AR SENSES : AUGMENTED REALITY (AR) APPLICATION FOR ...
Transcript of AR SENSES : AUGMENTED REALITY (AR) APPLICATION FOR ...
AR SENSES : AUGMENTED REALITY (AR)
APPLICATION FOR LEARNING HUMAN SENSE
ORGANS
MUHAMMAD AIMAN BIN AZIZI
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATICS MEDIA WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2021
AR SENSES
MUHAMMAD AIMAN BIN AZIZI
BACHELOR OF INFORMATION TECHNOLOGY
INFORMATICS MEDIA WITH HONOURS
Universiti Sultan Zainal Abidin
2021
i
DECLARATION
I hereby declare that the report is based on my original work except for quotations and
citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal
Abidin or other institutions.
_______________________________
Name: Muhammad Aiman Bin Azizi
Date:
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report were under my supervision.
_______________________________
Name: Puan Maizan Bt. Mat Amin
Date:
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DEDICATION
In the Name of Allah, the Most Gracious and the Most Merciful.
Alhamdulillah, I thank God for His grace and grace, I can prepare and complete this
report successfully.
First of all, I would like to thank my supervisor, Puan Maizan Binti Mat Amin because
with guidance, the advice, and the thoughtful ideas are given g me the opportunity to
prepare this report successfully.
Besides, my gratitude is also to my colleagues who share ideas, opinions, knowledge,
and reminders. They helped me answer every question that was important to me in
completing this report.
Thanks also to my beloved mother and father always support and motivated me to
prepare for this report for Final Year Project.
I would like to take the opportunity to thank all lecturers of the Informatics and
Computing Faculty for their attention, guidance, and advice in helping and sharing ideas
and opinions in making this report successful.
May Allah SWT bless all the efforts that have been given in completing this
report.
Thank you.
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ABSTRACT
AR SENSES was developed for students aged 13-15 years who will sit for Form
3 Assessment (PT3) and learning more efficiently in school. Existing learning
methods are changed by Augmented Reality (AR) technologies and using
smartphones. This app may be able to help students to learn the methods of
preservation, examples in each method and additional information about
advantages and disadvantages on ar senses more interactive and fun. An
addition, this application will uses interactive 3-dimensional (3D) objects,
sounds effect and human sensory characters popup so that students are interested
in using this application. Interaction Design method is divided into four main
sections, namely the beginning of the establishing requirement phases, design
phases, prototyping phases and evaluation phases. The use of the Interaction
Design method ensures that the development of the system runs smoothly and
according to planning.
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ABSTRAK
Jom Belajar Pengawetan Makanan telah dibangunkan untuk pelajar berumur
13-15 tahun yang akan menduduki Pentaksiran Tingkatan 3 (PT3) dan belajar
dengan lebih cekap di sekolah. Kaedah pembelajaran yang ada diubah oleh
teknologi Augmented Reality (AR) dan menggunakan telefon pintar. Aplikasi ini
mungkin dapat membantu pelajar mempelajari kaedah pemeliharaan, contoh
dalam setiap kaedah dan maklumat tambahan mengenai kelebihan dan
kekurangan pada deria ara lebih interaktif dan menyeronokkan. Sebagai
tambahan, aplikasi ini akan menggunakan objek 3 dimensi (3D) interaktif,
kesan bunyi dan watak deria manusia muncul sehingga pelajar berminat untuk
menggunakan aplikasi ini. Kaedah Reka Bentuk Interaksi terbahagi kepada
empat bahagian utama, iaitu permulaan fasa keperluan penetapan, fasa reka
bentuk, fasa prototaip dan fasa penilaian. Penggunaan kaedah Reka Bentuk
Interaksi memastikan bahawa pengembangan sistem berjalan dengan lancar
dan mengikut perancangan.
