTRODUCTION
1.1 Introduction
Augmented reality (AR) is an interactive experience of a real-world
environment where the objects that reside in the real-world are "augmented" by
computer-generated perceptual information, sometimes across multiple sensory
modalities. This has made the use of augmented reality an important concept in sales
promotion. Media and technology have a positive impact on increasing the marketing.
The use of augmented reality technology have brought a great influence and potential
to the world of marketing.
Tupperware Catalogue Augmented Reality that contain product brand
Tupperware. Tupperware Catalogue AR that makes it easy for customers to see more
realistic Tupperware Brands product items in a 3-dimensional view by using
smartphones. Additionally, it also saves time, energy and customers financial without
the need go to Tupperware’s stockist. Furthermore, it can maintain the use of catalogues
and enhance Tupperware's catalogue market.
2
1.2 Problem Statement
There are various augmented reality applications of marketing that have been
developed to attract customer into increasing sales. But its lacking in lot of aspect. For
example, most of the application are develop not based on the actual model and simple.
However, lot of information still are not available in the application. Besides, it’s does
not have additional features that very interactive and the function is limited. So, this
kind of application is not practical anymore. In this section, the main purpose of
problem statement is to focus the attention of solution to the problems. There are three
main problems currently:
i. Customer's difficulty to view food container of Tupperware Brands product
realistically from a 3-dimensional angle.
ii. Lack of use Tupperware catalogue is due to the fact is online advertising.
(Peterson, R. A, 1995)
iii. The existing catalogue unattractive and bored for customer. (Kenneth C. Gehrt,
1999)
Without the effective marketing aid tool, the marketing process become less interesting
and difficult to them to understand about the application. As we know an early exposure
through the effective marketing aid tool is very important to increase their interest in
recognition of brands. Concise descriptions of the issues stated need to be addressed to
deal with the problem.
3
1.3 Objectives
There are the following objectives of Tupperware Brands Catalogue AR are:
i. To design Tupperware Brands Catalogue AR using mobile based application.
ii. To develop the application for the seller and growing recognition of brands.
iii. To test and evaluate the application is fully functional and ready to use for user.
1.4 Scope
The scope of this study is divided into:
i Technology of display virtual button of colour. This catalogue using Augmented
Reality technology with 3D modelling technique using Maya software and unity 3D
software to develop the Tupperware Brands Catalogue AR. For create this project
illustration is by using adobe photoshop and adobe Illustrator to make the virtual button.
ii Identify the marker-based of Augmented Reality Catalogue. For the AR features
by using Vuforia Augmented Reality SDK to detect and track the target, marker-based
technique is used for this AR application. C# language as the program language. The
module in this AR catalogue include language selection, scanning image on the
catalogue, knows the name of the product, the information about the product, and the
user can change the available of colour of product.
iii Animation augmented reality of product. For this project, animation is the main
purpose to attract the user as customer to use Tupperware Brands Catalogue AR and
can avoid the user from bored.
4
1.5 Limitation of Work
There is a limit when developing a mobile application. For this project, the
limitation was this application only compatible with Android mobile phone. Mobile
phone with IOS cannot access to this application. Moreover, this application did not
have sound. Users can only interact with the application such as click on the button of
colour, button of information and user can control the animation to make it moving in
and moving out. In mobile phones, limited processing power, small amount of memory
and little storage is a one limitation in this application. Thus, limitation of use this
application only to all Tupperware user.
1.6 Expected Result
The expected result by the end of the development of this project are:
i. The development of mobile Application using Augmented Reality Catalogue.
ii. This application can be used by the user as a customer using a Tupperware
Brands Catalogue AR to see the whole angle of each Tupperware product.
1.7 Summary
In conclusion, this chapter discussed about the introduction for the proposed application
such as problem statement, objectives, scope, limitation of work, expected result and
project schedule.
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CHAPTER II
LITERATURE REVIEW
2.1 Introduction
This chapter will discuss about previous research thesis on same alike topic with
this project. There were few research thesis that were almost similar to this project. This
chapter will show the multiple technique that have been used for previous project such
as the software used to develop the project, the methodology used, the advantages and
disadvantages of every single project. Through this study, all the useful information will
be used to help developing this Tupperware Brands Catalogue AR. These information
will be the guideline for developing this project since there were few research thesis
that were almost similar to this project. In this project literature review, a research has
been made to understand and get some overview about existing project and related
technology.
