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CSF 35104
FINAL YEAR PROJECT 1
LETS KNOWMALAYSIAN TRADITIONAL FOODS AR
SEMESTER 1 SESSION 2019/2020
NAME : AHMAD ZULKHAIRI FAIZ BIN RAZAK
MATRIC NUMBER : BTDL 17047800
EMAIL : [email protected]
PHONE : 014-2119640
SUPERVISOR : EN. MOHD SUFIAN BIN MAT DERIS
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CONTENTS
CHAPTER 1 1
1.1 Introduction 1
1.2 Problem Statement 2
1.3 Objective 3
1.4 Scope 4
1.5 Limitation of work 5
1.6 Expected Result 5
1.7 Activities 6
1.8 Project Schedule 7
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CHAPTER II 8
2.1 Introduction 8
2.2 Augmented Reality Pipeline 9
2.3 Related Products 10 - 12
2.4 Comparison Table 13
2.5 Summary 14
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CHAPTER III 15
3.1 Introduction 15
3.2 Addie Model 15 - 16
3.3 Methodology Phase 17 - 34
3.4 Framework 35
3.5 Solution Complexity 36
3.6 Hardware and Software Requirement 37 - 40
3.7 Design and Modelling 41 - 45
3.8 Summary 46
3.9 References 47
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1.1 INTRODUCTION
The introduction typically describes the scope of the document and gives the brief
explanation or summary of the document. It may also explain certain elements that are
important to the essay if explanations are not part of the main text
Back in the days before the internet and gadgets exist, many people and tourist
looking for information on a magazine or newspaper. If your are wondering what
Malaysians did to keep themselves entertained in those days, one of them is to make
traditional food for sale or to eat. There are many traditional food that can be found in
Malaysia. But today with new menu of food that we can found on internet and at a
western food store, traditional food somehow lose their colour. Most people
nowadays doesn’t know how the traditional food look likes today. As we develop this
traditional food industry, we can diversify our existing food industry products. This is
because the diversity of a product attracts its customers.
In the this AR Mobile Apps, the traditional food that will be include in this app
development is Roti Canai, Sate, Lemang, Kuih Bahulu, Ketupat, kuih Seri Muka,
Denderam, Tepung Pelita, Kuih Akok and Nasi Lemak. Also people will learning
how to make it and ingredients used to make the traditional food. Additionally, people
using this AR can view information about the food as well as ingredients and nutrition
information. The app will consist on the model of the traditional food and some
information where is the most famous place for any of these traditional foods.
This AR application will be used on to know and learning the Malaysians
traditional foods, knowing the model of foods and can learn history of it. Also can
preserve Malaysians traditional food from extinct for the next generation.
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1.2 PROBLEM STATEMENT
A problem statement is the description of an issue currently existing which needs
to be addressed. It provides the context for the research study and generates the
questions which the research aims to answer. The statement of the problem is the
focal point of any research.
- Most of people nowadays didn’t not have any knowledge about our traditional food
especially students.
- Tourists are having trouble finding information about traditional Malaysian food and
the information on internet mostly not up to date.
- Our traditional foods slowly extinct from ou today culture and today generation.
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1.3 OBJECTIVES
It's important to differentiate objective writing from subjective writing, which is
writing that you cannot evaluate, calculate, or verify. Subjective writing might express
feelings, opinions, and judgments. This would come in handy for writing a personal
essay or an opinion column for a paper, but should not be used when the goal is to
simply inform the audience.
This type of writing is best used when you as a writer need to present unbiased
information to an audience and then let them determine their own opinion.
News reports and school textbooks often use objective writing. There are the
objectives in this project to be achieved to make this project successfully complete:
This AR Mobile Apps will helps people and tourist to learn, know and gain about
Malaysians traditional foods.
This AR Mobile Apps will preserve well our traditional foods from extinct from
our cultures and for the next generation.
Tourist can use this AR Mobile Apps to help them find the information and see
the model of traditional foods through the augmented reality.
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1.4 SCOPE
The scope of this application is divided into two (2) which are user and admin.
User Scope
(1) Able to explore this application.
(2) Able to play this application
Admin Scope
(1) Able to update this application.
(2) Able to manage application.
The scope for my Augmented Reality Apps is for tourist who want to find the
information about traditional foods. This project aims to focus on knowing our
traditional foods. This project will consist of all model of foods which is Roti Canai,
Sate, Lemang, Kuih Bahulu, Ketupat, kuih Seri Muka, Denderam, Tepung Pelita,
Kuih Akok and Nasi Lemak. Also can know and learning the Malaysians traditional
foods, knowing the model of foods and can learn history of it. Also can preserve
Malaysians traditional food from extinct for the next generation.
