EVOLUTION OF AIR TRANSPORT (AUGMENTED REALITY) · 1.1 Introduction 1 1.2 ... FYP Final year project...

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EVOLUTION OF AIR TRANSPORT (AUGMENTED REALITY) NURUL LYANA BINTI ABDUL RAHIM BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019/2020

Transcript of EVOLUTION OF AIR TRANSPORT (AUGMENTED REALITY) · 1.1 Introduction 1 1.2 ... FYP Final year project...

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EVOLUTION OF AIR TRANSPORT (AUGMENTED REALITY)

NURUL LYANA BINTI ABDUL RAHIM

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019/2020

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DECLARATION

I hereby declare that this 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 : Nurul Lyana Binti Abdul Rahim

Date : …………………………………

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CONFIRMATION

This is to confirm that:

The research conducted and the writing of this report was under my supervision.

____________________________________________

Name : Dr. Wan Mohd Amir Fazamin Bin Wan Hamzah

Date : …………………....................

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DEDICATION

First and foremost, I would like to express my gratitude to Allah S.W.T, the one who

allowed me to complete this project. Then I would like to sincerely thanks to my

supervisor Dr. Wan Mohd Amir Fazamin Bin Wan Hamzah for the continuous support

and help for this project. Furthermore, I would like to appreciate the panel assessment

members for their valuable feedback and continuous guidance during this project

presentation that have gave me a help and support to keep improving this project.

I also grateful and thankful to my beloved parents, Encik Abdul Rahim bin Che Ali and

Wan Jamilah binti Wan Awang. Thank you for being a backbone and never complaining

to help financially and always pray for her beloved son's success. I'm sure and believe

without prayer, blessing, convenience and moral support from them I certainly will not

be at this stage.

Not forget also the friendly supporters, encouragement and various inputs and

information throughout the implementation of this project. Finally, thanks to those who

have assisted me directly or indirectly during this project to be completed. May your

service and sacrifice be blessed and blessed by God S.W.T.

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ABSTRACT

Nowadays, the widespread use of technology in human life has evolved in many fields

including research, doctoral, education, and more. Technology used in education

primarily in early childhood education is enhancing knowledge and helping educators

to teach more effectively. However, many schools, especially in rural areas, still lack

effective learning tools to help students in their studies. Therefore, learning becomes

boring and difficult. Additionally, students often misuse existing technologies and cause

their time to be wasted with unnecessary things. Therefore, with the application of AR

Evolution of Air Transport based applications for year four student, they can use the

technology correctly. In addition, this interactive flashcard also gives student’s this

opportunity to interact with technology in the form of virtual reality in two languages.

The objective of this project is to study AR technology to create evolution of air

transport flashcard, to develop evolution of air transport flashcard that allow users

learning with augmented reality and also to evaluate evolution of air transport flashcard

using augmented reality. This project can also benefit parents and teachers in teaching

children more effectively. Overall, it can be concluded that through AR technology, it

is able to enhance students' understanding and create a more engaging and interactive

learning environment and can see virtual objects in the real world.

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ABSTRAK

Pada masa kini, penggunaan teknologi semakin meluas dalam kehidupan manusia

malah telah berkembang dalam pelbagai bidang termasuk penyelidikan, kedoktoran,

pendidikan, dan banyak lagi. Teknologi yang digunakan dalam pendidikan terutamanya

dalam pendidikan awal untuk kanak-kanak adalah menambah pengetahuan dan

membantu pendidik untuk mengajar dengan lebih berkesan. Walau bagaimanapun,

banyak sekolah terutamanya di kawasan luar bandar masih tidak mempunyai alat

bantuan pembelajaran yang berkesan untuk membantu pelajar dalam pengajian mereka.