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2.2 Augmented Reality
In augmented reality, there are four types, Marker-less AR, Marker-based AR,
projection-based AR and superimposition-based AR. For Marker-less AR or it also
called as location-based AR because it known as position based AR and GPS based
augmented technology. In projection-based AR, its technology is based on AR
projection function where lights from the device projected on the objects. For
superimposition-based AR, the augmented image can replace the original image, either
partially or fully.
This study will focus on Marker-based AR. It also called Image Recognition or
Recognition based AR. Usually, 2D images are used to be the visual marker. The users
get the result when camera reader senses the marker. The figure 2.2 show the example
of marker-based AR.
Figure 2.1: Example of marker-based
2.2.1 Augmented Reality History
The beginning of the AR idea was in 1950s when Morton Heilig, a motion
cameraman, believed that cinema as an art that should be able to attract the audience
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into the screen. During 1962, Heilig developed his idea model, called in 1955 as "The
Cinema of the Future", known as Sensorama, which existed before digital computing.
(Abrar Omar Alkhamisi, 2013).
Then the first Augmented Reality was first invented by a Professor and
Computer Scientist from Harvard name Ivan Sutherland in 1968. He invented a device
that he called The Sword of Damocles which is a head-mounted display. This device is
the first sort of augmented reality device that being invented by him and his student,
Bob Sproull. (Isberto,, 2018) During 1975 an artificial reality laboratory was established
by Myron Krueger. This laboratory or this video place is an area where user can deal
with the virtual elements for the first time easily.
Hence AR become a field of study in the early of 1990s. The first survey about
AR was conducted by Ronald Azuma in 1997 to introduced the exact meaning of AR
whereas he defined AR as assembling real and virtual environment together while both
of them is being recorded in 3D and interactive in real time. In 2000 the first mobile AR
game was invented by Bruce Thomas. This mobile AR game was displayed during the
International Symposium on Wearable Computers. Subsequently, more AR apps have
been designed primarily with mobile apps. e.g. Wikitude. After that, AR Travel Guide
was created in 2008. (Abrar Omar Alkhamisi, 2013) Figure 2.1 below show how the
Augmented Reality workflow.
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Figure 2.2: Augmented Reality Workflow
2.3 Related works
A few articles have been studied to analyse and compare to find out what are the
weakness of the previous research that can be overcome. Besides, those articles also
used as references for this project.
2.3.1 Interaktif Augmented Reality untuk Katalog Penjualan Rumah Berbasis
Android
Augmented reality (AR) is a term for the environment that combines the real
world and the virtual world created by computers so the boundary between the two
becomes very thin and closer to a real (real) environment. Augmented Reality (AR)
allows users to interact with virtual objects and real objects in real life in real time.
Some applications are developed using augmented reality technology such as medical
applications, manufacturing, visualization, path planning, entertainment, and military
that have been explored.
The growth of property business in Indonesia every year has increased, however
9
not many property developers in Indonesia are using technology Augmented Reality
(AR) as a promotional medium to market the product, the average is still using
brochures. In addition to using brochures many property developers have create
applications about web-based home marketing or catalogues available on the web.
Research on building home catalogues using AR is not new, there are some similar
studies that have been done before, however concentrated on marker detection to
display 3D models using either special markers or brochures that are used as markers
In addition to concentrations on marker detection there are some features that are added
like home floor plans both 3D and 2D and 3D home based case studies taken
This research focuses on the manufacture of home sales catalogues using
technology AR by adding features that have not been in previous studies. Some features
Added is to change the colour of paint the walls, doors and windows on the home model
3D, so users can change colour according to the colours provided. (Eko, 2016)
2.3.2 Augmented Reality Tourist Catalogue Using Mobile Technology
Tourism studies have noted that insufficient attention has been paid to the
experience and practices of the tourist. Tourism research does not help to explain the
nature of modern mass tourism. The most detailed research that has been done is tourist
information seeking, but the literature has tended to avoid detailed qualitative
description, focusing more on broad categorizations of tourist practice. The purpose of
this article is to show how I will go about in creating a tourist catalogue that uses
augmented reality. This catalogue will help tourists both domestic and foreign get visual
aid for viewing objects on a simple map. This article shows the extent this new
technology has been explored in to and how much has been implemented. This article
10
focuses on explaining what augmented reality is and the methodology that will be used
to go about this new and unexploited technology.
The main benefit is that tourists are able to view variable information about an
object of interest that is placed immediately in context but there is still a lack of a wider
adoption by the general public as well as tourists, many of whom prefer more traditional
sources of information, such as, for example, paper-based guidebooks. The full potential
of smartphone AR for Tourism is still not widely explored. Therefore, the aim of this
study was to identify the key challenges that smartphone AR applications pose when
used to access tourism-related information in unfamiliar environments. This study is
part of an ongoing research project that examines the effective design of tourism
context-aware smartphone AR applications for on-site access to geo-tagged content.