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CONTENTS
PAGE
DECLARATION i CONFIRMATION ii DEDICATION iii ABSTRACT iv
ABSTRAK v CONTENTS vi
LIST OF TABLES viii LIST OF FIGURES ix LIST OF ABBREVIATIONS x CHAPTER 1 INTRODUCTION 1
1.1 Introduction 1
1.2 Project Background 3 1.3 Problem Statement 4 1.4 Objectives 4 1.5 Scope 5
1.6 Limitation of Work 6 1.7 Expected Result 6
1.8 Activities, Milestones (Gantt Chart) 7 1.9 Summary of the Chapter 8
CHAPTER 2 LITERATURE REVIEW 9 2.1 Introduction 9 2.2 Augmented Reality 9
2.2.1 Augmented Reality Techniques 10 2.2.1.1 Marker-based technique 10
2.2.1.2 Marker less AR technologies 11 2.2.2 Research on Augmented Reality Software Development
Kit (SDK) for Mobile Apps 12 2.2.2.1 Vuforia 12
2.2.2.2 ARToolKit 13 2.3 Research on existing articles/journals/books 13
2.3.1 Requirement Model for Supporting Learning of Human
Body in Science Subject Using Augmented Reality in
Malaysia Primary School 13 2.3.2 Web based Augmented Reality for Human Body Anatomy
Learning 14
2.3.3 Human Anatomy Learning Systems Using Augmented
Reality on Mobile Application 15 2.4 Related Article, Journal and Book in Augmented Reality 16 2.5 Previous research on the application for AR sense: 17
2.5.1 Mobile Apps : Anatomix – Human Anatomy 17
2.5.2 Mobile Apps : Special Senses 18 2.5.3 Mobile Apps : Skin Anatomy Pro 19
2.6 COMPARISON TABLE EXISTING OF APPLICATION AND
PRODUCT 20 2.7 Summary 21
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CHAPTER 3 METHODOLOGY 22 3.1 Introduction 22 3.2 Interaction Design Lifecycle Model 22
3.3 Establish Requirements 23 3.4 DESIGN PHASE 24
3.4.1 DESIGN METHOD BOOK 25 3.4.2 DESIGN AR SENSE APPLICATION 28
3.5 Prototyping 31
3.5.1 Unity 31 3.5.2 Autodesk Maya 31 3.5.3 Vuforia 32
3.6 Evaluate 32 3.6.1 Test Run 32
3.7 FRAMEWORK DESIGN 33 3.8 Hardware and Software Requirement 34
3.8.1 Software Requirement 34 3.8.2 Hardware Requirement 35
3.9 Navigation Map 36 3.10 SUMMARY 37
REFERENCES 38
viii
LIST OF TABLES
Table No. Title Page
Table 1.1 : Gantt Chart 7
Table 2.1 : Related Journals/Articles 16
Table 2.2 : Comparison table of existing products 20
Table 2.3 : Comparison Table of the Existing Products with 5 Element of
Multimedia 21
Table 3.1 : Software Requirement 34
Table 3.2 : Hardware Requirement 35
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LIST OF FIGURES
Figure No. Title Page
Figure 2.1 : Marker Based 10
Figure 2.2 : Marker Less 11
Figure 2.3 : Home Screen and Start page 14
Figure 2.4 : Application Interface 15
Figure 2.5 : Contents in Anatomix – Human Anatomy application 17
Figure 2.6 : Contents in Special Senses application 18
Figure 2.7 : Contents in Skin Anatomy Pro application 19
Figure 3.1 : Interaction Design Lifecycle Model 22
Figure 3.2 : Design Method Book 25
Figure 3.3 : Design Method Book 25
Figure 3.4 : Design Method Book 26
Figure 3.5 : Design Method Book 26
Figure 3.6 : Design Method Book 27
Figure 3.7 : Design Method Book 27
Figure 3.8 : Design AR Sense Application 28
Figure 3.9 : Design Method Book 28
Figure 3.10 : Design AR Sense Application 29
Figure 3.11 : Design AR Sense Application 29
Figure 3.12 : Design AR Sense Application 30
Figure 3.13 : Design AR Sense Application 30
Figure 3.14 : Framework 33
Figure 3.15 : Navigation Map 36
x
LIST OF ABBREVIATIONS
AR Augmented Reality
PT3 Pentaksiran Tingkatan 3
UI User Interface
SLAM Simultaneous Localization and Mapping
GPS Global Positioning System
SDK Software Development Kit
VR Virtual Reality
UX User Experience
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CHAPTER 1
INTRODUCTION
1.1 Introduction
Augmented Reality (AR) is an example of the revolution that occurs in technology that
continuously expands around the world now. AR is a new kind of interactive technology
that gives us a new way to interact in a direct view of an existing environment. It allows
us to create or put 3D object directly into physical things or fused together in real-time.
