A THESIS SUBMITED TO THE GRADUATE SCHOOL OF APPLIED ...docs.neu.edu.tr/library/6817386022.pdf ·...

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AUGMENTED REALITY CHILDREN’S BOOK A THESIS SUBMITED TO THE GRADUATE SCHOOL OF APPLIED SCIENCES OF NEAR EAST UNIVERSITY By AHMED LOQMAN MUSTAFA ALYOUSIFY In Partial Fulfilment of the Requirements for the Degree of Master of Science in Software Engineering NICOSIA, 2019 AHMED LOQMAN MUSTAFA ALYOUSIFY AUGMENTED REALITY CHILDREN’S BOOK NEU 2019

Transcript of A THESIS SUBMITED TO THE GRADUATE SCHOOL OF APPLIED ...docs.neu.edu.tr/library/6817386022.pdf ·...

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AUGMENTED REALITY CHILDREN’S BOOK

A THESIS SUBMITED TO THE GRADUATE

SCHOOL OF APPLIED SCIENCES

OF

NEAR EAST UNIVERSITY

By

AHMED LOQMAN MUSTAFA ALYOUSIFY

In Partial Fulfilment of the Requirements for

the Degree of Master of Science

in

Software Engineering

NICOSIA, 2019

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2019

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AUGMENTED REALITY CHILDREN’S BOOK

A THESIS SUBMITED TO THE GRADUATE

SCHOOL OF APPLIED SCIENCES

OF

NEAR EAST UNIVERSITY

By

AHMED LOQMAN MUSTAFA ALYOUSIFY

In Partial Fulfilment of the Requirements for

the Degree of Master of Science

in

Software Engineering

NICOSIA, 2019

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Ahmed Loqman Mustafa ALYOUSIFY: AUGMENTED REALITY CHILDREN’S

BOOK

Approval of Director of Graduate School of

Applied Sciences

Prof. Dr. Nadire ÇAVUŞ

We certify this thesis is satisfactory for the award of the degree of Masters of Science in

Software Engineering

Examining Committee in Charge:

Prof. Dr. Rahib Abiyev Department of Computer Engineering, NEU

Supervisor, Department of Information

Systems Engineering, NEU

Assoc. Prof. Dr. Kamil Dimililer Department of Automotive Engineering, NEU

Assist. Prof. Dr. Boran Şekeroğlu

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I hereby declare that all information in this document has been obtained and presented in

accordance with academic rules and ethical conduct. I also declare that, as required by these

rules and conduct, I have fully cited and referenced all material and results that are not

original to this work.

Name, Last Name: AHMED LOQMAN MUSTAFA ALYOUSIFY

Signature:

Date:

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ACKNOWLEDGMENTS

First and foremost, I want to thank God for giving me the opportunity to study at this University

and specially at the department of Software Engineering and helping me throughout my life

and guided me every time.

I want to thank my family, my Mom and Dad for believing in me and pushing me to my limits

to achieve the goals I have set for myself. I will forever be thankful to you and will never forget

your actions and prayers.

To my dear Supervisor and Advisor, Assist. Prof. Dr. Boran Sekeroglu, I am proud and

thankful that in this journey, I have met you and any word of wisdom that you have taught me

will be with me and will teach it to others.

Thanks to Lana for her voice used in this project.

To all my friends and relatives who prayed for me and were with me throughout my study.

Thank you all, from the bottom of my heart.

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To my parents…

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ABSTRACT

This thesis describes the development of an Augmented Reality Children’s Book. The

application uses Augmented Reality technology to track Image Targets on the book and display

3D objects and models of the Turkish Alphabet and each alphabet has an example with it for

better understanding the use of that specific letter from the Alphabet. The phonetic is also

considered in this application. When an Image target is found, along with the 3D model of the

letter of the Alphabet, the sound (Phonetic) of that letter is played. The application was

developed using Unity3D game Engine with Vuforia SDK, and 3D models of Turkish

Alphabets and the design of the book were developed using Adobe Photoshop. The developed

system is the first AR Turkish Alphabet Learning Tool attempting to teach children of age 5 to

7 the Turkish Alphabets and Phonetic by using 3D objects, 3D letters, and sound of the

pronunciation of each letter and object in the book.

Keywords: Augmented Reality; virtual reality; mobile learning; language learning; turkish

language learning; children’s book; teaching children

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ÖZET

Bu tez, Artırılmış Gerçeklik Çocuk Kitabı'nın geliştirilmesini anlatmaktadır. Uygulama,

Kitaptaki Resim Hedeflerini izlemek ve Türk Alfabesinin 3B nesnelerini ve modellerini

görüntülemek için Artırılmış Gerçeklik teknolojisini kullanır ve her bir alfabe, Alfabedeki söz

konusu harfin kullanımını daha iyi anlamak için buna bir örnektir. Fonetik de bu uygulamada

kabul edilir. Bir Görüntü hedefi bulunduğunda, Alfabenin harfinin 3D modeli ile birlikte, o

harfin sesi (Fonetik) çalınır. Uygulama Vuforia SDK ile Unity3D oyun motoru kullanılarak

geliştirildi ve Türk Alfabelerinin 3 boyutlu modelleri ve kitabın tasarımı Adobe Photoshop

kullanılarak geliştirildi. Geliştirilen sistem, 5-7 yaş grubundaki çocuklara Türk alfabelerini ve

fonetiği 3D nesneler, 3D harfler ve kitaptaki her harf ve nesnenin telaffuz seslerini kullanarak

öğretmeye çalışan ilk AR Türk Alfabesi Öğrenme Aracıdır.

Anahtar Kelimeler: Artırılmış Gerçeklik; sanal gerçeklik; mobil öğrenme; dil öğrenmek;

türkçe öğretimi; çocuk kitabı; çocuklara öğretim

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TABLE OF CONTENTS

ACKNOWLEDGMENTS ............................................................................................... ii

ABSTRACT ..................................................................................................................... iv

ÖZET ................................................................................................................................ v

TABLE OF CONTENTS ................................................................................................ vi

LIST OF TABLES ........................................................................................................... viii

LIST OF FIGURES ......................................................................................................... ix

LIST OF ABBRIVATIONS ............................................................................................ xi

CHAPTER 1: INTRODUCTION

1.1 The Importance of Phonics Reading to the Child .................................................... 2

1.2 Problem Statement ................................................................................................... 3

1.3 The Aim of the Thesis.............................................................................................. 3

1.4 Significance of the Thesis ........................................................................................ 3

1.5 Limitations of the Study........................................................................................... 4

1.6 Overview of the Thesis ............................................................................................ 4

CHAPTER 2: LITERATURE REVIEW……………………………………………… 5

CHAPTER 3: METHODOLOGY

3.1 Theoretical Framework ............................................................................................ 10

3.2 Augmented Reality .................................................................................................. 10

3.2.1 Objectives of augmented reality…………………………..……….………...... 11

3.2.2 Types of augmented reality…………………………..………………….……. 11

3.2.3 Importance of augmented reality ...................................................................... 13

3.2.4 Advantages of augmented reality…..……………………………….………... 15

3.2.5 Augmented Reality Software Development Kits (SDKs)……………....…..... 16

3.3 Virtual Reality ......................................................................................................... 19

3.4 Mobile Phones/ Smartphones ................................................................................. 22

CHAPTER 4: SYSTEM DEVELOPMENT AND IMPLIMENTATION

4.1 System Development .............................................................................................. 24

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4.1.1 Architectural System Design ........................................................................... 25