(Mohamedali, 2010)
2.3.3 Augmented Reality For Real Estate
The real estate sector has already adopted this development achieving apps and
AR. So far, several real estate applications have been established. While there is only
few literature concerning AR in the field of real estate the mentioned applications are
the result of an extensive internet and literature research. In several publications AR
applications for real estate are partially mentioned. Jánszky/Schildhauer (2010) describe
the AR search of property regarding the app of the real estate search engine Immonet4.
The search of property is the best known and most distributed AR application in the
field of real estate. Sutau (2006) offers a classification which does not include real
estate applications. (Veronika, 2012)
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This is an often seen fact in the literature that real estate applications are mixed
with architecture and other fields of applications. But real estate is still an enormous
economic factor. Additionally Mehler-Bicher et.al. (2011) offer a classification based
on fields of communication consisting of the sectors education,
collaboration, simulation, orientation and visualization in general and a role based
classification by which the fields of living environment and living architecture are
corresponding to fields of applications in real estate. Hayes (2009) classifies 16 AR
models. These models also cover a variety of real estate applications.
2.3.4 Overview of Smartphone Augmented Reality Applications for Tourism
Based on this article, a visual AR system enhances or augments the surroundings
of the user with virtual information that is registered in 3D space and seems to coexist
with the real world. Unlike traditional AR devices, such as head-mounted displays
(HMDs) and mobile laptops, smartphones combine all necessary technologies for
augmentation in one small device. This is also the first medium to introduce AR to the
mass market which has enormous potential for tourism. In a typical GPS-based
smartphone AR application for outdoor use, the user points the device towards physical
objects in their surroundings. They then able to see additional virtual information
overlaid on top of the real world camera view through virtual annotations. The type of
content and amount of information within the 13 virtual annotations varies amongst
applications and can include video, images, text or symbols for different types of
landmarks. Available data includes descriptions of tourist attractions, restaurants and
monuments. Other useful information, such as Wi-Fi spots, ATMs, car parks,
transportation, local news items, and weather can also be displayed in AR-view.
12
The main objective of this study was to explore the benefits and drawbacks of
current smartphone applications in their effort to support tourists roaming in unfamiliar
environments. It was found that when it comes to effective support of mobile on-site
needs of tourists, current smartphone AR applications is to provide access to location-
based. (Zornitza Yovchevaa, 2012)
2.3.5 Augmented Reality in science education – affordances for student learning
This paper presents findings related to augmented reality (AR) for educational
purposes, more specifically for Science Education in lower secondary school. When
reviewing research in the field, several researchers emphasize the importance of
focusing on the ways that AR technologies can support meaningful learning more than
the technologies themselves, acknowledging that the use of AR in education is still in
its infancy.
The aim is to develop a framework for designing and analysing AR in science education
based on rich qualitative data provided by expert teachers, researchers and designers
from Denmark, Norway, the UK and Spain. The table 2.1 is show the literature review
of article. (Birgitte Lund Nielsen, 2016)
Table 2.1 Related Work
Article Title Author/Year Platform Purpose
Interaktif
Augmented
Reality untuk
Katalog
Penjualan
Lailatul
Husniah et.al,
Fendy Saputro,
Eko Budi
Cahyono
i. Android
mobile
ii. Aplikasi
Unity
Research on sales catalogue
home using AR is also not
new, there are few similar
studies that have been done
before, but concentrated on
13
Rumah Berbasis
Android
(2016)
the detection marker to
display a 3D model using
either marker or special
brochures that serve as a
marker.
Augmented
Reality Tourist
Catalogue
Using Mobile
Technology
A. H. Lashkari,B
et.al, Parhizkar ,
M. A.
Mohamedali
(2010)
i. Android
mobile
ii. Aplikasi
Unity
iii. Autodesk
Maya
The aim of this article is to
show how I will go about in
creating a tourist catalogue
that uses augmented reality.
This catalogue will help
tourists both domestic and
foreign get visual aid for
viewing objects on a simple
map.
Augmented
Reality For Real
Estate
Veronika LANG
et.al, Peter
SITTLER
(2012)
i. Android
mobile
ii. Application
Unity
iii. AR
Browser
Market analyses assume a
rapid growth of the number of
augmented reality
applications. One field of
application is searching for
property via smartphone. On
the other hand there are
several real estate applications
concerning architecture,
14
buildings, refurbishment and
housing renewal and even
orientating in shopping center.