In addition to that, other features that AR offers to users are sound, videos and graphics
too. Nowadays, there are various applications that integrated with augmented reality
technology.
The advantages of AR are seen as a factor that drives it to be applied in education.
Among the advantages of this technology is nurture the learning process. The
introduction and use of AR in education create fun and excitement for students. Students
become excited to learn. Thus, stirs up their motivation to the learning process. In
addition, AR also increases the level of student motivation, giving a positive impact to
the experience learning, especially for weak students, helps in the development of
creative thinking, increasing understanding and changing the curve paradigm student
learning in learning a subject. In addition that is, it is able to provide a fun new learning
experience (Juan et al. 2008) and encourage students to do self-exploration on the topics
learned (Kaufmann, 2006). No wonder if with this capability, AR can save time inside
mastery of knowledge and provide an alternative for teachers to use one medium more
interactive, interesting and effective teaching. Other advantages of AR are 3D models
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with more clear information to make it easier for students to better understand. Besides
that, it will be able to create a learning environment that is not tied to time and place.
Now science learning and teaching is expanded into the fields of simulation, augmented
reality (AR), virtual reality (VR), and animation, and students are now involved in the
creation of this new model. Projects to be developed for students aged 13-15 years and
who will sit for Form 3 Assessment (PT3). This project is proposed as an effort to
develop interesting AR tools for Science subjects and to be able to build scientific
understanding. The project entitled "AR Senses" focuses on learning about the human
sense organs. The human senses consist of sight, hearing, touch, smell and taste. Sense
means a method of physiological observation. The nervous system has a sensory system
or organ dedicated to each sense. These senses are sensitive to environmental changes
or stimuli. Students are able to recognize the function of each part of the human senses
and the stimulus response. This project is expected to help students learn even at home
or anywhere using the latest technology. The same approach can also be used for
Science lessons or other subjects.
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1.2 Project Background
The project entitled "AR Senses" focuses on learning about the human sense organs.
The human senses consist of sight, hearing, touch, smell and taste. The human senses
through AR is an application that will help students learn AR interactively. This
application with Augmented Reality will focus on users on the types of human senses
that are always learned in school in science subjects. Content will be presented using
various appropriate multimedia elements such as text, 3d models and audio. Therefore,
learning like this through Augmented Reality is an interactive way to learn because
nowadays most learning through AR is very common. Some examples of human senses
are the sense of hearing, the sense of sight, the sense of smell, the sense of touch, the
sense of taste.
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1.3 Problem Statement
Nowadays, the tendency of teachers to use conventional teaching methods and not to
use teaching aids in implementation of teaching and learning will cause students to lose
focus in learning. This conventional approach will cause students to feel bored, not
interested in learning and will eventually cause disciplinary problems among students.
Besides that, without a deep understanding, the learning process becomes less effective.
Excellent performance in the concept of human sense is very difficult to achieve if the
teacher does not emphasize the concept taught. In addition, according to Abdullah
(2013) stated the decline in the number of students majoring in science is due to three
main factors namely lack of interest, the notion that science subjects are difficult and
career prospects are limited. Besides that, based on the research paper entitled ‘Online
learning amid the COVID-19 pandemic: Students perspectives’ written by Muhammad
Adnan and Kainat Anwar (2020) lack of access to fast, affordable and reliable internet
connection hinders the online learning process especially for those living in rural areas.
1.4 Objectives
The objectives of this project are:
• To design AR Senses application for learning science of human sense.
• To develop AR Senses application by using marker based technique.
• To test the functionality of AR Senses application.