Oleh itu, pembelajaran menjadi membosankan dan sukar. Selain itu, pelajar sering

menyalahgunakan teknologi yang sedia ada dan menyebabkan masa mereka terbuang

dengan perkara yang tidak berfaedah. Oleh itu, dengan adanya aplikasi Model AR

berdasarkan Evolusi Pengangkutan Udara untuk pelajar tahun 4, mereka boleh

menggunakan teknologi dengan betul. Di samping itu, flashcard interaktif ini juga

memberi peluang kepada pelajar ini untuk berinteraksi dengan teknologi dalam bentuk

realiti maya dalam dua bahasa. Objektif projek ini untuk mengkaji teknologi AR bagi

mewujudkan flashcard evolusi pengangkutan udara, membangunkan flashcard evolusi

pengangkutan udara yang membolehkan pengguna belajar dengan AR dan juga menilai

flashcard evolusi pengangkutan udara dengan menggunakan AR. Projek ini juga boleh

memberi manfaat kepada ibu bapa dan guru dalam mengajar kanak-kanak dengan lebih

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berkesan. Secara keseluruhannya, dapat disimpulkan bahawa menerusi teknologi AR,

ia mampu meningkatkan pemahaman pelajar dan mewujudkan suasana pembelajaran

yang lebih menarik dan interaktif serta dapat melihat objek maya dalam dunia nyata.

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CONTENTS

Page

DECLARATION ii

CONFIRMATION iii

DEDICATION iv

ABSTRACT v

ABSTRAK vi

CONTENTS viii

LIST OF TABLES xii

LIST OF FIGURES xiii

LIST OF ABBREVIATIONS / TERMS / SYMBOLS xv

LIST OF APPENDIX xvi

CHAPTER I INTRODUCTION

1.1 Introduction 1

1.2 Problem Statement 3

1.3 Objectives 4

1.4 Scope 4

1.5 Limitation of Work 5

1.6 Expected Result 5

1.7 Summary 6

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CHAPTER II LITERATURE REVIEW

2.1 Introduction 7

2.2 Augmented Reality Techniques 7

2.2.1 Marked Based Augmented Reality 8

2.2.2 Markerless Augmented Reality 9

2.3 Related Works 9

2.3.1 Evolution of International Aviation

Phoenix Rising 10

2.3.2 Air Transportation A Management

Perspective 10

2.3.3 Simulation of Investigating the Earth and

Universe Using Interactive Mobile Augmented

Reality Based on Smart Evaluation 11

2.3.4 Astronomy for Kids E-Learning System

using Markerless Augmented Reality 12

2.3.5 AR Medical 13

2.4 Comparison table of related works 14

2.5 Summary 16

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CHAPTER III RESEARCH METHODOLOGY

3.1 Introduction 17

3.2 Methodology 17

3.2.1 Analysis Phases 19

3.2.2 Design Phases 19

3.2.3 Development Phases 25

3.2.4 Implementation Phases 29

3.2.5 Evaluation Phases 30

3.3 Framework 30

3.4 Hardware and Software Requirement 31

3.4.1 Hardware Requirement 32

3.4.2 Software Requirement 33

3.5 Summary 34

CHAPTER IV IMPLEMENTATION AND EVALUATE

4.1 Introduction 35

4.2 Implementation 35

4.2.1 Button in Application 36

4.2.2 Home Page 39

4.2.3 Info Page 39

4.2.4 About Apps Page 40

4.2.5 How To Play Page 40

4.2.6 Scan Page 41

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4.2.7 Home Page Quiz 42

4.2.8 Practice 1 Page 42

4.2.9 Practice 2 Page 43

4.2.10 Exit Page 43

4.2.11 AR Marker 44

4.2.12 3D Model 46

4.2.13 Unity 3D Workspace 50

4.3 Testing and Result 50

4.3.1 Usability Testing 51

4.4 Summary 51

CHAPTER V CONCLUSION

5.1 Introduction 52

5.2 Project Achievement and Contribution 52

5.3 Problem and Limitation 53

5.4 Future Work 53

5.5 Summary 54

REFERENCES 55

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LIST OF TABLES

TABLE TITLE PAGE

2.1 Comparison table of related works 15

3.1 Hardware and usage 32

3.2 Software and usage 34

4.1 Button in Application 36

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Marker Based Augmented Reality 8