Overview of
Smartphone
Augmented
Reality
Applications for
Tourism
Zornitza
Yovchevaa
Dimitrios
Buhalisb
Christos
Gatzidisc
(2012)
i. GPS-based
AR
ii. Data
analysis
A visual AR system enhances
or augments the surroundings
of the user with virtual
information that is registered
in 3D space and seems to
coexist with the real world.
Augmented
Reality in
science
education
– affordances
for student
learning
Birgitte Lund
Nielsen
Harald Brandt
Hakon Swensen
(2016)
i. Delphi
Method
i. Data
analysis
Findings related to augmented
reality (AR) for educational
purposes, more specifically
for Science Education in
lower secondary school.
In conclusion, these applications were developed to help the learning process.
There were lots of things that could be the guide and reference to develop Tupperware
Brands Catalogue AR such as the methodology and the design that might fit for this
application. These article also help with the software that suitable and could be used to
develop the application. Improvement that will be implemented for this project’s
application is more animated graphic, more interaction between user as a customer with
15
the application. According to the research, this application is the first mobile application
that will provide interactive 3D Catalogue in application from Tupperware Brands.
2.4 Comparison of existing applications
The comparison between the existing applications and this project application are shown as in
Table 2.2 Comparison of existing applications.
Table 2.2 : Comparison of existing applications
Application
Interaktif
Augmented
Reality untuk
Katalog
Penjualan
Rumah Berbasis
Android
Augmented
Reality
Tourist
Catalogue
Using Mobile
Technology
Augmented
Reality For
Real Estate
Overview of
Smartphone
Augmented
Reality
Applications
for Tourism
Augmented
Reality in
science
education
Image Yes Yes Yes Yes Yes
Animation/
Video
No Yes Yes Yes Yes
Audio Yes Yes Yes No Yes
Text
Description
Yes No No Yes Yes
AR Method Marker-based
(Download
marker)
Marker-
based
(Download
marker)
Marker-
based
(Download
marker)
Marker-based
(Download
marker)
Marker-
based
(Using
flashcard)
2.5 Summary
This chapter discuss about an overview about the concept of the system.
Literature Review is important to help the developer to know the problem from the
previous system that can be improves or as a guidance of the flow of new system.
Besides, it helps the developer in understanding the system and the chosen techniques
16
more. There were few techniques that can be considered to be the guidance for this
project so it will meet its goals.
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CHAPTER III
RESEARCH METHODOLOGY
3.1 Introduction
This chapter will explain the details about the research methodology and system
development methodology that being used in this proposed project. Research
methodology is a systematic procedure or technique to solve a problem. According to
(Oxford University Press, 2018) methodology is defined as a system of methods used
in a particular area of study or activity, it is the analysis of the principles or procedure
of inquiring in a particular field. The project methodology is being used to solve all the
problems arising in the system analysis systematically to ensure this project is
completed and meet the objectives. It is important to decide what is the problem occur
and what kind of method that are suitable to overcome the problem in the proposed
project.
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3.2 Methodology
Methodology that was suitable to be used to develop this application is ADDIE.
The Addie model is an instructional design methodology used to help organize and
streamline the production of your course content. ADDIE method is a one of effective
method from cost, time, energy and it also systematic method. ADDIE method consist
of five phase which is Analysis Phase, Design Phase, Development Phase and
Implementation and Evaluation Phase. ADDIE is an acronym for every phase. It is
analysis, design, development, implementation and evaluation.
The ADDIE model is basically a generic, systematic, step-by-step framework
used by instructional designers, developers and trainers to ensure course development
and learning does not occur in a haphazard, unstructured way (Castagnolo, 28 2008)
This approach is very useful because having stages clearly defined every phase of
developing this project.
Figure 3.1 Addie model
19
3.2.1 Analysis Phase
In this first phase which is analysis phase where is important to determine the
requirements and the needs of the application. It was important to identify what was
needed and suitable to be applied to the application since this application will be used
to all user as a customer of Tupperware Brands product. In this phase, any problems or
constraints that might happen when developing the application were also considered to
make sure the application will achieve the initial purpose. The analysis phase clarifies
and identify the problem statement, objective, target user, content, strategy and
requirement.
Figure 3.2 Analysis phase
3.2.2 Design Phase
In this phase, there were few processes that need to be done to give a clear
picture of the application such as the sketching of the storyboard, framework for the
application, prototype which is the screen design that will help to ease the development
20
process since it will give guidance throughout the process. The design phase should be
systematic and specific. Information gathered during analysis phase is reviewed and
compiled.