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1.5 Scope
i. TECHNOLOGY
This project applies marker-based AR technique that uses book. The Vuforia
Augmented Reality SDK is used to track and track targets, marker-based techniques
used for this AR application. In order to create 3D models, Maya and Unity 3D are used.
ii. MODULE
The module in this project include scanning images on book, display AR contents with
cross-section (parts of the human body) and sounds, display a total of 5 objects through
book and Has a button function that will explain more about the functionality of each
of these objects.
iii. TARGET USER:
The target user for this project is for students aged 13-15 years who will sit for Form
3 Assessment (PT3).
iv. PLATFORM:
This project will be focusing on android only
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1.6 Limitation of Work
The limitation of this project includes the aspect as follows:
i. Limit to android based only.
ii. The user needs book of human sense to play this application.
iii. Only android smartphone user can access this application.
iv. Marker based technique using AR.
1.7 Expected Result
At the end of this project, the expected results of the proposed project are as follows:
i. User can gain info and knowledge about sensory human from this app.
ii. Give the user the augmented reality experience while learning.
iii. A smooth and simple user interface (UI).
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1.8 Activities, Milestones (Gantt Chart)
Table 1.1 : Gantt Chart
TASK NAME WEEKS
1 2 3 4 5 6 7 8 9 10 11 12 13 14
Final Year Project 1
Briefing
Project Title
Proposal
Proposal Writing -
Introduction
Proposal Writing -
Literature Review
Proposal Progress
Presentation &
Evaluation
Proposal Writing -
Methodology
Proof of Concept
Methodology Workshop
Final Year Project Writing
Workshop
Drafting Report of Proposal
Draft of Report Submission
to Supervisor
Preparation for Final
Presentation and Final
Report Submission
Final Presentation and
Panel’s Evaluation
Final Report Submission
and Supervisor’s Evaluation
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1.9 Summary of the Chapter
This thesis consists of four chapters. Chapter one is introduced that contains project
background, problem statement, objectives, scope and thesis structure. Chapter two is
literature review and discuss the technique and theory that had been carried out by
another researcher and existing project that related to the on-going project. Chapter
three is a methodology that discusses method or technique that are used in the project
also the storyboard of the project, specifying in detail design of development projects
followed by references.
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CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
This chapter discusses previous works or works related to 'AR sense' using AR
Technology. A review of the literature will discuss the available applications and also
aim to examine the advantages and disadvantages of each application. In the literature
review of this project, research has been done to understand and get an overview of the
existing projects and related technologies.
2.2 Augmented Reality
Augmented Reality a perfect blend of the digital world and the physical elements to
create an artificial environment. Apps which are developed using AR technology for
mobile or desktop to blend digital components into the real world. The full form of AR
is Augment Reality. Using augmented reality in the classroom can turn an ordinary class
into an engaging experience. AR technology provides virtual examples and adds
gaming elements to support textbook materials. As a result, classes become more
interactive. AR helps students better remember the information they’ve just learned.
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2.2.1 Augmented Reality Techniques
Several inquiries into various techniques on implementation of augmented reality are
intended to compare the technique that better matches the application's complexity with
the problem indicated. A variety of studies with various techniques have been explored
on this initiative.
2.2.1.1 Marker-based technique
Marker based AR is always tied to physical image pattern marker in real world and
Markerless is tied to the physical space around the device in real world.
Figure 2.1 : Marker Based
A marker based AR looks for a specific image pattern in the environment and
superimposes the virtual object on top of it. So the camera of the AR device will
constantly scan the input and do marker — image pattern recognition and then create
it’s geometry and place virtual object. The geometry of the virtual object will be
governed by geometry and position of marker. If the camera loses sight of marker the
virtual object is lost and when it comes in view again, the object is placed again.
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2.2.1.2 Marker less AR technologies
Figure 2.2 : Marker Less
In markerless AR, the virtual object is placed in the geometry created by something
called SLAM (Simultaneous Localization and Mapping) which takes in the camera feed
and creates a 3 mesh of the environment. So the software remembers the environment
as 3d model. Hence when a virutal object is placed in environment it is positioned in
it’s 3d model. So even if camera loses it’s sight on coming back the virtual object will
still be found at the same location.
