AR SENSES : AUGMENTED REALITY (AR) APPLICATION FOR ...

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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

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:

iii

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

vii

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

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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

1

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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