3.2.2.1 Interface Design
To design the interfaces need to use several software such as Adobe Photoshop,
Adobe Illustrator and Adobe InDesign. Interface is as a guide to create the real project.
In designing the interface requires high creativity so that the interface looks appealing
and fits into the theme and the title it brings. In this project, based on the title eclipse,
the interfaces designed with outer space view include the background and the buttons.
3.2.2.2 3D Modelling
3D modelling is the process of developing a mathematical representation of any
surface of an object either inanimate or living, in three dimensions via specialized
software such as Autodesk Maya, Blender and Autodesk 3ds Max. 3D modelling is
creating 3D model that were sketch as 2D. Modelling object need high creativity to
design every detail on the objects. After model has been developed, the next step is
texturing which it needs to put colour and texture on the model. The colour used is the
original colour of the object in the real world as example the sun has reddish orange
colour and some white yellowish. The texture is a special effect on the model so that
the model looks more realistic as example the moon has rough and cratered texture.
3.2.2.3 Develop Storyboard
After designing the interfaces, developing storyboard also an important step and
requires high creativity. The function of developing the storyboard is to show the
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change from one interface to another interfaces when the button in interface was
clicked. Storyboard is to make it easier for developers to understand the navigation keys
contained in the project storyboard. Storyboard is a sketch or illustration in purpose of
pre-visualization the design that will be implemented for this application.
Figure 3.3 Interface of Homepage(English) Figure 3.4 Interface of Category
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Figure 3.5 Interface of Category’s List Figure 3.6 Screenshot of Scan Camera
Figure 3.7 Interface of About Us Figure 3.8 Interface of Help
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Figure 3.9 Interface of Help Figure 3.10 Interface of Setting
Figure 3.11 Interface of Homepage(Malay) Figure 3.12 Interface of Model
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Storyboard is the primary guide for the design of this application but it also can
change according to suitability and circumstances happen in the future. Figure 3.3:
Storyboard 1 shows the starting page of the application where the user will enter their
name. Figure 3.4: Storyboard 2 show the page of category. Figure 3.5: Storyboard 3
show the page of category’s list that show to user the product of each category. Figure
3.6: show the page when user click scan camera button.. Figure 3.7: Storyboard 4 shows
the page of about us. Figure 3.8 and 3.9: Storyboard 5 shows the page of help. Figure
3.10: Storyboard 6 shows the page of setting. Figure 3.11: Storyboard 7 shows the page
of homepage(Malay). Figure 3.12: shows the page of category’s list product. All of this
are the example and guideline of how the contents of this application will look like and
additional design will be implemented according to circumstances and suitability of the
application in the development phase.
3.2.2.4 Prototype (Screen Design)
Prototype is an early sample or model of a product built to test a concept or
process. In this project, the screen designs were developed to show how the application
will work such as the button and the 2D animated graphic. Figure 3.13 below show
develop model in Autodesk Maya and Figure 3.14 below show develop button in unity.
25
Figure 3.13 Create model
Figure 3.14 Develop apps
Prototyping is where the functionality of the application was shown. In this process, the
functionality of the button, the animated graphic and any function that should be done
are recognized to make sure its meet the objectives of this application.
26
3.2.2.5 Navigation map
Navigation map is a basic structure of a system or generally the concept of a
system. Figure below show the flow of application for Tupperware Brands Catalogue
AR. In developing this project, a navigation map was created to illustrate the continuity
between one interface and one another. In addition, the navigation map also serves to
give you an overview of what is contained in this project. Figure 3.15 below show
navigation map .
Figure 3.15 : Navigation Map
For this application, the users will enter the application homepage. The users
can see the homepage that contain 5 button at homepage where is scan category, about
us, help, exit and setting. Each of the button have their own function. At the first button
which is button of category, this is page for category where there are five list of category
then the user need to click the scan camera and scan the marked-based of catalog to see
27
the 3 dimensional product from the whole angle. The second button which is button of
about us, it is about the information of background Tupperware product. The third
button which is button of help, at this page it is about the instruction for the user to use
this application.At the button of setting, this page for the user to choose the language of
the application that available. And lastly the button of exit, this button it use for user
when user want to exit from the application.
3.2.3 Development phase
Development phase is where the application will be develop using the chosen
software where the software is the suitable software to develop the 2D environment
mobile application. The software is Unity3D to create the Virtual Reality app and
overall project and modelling 3D object. Then, the models imported into unity3D for
the next process which is to arrange the position of the model and its environment. This
phase have 3 stage which is at the first stage is pre-production that contain the idea,
script and storyboard. The second stage is production that contain texturing, rendering,
modelling, building AR and create marked-based phase. The third stage is post-
production that contain compositing and final output.