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2.2.2 Research on Augmented Reality Software Development Kit (SDK) for
Mobile Apps
Tools that available on the market for AR app development:
2.2.2.1 Vuforia
A leading portal for AR application development that has a broad set of features.
Vuforia AR SDK contains:
i. Recognizes multi-objects including cylinders, boxes and 3D objects as well as
images.
ii. Able to recognize text including about 100,000 words or a custom vocabulary.
iii. Able to create customized VuMarks, which look higher quality than typical QR-
code
iv. Allow creating a 3D geometric map of any environment using Smart terrain
feature
v. Turn static image into full motion video
vi. Provides Unity Plugin
vii. Support cloud and local storage.
The platform supported is iOS, Android, Universal Window Pattern and Unity. As for
the price, it has several versions which is free version, classic version - $499 one time,
cloud - $99 per month and Pro version for commercial use.
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2.2.2.2 ARToolKit
ARToolKit is an open-source tool to create augmented reality applications. Even
though it's a free library, it provides a rather rich set of features for tracking, including:
i. Unity3D and OpenSceneGraph Support.
ii. Supports both single and dual camera.
iii. GPS and compasses support for creation of location-based AR apps.
iv. Possibility to create real-time AR applications.
v. Integration with smart glasses.
vi. Multiple Languages Supported
vii. Automatic camera calibration.
Supported platforms: Android, iOS, Linux, Windows, Mac OS and Smart Glasses.
2.3 Research on existing articles/journals/books
This section will discuss about the research done on existing articles, journals or books
that is related to the topic.
2.3.1 Requirement Model for Supporting Learning of Human Body in Science
Subject Using Augmented Reality in Malaysia Primary School
This research focuses on a requirement model based on a study on a new form of
Virtual Reality (VR) application known as Augmented Reality (AR) technology in
education domain. The requirement model is constructed as a guideline in the process
of development of AR prototype according to the education domain requirements. AR
sets itself apart from VR by allowing integration of 3D virtual objects into real
environment in real time thus allowing student to relate to their physical environment
and also making the subject more interesting.
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2.3.2 Web based Augmented Reality for Human Body Anatomy Learning
This research is using quantitative method involving students of a higher education
institution in Jakarta, Indonesia. First, the instrument using for data collection is a semi-
structure questionnaire for gathering requirement data. The data requirement
questionnaire assesses the level of tool or media for understanding the human anatomy,
and application usage and easiness. The sample consisted of 157 respondents.
Respondents are students from junior high school, senior high school, or equivalent,
who take Biology subject (human body anatomy topic).
Figure 2.3 : Home Screen and Start page
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2.3.3 Human Anatomy Learning Systems Using Augmented Reality on Mobile
Application
Anatomy learning applications using mobile augmented reality technology received
positive feedback and received good feedback from the respondents. The application
developed in this study using 3D models to visualize anatomy has many advantages
such asclarity and easiness for understandingthe 3D anatomy model, giving different
choices in visualizing 3D anatomy models from various organs of the human body,
having interactive features of 3D anatomy models that can be displayed from various
viewpoints and body layers, and meeting the requirements of learning quality materials
for users.
Figure 2.4 : Application Interface
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2.4 Related Article, Journal and Book in Augmented Reality
Table 2.1 shows few related article, journal and book that had been searched about
human sense in education.
Table 2.1 : Related Journals/Articles
AUTHOR JOURNAL/
ARTICLE
TECHNIQUE FINDINGS
Huda Wahida
Rosli, Fauziah
Baharom,
Harryizman
Harun, Ali
Yusny Daud,
Haslina Mohd
& Norida
Muhd. Darus
(2010)
Requirement
Model for
Supporting
Learning of
Human Body
in Science
Subject Using
Augmented
Reality in
Malaysia
Primary
School
ARTICLE This study discusses the model of AR
needs for Science Year 1 subjects
focused on the topic of the human
body. This AR model is necessary as
a teaching and student tool as a
learning tool. It also can helps
students cultivate their creative
thinking and improve their
understanding,
Rita Layona,
Budi Yulianto,
Yovita Tunardi
(2018)
Web based
Augmented
Reality for
Human Body
Anatomy
Learning
ARTICLE This application was created to make
it easier for students to easily
understand the anatomy of the human
body. Ar technology in this
application can be used as an
alternative method to study the
anatomy of the human body in
addition to textbooks and props. this
can increase the interest of students to
find out more about the anatomy of
the human body. Application which is
equipped with an explanation of the
anatomy and anatomical position of
the human body that adds to the view.
