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Al-Haram Virtual Environment for Training

and Tour Purposes


Setyawan Widyarto, Muhammad Shafie Abdul Latiff

Faculty of Computer Science and Information System


Universiti Teknologi Malaysia
81310 UTM Skudai
Johor, Malaysia
swidyarto at siswa.utm.my, shafie at fsksm.utm.my

Abstract This paper will show Thawaf environment, one of the


Hajj events, from virtual reality perspective and will not present
any ritual discussion to avoid any reluctance or antipathy. Some-
how, the environment may help people interested in virtual tour
the environment but have no opportunity to go wherein due to
any limitations or forbiddances. The paper discloses the steps of
building the model and reports the application for training prior
first hand experience and for briefing any possible emergency ad-
vent.

1 Introduction
Each year about two million Hajj pilgrims from every corner of the world
perform Hajj. The completed statistical data is available from [1]. They
present with limited experiences but have same missions to comply all
Hajj sequential steps requirements. The vast number of attendance and
the profound spiritual aspect of Hajj require the high knowledge of ritual
procedures and details of the Hajj environment. However, most of them
are first time comer as Hajj is once-only compulsory deed within whole
Moslem life. Therefore, it is very beneficial for them if they are priory
trained using virtual environment of hajj real world. Especially, some of
Hajj events that attribute safety concerns regarding crowd features. One
of that Hajj events is Kaabah circumbulation, which is called Thawaf.
On the other hand, the project may fulfil the keenness of many people
who are not allowed to visit surrounding Al-Haram, Mecca. Hopefully,
this project will bridge any existing prejudice due to lack of knowledge
about the most populated events in Islamic life. The project may help
people who are interested in virtual tour of the environment but have no
opportunity to go wherein due to any limitations or any other reasons.
This paper discusses a project, which uses the principles of virtual en-
vironments, about proposal of the Thawaf virtual environments in which
pilgrims may under a training preparation. The development of the Vir-
tual Hajj Environments [VHE] will be used for training purposes of hajj
Setyawan Widyarto, Muhammad Shafie Abdul Latiff

pilgrim candidates and will lead to Virtual Hajj technology such as navi-
gation engine.
The basis of the VHE is a faithful creation of the creation of the
Sacred Mosque, Masjidil Haram in which the pilgrims perform Thawaf
(circumbulating the Kaabah). Using VHE, rather than being restricted to
passive watching hajj video or listening hajj tutorial explanation, enables
the users to perform a variety of tasks in hajj like ways and to reduce the
risk of fatal accident in the crowd.
The VHE is digital simulation of real hajj environments in which
users are able to participate. Participation and the way simulated are
the key components which make the environment virtual, and it is gen-
erally agreed that such participation enables the users to feel that they
are present within the environment and are able to interact with the
simulation by navigating and moving within the scene. The VHE can
bring simulation-based training environments closer to real-Hajj experi-
ence. Rather than watch the simulated world through a desktop window,
Hajj candidates are immersed in a 3D computer simulation of their work
environment, where they can improve their skills through practice on nav-
igation tasks.

2 Involved technologies
The technology used to explore digital, 3-D worlds does not include real
time implementation. The development of the VHE has intentionally used
abundant hardware and software. Therefore, the most common virtual
reality systems and their associated interface devices, like ordinary mouse,
will enable to control and manipulate the virtual world.

2.1 VRML software


Virtual Reality Modelling Language (VRML) is a standard file format for
describing interactive 3D objects and worlds [8]. VRML is a means of
creating and viewing three dimensional models which are accessible over
the Internet, using a standard web browser and a special VRML plug in.
The research used the V-Realm Builder version 2.0, Integrated Data
Systems Inc, for development. The 3D model Cortona R VRML Client
5.0, a web browser plug-in, by Parallel Graphics, was used for viewing.
Various ways were applied for rendering and navigating. The project used
combination of 3 (major) ways for producing VRML. These ways includes
supporting Modellers, coding VRML by hand, and using filter or converter
transform other 3D Formats into VRML.

2.2 Real world data


Real world data that are used in the project include data for building the
environment model such as satellite images [Figure 1], maps or any other

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Al-Haram Virtual Environment for Training and Tour
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representation of lay out. From this image, a top view of the real world
can be drawn based on the satellite image.

Figure 1: Satelite Image of Al-Haram

Basically, any relevant real world visualisation can be used to build


the VHE. The data are collected from many sources and in many formats.
However, it must be able to recognise and identify real objects. This data
could be recorded movies from Closed Circuit Television [CCTV], from
any video cameras, and pictures/photos. From this data will be simplified
to get nodes [e.g. walls, gates, lanes]. The data used are purposely sought
from Internet that are available and open for public.