4.1.2 System description ........................................................................................... 26

4.2 Implementation of AR Children’s Book in Unity3D with Vuforia SDK ............... 28

4.2.1 Steps for configuring Vuforia into the project ................................................. 28

4.2.2 Steps of development in Unity3D Editor ......................................................... 31

4.3 Implementation of the Application ......................................................................... 35

4.3.1 Pages of AR Children’s Book .......................................................................... 36

4.3.2 AR Children’s Book in Use ............................................................................. 37

CHAPTER 5: RESULTS AND FINDINGS………………………………..………… 39

CHAPTER 6: CONCLUSION AND RECOMMENDATIONS

6.1 Conclusion ………………………………………………………………….…… 44

6.2 Recommendations.………………………...…………………………………….. 44

REFERENCES:……………………………………………………………………..… 45

APPENDICES

Appendix 1: Book Design (Image Targets)…………………………………………….. 54

Appendix 2: 3D Models While System Is In Play……………………………………… 64

Appendix 3: 3D Models of Turkish Alphabet…………………………….…………..... 80

Appendix 4: Features of Image Targets………………………………….…….………. 88

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LIST OF TABLES

Table 3.1: Types of AR applied in Education ................................................................. 13

Table 5.1: Recognition Probability based on Vuforia ..................................................... 40

Table 5.2: Image Targets Recognition Test Results……………………………………. 41

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LIST OF FIGURES

Figure 3.1: The mechanical head position sensor in use (Sutherland, I. E., 1968) ......... 10

Figure.3.2: Advantages of augmented reality from motivation perspective ……….……

…………....(Masmuzidin, et al., 2018) …………………………………………...….… 15

Figure.3.3: Diagram of the process of application development platform Vuforia.......…

…………... (G.Jack, 2013) ................................................................................................ 18

Figure.3.4: Reality-virtuality continuum (Milgram, P., & Kishino, F., 1994), (Flavian,……..

…………….C., 2018) ...................................................................................................... 19

Figure 3.5: Google Daydream View (Googlecom. 2019) ............................................... 20

Figure 3.6: Samsung Gear VR (Samsung, 2019) ........................................................... 20

Figure 3.7: Google Cardboard (Google.com, 2019) ....................................................... 20

Figure 3.8: HTC VIVE (Vive.com, 2019) ....................................................................... 21

Figure 3.9: Oculus Rift (Bbystaticcom. 2019) ............................................................... 21

Figure 3.10: Oculus Go (ESSA KIDWELL, 2018) ......................................................... 21

Figure 3.11: Oculus Quest (Oculus.com, 2018) ............................................................. 21

Figure 3.12: IBM Simon Personal Communicator (T. Caudell and D. Mizell, 1992)…. 22

Figure 3.13: Number of smartphone users worldwide from 2014 to 2020 (in billions), ….....

…………….(Statista, 2016) ............................................................................................. 23

Figure 4.1: System Development Tools .......................................................................... 24

Figure 4.2: Vuforia Core Components of the AR-Children's Book Application ............ 25

Figure.4.3: Mobile Augmented Reality Block Diagram Architecture (Dipti Raja …….

…………….Dhotre, 2016) ............................................................................................... 26

Figure 4.4: Flowchart of the developed system ............................................................... 28

Figure 4.5: License Key Creation (Vuforia) .................................................................... 29

Figure 4.6: Database Creation ......................................................................................... 29

Figure 4.7: Add Targets ................................................................................................... 30

Figure 4.8: Download Database ...................................................................................... 30

Figure 4.9: Importing Vuforia Assets .............................................................................. 31

Figure 4.10: Import Database .......................................................................................... 31

Figure 4.11: Add image target ......................................................................................... 32

Figure 4.12: Image Target with Database loaded ............................................................ 33

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Figure 4.13: 3D model object .......................................................................................... 33

Figure 4.14: Default Trackable Event Handler in Visual Studio (C#) language ............. 34

Figure 4.15: Switching to Android Platform ................................................................... 34

Figure 4.16: First page of the Book ................................................................................. 35

Figure 4.17: Capital and Small Letter A ......................................................................... 36

Figure 4.18: An example of a car (Araba) on the Letter A ............................................. 36

Figure 4.19: Letter A (Capital, Small)............................................................................. 37

Figure 4.20: Car (Araba) ................................................................................................. 37

Figure 4.21: Threes Models Showing at the same time .................................................. 38

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LIST OF ABBRIVATIONS

3D: Three Dimension

AR: Augmented Reality

DOF: Degrees of Freedom

FOSS: Free and Open Source Software

GIS: Geographic Information System

IBM: International Business Machine

ICT: Information Communication Technology

IOS: iPhone Operating System

IT: Information Technology

NEU: Near East University

OOSE: Object orientated software engineering

OS: Operating System

PC: Personal Computer

SDK: Software Development Kits

VR: Virtual Reality

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CHAPTER 1

INTRODUCTION

Educational content can be experienced through a wide variety of media, ranging from non-

interactive books to highly interactive digital experiences that fully engage the user’s senses.

This paper is concerned specifically with adding value to the field of education in the

emerging medium of augmented reality. A relatively high amount of research studies have

investigated the potential impact of augmented reality to benefit student learning. These

diverse research programs can provide useful information for educators and technology

designers interested in enriching young students’ minds through novel technologies Radu, I.

(2014). In recent years, technology-enhanced learning (TEL) research has increasingly

focused on emergent technologies such as augmented reality, ubiquitous learning (u-

learning), mobile learning (m-learning), serious games and learning analytics for improving

the satisfaction and experiences of the users in enriched multimodal learning environments.

Research on AR has also demonstrated its extreme usefulness for increasing the student

motivation in the learning process (Bacca, et al. 2014).

Technology of Information and Communication play a very important role in the education

sector, they can improve the knowledge of the student and at the same time the teaching

methods used by teachers. Likewise, many applications can be seen using augmented reality,

however are not oriented towards educational sector The nursery school "Juana Alarco de

Dammert" was founded in 1993 in the city of Trujillo, this educational institution hosts

children from 2 to 5 years of age every year with the aim of providing quality education, this

research focused on children older than 4 years, because they had a little difficulty at the

time of learning, the main factor was that they were too restless and were distracted very

quickly with the teaching method taught by the teacher through drawings made on paper,

printed images and pictures with images of the vowels or numbers. Therefore, the children

should learn in a more dynamic and fun way, where they can interact with the learning

material in the same educational institution and in the comfort of their home; preventing

them from being easily distracted (Cieza, et al., 2018).

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1.1 The Importance of Phonics Reading to the Child

Phonics is a branch of linguistics where the sounds and physical properties of human speech

sounds are studied. Phonics reading is highly essential in every child education. It is not

uncommon to find parents who question the importance of phonics reading in the education

of their children. Such parents believe that children will naturally master the different sounds

of human speech since the ability to use language is innate in every human being. Their view

may look plausible but they are not actually correct (Clicknkidscom, 2019). Indeed, phonics

reading is very important in the education of children. The report of National Reading Panel

indicates that teaching children phonics will help them in many ways in life. In the first

instance, phonics reading is very important in helping children to learn how to spell words.

It will be impossible for a person to spell any word correctly if the person is not able to

recognize the sounds of the letters used in forming the words. When a child is taught phonics,

the child will be able to recognize sounds in words and will be able to spell them correctly

(Clicknkidscom, 2019).

Children have problem in reading because they are not able to recognize the sounds of the

letters of the alphabet in the words they read. Phonics reading will help children to recognize

and associate sounds of the letters of the alphabet in the word they read. This will help them

to improve in their reading skills and efficiency. In other words, it will be difficult for a child

to improve in his reading skills if the teaching of phonics is removed from their curriculum

(Clicknkidscom, 2019). Phonics reading is also necessary for the improvement of a child's

reading comprehension. It is impossible for somebody to understand a word that is not

properly pronounced. When a child learns how to pronounce a word very well, the child will

be able to comprehend what he or she reads. When a child is able to pronounce a word

correctly, the child will be able to understand the word. Children normally use in their words

that they understand in their daily speech (Clicknkidscom, 2019).