2.2 Markerless Augmented Reality 9

2.3 AR Medical 14

3.1 ADDIE Model 18

3.2 Home Page 20

3.3 Info Page 20

3.4 About Apps Page 21

3.5 Scan Page 21

3.6 How To Play Page 22

3.7 Home Page Quiz 22

3.8 Practice 1 Page 23

3.9 Practice 2 Page 23

3.10 Confirmation Exit Panel 24

3.11 Cover Page Flashcard 24

3.12 First Page Flashcard 25

3.13 Create Marker 26

3.14 3D Modelling 26

3.15 3D Texturing 27

3.16 Create Marker Use Vuforia 28

3.17 Building Environment AR Use 3D Unity 29

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3.18 Framework 30

4.1 Home Page 39

4.2 Info Page 39

4.3 About Apps Page 40

4.4 How To Play Page 40

4.5 Scan Page 41

4.6 Home Page Quiz 42

4.7 Practice 1 Page 42

4.8 Practice 2 Page 43

4.9 Confirmation Exit Panel 43

4.10 Example of Marker 45

4.11 Example Marker Features 45

4.12 3D Model Hot Air Balloon 46

4.13 3D Model Zappelin Airplane 46

4.14 3D Model Wright Airplanes 47

4.15 3D Model First Passenger Aircraft 47

4.16 3D Model Aeroplane 47

4.17 3D Model Helicopter 48

4.18 3D Model Rocket 48

4.19 3D Model Jet 48

4.20 3D Model Air Drone 49

4.21 3D Model E 45 Aircraft 49

4.22 Unity 3D Workspace 50

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

AR Augmented Reality

3D Three dimensional

FYP Final year project

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LIST OF APPENDIX

APPENDIX TITTLE PAGE

A Gant Chart FYP I 57

B Gant Chart FYP II 58

C Project Poster 59

D Interview Questions 60

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CHAPTER I

INTRODUCTION

1.1 Introduction

Augmented Reality is a kind of visual impression produced by the computer.

Where the object is inserted into the real world view that is visible on the screen display.

As a result students can see the virtual world into the real world (Chang, Morreale &

Medicherla, 2010). This app is developed for students to learn the evolution of air

transport with 3D imagery. With this app, learning will be more fun because it has

animation elements (Eliya et.al, 2018).

In the 21st century, the learning process not only occurs in the classroom and

based on the textbooks only. One change that can be identified in this century is that the

learning process becomes more interactive and productive with the use of technology

tools in education. Before, the learning process is just reading, writing and counting but

now it involves ICT skills with digital-based teaching aids.

Among the Nine challenges in the 2020 vision that our Prime Minister Tun Dr

Mahathir Mohamad has pointed out is "to create a scientific and progressive society, a

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society that contributes to future scientific and technological civilization." To achieve

this endeavour Malaysia has introduced various science and technology courses at all

levels of education to attract students to grasp it.

However, the students were less interested in the subject of science because of

the mediation language that being used is in English since there was no exposure since

childhood especially for the rural area student. Furthermore, most teaching aids based

on digital or electronic, only involve one-way communication and less effective for

students with Intelligence Quotient (IQ) that differ from ordinary students. Hence, many

students are seen as having difficulties when dealing with subjects that have complex

concepts and require high visualization skills such as science.

Therefore, teaching aids based on augmented reality technology was introduced

to enhance student motivation in learning especially for science subjects. Augmented

reality is the integration of digital information with the user's environment in real time.

Unlike virtual reality, which creates a totally artificial environment, augmented reality

uses the existing environment and overlays new information on top of it (Rouse, 2016).

The problem solving is with model AR based Evolution of Air Transport. Students can

see the Evolution of Air Transport in real life and attract students to study.

Overall, it can be concluded that through AR technology, it enhances students

understanding and creates a more engaging and interactive learning environment and

sees virtual objects in the real world as well as various multimedia elements such as

animation, image, audio, text and video.