2.3 Image Processing Techniques


Image measurements. A measurement used to measure points, lines, and
areas on an image by manually drawing on an image layer within image
processing software. Common techniques, e.g. cropping and zooming in
the images [Figure 2], and are used before the images being analysed.

Figure 2: Satelite Image of Al-Haram

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Setyawan Widyarto, Muhammad Shafie Abdul Latiff

Image Analysis. The acquisition of numerical information regarding


selected image features, such as areas, perimeters, distances, etc. Figure
3 is an example of extracting numerical information regarding a layout of
the real world.

Figure 3: Extract Layout Dimension

2.4 The Environment Structure and Functionality


Understanding the components and their relationship of a VE could be
described in many ways. However, three components could be centralised
to all 3D virtual reality systems, i.e. imagery, interaction and behaviour
[2] and [10]. The project identified that a VE consists of objects, interac-
tion [including navigation and exploration], point light-view, and imagery
[including topography]. These four building blocks are not processed in
any fixed sequence and will be extended in discussion, section 3. The fol-
lowing paragraphs contain references of virtual environment for training
purposes. Whereas, the orientation of environment structure and func-
tionality in our project is for training and tour purposes.
Park et.al. [3] have developed a training system based on immer-
sive virtual reality and automatic speech recognition technology. Weiss
et.al. [4] studied the suitability and feasibility of using a PC-based, non-
immersive VR system, in which the user has a reduced sense of actual
presence in and control over the simulated environment, for training indi-
viduals with unilateral spatial neglect to cross streets in a safe and vigilant
manner.
In large scale environment, spatial skills are targeted during train-
ing. Witmer et al.[6] demonstrated that spatial skills learned in a virtual
environment can transfer to real-world settings the virtual environment
adequately in condition represents important land-marks and cues. In
respect of advanced spatial skills, Waller et al. [5] differentiate them into

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Al-Haram Virtual Environment for Training and Tour
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two fundamental components: Interface fidelity which involves the control


mechanisms of navigation and environmental fidelity which involves the
stimulus itself.
However, it is unclear how much or exactly adequate for trainee to
grasp spatial skills. We do not know what would be important, for ex-
ample, in a visually cluttered environment. Therefore, the project does
not only include all interested in the interface, but also the environment
and the interaction between the two with the end result being the desired
training effect. The project is aimed to achieve training transfer with
’adequate’ virtual environment structure and functionality.

3 Discussions
Virtual reality is also known by various terms: virtual environments [9],
artificial reality [2], [11], spatial immersion [12]. It would seem that each
researcher represent their own views of virtual reality. Therefore, it is
clearly confirmed that there are differences between physical, virtual en-
vironment and virtual reality. This paper may simply define VEs as a
representation of actual world in three dimensional graphical world and
uses Virtual Environment instead of Virtual Reality.

3.1 Method
Abid S. Hussain started modelling the 3D Kabah, in 1998 that was created
predominantly from photos and freely available resources. The model is
more aesthetically accurate, than actually physically accurate. However,
this is an interesting resource which provides users with an opportunity to
enjoy a three-dimensional view of the Kabah. In his website, there are a
number of attractive pictures and downloadable videos that allow the holy
mosque in Makkah to be viewed from unique perspectives. The difference
from Hussain’s 3D Kabah model is that the model in Truespace 6.0 +
format, whilst our model uses Native VRML Editors, V-Realm Builder.
Native VRML editors use VRML as their native format.
An overview of the method used for creating the 3D VRML is given
as shown in Figure 4. The virtual environment is developed without any
prior CAD files as no engineering drawing is available for public. In fact,
Al-Haram is not freely accessed for everybody. Therefore, capturing the
Hajj environment is not based on the engineering drawing. Consequently,
its accuracy of the VEs dimensions would not be a target. Somehow, its
accuracy is approached through repeated comparisons between the virtual
model and real one.
The VHE [Virtual Hajj Environments] built is mainly aimed to be an
interactive interface and towards an analysing simulation tool of crowd.
The main feature of the VHE is that enabling users to gain access to areas

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Setyawan Widyarto, Muhammad Shafie Abdul Latiff