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1.5 LIMITATION OFWORK
A scope limitation is a restriction on the applicability of an auditor's report that
may arise from the inability to obtain sufficient appropriate evidence about a
component in the financial statements. Some scope limitations arise for reasons that
are beyond the control of the client, such as fire and flood. Alternative procedures can
overcome the risk of the auditor's qualified or disclaimer opinion.
There are some limitation have in a program:
Only android user can use this application.
The users need a smart phone to start playing the augmented reality.
This application needs special marker in order to make it work.
1.6 EXPECTED RESULT
The expected results address the desired knowledge, skills, and behavior that
learners should gain at the end of the project; in simple words they reflect the desired
learning outcomes. Their achievement is measurable and thus, they help in the
project's evaluation.
A) Through this application, my expectation is that users will be able to recognize
information about traditional Malaysia food.
B) Users can increase their understanding of augmented reality technology.
C) Traditional Malaysian food will be preserved as many people use this app.
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1.7 ACTIVITIES
AR apps contain models for every type of traditional Malaysian food. People will
learning how to make it and ingredients used to make the traditional food.
Additionally, people using this AR can view information about the food as well as
ingredients and nutrition information. At the same time, users can interact with the
model more closely. Users also look at nutrition information, ways to create
traditional foods and the history of those foods.
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1.8 PROJECT SCHEDULE
The project schedule covers the course of the whole FYP 1. The duration of this
project is from September of 2019 to December of 2019. Chart that illustrate each
month’s progression and task to be done is shown below.
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CHAPTER II
2.1 INTRODUCTION
In recent times, the influx of people especially young people are not familiar
with traditional Malaysia food which is increasingly being forgotten by the local
community. This is because the community prefers more modern western food. This
is because the people do not know about the history and the richness of traditional
Malaysian food that is becoming obsolete.
Technology is even more advanced today than it was 10 years ago, where
society is increasingly influenced by social media. Besides that, foreign tourists are
also interested in learning and learning about traditional Malaysian food.
Therefore, these AR apps can help them both local and foreign tourists get a
closer look at these traditional foods. The aim is to find a proper mixture of all the
elements to produce augmented reality software that will be able to show to people
traditional food on AR apps. It can be guideline to develop a new product so that the
new product can provide a better functionality compared to the existing product.
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2.2 AUGMENTED REALITY PIPELINE
Augmented reality (AR) has recently stepped beyond the usual scope of
applications like machine maintenance, military training and production, and has
been extended to the realm of entertainment including computer gaming. This paper
discusses the potential AR environments offer for embodied animated agents, and
demonstrates several advanced immersive content and scenario authoring techniques
in AR through example applications.
Figure 2.0 AR pipeline
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2.3 RELATED PRODUCTS
2.3.1 Kabaq AR apps.
Kabaq augmented reality food has developed a revolutionary tool which allows
you to radically change the way you present your menu and engage with your
consumers. The technology used by KabaQ allows you to visualize your menu in 3D
through a process of digital rendering and photography. Using smart device
technology, you can present your menu to your consumers in 3D, enabling them to
make informed food choices and ensuring their expectations are met or even
exceeded.
Figure 2.1: Figure show Kabaq App
Table 2.1: Show advantages and disadvantages
Platform Advantages Disadvantages
-Android OS
-Kabaq Apps on Snapchat,
Instagram and Facebook
-Offline
-Have element multimedia
show on apps
-Model cannot move
-No interaction food an
user
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2.3.2 ARkit Apps
ARkitt is an application under Apple company developed the technology of
augmented reality. The app also provides a dining room where users can use this app
to order food online through this app and then be responsible by the selected eateries.
But this app can only be used by Apple device users. This app will show the food
model that the user can order.
Figure 2.2: ARkit App
Table2.2: Advantages and disadvantages
Platform Advantages Disadvantages
-Apple (ios)
-User can make interaction
with model
-consumers can know the
food information
-Online app
-Only Apple user can use
this app
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2.3.3 Quytech AR App
The food industry is very much dependent on the customer experiences hence to
connect the customer AR food menu is a unique way to grab their attention. AR food
menu displays virtual food consisting of multiple 3D digital rendering photographs of
food on the plate. Through AR food menu app businesses in the food industry can
engage their customers in restaurants with new way. AR food app’s storytelling
feature is a way of advertising for based on AR technologies.