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1.2 Problem Statement

There are various augmented reality applications of Evolution of Air Transport that

have been developed to attract children into science subjects. But its lacking in lot of

aspect. For example, the application are develop not using Augmented Reality that can

attract the students. However, lot of information still are not available in the application.

Besides, it’s does not have additional features that very interactive and the function is

limited. So, this kind of application is not practical anymore. In this section, the main

purpose of problem statement is to focus the attention of solution to the problems. There

are three main problems currently.

i. Learning evolution of air transport using books mostly in 2D image.

ii. The book has no animated element.

iii. Study through the student book will quick get bored (Eliya et.al, 2018).

Without the effective learning aid tool, the learning process become less interesting and

difficult to them to understand about the certain topic. As we know an early exposure

through the effective learning aid tool in studies is very important to increase their

interest in a certain subject. Concise descriptions of the issues stated need to be

addressed to deal with the problem.

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1.3 Objectives

There are the following objectives of AR Model based on Evolution of Air

Transport for year 4 student are:

i. To study the augmented reality technology to create evolution of air

transport flashcard.

ii. To design and develop evolution of air transport flashcard that allow

students learning with augmented reality.

iii. To test and evaluate evolution of air transport flashcard using augmented

reality.

1.4 Scope

The scope will be explained about the actor who will involve in this system and

what function involved in this system. The main scopes of the system:

i. Application

The application will show the object and its information of that tools.

Besides that, when the smartphone pointed to the flashcard, the object

will appear in 3 dimensional (3D) with information. Then, the

environment of the application is Android platform.

ii. User (Student)

This interactive mobile app is the year 4 student to know the Evolution of

Air Transportation using this app. Students can show their smartphones

and get the type Evolution of Air Transport information in this Reality

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Augmented app. Students can use this AR flashcard technology to learn

about the Evolution of Air Transport in an interesting way. They can also

experience seeing virtual objects appearing in the real world with

animations.

1.5 Limitation of Work

A limitation is any aspect that hinders a study and its findings. (Moura, 2017) .

This AR model based on Evolution of Air Transport for year 4 student is limited

by four aspect:

i. Only aeroplane model is recognized.

ii. This application only for year 4 student and the teacher who teach student

in year 4.

iii. Mobile based application.

iv. This application is only available on android platform only.

1.6 Expected Result

The expected result by the end of the development of this project are:

i. Augmented reality Evolution of Air Transport will completely develop.

ii. Students can interact with the 3D animated graphic.

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1.7 Summary

In conclusion, this chapter discussed about the introduction for the proposed

application such as problem statement, objectives, scope, limitation of work and

expected result. This chapter also provides an explanation of preliminary statistics for

the implementation of the study as a guideline to ensure every step taken to the

objectives set. Based on what has been described, it is necessary to improve the learning

process so that students are more active and motivate students during the learning

process so as to encourage students to more easily understand the concepts of Evolution

of Air Transport learning through AR technology. Hence, through a simulated, real-

world AR technology simulated is expected to produce a new approach to enhancing

the quality of teaching and learning activities carried out in conjunction with the

integration of interactive multimedia elements.

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CHAPTER II

LITERATURE REVIEW

2.1 Introduction

This chapter discusses about teritical of augmented reality or related work about

Augmented Reality flashcard for Evolution of Air Transport project. The literature

review involving process of read, evaluating and analysed the available literature related

to the selected area of a project to introduce a need for a new research. In this project

literature review, a research has been made to understand and get some overview about

existing project and related technology.

2.2 Augmented Reality Techniques

Augmented reality is the integration of digital information with the user's environment

in real time. Unlike virtual reality, which creates a totally artificial environment,

augmented reality uses the existing environment and overlays new information on top

of it (Rouse, 2016).

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Generally, there are two types techniques of AR applications that have been

reported in Pence (2011) study, AR based marker (marker based AR) and AR without

markerless (markerless AR). According to Iwan et. al (2009), the marker is an image of

black and white in terms of rectangles and during the detection process this marker will

be used and the computer will detect the position and oriented by the marker to create

a virtual object in the form of an object 3D at point (0, 0, 0) and three angles (X, Y, Z).