Children have to develop more confidence in themselves before they begin to vocalize more.

This begins the moment they realize that they can pronounce words correctly like older

people. It is only through phonics reading that children will develop the ability to pronounce

words very well (Clicknkidscom, 2019).

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In order to make phonics learning becomes more effective, here comes a project with aims

of designing an interactive Turkish Language phonics learning Book for Children using

Augmented Reality (AR) technology. AR technology allows the physical images or object

mixed with a virtual layer.

1.2 Problem Statement

Augmented Reality has not yet been known or its near absent in the field of Turkish

Language teaching and learning.

There is a lack of learning system-based approaches to mobile applications which are using

AR technology for Turkish Language.

The objective of this thesis is to develop an AR mobile application based on Turkish

Alphabet and a Book to interact with the application. The project was developed for children

aged 5 to 7 years so that they can learn interactively using images, 3D models and sound

(phonetics).

1.3 The Aim of the Thesis

The aim of this thesis is to develop an Augmented Reality application and book for children

that teaches them Turkish Alphabets with phonics, and each letter with an example.

1.4 Significance of the Thesis

With the increased improvements in technology, it is reasonable to make use of the

technology in all areas of life where applicable. One of the fields where it needs more

implementation of technology is education. Using different techniques in the learning

process is a huge demand and once they practice using the technology in education and make

the most of it, learners tend to show more willingness in learning and in getting the

knowledge.

Being a child means playing and learning. These two things should be considered when

approaching any methods for teaching children. The lessons prepared and given by educators

and parents should focus on the playfulness and the fun factor (Rahmat, R. F., Akbar, F.,

Syahputra, M. F., Budiman, M. A., & Hizriadi, A., 2018, March). Removing those factors

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will simply result in a bored child and eventually will stop following what the lesson is being

given. The basics of each language is the Alphabet. Those two factors mentioned earlier are

considered when developing the application to ensure that the children using the application

are enjoying the learning process.

Developing the Augmented Reality Children’s book for the Turkish Alphabet will be the

first application of such kind. No previous Augmented Reality Book Application of the kind

developed have been created for teaching Turkish Alphabet for children which gives more

significance to this thesis and motivation of building such application.

1.5 Limitations of the Study

Despite the fact that the thesis reaches its goals, if different designs were selected in making

the pages of the book, the tracking of the image targets would leave no chance for having

less features of an image target to be detected and get recognized better in placing 3D objects

over the targets.

1.6 Overview of the Thesis

The written thesis consists of six chapters, a brief insight on each chapter is written below:

Chapter 1: Chapter one gives a general introduction on Augmented Reality and the new

digital media, and how this technology can help in different areas of the current age. This

chapter also describes the aim of the thesis, the limitations, and the importance of the thesis.

Chapter 2: Past related research to the topic are reviewed, the techniques they used and their

results are also mentioned.

Chapter 3: This chapter focuses on the theoretical background of Augmented Reality,

Virtual Reality, and Mobile Learning and how AR helps in education sector.

Chapter 4: The process of developing the system, and the implementation of Augmented

Reality Children’s Book application is explained in details in this chapter.

Chapter 5: The results and finding of the thesis are discussed.

Chapter 6: Finally, the conclusion is explained in chapter six and also the future works is

presented for those who would like to continue on this research.

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CHAPTER 2

LITERATURE REVIEW

This chapter presents previous works and studies on Augmented Reality applications,

interactive books and learning languages through Augmented Reality. It talks about what is

already available and which areas need more research and applications. Augmented Reality

is relatively new to consumers and it started getting public’s notice in the past couple of

years, this is one of the reasons the time range of the chosen literature presented is 5 years

from 2014 until 2019. In the end of this chapter the suggested application is presented to fill

that gap between what is already there and what is needed.

(Gil, et al., 2014) in a short-term experiment, presented an Augmented Reality story book

called AR Petite Theater, that enabled role-play via augmented reality technology. Through

interactive reading experience it provided an opportunity for children to learn the ability of

empathy by mocking and copying the way the character’s role of the story was thinking and

speaking. After conducting an experiment with twenty-four young children, they measured

the participation and perception of children’s role-playing. Empathic behavior was found in

the groups were Augmented Reality was used, and the children using the technology showed

less unconnected perspectives than those who did not use the Augmented Reality

technology.

(Al-Ali, et al., 2016) presented MyVision AIR, an interactive Augmented Reality book

(application), aiming to enhance the reading experience of adult-learners through integration

of Augmented Reality technology to improve the interaction between the user and normal

books. My Vision written by the Vice-President and Prime Minister of the UAE and Ruler

of Dubai, H.H. Sheikh Mohammed Bin Rashid Al Maktoum, was the book they applied

Augmented Reality to it. The added features to the normal book were 3D models, animations,

audio and video. In result of using Augmented Reality it improved the user experience with

traditional textbooks and the findings were found to be very positive as stated by the authors.

(Zainuddin, N., & Idrus, R. M, 2016) in their study described the development process of an

augmented reality enhanced flashcards for Arabic vocabulary acquisition, to improve

student’s knowledge and memorization of basic Arabic Vocabulary. The Augmented Reality

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element provided an engaging, varied learning environment with a mixture of audio, visual

or multimedia content. The use of augmented reality was considered as one of the platforms

that can be used to help the students in memorizing certain information and maintained their

knowledge of a vocabulary in a language, in their example, the Arabic vocabulary.

Findings of the research conducted indicated that AR enhanced flashcards help in supporting

the knowledge of students regarding the Arabic vocabulary acquisition. Furthermore, they

also found that with the help of the AR enhanced flashcards the process of learning is easier.

(Dalim, et al., 2016) Presented An interactive augmented reality tool for teaching basic

English to children who do not come from an English-speaking background called TeachAR

which is an interesting challenge for educators. The system as the authors claimed was “the

first AR language learning tool attempting to teach young children, 4 to 6 years old, about

spatial relationship and shapes.” The results indicated a potentially better learning outcome

using the TeachAR system than the traditional system. It also showed that children enjoyed

using AR-based methods. However, it also showed a few usability issues with the TeachAR

interface such as issues in Speech-Input.

(Majid, et al., 2016) developed an Augmented Reality mobile application for Pre-Literacy

Kit. The developed AR application was based on three main things: contents, design, and

tools. The results show that the children and teachers gave positive feedbacks, children were

having fun in using the application and the teachers after using the mobile app for the pre-

literacy also liked the addition of a variety of teaching aids.

(Hsu, T. C., 2017) In an attempt for third grade students to learn English vocabulary in free

and situated environments, they developed and evaluated two Augmented Reality

educational game systems. The students had excellent learning effectiveness regardless of

whether they used the self-directed or the task-based AR educational game system in their

study. It was also found that the learning styles of the students had a critical role in the

foreign language learning anxiety and in their mental effort as mentioned in the study.

(Hashim, et al., 2017) developed ARabic, a Mobile Augmented Reality application for

teaching and learning early Arabic language and to also study its effectiveness. The

application had two main modules; Learning and Exercise Module which consisted of

objects, graphics, animation, video, audio, and 3D objects to keep the student’s interest.

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Because of the printed textbook with digital information, and based on the user testing, it

showed that users were very interested in ARabic and learned the modules quickly. The

authors also mentioned that this application can also help parents to teach their children

Arabic at home, because it is a complete learning system that used the teaching modules in

school and it comes with Malay translation to help parents.