3.2.4 Implementation phase
In the implementation phase, several tests have been performed on prototypes
that have been developed during the development phase. Tests are conducted from one
interface to another interface to make sure no mistakes occur. If there are errors, it will
be corrected and re-tested until there is no mistake. This phase is crucial to ensure no
defects and no errors in the project that being developed.
28
3.2.5 Evaluation phase
In the last phase for the ADDIE method is evaluation phase where need to gather
feedback from user and iterate process to improve deliverable. This phase to publish the
final output and to evaluate the usability study for user based on the application.
Evaluation phase provides a final review checkpoint for the project. During this
evaluation phase, the supervisor and panels measure how well the project achieved its
goals and provide their feedback.
3.3 Requirement Analysis
In this section, hardware, software and it usage throughout this project are listed
below. Table 3.1 below show hardware and usage. Table 3.2 below show software and
usage.
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Table 3.1: Hardware and usage.
Hardware No. Hardware Usage
1.
Laptop Acer Nitro 5
(AN515-51)
(Processor Intel i5)
Used to write the proposal
and report for this project.
2.
Smartphone Vivo Y71
(Android 8.1 Oreo)
(3GB RAM)
Used for test the
functionality of the
application.
3.
Hard disk To copy all files and as a
backup to the project.
4.
Printer
To print the report or any
required sheet.
5.
Pendrive SanDisk 64GB
To store the backup file
and project
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Table 3.2: Software and usage.
SOFTWARE No Software Usage
1.
Unity3D
Used to create the Virtual
Reality app and overall
project and modelling 3D
object
2.
Autodesk Maya
Used to create 3D
character model
3.
Vuforia
To create Augmented
Reality
4.
Microsoft Word Used to complete the
proposal writing and
report writing for the
project.
5.
Adobe illustrator CS6
(64bit)
To create and design
page
6.
Adobe Photoshop Cs6 Used to design the layout
needed.
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3.4 Framework
Framework is a basic structure of a system or generally the concept of a system.
Figure 3.16 below show the framework for Tupperware Brands Catalogues AR.
Figure 3.16 : Framework of Application Development
3.5 Chapter Summary
This chapter discusses the methodology for the application development,
hardware and software required to develop the application. Every phase in the
development follows the project methodology mentioned earlier in this chapter.
Application requirements regarding the hardware and software required to develop the
augmented reality were briefly explained. This chapter also discuss every phase in
ADDIE model which are analysis, design, develop, implement and evaluation. Every
phase were briefly explained in this chapter.
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CHAPTER IV
IMPLEMENTATION AND EVALUATE
4.1 Introduction
This project is implemented as an android application by using Unity which
is Unity’s industry-leading developer experience combined with tools purpose-built
for AR creators and unified workflow across AR devices to push the bounds of user
imagination. We have the custom resources to bring user immersive vision to life.
This project also used C# language to connect in the Visual Studio to the Unity of
application.
The core of project is focused on user site only. The user has functions are
selecting the AR camera, taping on the screen to get more detailed about the object,
zoom in for enlarging the map, zoom out for shrink the object and rotate the object
about 360. User also can selecting collection to see all of object contained by 2D
graphic.
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4.2 Implementation
The implementation phase refers to the actual delivery of the instruction. The
purpose of this phase is to give the effective and efficient delivery of a fully functional
application. This project is to develop and implement as an android application by
using the main software by using Unity 3D that integrated with Vuforia. Furthermore,
this project use C# as the programming language for writing script.
4.2.1 Main Menu Page
Based on the Figure 4.1 below show the home page. This page has 4 buttons
which is Category Button, About Us Button, Help Button, Setting Button and Exit
Button.
Figure 4.1 Main Menu Page
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Figure 4.2 Exit Button
Figure 4.3 Setting Button
Figure 4.4 Category Button
Figure 4.5 About Us Button
Figure 4.6 Help Button
4.2.2 Category Page
Figure 4.7 below show the Category page for show the list of category of
product. User need to get the catalogue which are called as marker-based. Next, user
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can scan the image on the catalogue using AR User need to click button category to
see the list of category as seen in figure 4.8. There are five category which is food
container, bottle, glass, bowl and plate. The figure 4.9 is a home button for user to go
back at the home page. The figure 4.10 is a scan button for user scan the catalogue and
the 3D models will pop out automatically on the mobile phone screen as seen as in
figure 4.11. The model will automatically appear on the screen of user’s device based
on pages of catalogue.