2.2.1 Marked Based Augmented Reality

In addition, AR-based markers require a certain marker / label to register a 3D

virtual object position that will be displayed in a real-world environment (Eh Phon et.

al, 2013). The always-used marker is a rectangular card or paper which over the card

has a certain pattern or line with different id and code. Thus, a laptop camera or

smartphone will detect the position of the AR marker scan on the flash card and then

the virtual element will be generated by the AR software and will appear on the screen

more interactive than the scan card. Based on the figure 2.1 below, show the marked

based AR.

Figure 2.1: Marked Based Augmented Reality

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2.2.2 Markerless Augmented Reality

On the other hand, in contrast to the AR markerless method, using location or

location data generated by mobile devices, global positioning systems or any part of the

real environment to determine location and targeting, then generating and displaying

information virtually (Eh Phon et.al, 2013). Additionally, AR without markers also has

various techniques including face detection, 3D object detection and motion detection.

Based on the figure 2.2 below, show the markeless AR.

Figure 2.2: Markerless AR

2.3 Related Works

Related Works refer a system already existing and used until now. This is

example of system:

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2.3.1 Evolution of International Aviation Phoenix Rising

Evolution of International Aviation reviews the historical development of the

international aviation system. From this foundation it then provides an updated and

expanded account of the current state of the aviation and aerospace industry including

profitability, consolidation, and merger activity. New to this edition, the book broadens

the coverage of the industry segments - airlines, air cargo, and manufacturing - to

include the emerging commercial space sector. It also emphasizes the relationship

between aviation and the political process, exploring the sustainability of this mode of

transportation in a world of climate change, high oil prices, and political instability.

Because this book is intended for both the interested amateur and the more serious

student, references are provided in the text and at the end of each chapter to allow for

further in-depth study. The third edition also adds to each chapter a set of learning

objectives and a concluding series of questions for discussion Dawna L. Rhoades

(2014).

2.3.2 Air Transportation A Management Perspective

A Management Perspective by John Wensveen is a proven textbook that offers a

comprehensive introduction to the theory and practice of air transportation

management. In addition to explaining the fundamentals, this book now takes the reader

to the leading edge of the discipline, using past and present trends to forecast future

challenges the industry may face and encouraging the reader to really think about the

decisions a manager implements. The Seventh Edition brings the text right up to date

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with a new opening chapter, titled 'The Airline Industry: Trends, Challenges and

Strategies', setting the context for all that follows within the book, and a new section

within 'International Aviation' that explores the new airline business models. New and

updated material has been added throughout the text and overall presents a more

international perspective. Arranged in sharply focused parts and accessible sections, the

exposition is clear and reader-friendly. Air Transportation: A Management Perspective

is suitable for almost all aviation programs that feature business and management. Its

student-friendly structure and style make it highly suitable for modular courses and

distance-learning programmes, or for self-directed study and continuing personal

professional development.

2.3.3 Simulation of Investigating the Earth and Universe Using Interactive

Mobile Augmented Reality Based on Smart Evaluation

Mobile Augmented Reality (MAR) is a new emerging display paradigm

allowing virtual content to be displayed in a way that gives illusion of co-presence of

the real and virtual. Camera captures the basic form the image markers in real

environment and augmenting with information in display to projecting the reality of

image and mainly focus AR-Solar-System on smart phone for practical book. The

objectives of this project are to improve learning process is categorized on school text

book. The application was built with text-based AR solar system that can help student

directly accessing any info on their text book and the smartphones will display once

they learn from text book and directly access the image of AR-solar system. The

practical book is change for the application.

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The description will be printed beside the markers and those markers will be

held the augmented images of solar system. When the markers are placed onto the

ceiling or somewhere, it is inconvenient to measure the transformation of these markers

manually. Therefore, they developed a simple measurement tool to generate the

configuration of all the markers. The idea of this work is very similar to that of the

calibration of two cameras. One can consider that each marker defines a local coordinate

system and its configuration is corresponding to a transformation matrix to the world

coordinate system. If the users move around and view in a large working space with

same book then it should be a good choice the commercial tracking system. But these

commercial systems often cost effective, so the users as a school student may not be

willing to afford it (Behrang, Lashkari & Zahra , 2012).