Figure 2.3: Quytech app interface
Table 2.3: Advantages and Disadvantages
Platform Advantages Disadvantages
-Android Os
-Printed
-Customers may see a live
demo
-The user can also find the
famous restaurants
-Online app
-No audio visual
-Model cannot move
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2.4 COMPARISON TABLE OF THE EXISTING PRODUCTS WITH 5
ELEMENT OF MULTIMEDIA
Table 2.4 Comparison table of the existing products with 5 element of multimedia
Product Text Image Video Audio Animation
Kabaq App
ARkit App
Quytech
App
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2.5 SUMMARY
In this whole chapter, this chapter discusses a products augmented reality of food.
This chapter also discussed the technique used in the new system and the technique
used in the previous research articles and journal. The comparison with the previous
research is done so that the right choice will be selected. This chapter also highlights
some of the differences between existing applications and can be improved upon from
a few things. traditional foods need to be maintained to have a place among locals and
foreigners.
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CHAPTER III
METHODOLOGY
3.1 INTRODUCTION
This chapter will explain the details of the methodology being used in this project.
The project methodology should systematically solve all the problems arise in the
system analysis to make sure this project complete and working well. It is an
important step of development since it will guide the researcher through software
development. After the app has been completely developed, it should be tested to
make sure all the objective of the project achieved. Then, the Addie method has been
used for Malaysia Traditional Foods app based on phase for each development
process.
3.2 ADDIE MODEL
In order to achieve the objective of the project, good planning and methodology
must be done before the later stage of the process begin. So, Addie has been choosing
as a methodology to develop this project. Addie is an acronym for the five stages of a
development process: Analysis, Design, Development, Implementation, and
Evaluation. The ADDIE model relies on each stage being done in the given order but
with a focus on reflection and iteration. The model gives you a streamlined, focused
approach that provides feedback for continuous improvement.
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Figure 3.1: ADDIE Model
ANALYZE DESIGN
IMPLEMENT DEVELOP
EVALUTE
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3.3 METHODOLOGY PHASE
Five phases in ADDIE model are described as below:
3.3.1 Analysis
This is where the process of analysis begins. In this phase the developer have
to identify the problems encountered as a whole. To identify the problem, the
developer can do with some methods such as observation. The problem statement,
objective and existing applications on any of the standards platforms are
searched to compare several current applications about traditional games to get
information that will help the project working well.
MENUSTART
EXIT
INFOVR APPS INFO CONTENT
AR CAMERA
Figure 3.2 Content of VR Apps
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3.3.2 Design
In this phase, the idea for the Malaysia Traditional Foods project is
developed into an initial design of the application. The feasibility of
developing the application on all mobile platforms is determined. After that,
information gathered during the analysis phase is reviewed and compiled.
Create design the project interface by designing a storyboard. The storyboard
will help to see more clearly the flow of the project.
BUTTON FUNCTION
A START
B INFO
C EXIT
A
B
C
Figure 3.3 AR App main page
Table 3.1 Button name and function
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BUTTON FUNCTIONA NASI LEMAKB BAHULUC LEMANGD SATEE KETUPATF ROTI CANAIG BACK
Figure 3.4 Start Menu
A B
C D
G
FE
Table 3.2 Button name and function
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BUTTON FUNCTION
A CAM VIEWB BACK
C INFO
D CAM BUTTON
Table 3.3 Button name and function
A
D CB
Figure 3.5 View of AR camera
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Figure 3.6 Info of AR model
Table 3.4 Button name and function
D CB
A
BUTTON FUNCTION
A INFO TEXTB BACK
C INFO
D CAM BUTTON
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B
A
BUTTON FUNCTION
A INFO TEXTB BACK
Figure 3.7 Info of AR model
Table 3.5 Button name and function
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3.3.3 FLASHCARD
Figure 3.8 : Flash card
This flash card is intended to scan objects that have been specially designed for
this application. When the user scans this card, the application will release the 3D
object that it has created
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3.3.4 STORYBOARD
Main Page
There has 3 button in home page which is:
START button
INFO button
EXIT button
The picture shows the main screen of the screen for this application. there are
three buttons namely the start button, the info button and the exit button. When the
user presses the start button, the application will bring you to the menu view. The info
button also contains information about the application and how to use it. For the exit
button, it is to exit this application to the main screen of the user's phone.
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Menu Page
In START button there has 6 menu button and 1 button back.
LEMANG
NASI LEMAK
KETUPAT
ROTI CANAI
SATE
BAHULU
BACK
The picture shows the view in the start button. The display is called a menu page
where there are 10 traditional food menus to scan using the flash card.
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Camera view
There are three buttons on the camera display to scan for flashcards.