Michael H
Kurniawan,
Suharjito
Suharjito,
Diana,
Gunawan
Witjaksono
(2018)
Human
Anatomy
Learning
Systems
Using
Augmented
Reality on
Mobile
Application
ARTICLE This application is very useful in
providing visualization of student
learning materials and creating a
better interest in learning anatomy
material subjects. Mobile apps with
augmented reality technology also
create the desire of students to use this
application higher as a
complementary tool for learning and
understanding human anatomy.
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2.5 Previous research on the application for AR sense:
2.5.1 Mobile Apps : Anatomix – Human Anatomy
This application is an educational tool designed to help you learn the anatomy of the
human body. It has different levels and it allows you to adapt the content to each student,
which makes it work for all ages. User can get all the details and information about
smell, taste, sight and hearing are called special senses.
Figure 2.5 : Contents in Anatomix – Human Anatomy application
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2.5.2 Mobile Apps : Special Senses
This application provides a complete guide containing resources on the study Special
Senses of human body. User can get all the details and information about smell, taste,
sight and hearing are called special senses.
Figure 2.6 : Contents in Special Senses application
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2.5.3 Mobile Apps : Skin Anatomy Pro
This application is an interactive learning human Skin Anatomy which allows you to
rotate 360° , Zoom and move camera around a highly realistic 3D model. This
application gives users an in depth look at the human Skin stucture allowing them to
select ,individual skin parts as well as , draw or white on screen and share screenshots,
Audio pronunciation for all anatomical terms and more. User can select each part
separately to view name of the part or read related information. These apps can be of
great help for medical students or to anyone who needs to explore Skin Anatomy in
detail with high quality graphic and features of the app.
Figure 2.7 : Contents in Skin Anatomy Pro application
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2.6 COMPARISON TABLE EXISTING OF APPLICATION AND
PRODUCT
Table 2.2 shows few related application that had been searched about human
sense in education.
Table 2.2 : Comparison table of existing products
AUTHOR TITLE TECHNIQUES ADVANTAGE DISADVANTAGE
Educafix
(2020)
Anatomix
– Human
Anatomy
Mobile Apps • Easy to
understanding
• can learning
process, and,
apart from
reality with
interaction.
• getting bored
because show a
pictures
AFRA
Dev
(2019)
Special
Senses
Mobile Apps • Good
description
• Zoom in and
Zoom out for
all images and
text
• no simple
description text
• getting bored
because show a
pictures
Visual 3D
Science
(2019)
Skin
Anatomy
Pro
3D Modelling
based • have
information
about skin
anatomy
• user friendly
interface
• cross-section is
not displayed
on the skin
• no simple
description text
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Table 2.3 : Comparison Table of the Existing Products with 5 Element of Multimedia
NO. TITLE Text Image Video Audio Animation
1 Mobile Apps :
Anatomix –
Human
Anatomy
✓ ✓ - ✓ -
2 Mobile Apps :
Special Senses
✓ ✓ - - -
3 Mobile Apps :
Skin Anatomy
Pro
✓ ✓ ✓ ✓ ✓
Based on Table 2.3, it can be concluded that almost all of the research materials don’t
use video, animation and audio elements in multimedia to deliver their contents. All of
the research materials are more onto delivering their content through texts, images and
animation elements.
2.7 Summary
This chapter discusses literature review that had been reviewed during feasibility
studies. Literature Review is important to help the developer to know the problem from
the previous system that can be improves or as a guidance of the flow of new system.
In this chapter also is need to compare some of a similar project or application that have
develop by other. Besides, it helps the developer in understanding the system and the
chosen techniques more.