2.3.4 Astronomy for Kids E-Learning System using Markerless Augmented

Reality

According to Dalim (2013) provided the result of their research study about the

personality profiles of millennials, or commonly known as Generation Y. In their 2007

book, they reported that generation Y whom we many define as those who were born

between 1983 to early 2000 using technology at higher rates compared to people from

other generation. These findings may explain why today's children, especially those in

primary school, prefer to use digital devices as opposed to their textbooks.

Therefore, the problem arises to educator as well as parents in a teaching process

because now days students find it boring to use their textbook except for classroom

activities. As we know that textbooks are the main references for a student as it is

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representing the actual standard in learning process. Besides that, the other problem that

have been identified with today’s education process is the way of the knowledge

delivery to the student. The conventional linear teaching methods conducted without

interactivity will give students less experience, thus causing less interest in certain

critical subjects such as Science. Because there are some subject that can only be taught

without additional tools and some of the subject might need it to improve the

understanding towards certain process. The Objective of the proposed project are

providing an interactive learning process using AR to the students in order to better

enhance their understanding on Eclipse with augmented audio-visual contents as the

representation of their textbook content which they can interact with in real time,

besides to enhance the textbook in order to engage a reader in ways that have never

been possible. However, the application will be only in a desktop-based application

which is now days the use of smartphones is wider than the use of computers.

2.3.5 AR Medical

Based on figure 2.4 below, AR Flashcards Medical. Let you explore organs in

augmented reality technology. You can also touch one of the organs to start an

animation to see how the heart is pounding and the lungs are pumping.

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Figure 2.3: AR Medical

2.4 Comparison table of related works

Based on the Table 2.1 below, describes about comparison of the existing product

with advantage and disadvantage. Through this table we will know the comparison

of each product.

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Table 2.1: Comparison table of related works

TITLE AUTHOR/YEAR ADVANTAGE DISADVANTAGE

Evolution of

International

Aviation Phoenix

Rising

Dawna L. Rhoades

(2014)

-Students can learn about

the history of

international flight

system development and

also get updates on

aviation and aerospace

industries.

- Information is

describe in text.

- Less interactive.

Air Transportation

A Management

Perspective

John Wensveen

(2011)

-Can deepen the

comprehensive

introduction to air

transport management

theory and practice.

- This book is so

complex and crowded

because too much text.

Simulation of

Investigating the

Earth and Universe

Using Interactive

Mobile Augmented

Reality Based on

Smart Evaluation

Behrang, Lashkari &

Zahra (2012).

-Prepare the book with

marked based beside the

description of solar

system on the text book.

-The book is Highly

Cost

-Operated on Android

OS 2.3 version

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Astronomy for Kids

E-Learning System

using Markerless

Augmented Reality

Che Dalim (2013) -Provide student with

augmented audio visual

contents as the

represented ion of their

textbook contents which

they can interact with in

real time.

-The application will be

only on desktop-based

application.

AR Medical Steve Chi-Yin Yuen

et.al (November

29,2018).

- Easy to learn.

-Can rotate and zoom

into the amazing details

of the 3d models.

- Limited to 6 organs

only.

2.5 Summary

This chapter discuss about an overview about the concept of the system.

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.

Besides, it helps the developer in understanding the system and the chosen techniques

more.

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CHAPTER III

METHODOLOGY

3.1 Introduction

In this chapter is about process of developing project from the beginning until

the end of this project. The flow of the project will discuss briefly to give more

understanding of design and develop of this application. There are many methods that

can be used for developing this project. The methodology that can be decide in this

project is ADDIE. In this methodology is based on phases for each development

process. Every phase of this methodology will be explained.