BACK
INFO
CAMERA
When a user clicks the info button on the screen, the app will pop-up information
about the food. Examples of ingredients used and the right way to eat them.
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3.3.3 Development
In this phase, all the modules that have designed will be develop and are used as a
guide to the authoring process. Multimedia elements need to be applied in the design
phase. The development of this design refers to the software development process
using several applications ready for the image, animation, and authoring.
The process develops virtual reality is referring to a Virtual Reality production
pipeline. There are a group of people, hardware, and software aligned to work in a
specific sequential order to create a Virtual Reality product or asset. The three main
stages of the production pipeline are preproduction, production, and postproduction.
PREPRODUCTION
POSTPRODUCTION
PRODUCTION
- Idea -Design
- Story- Storyboard
- Layout- Modelling - Lighting- Texture - Rendering
- Final Output
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The first is preproduction. In this stage that includes the idea, script, storyboard,
and design. The idea for a project can come from just about anywhere and from
almost anything. Ideas should be something fun and simple. The idea can get from
research about the environment, what people needed and from an existing product.
When getting an idea, have some questions to ask self-such as who the characters are?
What is this project for? Who the audience? and What is the final product? After
getting the idea, go to script.
The script is the formal written form of the final story. It has written within it the
basic character movement, environment and actions. The script must describe what
will be seen and heard onscreen for different production teams to know what will be
created. After the script is a storyboard. Storyboard is the visual story form of the
script. Storyboard is the first visual representation of the entire story. Storyboards can
be anything from quickly thumbnail sketches to a fully developed idea. Lastly in this
stage is design. In the design component, the final look of the project is decided. This
included the character design, prop design, and environment design. The most
important aspects are that the mood and concept must be fully realized.
Secondly is production. In this stage that includes modeling, texturing, rigging,
and lighting. Modeling is everything that needs to be seen screen has to be modeled
shown Figure 2.2. The developer can now begin modeling them based on the designs.
After modeling is texturing. Texturing is to make model's surface look like it does in
the concept art or to match its real-world counterpart that shown Figure 2.3. Based on
the findings of the research on VR in the light of UI and UX, the developer must
sketch a design interface to meet the needs of the findings.
Rigging is the component which a control rig is put into a geometric object so the
animators can move that object that shown Figure 2.3. Once the modes have been
completed and the armature is needed to be placed in the character's body and face.
This is so that during animating, the developer can move the character expressions
freely and easily. Lastly is lighting. Lighting is the painting component of the
production stage. In this stage, created the lighting and mood for a scene.
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Lastly is post production. In this stage include programming and final output.
After finish production in the Autodesk Maya 3D, move to Unity. In unity to make
virtual reality view. Programming is the implementation of logic to facilitate specified
computing operations and functionality. In this development using C# language.
During this process, the developer must begin programming and coding the desired
outcome of the project based on the findings during the research phase. After the
finish is final output. Build this application on the android phone and test this
application functional or not. The developer has to present their product. The product
is ready to be presented and launched for a large audience to use this application in
the play store.
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3.3.4 Implementation
The implementation phase is also known as the testing phase. After all, is
completed the applications will be tested by the supervisor. Testing performed by
the supervisor is to detect errors or unknowing mistakes during the process. If
there were any error happened during the testing, the error will be fixed. The
testing will repeat until all the error of the application is fixed and the application
is running correctly according to the requirement. Supervisor also free to
comment or criticize for improvements.
The implementation phase represents the first test of making the entire course
and is therefore recommended to divide this phase conditionally into two parts: a
test implementation phase and final implementation phase . The implementation
phase is a testing phase. Completed applications will be tested by the supervisor.
Testing is aimed at finding the weaknesses and detecting any unobserved errors
during the authoring process.
During the test, the supervisor freely commented and criticized for
improvements to be made and any errors can be corrected. In this phase, test run
project and user test run. Test run project is when the developer test runs the
project by herself. This is to ensure that the project can be used and is running
accordingly. User test run is before presenting the final product a demo version is
given to alpha and beta testers to ensure that the project is meeting their criteria.
Criticisms and constructive feedback are taken into account to be implemented later
on.
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1) Testing run project
I will test run the project. While testing this project i have to make sure that the
project is successfully run correspondingly.
2) User testing run project
After testing the project, I have to test it to the user.User will give their feedback
before the final product can be a launch to the bigger users.The criticisms and
suggestion are taken and will be implemented later on
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3.3.5 Evaluation
The final phase is the evaluation phase. It is the process of getting feedback
from supervisor on content, interface, audio, graphics, videos, images, and
animation. It because to ensure that the applications are in line with the needs of
the users. After all process test, questionnaire, interviews and so on from
supervisor the project will be released to end user.