Figure 4: Virtual World Construction Steps

or regions of the environment or allowing users to travel or in another


word, to navigate.
Tracking and mapping of digitized surfaces such as satellite images
captured the real world. Other alternative data, such as existing map or
lay out, photograph pictures, accompanied to back up when required data
are not available. A synthetic construction is sometimes applied to guess
a position or a point’s coordinate.
The modelling of the environment could be simplified from images of
the real world. Some constructing fine details and preserving the visible
detail of the real-world images were needed in relation with generating
specific nodes. The virtual model is supplied with rendering but textur-
ing is limited to some planes which are constructed by connecticng lines.
Whereas, the lines come from the simplified points.
There are three main navigation modes that Cortona VRML and
Realm Builder and they provide user controller as shown in Figure 5 and
6 consecutively, i.e.: WALK, EXAMINE, and FLY. Users can switch the
navigation mode by clicking buttons on the vertical toolbar (click STUDY
to enter EXAMINE mode). Each navigation mode may have several op-
tions: PLAN, PAN, TURN, and ROLL. The combination of navigation
mode and its option determines the possible camera motion and its orien-
tation. Please note that the VRML author has an opportunity to specify
which navigation paradigm should be used in the scene by default. Some
worlds do not allow the user to use navigation controls, but they may
provide on-screen cues to navigation. In VR and other 3D interactive
applications, we may need the same travel methods as we do in real life,
along with additional methods that do not exist in the physical world,
but to allow easier access.
After we built VR world, the MATLAB interface can be used to create
a VR world object. Commands can be entered directly in the MATLAB
Command Window or use M-files to control virtual worlds. The below
procedure uses the virtual world Alharam.wrl:

myworld=vrworld(’Alharam.wrl’);
open(myworld);
set(myworld,’Description’,’Al-Haram Virtual Environment
for Training and Tour Purposes’);
view(myworld);

To start building a picture of how virtual objects are created, they

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Figure 5: User Controller in Web Browser

Figure 6: User Controller in Matlab Interface

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Setyawan Widyarto, Muhammad Shafie Abdul Latiff

may be made up of several child objects in which case they will have their
own internal topography. In their simplest form, objects may have shape,
size, and appearance. The virtual objects were constructed based on data
collected and represent them into geometry. Figure 7 is an example of
object construction.

Figure 7: Object construction

Whereas, the overall architecture for the creation of virtual objects


is shown in Figure 8. In the following subsections, we present a tech-
nique for modelling environments for virtual hajj simulation. Interaction,
point light-view and imagery are three main features of the model. Our
approach, which involves a set of data that open for public, is an environ-
mental model development of Al-Haram in which Thawaf takes place and
is a demonstration the model’s ability to support the hajj simulation.

3.1.1 Interaction
The major characteristics of VR are immersion and inclusion: being sur-
rounded by an environment. VR places the participant within informa-
tion so that the participant presence will interact virtually in a simulation.
This simulation of presence inside a computer generated world introduces
a general paradigm shift in the way users perceive the interaction task

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Al-Haram Virtual Environment for Training and Tour
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Figure 8: The architecture for creating an object in VR

with the machine. Every human-machine/computer interaction task is


a bi-directional communication between a user and the machine or the
computer. The user specifies input and the computer responds to it by
updating its output.
Input is specified by the users or given by the author while output
consists of updating a display as responses of output. VR, which assumes
the fact that human beings are well equipped to interact with 3D worlds,
wants to make users interact with virtual worlds in the same way they
interact with real worlds. Thus, making the interaction task will make
the VHE much more natural and reduce training numbers. Observing the
way users interact with the real world, it is possible to identify the new
input and output channels required to simulate immersion.

3.1.2 Point light-view


Some of the objects may have dynamic or transient characteristics, which
can be described as behaviours. Whilst a VE can exist without any view-
points, these have to be set up so that a user can experience the VE. The
specifics of the VE being developed will largely determine the order in
which the work is done, but it is common for the process to involve fre-
quently switching between object, topography, behaviours and viewpoint
creation.
When creating virtual worlds, some pre-defined positions were created
by the author of a world. These positions are very useful as viewers. A
Viewer is the viewpoint from which scenes are viewed. As a user walk
around a world, the perspective from which the user sees images is the
view port of a camera. It is as if the user walked around looking through
the lens. One of the most powerful tools available in the V-Realm Builder
is the ability to add positions to a defined list of positions that the user
can simply go. These features can be very powerful in defining tours of
worlds or even to highlight points of particular interest.

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3.1.3 Imagery [including topography]


Here, the term topography is used to refer all aspects of the layout of the
VE. The objects within the layout are made up of the combinations of
shapes, colours and textures.