Figure 4.7 Category Page
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Figure 4.8 The list of category
Figure 4.9 Home Button
Figure 4.10 Scan Button
37
Figure 4.11 Show the 3D model the screen device
Figure 4.11 show after selecting AR Camera button, AR view will appear
and user can scan the catalogue (Tupperware Brands Catalogue AR) as provided
from the developer. There has a lot of button for user friendly application. The
figure 4.12 is a button for Tupperware Malaysia Online Store for the user click and
directly to the website of Tupperware Brands for making the order. The user can
click the home button to go to Category page as shown as in figure 4.8. User also
can choose and change the color that available. The color that available in four color
which is blue, yellow, red and green.
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Figure 4.12 Malaysia Tupperware Online Store Button
4.2.3 About Us Page
Figure 4.13 below show the About Us Page. This page shows the background of
Tupperware Brands. The user can click the home button to go to Main Menu Page as
shown as in figure 4.1
Figure 4.13 About Us Page
39
4.2.4 Help Page
Figure 4.14 below show the Help Page. This page shows how to use this
application. The user can click the home button to go to Main Menu Page as shown as
in figure 4.1. There is two button in help page, button Using the app as show in figure
4.14 explain what does app do while the button Get Started as show in figure 4.15
explain the function of scan camera when the 3D appear on screen.
Figure 4.14 Help Page of Using the app Figure 4.15 Help Page of Get Started
4.2.5 Setting Page
Figure 4.16 below show the Setting Page. This page the user can choose and
change the language of application in Malay or English. As show in figure 4.17 and
40
4.18. The user can click the home button to go to Main Menu Page as shown as in
figure 4.1.
Figure 4.16 Setting Page
Figure 4.17 Malay Button
Figure 4.18 English Button
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4.2.6 AR Marker
Image recognition is an imperative component of augmented reality systems.
By use of identifying visual markers already embedded within the system, physical
world objects are detected for superimposition of virtual elements. In order for an
AR application to estimate the orientation and position of a camera with respect to
the real world frame, most applications employ a tracking technique known as
marker based augmented reality.
Once you begin using the marker-based augmented reality system with a digital
device, the image of the physical world captured by your camera is converted into
a grayscale image to expedite the image processing algorithm. The algorithm then
uses the image of the camera as well as the decoded marker ID to augment the
virtual object onto the physical world model. By focusing the camera of whichever
digital device you are using to deploy the augmented reality app on the specified
markers, the app is able to retrieve the information stored to display the three-
dimensional virtual object accurately.
Figure 4.19 Sample of Marker (Food Container)
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Figure 4.20 Sample of Marker Features (Food Container)
Figure 4.21 Sample of Marker (Bottle)
43
Figure 4.22 Sample of Marker Features (Bottle)
Figure 4.23 Sample of Marker (Plate)
44
Figure 4.24 Sample of Marker Features (Plate)
Figure 4.25 Sample of Marker (Bowl)
45
Figure 4.26 Sample of Marker Features (Bowl)
Figure 4.27 Sample of Marker (Glass)
46
Figure 4.28 Sample of Marker Features (Glass)
4.2.7 3D Model
Augmented Reality is a combination of 2D objects or 3D objects in real 3D
environment and present them into virtual objects in a real time. 3D modeling is the
process of developing a mathematical representation of any surface of an object either
inanimate or living in three dimensions via specialized software. The product is called
as a 3D model. This project created 3D model using Autodesk Maya. When users scan
the marker, the 3D model will appear at the mobile phone screen based on the marker.
12 product model 3D have been created by using Autodesk Maya software. Below are
12 pictures of 3D model that contained in the Tupperware Brands Catalogue
Augmented Reality. In real time when scan the catalogue, the model can zoom out and
zoom in, rotate, drag move position and change color.
47
Figure 4.29 Bottle (1) 3D Model
Figure 4.30 Bottle (2) 3D Model
48
Figure 4.31 Food Container (1) 3D Model
Figure 4.32 Food Container (2) 3D Model
49
Figure 4.33 Plate (1) 3D Model
Figure 4.34 Plate (2) 3D Model
50
Figure 4.35 Plate (3) 3D Model
Figure 4.36 Bowl (1) 3D Model
51
Figure 4.37 Bowl (2) 3D Model
Figure 4.38 Glass (1) 3D Model
52
Figure 4.39 Glass (2) 3D Model
Figure 4.40 Glass (3) 3D Model
53
4.3 Testing
Testing is one of an important phase in the development of the project. This phase
to test the system or application whether it fully function or vice versa. There are three
types of testing in this phase to test the application which are unit testing, integrate
testing and application testing. Unit testing is carried out to verify the functionality of a
specific section code. Integration testing is to exposed defect in the application
interfaces and interaction between module.