(Lee, et al., 2017) developed a prototype of an Augmented Reality application to teach

Kindergarten Students English vocabulary in an interactive way. The application allows

kindergarten students to learn English vocabulary in any place and at any time using a mobile

device. They also integrated a monitoring system into the application to address the parents’

concerns on their children’s health. The monitoring system allows the parents to monitor

their child’s usage and stop the application in real time online. This act would reduce the

negative effect on children’s health while they still enjoy the experience. In their preliminary

assessment, it showed that the effectiveness of the application was satisfactory.

(Sidi, J., et al., 2017) developed an interactive English Phonics Learning for Kindergarten

using Augmented Reality. With aims to make phonics learning more interesting, interactive,

and effective. The marker-based technique of Augmented Reality technology used for

tracking allowed children to interact with virtual phonics content through physical

manipulation. Phonics card here being the image marker that triggers the tracking process.

They were able to read CVC words with the phonics sound along with the related animated

3D model presented through the triple phonics card interaction. Children could answer the

questions with 3D model presented through assessment. This interaction method provided a

better learning experience for children. The results of performance evaluation showed that

children had reading improvements after using the mentioned courseware. It is considered

by the authors as a usable courseware through SUS evaluation held by teachers.

(Rahmat, et al., 2018) Developed an interactive Augmented Reality android application of

Hijaiyah alphabet (letters used in the Qur’an) for children education. The application used

the Smartphone and marker as its medium. 3D objects Hijaiyah can appear on the marker,

and each virtual button can make a sound based on the button selected by the hand. Using

the application, the user can learn and understand the shape and pronunciation of Hijaiyah

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alphabet by touching the virtual button on the marker. One of the limitations of this

application is light, in the case of the dark or having less light, the application cannot run.

(Zainuddin, et al., 2018) developed an Augmented Reality application for Personalized

Arabic Vocabulary Learning for non-native students of Universiti Sains Islam Malaysia

(USIM). Findings indicated that the AR enhanced flashcards help in supporting the

knowledge regarding the learning of the Arabic vocabulary. Furthermore, the findings

showed that the AR enhanced flashcards facilitate the process of personalized learning. The

study also showed that the augmented reality application could be considered as one of the

personalized learning platforms that can be used to help students in memorizing certain

information and maintained their knowledge of Arabic vocabulary, and creating different

sentences by using the target vocabularies more than half of the time.

(MacCallum, et al., 2018) conducted a research on exploring Augmented Reality in Mobile

applications in early childhood literacy learning. The authors developed an early prototype

of an Augmented Reality application as the first phase to explore the concepts of exploring

and identifying the potential of AR in pre-literacy learning. The prototype made use of

markers for tracking purposes, in the form of cards showing a letter of the alphabet with an

associated image representing that letter to activate the content and to track it. Using the

application, a 3D animation of the object appears along with the phonetic sound of the letter.

The approach they used provided the children a context when getting familiar with the

sounds of the specific letter makes when pronouncing the letter phonetically.

(Cieza, et al., 2018) Developed an Educational Augmented Reality Mobile application based

on markers to improve the level of understanding of the usage of vowels and numbers for

children of a kindergarten in Trujillo. The scenes were developed in a way that when each

time you focus on a marker through the camera of the mobile application the respective

image is projected in Augmented Reality will be reflected. For example, using a marker with

an image of a number would present on the mobile application the 3D object of that number,

and the same case goes for the vowels. Authors indicated in their research that after

implementing the application, it was possible to increase the level of academic performance

of the use of numbers by 22.60% and vowel usage by 27.60% in the Juana Alarco de

Dammart nursery school children.

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In this paper, an Augmented Reality Children’s Book was developed. It helps children learn

the Turkish Alphabets along with an example of a letter being used in a word. First, it

displays 3D objects of the Turkish Alphabet once the marker image is found, then sound of

the pronunciation of that letter is played, and the example of a 3D object of a word using that

letter is displayed. After following up with the recent research it has been found that there is

a huge demand of Augmented Reality in Educational sector, and for teaching children even

more.

It was also found that there is none-previous research nor application towards teaching

children learn Turkish Alphabet using Augmented Reality, and this was one of the reasons

this application was developed.

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CHAPTER 3

METHODOLOGY

3.1 Theoretical Framework

This chapter will explain the theoretical framework used in this study, thus explaining

augmented reality, a brief history of AR, an introduction to its applications, augmented

reality usage and the advantages of having AR in the selected framework, Mobile application

development, types of mobile applications, smartphones, and the usage of smartphones in

the world.

3.2 Augmented Reality

Augmented reality is a technology that overlays virtual objects onto the real-world three-

dimensional environment. These virtual objects appear in real time and space that coexist in

the same place and can be collaborated with continuously to make it an immersive

experience (Akçayır, M., & Akçayır, G., 2017), (Kiryakova, G., Angelova, N., &

Yordanova, L., 2018).

The history of augmented reality usage goes back to the time when Ivan Sutherland created

the first augmented reality system, which is also the first virtual reality system (see Fig.1). It

used an optical see-through head-mounted display that was tracked by one of two different

6-Degrees-of-Freedom trackers or (6DOF): a mechanical tracker and an ultrasonic tracker.

Only very simple wireframe drawings could be displayed in real time Due to the limited

processing power of computers at that time (Sutherland, I. E., 1968, December).

Figure 3.1: The mechanical head position sensor in use (Sutherland, I. E., 1968)

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Augmented Reality is considered to be one of the fastest growing branches of ICT that is

visible in our everyday lives. With its assistance, the physical world can be expanded with

virtual elements (e.g. 2D images, videos, 3D models, and animations) that merge into the

real-life environment. The technology is halfway between the real and the virtual world, and

the virtual objects are displayed and generated with the help of a computer screen, a mobile

phone, or a special head-mounted device (Biró, et al., 2017).

3.2.1 Objectives of Augmented Reality:

To enhance the imagination of youths, to implement it into day by day lives to help the

majority to accomplish and attain what is a constraint in the real-world environment,

challenge the unthinkable, make new realities out of the real-world environment, and to make

a virtual objects more entertaining for client experience (Mohammed, M. M. ,2018).

3.2.2 Types of Augmented Reality

Fundamentally, AR applications when it comes to tracking are of two types of

implementations: The marker-based, and the marker-less. The marker-based makes use of

the camera and a visible indication of (e.g., An image, or a shape) to serve as the target to be

tracked, while the marker-less deals with the mobiles’ global positioning system and

compass from positioning information to be able to track and position the virtual objects.

These two main types can be derived to 4 types:

3.2.2.1. Fiducial Marker Based Tracking

The most used technique to achieve AR is this type. In AR they are used in the field of view

for easy recognition and typically have high contrast. By using them we can relate to point

in space and also calculate distance and the angle at which we look. The typical markers

used in AR are black and white squares with geometric Figures. The use of black and white

gives high contrast compared to having a background environment and can therefore be

quickly recognized. One of the common downfalls in fiducial markers technology is that

they always have to be seen and cannot be obscured by other objects during the

augmentation. This problem can be partially alleviated by remembering marker position and

refreshing its position accordingly with device movement (Amin, D., & Govilkar, S. ,2015).

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3.2.2.2. Hybrid Based Tracking

Hybrid Based Tracking usually combines two or more data sources such as Compass, GPS,

Accelerometer to calculate the actual position and orientation. Using compass, we can tell

the direction where the device is pointing at and check if that route has any objects to be

augmented on. Global Positioning System (GPS) identifies the current location of the device,

with this location information, we can find objects that are to be augmented in our area. The

accelerometer is used to calculate orientation of the device using gravitation to its advantage.

Combining all information, we can calculate what should be augmented in the field of view

without any actual processing of the real image but of course the real image is used for

placing the layer of augmentation. (Amin, D., & Govilkar, S. ,2015).