3.2 Representing and Modelling Thawaf Environments


Modelling could be the most time consuming and challenging aspect
specifically in developing Virtual Environments. Therefore, detail and
performance of the environment must be optimally balanced based on
our target platform. The VHE must describe objects that involve in the
model represented. VRML uses the world coordinate system in which the
y-axis points upward and the z-axis places objects nearer or farther from
the front of the screen. It is important to realize this fact in situations
involving the interaction of these different coordinate systems [Figure 9].

Figure 9: Coordinates system agreement

Thawaf begins and ends at Hajr-al-Aswad [The Black Stone] and be-
tween Kaabah [Figure 10)] and Maqam Ibrahim [Figure 11] a.s. Thawaf
proceeds in an anti-clockwise direction [Figure 12]. To reach the start-
ing point of Thawaf is not suggested to walk clockwise. If any agents
move clockwise they will cause a lot of nuisance to crowd performing the
Thawaf. Pilgrims walk anti-clockwise from initial position to reach the
starting line of the Thawaf. This will ensure smooth movement of Thawaf
for agents. After finishing Thawaf, pilgrims again are not recommended
to walk clockwise to exit. They need to continue walking anti-clockwise
until reaching desired area and exit there. However, some of pilgrims will
do some additional motion. These additional motions will interfere the
macro-motion. They are approaching [Istilam/Kissing] Hajr Aswad [the
Black Stone], approaching or touching Yamani Corner [Rukun Yamani]
or praying within space between Kabah and Hijr Ismail [Figure 13].
The edge of Al-Haram is created according to satellite [Figure 14] im-
age and the dimension was not validated with real Al-Haram dimension.
However, the comparison between them has indicated the similarity [Fig-
ure 15]. The group of three objects [Figure 16] Kabah, Maqam Ibrahim,
and Hijr Ismail are main objects of Al-Haram and layout of them are
created as similar as possible with real world.

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Al-Haram Virtual Environment for Training and Tour
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Figure 10: The Kabah and its Model

Figure 11: Maqam Ibrahim and Its Model

Figure 12: Thawaf Motion

Figure 13: The Hijr Ismail and Its Model

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Setyawan Widyarto, Muhammad Shafie Abdul Latiff

Figure 14: Al-Haram Base Model

Figure 15: Al-Haram Reald World and Its Virtual

Figure 16: Main part of the Al-Haram

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Al-Haram Virtual Environment for Training and Tour
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Moreover, the overall model virtual objects of Al-Haram [Figure 17]


are created with the help of pictures, photos, and any public open sources
in the Internet. For example, minareths [Figure 18] are best modelled
according to the photos instead of top view as satellite images. It is
also acknowledged that library objects from private sources are also used.
However, validation between the virtual model and real world is not con-
ducted. The validation is limited to comparison with available documen-
tation including videos.

Figure 17: Al-Haram Model

Figure 18: The Model of Minareth

3.3 The Virtual Hajj Environments for Training and


Real World Acquaintance
The virtual reality program will allow a potential Hajj candidate to sit at
his or her desk and tour a ritual of Hajj. The Virtual Hajj Environment
Training (VHET) is a computerized training system that allows Hajj can-
didates to train for virtual Hajj steps using an immersive virtual-reality
system. Moreover, in advance stages the VE will be supplied with virtual
crowd and results a high-occupancy Hajj environment in virtual reality.

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Hajj management will be able to learn potential crowd dangers through-


out a range of different occupancies without having to physically visit the
location and preventive effort can be applied.
In case of the skill training systems the user may face an interactive
scene. Such a scene contains multiple virtual objects that undergo inter-
action and respond with certain behaviours (interaction with VR space).
In case of the decision training, we need to bring this idea to the higher
level: an interactive scenario. Ideally, an interactive scenario should tell a
timeline story of pedagogical nature leaving at the same time clear places
for trainee’s interactions and decisions that affect scenario direction (in-
teraction with VR space and time). There are some testimonies that the
virtual world created will help to understand the position and orientation.
By this ’pose’ most of them agree that they have been supplied with basic
information regarding the adaptive behaviour if any emergences happen.

4 Conclusion
Virtual world has some benefits to overcome the real world attributes that
hinder people to physically involve wherein real space such as Al-Haram.
However, virtual experience is not able to replace real world experience.
Therefore, virtual reality is very robust in prior field training but cannot
substitute real world training.

5 Acknowledgement
The study was partially supported by the Research Management Cen-
tre, Universiti Teknologi Malaysia. The authors would like to thank Dr.
Abid S Hussain from www.3dkabah.com and Kingdom of Saudi Arabia,
Ministry of Islamic Affairs, Endowments, Dawah and Guidance [www.al-
islam.com].

References
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Al-Haram Virtual Environment for Training and Tour
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