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CHAPTER 3
METHODOLOGY
3.1 Introduction
This section describes the methodology used to develop the project AR SENSE. The
project will used interaction design model that divided the work into several phases of
activity. It will explain more about every phase that involve on this project development.
3.2 Interaction Design Lifecycle Model
Interaction design is an important component within the giant umbrella of user
experience (UX) design. The interaction design process is what designers use to
create solutions centered on users' needs, aims and behaviour when interacting
with products. Figure 3.1 briefly describe what an interaction designer usually does.
Figure 3.1 : Interaction Design Lifecycle Model
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3.3 Establish Requirements
At this stage, planning is very important part that will determine how the end result of
the product or project should be. It is also need to identify the necessity that need to
develop mobile AR application. At this phase involves are requirement analysis, task
analysis and instructional analysis. The activities needed is to identify the problem
statement, the goals and objectives of the mobile AR application to be developed, the
end-user’s need, existing app review and characteristics and also the content of mobile
AR application. The mobile AR application is developed focusing on human anatomy
learning content specifically for student aged 13-15 years who will sit for Form 3
Assessment (PT3). The analysis also carried out by doing review on existing courseware
or mobile AR applications especially in human sense. Through the analysis, the
weakness of the existing application related with human sense can be identify. The
comparison of existing application can be observed in Chapter 2. All the information
gathered were used to develop goals and objectives of the project. The software and
hardware requirement are also determined in this phase.
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3.4 DESIGN PHASE
The design phase initiative to identify specific learning objectives, topic content,
presentation methods and media, learner exercises and assessment criteria to be used.
During the design phase, the information gathered during the analysis phase is reviewed
and compiled to build the project. This phase requires logical and creative thinking. An
individual must get inside the mind of the intended audience. The designers of the
program must determine how the audience likes to learn, what the personality of the
user is, what type of project methods would best achieve the project objectives and any
other obstacles that need to be addressed. In this phase, storyboard is created to inform
how the product will be developed.
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3.4.1 DESIGN METHOD BOOK
Figure 3.2 : Design Method Book
The figure 3.2 shows the cover book of ar senses.
Figure 3.3 : Design Method Book
The figure 3.3 shows the hearing page that on the left page show the
information and on the right page show the images for scanning from
ar camera.
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Figure 3.4 : Design Method Book
The figure 3.4 shows the sight page that on the left page show the
information and on the right page show the images for scanning from
ar camera.
Figure 3.5 : Design Method Book
The figure 3.5 shows the smell page that on the left page show the
information and on the right page show the images for scanning from
ar camera.
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Figure 3.6 : Design Method Book
The figure 3.6 shows the touch page that on the left page show the
information and on the right page show the images for scanning from
ar camera.
Figure 3.7 : Design Method Book
The figure 3.7 shows the taste page that on the left page show the
information and on the right page show the images for scanning from
ar camera.
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3.4.2 DESIGN AR SENSE APPLICATION
Figure 3.8 : Design AR Sense Application
The figure 3.8 shows the Home Page. When user need to click button
start to play, credit to show name developer and supervisor and exit to
quit the game.
Figure 3.9 : Design Method Book
The figure 3.9 shows the Help Page. When user click hep button then
will show help page. This page show the descriptio how to use this
application.
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Figure 3.10 : Design AR Sense Application
The figure 3.10 shows the AR Camera. When user button click start, ar
camera will open. user need to scan the image on the book and human
body will pop out on the screen.
Figure 3.11 : Design AR Sense Application
The figure 3.11 shows the Information Page. When user click button
info, will show video about function a part of human sense.
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Figure 3.12 : Design AR Sense Application
The figure 3.12 shows the Credit Page. When user click button credit,
will display name developer and name supervisor.
Figure 3.13 : Design AR Sense Application
The figure 3.13 shows the Exit Page. When user click button exit at the
homepage, the user need to click button yes or no to quit the game.
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3.5 Prototyping
In this section will be explained about the development process of this application.
There are three software used in this app development which is Vuforia, Unity, and
Autodesk Maya.
3.5.1 Unity
Unity3D is a powerful cross-platform 3D engine and a user friendly development
environment. Easy enough for the beginner and powerful enough for the expert; Unity
should interest anybody who wants to easily create 3D games and applications for
mobile, desktop, the web, and consoles.