3.2.2.3. Modeled Based Tracking

A model-based approach uses prior understanding of 3D objects within the environment

along with their appearance. Using geometrical representation of 3D objects, we are able to

manipulate their position and orientation matching them with their counterparts in the field

of view. Model approach works using edge detection for construction of 3D models, in some

instances the model is provided to track resemblance with regards to its object in the

environment e.g. tracking a moving car on the streets, but this approach usually requires

more processing power (Amin, D., & Govilkar, S. ,2015).

3.2.2.4. Natural Feature Tracking

This technique allows AR to be achieved using objects in real world as markers by

recognizing the markers natural characteristics. Based on some mathematical algorithms, we

find “interesting features” of the image that are highly distinguishable. A Feature descriptor

of a given image is saved for additional recognition purposes. Based on this particular feature

set we can recognize the exactly same image from different orientation, distances, and

illumination levels even with some occlusion due to the fact that the descriptor is invariant

to those changes (Amin, et al., 2015).

(Bacca, et al., 2014), in the results of their analysis found that most of the studies on the use

of Augmented Reality in Education used “Marker-based AR” by (59.3%) markers are most

used in the development of the AR applications towards educational settings. A probable

explanation for this result is that compared to the marker-less tracking techniques currently

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the tracking process of markers is better and more stable. Therefore, Marker-based AR could

be recommended for a better experience with the technology for students until better

techniques for tracking can be developed for marker-less AR. In educational settings

“Markerless AR” has not been widely used based on the average percentage (12.5%) from

the analysis.

The development of “Location-based AR” applications is major (21.8%) compared to

marker-less AR applications. This is because of the availability of multiple sensors in today’s

smartphones and devices such as the accelerometer, digital compass, gyroscope, and usually

the GPS. These technological advancements enable developers to develop applications of

AR that are aware of the user’s location and in return be able to show information according

to the position and/or orientation based on the data given by the sensors (Bacca, et al., 2014).

Table 3.1: Types of AR applied in Education

Code Sub-category Number of studies Percentage (%)

SC1 Marker-based AR 19 59.38%

SC2 Marker-less AR 4 12.50%

SC3 Location-based AR 7 21.88%

SC4 Not specified in the study 2 6.25%

3.2.3 Importance of Augmented Reality

Augmented Reality applications are important and are being used in many different areas

and fields among which are (Medical Training, Retail, Repair & Maintenance, Design &

Modeling, Business Logistics, Tourism Industry, Classroom Education, Entertainment, etc.

…).

One of the main areas of focus in this research of where Augmented Reality is being used is

Education.

There is a wide variety of media in which educational content can be experienced. Student’s

traditional method of learning is through interaction with teachers. And also, through non-

interactive media like textbooks, slides and instructional videos. Digital media has gradually

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made its way into educational settings in the last half century, providing students with

different learning opportunities around interactive simulations and educational games. Those

experiences have typically been accessible only in classrooms equipped with desktop

computers and some with interactive whiteboards. More recently, students can experience

different kinds of learning experiences and access them portable devices such as

smartphones and tablets (Radu, I., 2014).

There is an increase interest in Augmented Reality to develop effective learning experiences.

For teachers considering to implement AR experiences with their students, learning theories

can serve as an approach to accomplish that goal (Wang, et al., 2018).

For preschool children in the learning process, the role of AR is for sure to capture their

attention. Giving children information continuously in an attractive way will prepare them

for the future and motivate them to explore their surroundings and the world in their own

ways. Based on (Rasalingam, et al., 2014) research, they found that the use of flashcards

could enhance active learning. If learning is conducted in an educative environment where

technology is easily accessible, it tends to be more efficient, effective, and dynamic for

children. Teachers and parents should work together in the child’s learning process and

should make sure that the environment they are being thought in is a suitable one without

any disturbance.

In (Rasalingam, et al., 2014) they had an interview with a 6-year old child, preschooler and

an IPad user named Siti, they asked her about her experience using Augmented Reality

technology in the classroom and, and this was her reply:

“The class was nice. I see animals on the cards. I love to learn this way. I have IPad at home

but I only play games with the IPad……I play the Angry Bird game and car racing games. I

like to learn this way because there is animal on the card when I bring the cards near to the

camera. Yes, easy to learn this way. I had fun today. I want to use this in class. “

According to their interview, Siti seems to prefer learning using the AR technology in her

classroom rather than the traditional learning methods. She was excited to use this

technology in her learning process. She was also asked at the end of the class about the

alphabets, her response was good and gave an outstanding feedback.

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3.2.4 Advantages of Augmented Reality

As mentioned before, the features and potential of AR technology has shown a need in the

field of education. Because there is an increase usage of AR technology, many reports by

researchers and educators have been made about the advantages of Augmented Reality.

According to (Masmuzidin, et al., 2018) and from motivation perspective, the major

advantages of AR are shown in Figure 3.2.

Figure 3.1: Advantages of augmented reality from motivation perspectives (Masmuzidin,

…………… et al., 2018)

According to (Safar, et al., 2017)., in 2012 in Bulgaria an empirical research was

implemented on 26 children at the primary stage to find if whether or not children who are

learning a language thorough the use of AR technology comprehend more than those who

learn languages by traditional methods. Their findings supported the argument that using AR

technology helps in promoting vocabulary and that children are satisfied after the educational

experiment was done in an AR environment.

To obtain knowledge and support learning, Books have long been used. When technology

advanced, books were available in an electronic form or as called e-books. These e-books

can be viewed on different types of multimedia platforms and devices which makes reading

experience more accessible and interesting. Thou the sense of having and touching a real

physical book is more preferred as mentioned in (Matcha, et al., 2012, June). In Books that

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are using AR or AR-Books, virtual information and objects are added, they enhance the

reading experience.

One of the earliest works implementing AR technology in Books is the "MagicBook" which

used pop-up books as the concept (Billinghurst, et al., 2001). Users were able to read the

book like a regular one while being able to view the virtual contents (animations) through

the use of a Hand Held Display. In AR books, the way it works is that users can interact with

the physical book and use it as the interface to show the virtual content augmented through

a displaying device.

3.2.5 Augmented Reality Software Development Kits (SDKs)

In (M. Romilly, 2019) in his presentation, he talked about 12 Best Augmented Reality (AR)

SDKs available in 2019. The right SDK will depend entirely upon the exact project

requirements. Here the focus will be on Vuforia SDK used in the creation of the application.

“An augmented reality SDK (software development kit) is the core technological software

engine that powers the development and creation of new AR apps and experiences.” (M.

Romilly, 2019)

The role of the AR SDK is to perform the task of fusing digital content with the real world.

The capabilities of the AR SDKs determine the features and functionality within your AR

application, so it’s essential to choose the correct platform based on the requirements of your

project.

Each AR SDK is equipped with its own unique properties that enable developers to track,

recognize, and render the application in the most ideal manner possible.

Below is the list of the 12 Best Augmented Reality SDKs available in 2019:

1) Vuforia

2) ARKit

3) ARCore

4) Wikitude

5) EasyAR

6) Kudan

7) Onirix

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8) MaxST

9) Pikkart AR SDK

10) DeepAR

11) Lumin (Magic Leap)

12) MixedReality Toolkit (HoloLens)

Vuforia is an augmented reality SDK that lets app developers and businesses to quickly make

highly-reliable, mobile-centric, immersive AR experiences The Vuforia AR SDK uses

computer vision technology to detect and track image targets and 3D objects in real-time.

This can help developers and businesses to place and orient virtual objects. Including 3D

models and other content such as 2D videos or images to the real-world environment. Virtual

objects are overlaid on top of the real-word environment scene and can be viewed using an

AR-enabled device such as a smartphone or a tablet (M. Romilly, 2019).