This phase measures the effectiveness and efficiency of the instruction. This
assessment involves the process of obtaining feedback from users on the content,
graphics, audio, animation, interfaces and so forth contained in the application.
This process is carried out through the methods of purchase, testing,
questionnaire, interviews and so on to ensure the application will be in harmony
with the needs of consumers. In this stage has debug and final product. In debug,
the first one is identify error.
After the test run had been done, errors that were found by the users must be
identified. Glitches and mistakes must be brought to light for the developer to
improve the project while also implementing the feedback given by the alpha and
beta testers. Next is find solution. Once errors have been identified, solutions to
solve them must be done. In final product, the developer has to present
their product. Product is ready to be presented and launched for a large
audience to use this application in play store.
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1) Identifying Error
When the project is done for the testing phase ,an error that appears should
be identified, what a problem that occurs during the implementation . Example a
bug and accuracy should be taken wisely for developer to ensure the project
efficiency.
2) Find the Solution
-after done identifying the problem the developer has find the solution to improve
the project.
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3.4 FRAMEWORK
The image above shows the frame work for this application to communicate with
the user. Users will use the smartphone and scan the special flashcards provided
through this application. Later in this application will be processed by Vuforia and
unity to release the model that is created when the user scans the flashcard. the model
will then be displayed in the smartphone used by the user.
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SOLUTION COMPLEXITY
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3.4 Hardware and Software Requirement
This section will show the list of all software and hardware that involve in
the development process. All of this element is important in the process of
development of the application. List of hardware and software are shown as
below:
3.4.1 Hardware
Laptop : Acer
Model : Aspire E5-476G
Processor : Intel® Core™ I5-8250U [email protected] 1.80ghz
Ram : 4GB
Hard Disk : SSD Patriot Burst 480GB
System Type : 64-bit
Operating System : Windows 10
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HARDWARE USE FIGURE
Headphone
Used for development
and test run of the
project as well used
for finished project to
amplify immersion.
Mobile Phone
Phone To run and test
the application.
Mouse
Mouse is used during
a coding and 3D
modelling process.
Hard Disk
Use to store and back
up all files.
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PC
Used to code renderand create the overallinterface a PC isneeded as project isheavy and requiresstrong rendering35power that couldprovide with laptop.
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3.4.2 Software
Table 3.0 Software and function
SOFTWARE USE FIGURE
Unity Used to create Augmented
Reality app and overall
project and animated 3D
models/characters.
Microsoft Word Used to type a report and
proposal.
Maya 2018 Used to create 3D model
Adobe Photoshop Used to create sketches of
background, poster and
character.
Adobe Illustrator To design an interface,
posters and logo.
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3.5 Design an Modeling
Design and modelling is a very important. It is as a sketch of ideas to developers
as a reference during the development process.
3.5.1 Storyboard
3.5.1.1 Homepage
Figure show the main display for this application. Hit the start button and the
application will lead you to the menu display which is will show you the menu each
model that contains in this application.
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3.5.1.2 Start Menu.
When you press one of menu listed, AR app will lead you to AR camera view toscan and you will see the model. When you press BACK button, AR app turn to firstpage of app.
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3.5.1.3 Camera Visual
This layout show you AR camera view. You will get the flashcard and canscan it. After than that, model will show. You also can take photo of model, youcan press CAMERA button to take photo and the photo will save in your phonealbum.
For INFO button to show you all about model such as history, ingredientsand how to make it.
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3.5.1.3 Info of model layout
After you hit info button, this app will bring you to info page which isshow you info of model. To back to camera view, just press BACK button.
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3.5.1.3 Info Layout
From main page of app, there have INFO button. That button to teach andlead you how to use this app and some information of app. BACK button is toback in main page and just press EXIT button to quit from this app.
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3.6 Summary
This chapter discussed the methodology used is to complete this project. The
ADDIE methodology is used because every phase during the application development
follows the project methodology that is mentioned in this chapter. The hardware and
software requirement also had been discussed.
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3.9 REFERENCES
Haruminiro, A, Angelia, 2018 MAKANAN ETNIK MELAYU: Bahulu. Jurnal
antropologi: isu-isu budaya Malaysia.
Sajian tradisi kian dilupakan-Aniza Zainudin - [email protected]
( Artikel ini disiarkan pada : Rabu, 5 Jun 2019 @ 5:00 AM)
https://www.hmetro.com.my/nuansa/2019/06/462677/
sajian-tradisi-kian-dilupakan
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