In this project, the 3D anatomy models of the human sense will be imported into Unity
3D software. Then, the developer can started building AR experiences using Unity 3D
and Vuforia Platform.
3.5.2 Autodesk Maya
Autodesk Maya is a 3D modelling and animation program that can be used for 3D
printing, and animated graphics. Whether you plan to model or modify objects Maya
offers all the tools needed to produce professional and quality results for even a
beginner.
In this process, the 5 of 3D anatomy models is created. Reference images are required
throughout this process. Next texture, the 3D anatomy models is applying with colour
& surface properties. The surface of model must look like it does match real-world and
concept art. Last process in animating 3D anatomy models. Rendering is a process
which is painting all component in the production stage to make final output.
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3.5.3 Vuforia
Vuforia is an augmented reality software development kit (SDK) for mobile devices
that enables the creation of augmented reality applications. It uses computer vision
technology to recognize and track planar images (Image Targets) and simple 3D objects,
such as boxes, in real time.
The marker will be uploaded into the Vuforia database and then the database package
will be downloaded and installed into the Unity project.
3.6 Evaluate
In this section, all the work done in the development process will be combined to make
it a complete application. Application usability will be tested and improvements will be
implemented.
3.6.1 Test Run
a) Test Run Project
This is when the developer test runs the project by themselves. This is to ensure
that the project can be used and is running accordingly.
b) User Test Run
Before presenting the final product, developer give to the user test the project
and give the feedback. Criticisms and constructive feedback is taken to be implemented
later on.
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3.7 FRAMEWORK DESIGN
Figure 3.14 : Framework
Figure 3.14 shows the framework design of AR Sense application using AR
Technology. Users need to use their respective android device to scan the markers on
the book. Adobe Photoshop is used to create the marker on the book while Vuforia is
the used to create the augmented reality. Vuforia will detect and track the image when
the user uses their phone to scan the book. Once the image shows similarities with the
image inside Vuforia database, Vuforia engine will display the 3D models and other
information. Unity 3d used to create the Augmented Reality app and overall project.
Visual Studio is to created coding for the 3D models in C++.
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3.8 Hardware and Software Requirement
3.8.1 Software Requirement
To develop this project, choosing the best software can be a lot of choices, because
the software selection depends on the requirement in this project. The software to
develop this project is shown as below.
Table 3.1 : Software Requirement
No. Software Usage
1. Unity 2018
To create high quality VR and AR
applications. Also, can be used to create 3D
model and for coding
2. Vuforia
To recognize and track planar images and
simple 3D objects, such as boxes, in real time
3. Autodesk Maya 2020
To model, and texturing the 3D Model
4. Android SDK + Java JDK The JDK provides tools, such as the Java
compiler, used by IDEs and SDKs for
developing Java programs
5. Adobe Photoshop
To edit and manipulate multimedia
elements
6. Adobe Illustrator
To design interface, posters and logo
application
7. Visual Studio
To create coding for the 3D models.
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3.8.2 Hardware Requirement
Hardware is the important in ensuring the research of this project is success. In order
to do this research, every hardware has its own function. The hardware to develop this
project is shown as below.
Table 3.2 : Hardware Requirement
No. Hardware Usage
1. Laptop (i5 + 12GB RAM + SSD) Used to write the proposal and report
for this project.
2. Smartphone (Android) Used for test the functionality of the
application
3. Hard disk To copy all files and as a backup to the
project
4. Printer To print the report or any required
sheet.
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3.9 Navigation Map
Navigation map for easyScience Matter is designed so that it is easier for the next step
which is designing for storyboard and proof of concept to develop the mobile
application.
Figure 3.15 : Navigation Map
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3.10 SUMMARY
Based on this chapter, the methodology used for the project was elaborated. The
project requirements that were used are also stated. Choosing methodology to be used
for a system development is a crucial part in ensuring that the development start off at
a great place. The next step is the implementation of the project. The project will be
developed by using the right method to help developer to make the project more
efficient and systematic.
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