Vuforia’s augmented reality SDK has the ability of supporting a various range of 2D and 3D

targets, including multi-target 3D configurations, marker-less image targets, and fiducial

markers also known as a ‘VuMark’. Other additional features available in the Vuforia

augmented reality SDK include localized occlusion detection by using virtual buttons, the

capacity to calibrate target sets and develop them at runtime, and target image selection at

runtime (M. Romilly, 2019).

Vuforia provides different application programming interfaces (API’s) in C++, Objective

C++, Java, and .NET via an extension of the Unity game engine. Vuforia SDK has the ability

to support both native development for Android and iOS and the development of AR

applications and prototypes in Unity’s game engine that can easily be ported across both of

the mentioned platforms (M. Romilly, 2019).

This gives a great option for brands and businesses looking to develop apps that cover both

Android and iOS platforms whilst minimizing commercial and technical risk. The means

that AR apps can be developed in short period of time seamlessly for the widest possible

number of target mobile devices (M. Romilly, 2019).

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Figure 3.2: Diagram of the process of application development platform Vuforia (G.Jack,

…………… 2013)

To track a target, a developer uploads an input image. The mobile application can access

target resources in two ways:

• Using web services, it can be accessed from a cloud target database.

• It can be downloaded in a device target database to be incorporated with the mobile

app.

In the case of text recognition, the developer specifies a set of words that can recognize,

using the following text data sets:

• Word lists in the Vuforia Word List (VWL) binary format.

• Using simple text files, additional word lists can be specified.

• Optional list filters for words (black or white lists) to explicitly include or exclude

the recognition of specific words.

The mobile app and the word lists and filter files are bundled together and loaded at runtime

using the API (G.Jack, 2013).

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3.3 Virtual Reality

Often times when Augmented Reality is mentioned, Virtual Reality (VR) is also mentioned

with it, here Virtual Reality will be explained in brief and also to differentiate between both

AR and VR technologies.

Virtual Reality is 100% digitally generated environment where users can interact with, VR

contains real-time immersive simulations through digital graphics. In other words, Virtual

Reality provides users with a feeling of actual presence and being immersed psychologically

in that virtual environment (Huang, et al., 2019).

Between the real environment and the virtual environment there is augmented reality and

virtual reality, they both gave birth to mixed reality.

Figure 3.3: Reality-virtuality continuum (Milgram, P., & Kishino, F., 1994), (Flavian, C.,

…………… 2018)

VR headsets can be divided into three categories:

• Mobile headsets

A Mobile headset is basically used by placing the smartphone in a case with lenses, usually

there is a divider between the two lenses, and the related VR app on the smartphone divides

the screen into two separate images, each for an eye to make an immersive experience on a

smartphone. Some of the example of mobile headsets are Google Daydream View, Samsung

Gear VR, and also the cheap headset to enter the VR world is Google Cardboard.

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• Tethered (PC/Laptop Powered) headsets

They are called Tethered headsets because they are physically connected to a PC or

(PlayStation – PlayStation 4 for the PS VR). The major differences between Tethered

headsets and Mobile headsets is that they use 6DoF (6-Degrees-of-Freedom) Controllers,

and built-in headset cameras and sensors. Examples on Tethered headsets are HTC VIVE,

and Oculus Rift. Both the HTC VIVE and Oculus Rift required powerful processing power

from a PC to tun.

Figure 3.4: Google Daydream View

………… (Googlecom. 2019) Figure 3.5: Samsung Gear VR (Samsung,

…………… 2019)

Figure 3.6: Google Cardboard

…………… (Google.com, 2019)

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Figure 3.7: HTC VIVE (Vive.com, 2019)

Figure 3.8: Oculus Rift (Bbystaticcom.

…………… 2019)

• Stand-alone headsets

Standalone VR headsets are new on the market of VR headsets and provide a median option

between the Mobile-Based headsets and Tethered headset. No additional hardware is

required. They are basically VR headsets with built-in displays and a custom-built android

operating system. Examples on Stand-alone headsets are Oculus Go, and the most recent

release of the Oculus Family with new features and improvements, the Oculus Quest.

Figure 3.9: Oculus Go (ESSA ……………

KIDWELL, 2018)

Figure 3.10: Oculus Quest (Oculus.com,

…………… 2018)

Whether it’s a Mobile-Based, Tethered, or a Stand-alone headset, the development of these

devices is in the benefit of end user and in return the more advanced they get the more it can

help the areas we need the most like Health sector, Education, etc.

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3.4 Mobile Phones/ Smartphones

In (Arth, et al., 2015)., the authors talk about when the first ever smartphone was introduced

by IBM and Bellsouth at COMDEX in 1992, It was called the IBM Simon Personal

Communicator. The phone had a 1 Megabyte of memory equivalent to 1000 Kilobytes and

a Black & White touch screen with 160 x 293 pixels as resolution. The IBM’s Simon worked

as a phone, calculator, pager, address book, a fax machine, and as an e-mail device. It

weighted 500 grams and cost around 900 United States Dollars.

Figure 3.11: IBM Simon Personal Communicator (T. Caudell and D. Mizell, 1992)

A mobile phone is considered to be as one of the essential components of modern life. The

continuous evolution of mobile phones has changed the shape of the world and how we

interact with it (michaelcon123, 2019). What makes smartphones different from traditional

mobile phones is that smartphones offer more functions for the end user, including internet

connection, multimedia players for music, pictures, and videos (michaelcon123, 2019). One

of the standing innovations about smartphones is the ability for the users to download various

types of applications on different platforms. This ability opens the door to a lot of

possibilities for the developers to develop applications in different fields and for different

aspects of life and for the user to use and make their life easier.

In a survey done by Statista in the duration of 2014 to 2015, (Statista, 2016) in June, 2016,

they published statistics on the total number of smartphone users worldwide from 2014 to

2020 as shown in the Figure 3.13.

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Figure 3.12: Number of smartphone users worldwide from 2014 to 2020 (in billions)

…………… (Statista, 2016)

In their findings, it appears that the number of mobile phone users in the world was

expected to reach around 2.5 billion mark by 2019 (Statista, 2016).

Operating system of mobile phones:

To run a smartphone, an operating system is required, there are three major operating

systems available in the market and are widely spread worldwide.

1. Android

2. iOS

3. Windows OS

When searching for mobile operating systems, other operating systems might appear, but

they are not as strong and widespread as the other top three, other OS for mobile are but not

limited to (Bada, Palm OS, Open WebOS, Maemo, MeeGo, Verdict, Symbian, etc…).

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CHAPTER 4

SYSTEM DEVELOPMENT AND IMPLEMENTATION

This chapter explains and navigates through the developed Augmented Reality mobile

application the Augmented Reality Children’s Book and talks about the system development,

system architecture, the implementation and how it works.

4.1 System Development

To achieve the desired application, different tools were used for both the software and the

book itself. In Figure 4.1 it shows all the tools used in the development of the Augmented

Reality Children’s Book.

The system development contains five steps.

Step 1: Modeling 3D Letters, via Adobe Photoshop, and preparing the related 3D objects

from ready to use 3D models.

Step 2: Drawing and creating image targets for the Book via Adobe Photoshop.

Step 3: Preparing and editing sound using Adobe Audition.

Figure 4.1: System Development Tools

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Step 4: System programming of the augmented reality based on Vuforia SDK and Unity

Game Engine as the system development environment.

Step 5: Finally, Unity is used as system building platform and integrated with the Android

SDK, the final product application is available for installation and for usage.