4.4 Result
The expected result after releasing of the application Tupperware Brands
Catalogue Augmented Reality is user should be able to get the easier way to view the
product of Tupperware. Tupperware Brands Catalogue AR can reduce decreasing of
catalogue marketing and can attract more customer to use this catalogue. The advantage
of Tupperware Brands Catalogue AR application is does not use an internet connection
and user can save the cost without need go to stockiest to see the product of Tupperware.
The developer also expected that the system could function well and fulfill the
satisfaction of user.
4.5 Summary
In this chapter of implementation and testing, it has been described and show all
the user interfaces in the application. Testing also an important part to make sure that
all the functionality has been achieve and run smoothly. Maintenance should also be
carried from time to time to check whether there are any bugs detected. This phase will
repeat to ensure the error can be minimized and the application will be optimized.
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CHAPTER V
CONCLUSION
5.1 Introduction
In this chapter, the result of the project is discussed and concluded. The
content of this chapter will summarize the overall contribution.
5.2 Project Achievement and Contribution
By the end of this study, Tupperware Brands Catalogue Augmented Reality
enhanced using AR technology is an interactive catalogue that uses new era technology
to help people, especially to enhance the growing recognition of brands as well as
technology advanced. Furthermore, it is develop application for customers using
interactive application to make customer more easier with 3Dimensional view. This
application also develop for customers using interactive approach. Additionally, users
can see the 3D model of product Tupperware Brands with whole angle. It has achieved
the objectives and scope of this project. Below is the list of the achievement on this
55
project :
i. The successful of augmented reality technology to create Tupperware Brands
Catalogue.
ii. Design and develop Tupperware Brands Catalogue AR that attract users to use
the catalogue with AR features.
iii. Test the functionality of Tupperware Brands Catalogue using augmented reality.
5.3 Problem and limitation
Every application need some limitation to ensure it perform perfectly. There are
few problems found during process in order to achieve the target and objectives. The
problem occur during the development of the application as the following :
i. Tupperware Brands Catalogue AR is not an internet based application, so user
cannot directly buy or order the product that available in application, so they
need to click official Tupperware website to proceed the order.
ii. Lacking of knowledge in this field also make the project development harder
since the tutorial for the selected method are limited.
iii. The type of object which is Tupperware’s product is unsuitable for animation.
5.4 Future Work
Tupperware Brands Catalogue Augmented Reality still has a lot of to be
improved. There is some suggestion that can be made in order to upgrade the application
to be more efficient in the future. Since this AR Application only have marker-based
and basically Tupperware’s product are suitable by using marker-less method. This AR
Application can also build into e-commerce application that specialized to add-to-cart
56
the selected item without go to their website. I hope this application might be a sell in
the market so that the seller and user can gain knowledge with technology augmented
reality. Lastly, this AR Application also can add more interaction to give attraction for
user to using and applied more detailed in their information.
5.5 Conclusion
As a conclusion, Tupperware Brands Catalogue Augmented Reality is the
application that help the user or customer more easier to see the product with 3D view.
ADDIE model has been used in this system to analysis, design, development,
implementation and evaluation the suitable category or type of mobile devices for user’s
daily life. The storyboard interface design that included in this report can also act as a
guideline for user to use this system. Furthermore, with development of this application,
its will enhance the brands of company that is follow 4th revolution industry. Finally,
the developer hopes this application can use for the business market and achieve the
user expectation. So, the application can give better solution or suggestion to them while
giving feedback for improving the application in the future.
57
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APPENDIX A (GANTT CHART FYP1)
60
APPENDIX B (GANTT CHART FYP 2)
ACTIVITY WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Project Meeting with
Supervisor
Project Development
Proposal Progress
Presentation &
Evaluation
Project Development
Project Testing
Submit Draft Report
and Documentation
of the project
Seminar Presentation
Discussion &
Correction Report
Final Thesis
Submission
61
APPENDIX C (USABILITY TESTING)
User Testing “Smart Furniture Catalogue using Augmented Reality”
1. Interface in this application interesting? * Tick only one oval
Yes
No
2. All button in this application function? * Tick only one oval
Yes
No
3. This application can give benefits to you? * Tick only one oval
Yes
No
4. Do you feel interesting while using this application? * Tick only one oval
Yes
No
5. Do you think this application can enhance company brander? * Tick only
one oval
Yes
No
6. Any suggestion to improve this application?
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APPENDIX D (PROJECT POSTER)