4.1.1 Architectural System Design

The AR-Children’s Book is designed using Vuforia SDK that has the ability to store multiple

image targets and also capable of communicating to the database connected with the

application on the user’s device. After tracking image targets and a successful detection, 3D

objects are placed in real life through a screen display to make the immersion possible. The

AR-Children’s Book application architectural system design is described in the bellow

Figure.

Figure 4.2: Vuforia Core Components of the AR-Children's Book Application

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The user opens the application to detect an image target in the Book through the camera, the

camera then captures the preview frame and passes it to the image tracker. The image

convertor uses the pixel format convertor and converts the default format of the camera and

changes It to a suitable format for openGLES rendering and tracking. Tracker, detects and

tracks real world objects in the preview frame of the camera using image recognition

algorithms, then the results are stored in the state object which is passed to the video

background renderer. Rendered the camera image stored in object state and the virtual

objects are augmented on the real world displayed in the camera screen of the user’s device.

4.1.2 System description

Mobile phone AR applications with Marker-based feature search for an image target through

the camera. It compares the live feed from the camera with the stored image target in the

database. Once the target image is found, the software brings the digital object/ a 3D model

and places it on to the real world. Marker-based AR are also called Image recognition or

Recognition based AR. The working principle of how Marker-based AR applications work

is demonstrated bellow in Figure 4.3.

Figure 4.3: Mobile Augmented Reality Block Diagram Architecture (Dipti Rajan Dhotre,

…………… 2016)

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The Architectural block diagram of the developed AR above shows the following important

parts:

Camera:

When the camera is opened in the device which the user is using, a real-world live video is

presented as an input from the device (In this case an Android phone) camera and passes the

information to the Camera module.

Image Capturing Modules:

The live video feed from a mobile device camera is the input to the Image Capturing Module,

by examining and processing each frame in the video (Dipti Rajan Dhotre, 2016)

Image Processing Modules:

The images from the Image Capturing Module are the inputs to the Image Processing

Module. Using an image processing technique these images are processed to detect the AR

camera. The detection of the AR camera is necessary to identify the position, and where to

play the virtual object. The moment an AR object is detected, its location is given as an input

to the Tracking Module (Dipti Rajan Dhotre, 2016).

Object Tracking Modules:

The tracking module is the essential core of the augmented reality system; the relative

position of the camera in real time is calculated (Dipti Rajan Dhotre, 2016).

Rendering Module:

Rendering Module has 2 inputs. The first one is the calculation of the position from the

Tracking Module, and the other input is the Virtual Objects to be Augmented. The Tracking

Module then combines both the original image and the virtual components using the

calculated position and displays the augmented objects on the display screen of the mobile

device (Dipti Rajan Dhotre, 2016).

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Figure 4.4: Flowchart of the developed system

4.2 Implementation of AR Children’s Book in Unity3D with Vuforia SDK

4.2.1 Steps for configuring Vuforia into the project

• License key

o A license key is needed to be able to use Vuforia in the application.

o Create and copy a license key from Vuforia’s developer portal and past It In

the unity software

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Figure 4.5: License Key Creation (Vuforia)

• Database

o To create a new Database, go to Vuforia’s developer Portal

o Go to Target Manager

o Click on Add Database

o Give a name to your Database

o Choose the type of the Database

o Click Create to create the Database

Figure 4.6: Database Creation

• Add Targets to Vuforia

o After the Database is created, start by adding targets to the database

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o Select a Database

o Click on Add Target

o Choose an image file form your device

o Give dimensions(width) to your target

o Give your target a name

o Click Add

o For multiple targets, repeat the same actions in the same Database

uploading different Targets with different names

Figure 4.7: Add Targets

• Download desired Database

o After uploading all the targets wanted, you can start downloading the

Database to use it in your project

o Click on Download Database (All)

o Choose the Development platform you wish to work on, in this case Unity

Editor

Figure 4.8: Download Database

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4.2.2 Steps of development in Unity3D Editor

• Add AR, and Vuforia assets to your Unity project

o Since Unity version 2017.2, Unity integrated Vuforia Engine for easy

development of AR experiences

o In the Hierarchy Area, right click on an empty space and hover on Vuforia

Engine, a List will show, click on Add Camera

o It will ask you to import some quired assets, click import

Figure 4.9: Importing Vuforia Assets

• Add Vuforia Database to Unity Editor

o In the Assets folder, right click on an empty space, then Hover on Import

Package, then click on Custom package and select the database you’ve

downloaded earlier

Figure 4.10: Import Database

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• Add Image Targets

o Right click on an empty space in Hierarchy area and hover on Vuforia Image,

then click on Image

o When the Image Target is added, If the Database is loaded before this step, it

automatically assigns an image for detection to the Image Target

Figure 4.11: Add image target

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• Modify Image Target settings

o In-order to modify the settings of the Image Target, Vuforia has to be enabled

in the Player Settings

o File->Build Settings->Player Settings

o In XR settings, check Vuforia Augmented Reality

o Remove the main camera, and leave only the AR camera

Figure 4.12: Image Target with Database loaded

• Adding 3D models to Image Targets

o Load your 3D models into Unity

o Drag and Drop your Object/3D model and place it on top of your image target

o Use the Scale tool if the Model is too Large or Too Small

Figure 4.13: 3D model object

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• Adding Sound

o Click on the Image Target you want to add sound to

o Find Default Trackable Event Handler and double click on the script

o This will take you to your preferred script editor, In the case of this project it

was Visual Studio, and the script language is C#

o The notable mention here when coding to add sound is when image target is

found, it should activate the sound file, if not found it will not do anything

until image target is found

Figure 4.14: Default Trackable Event Handler in Visual Studio (C#) language

• Compile the project with Android

o This project is for Android platform, so naturally we should change the

project settings in Unity accordingly

o File->Build Settings->Android

o Click Switch platform

o For the project to run with no errors, Android SDK is advised to be installed

in the PC before starting the development process.

Figure 4.15: Switching to Android Platform

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4.3 Implementation of the Application

AR children’s book was designed based on the Turkish Alphabet and according to each

Alphabet a respective representation of that letter is presented in an example. When the

Camera detects and Image Target, the 3D model/Object of that assigned to the Image Target

will appear in the camera. At the same time when Image Target is found, a sound is played

which pronounces that letter in the Alphabet or the example related to that letter.

Figure 4.16: First page of the Book

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4.3.1 Pages of AR Children’s Book

The first page when you open the book as shown in Figure 4.17. is the letter A, Capital Letter

A, and Small Letter a in Turkish language. The Next Page or each page to the right is an

example of that specific letter, in this example a Car (Araba) in Turkish representing the

letter in the Turkish Alphabet. See Figure 4.18.

Figure 4.17: Capital and Small Letter A

Figure 4.18: An example of a car (Araba) on the Letter A

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4.3.2 AR Children’s Book in Use

After a user points the camera towards the image target, the letter in this case, the 3D model

of the letter will appear on the smartphone’s screen along with a sound pronouncing that

letter. The same thing goes for the other page. The user will point the camera towards the

image target, towards to the image of the car in this example and the 3D model of the car

will appear on the device (smartphone) with the sound of the pronunciation of that word

containing the previous letter learnt from the application. See Figure 4.19. And Figure 4.20.

Figure 4.19: Letter A (Capital, Small)

Figure 4.20: Car (Araba)

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Another example on the application being used is shown below in Figure 4.21.

Figure 4.21: Three Models Showing at the same time

In the above Figure, two, 3D models are shown at the same time since the letters from the

Alphabet are shown as one object connected with a single image target. The program has

been set to track only 2 targets at the same time because the way the book looks is two image

targets can be seen at once in the book when opened, which makes it reasonable to only track

2 targets, maximum at the same time. This also reduces resource consumption because after

reaching the limit of showing objects at the same time, it won’t be looking for another object

to find. Although the Letters and the example can be tracked simultaneously, it is advised

for the user to point the camera to only one page and interact with for better learning

experience.

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CHAPTER 5

RESULTS AND FINDINGS

One of the requirements of this study was to make a new augmented reality children’s book

application that teaches children Turkish Alphabet.

R1. Generate 3D models of Turkish Alphabet Letters

R2. Generate 3D models of examples for each Turkish Alphabet Letter

R3. Play the respective sound once an image is recognized for pronunciation

3D models of the Turkish Alphabet letters have been created from scratch and have been

implemented in the application.

3D models of examples on each Turkish Alphabet Letter have been gathered and

implemented successfully in the developed application.

The implementation of sound in this application has also been successful. After each

successful recognition of an Image Target, related sound of the letter or the example will be

played accordingly.

In the below table it is shown that the Image target representing letter A is not likely to appear

based on the image’s feature points, and gave its system gave it 0 out of five stars.

The Second example is the Red Car, though the system deals with the image in black and

white, the color of the image here does not affect the performance. The only thing the system

to recognize an Image target is its feature points. Here the system gave this example 4 out of

five stars, which means that its probability of recognizing the Image Target is high.

The Third example is of a flower. In this example a change has been made on the original

chosen Image Target for more probability of recognition. In return, the Vuforia’s system in

measuring the probability of an Image Target being recognized gave this image 4 stars out

of 5.

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Table 5.1: Recognition Probability based on Vuforia

Original Image Image Features Recognition Probability

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Comparing these results with the actual developed application results show that unlike the

percentage given by Vuforia’s system, the Letter A is always recognizable when pointing

the camera to the related Image Target. More test findings show that although it is advised

to update the Image Tracker once a low recognition rate is given. Not every low recognition

rate means that the respective Image Tracker will not be recognized.

Table 5.2: Image Targets Recognition Test Results

Target

Image

(Letter)

Recognized Note

Target

Image

(Example)

Recognized Note

A Yes None Araba Yes None

B Yes None Balloon Yes None

C Yes None Ceket Yes None

Ç Yes None Çîçek Yes None

D Yes/No

D struggles

until it gets

recognized

Defter Yes/No

Struggles until it

gets recognized,

this could be

because of the

size or details of

the 3D object

E Yes None El Yes None

F Yes None Fil Yes None

G Yes None Güneş Yes None

Ğ Yes None Ağaç Yes None

H Yes None Havuş Yes None

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I Yes None Irmak Yes None

İ Yes None Înek Yes None

J Yes None Jöle Yes None

K Yes None Kedî Yes None

L Yes None Lamba Yes None

M Yes None Masa Yes None

N Yes None Nar Yes None

O Yes None Ot Yes

The presented

3D model object

contains a lot of

details which

makes the

application a bit

slower than

usual

Ö Yes None Ördek Yes None

P Yes None Pencere Yes None

R Yes None Roket Yes None

S Yes/No

At times,

instead of

recognizing S,

it recognizes Ş

because of the

Sincap Yes None

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shape

similarity

Ş Yes None Şemsiye Yes None

T Yes None Tavşan Yes None

U Yes None Uçak Yes None

Ü Yes None Üzüm Yes None

V Yes None Vişne Yes None

Y Yes None Yıan Yes None

Z Yes None Zil Yes None

D struggles until it recognizes the image target, but after a few tries, it shows.

Defter also struggles until it is recognized, and when it is finally recognized, the 3D model

shakes, it is assumed that it is due to the details and the size of the object and the rendering

time.

Even though S letter image target has been modified, the lack of distinguished features of

the letter makes it hard to be recognized. In times it miss-represents it with Ş and sometimes

it correctly recognizes S.

Because the application was developed to interact with a physical book, Image Targets were

somehow forced to be in a certain shape. Almost every issue can be avoided if the designs

are only serving the detection purpose nothing else in mind.

All other letters and shapes are recognized instantly when the camera is directed towards the

Image Targets.

Based on the above table, only 10.34% of the Image Targets face issues when trying to be

recognized, which in return gives an 88.66% of correct recognition of Image Targets.

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CHAPTER 6

CONCLUSION AND RECOMMENDATIONS

6.1 Conclusion

Augmented Reality is an interesting and effective technology where it combines the virtual

objects with the real-world environment. This technology gives endless ideas and

innovations to happen in different areas. One of the uses of AR is in education. In this thesis,

Augmented Reality Children’s Book was presented, an AR application which teaches

children Turkish Alphabet with Phonetic and examples.

Based on the literature research, the developed system is the first AR Turkish Alphabet

Learning Tool attempting to teach children of age 5 to 7 the Turkish Alphabets and Phonetic

with using 3D objects, 3D letters and sound of the pronunciation of each letter and each

example used in the book.

After successfully developing an AR application for teaching Turkish Alphabet for Children,

a great step is taken in filling the gap between using the newest technology in education

sector and specially language learning.

6.2 Recommendations

Future works can be but not limited to, developing moving 3D models and animations of

objects. Make the user directly interact with the objects and modify the outcome based on

the user’s input. More unique image targets. All these new works help in the advancement

of using technology in general areas and specifically in education.

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APPENDICES

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APPENDIX 1

BOOK DESIGN (IMAGE TARGETS)

All pages of the Augmented Reality Children’s Book are shown here starting from page 3

of the book.

A2

A3

A4

A1

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A5

A6

A7

A8

A9

A10

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A11

A12

A13

A14

A15 A16

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A17 A18

A19 A20

A21 A22

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A23

A25

A26

A27

A28

A24

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A29 A30

A31 A32

A33 A34

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A35

A36

A37

A38

A39

A40

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A41

A42

A43

A44

A45

A46

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A47

A48

A49

A50

A51

A52

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A53

A54

A55

A56

A57

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APPENDIX 2

3D MODELS WHILE SYSTEM IS IN PLAY

When the user directs the camera towards the image targets in the book, 3D models appear

on the device’s screen.

B1

B2

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B3

B4

B5

B6

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B7

B8

B9

B10

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B11

B12

B13

B14

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B15

B16

B17

B18

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B19

B20

B21

B22

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B22

B23

B24

B25

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B26

B27

B28

B29

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B30

B31

B32

B33

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B34

B35

B36

B37

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B38

B39

B40

B41

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B42

B43

B44

B45

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B46

B47

B48

B49

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B50

B51

B52

B53

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B54

B55

B56

B57

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B58

B59

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APPENDIX 3

3D MODELS OF TURKISH ALPHABET

In Appendix 3, all the original modeled Letters of the Turkish Alphabet are shown.

C1 C2

C3 C4

C5 C6

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C7

C8

C9

C10

C11

C12

C13

C14

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C15

C16

C17

C18

C19

C20

C21

C22

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C23

C24

C25

C26

C27

C28

C29

C30

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C31

C32

C33

C34

C35

C36

C37

C38

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C39

C40

C41

C42

C43

C44

C45

C46

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C47

C48

C49

C50

C51

C52

C53

C54

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C55

C56

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APPENDIX 4

FEATURES OF IMAGE TARGETS

D 1 D 2

D 3 D 4

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D 5

D 6

D 7

D 8

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D 9

D 10

D 11

D 12

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D 13

D 14

D 15

D 16

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D 17

D 18

D 19

D 20

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D 21

D 22

D 23

D 24

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D 25

D 26

D 27

D 2

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D 29

D 30

D 31

D 32

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D 33

D 34

D 35

D 36

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D 37

D 38

D 39

D 40

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D 41

D 42

D 43

D 44

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D 45

D 46

D 46

D 48

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D 49

D 50

D 51

D 52

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D 53

D 54

D 55

D 56

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D 57

D 58