3.2 Methodology

In this project, the most suitable methodology that can be used to develop

augmented reality technology is ADDIE. The ADDIE model is an iterative instructional

design process, where the results of the formative evaluation of each phase may lead

the instructional designer back to any previous phase (McGriff, 2000). The model that

I will use this system is ADDIE model. The ADDIE model is important understand if a

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developer want to develop a successful project. The ADDIE model has five phase

acronyms is Analysis, Design, Development, Implementation, and Evaluation. ADDIE

is an extremely effective tool in training development that addresses instruction. Most

employees have a significant amount of information to learn in order to become more

proficient at their jobs. Therefore, the ADDIE model should be helpful for many in

planning a course of action that would lead to the successful implementation of a

project. When dealing with projects that involve instruction or steps, the approach fits

nicely. In order to ensure effective learning outcomes from augmented reality (AR)

education development, careful planning are required before the development process

begins. ADDIE Instructional Design Model is used in this mobile AR application

development methodology. The ADDIE model for instructional system design (ISD) is

a basic model that can be applied to any kind of learning solution. The ADDIE model

has five steps processes which is analysis, design, development, implementation, and

evaluation as illustrated in the Figure 3.1.

Figure 3.1: ADDIE MODEL

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3.2.1 Analysis Phases

The Analysis phase is the foundation for all other phases of instructional design.

During this phase, it must define the problem, identify the source of the problem and

determine possible solutions. The phase may include specific research techniques such

as needs analysis, job analysis and task analysis. The outputs of this phase often include

the instructional goals, and a list of tasks to be instructed. These outputs will be the

inputs for the Design phase. In this phase, analysis phase need to develop the mobile

AR application. The analysis phase involves are requirement analysis, task analysis and

instructional analysis. Then, the activities involves are identifying the problem

statement, the goals and objectives of the mobile AR application. This is very important

because to developed the users need, existing knowledge and any other relevant

characteristics and also the content of mobile AR application. All information gathered

was used to develop goals and objective of developing mobile AR application.

3.2.2 Design Phases

The design phase deals with learning objectives, assessment instruments,

exercises, content, subject matter analysis, and lesson planning and media selection.

The design phase should be systematic and specific. Systematic means a logical, orderly

method of identifying, developing and evaluating a set of planned strategies targeted

for attaining the project’s goals. Specific means each element of the instructional design

plan needs to be executed with attention to details. The developer need make storyboard

book design and application for create a visual map of application. This can help the

developer shape the vision and flow of application.

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i. Storyboard Application

Based on the figure 3.2 below is the main of the application. User need to click button

scan to play.

Figure 3.2: Home Page

Based on the figure 3.3 below, it shows about the flow of Evolution of Air Transport.

Figure 3.3: Info Page

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Based on the figure 3.4 below, this app is developed for students to learn the evolution

of air transport with 3D imagery. With this app, learning will be more fun because it

has animation elements.

Figure 3.4: About Apps Page

Based on the figure 3.5 below, the user need choose any image in flashcard for display

3D model object.

Figure 3.5: Scan Page

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Based on below figure 3.6 below, show the page for How To Play. It show the explain

how to use this application.

Figure 3.6: How To Play Page

Based on the figure 3.7 below, it is about the quiz of the application which is practice

1 and practice 2.

Figure 3.7: Home Page Quiz

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Based on the figure 3.8 below, user must choose the answer based on the questions

given.

Figure 3.8: Practice 1 Page

Based on the figure 3.9 below, user must choose true or false based on the questions

given.

Figure 3.9: Practice 2 Page

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Based on the figure 3.10 are specified interface for those who want to exit from the

applications. There will have yes or no button to confirm exit.

Figure 3.10: Confirmation Exit Panel

ii. Storyboard Flashcard

Based on the figure 3.11 below, the cover page flashcard Evolution of Air Transport

(AR).

Figure 3.11: Cover Page Flashcard

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Based on the figure 3.12 below, first page flashcard Evolution of Air Transport (AR).

Figure 3.12: First Page Flashcard

3.2.3 Development Phases

Development is the third phase of the training planning process. During the

development phase, the actual course materials are created. A successful development

phase uses the information collected in the analysis phase and the decision made in the

design phase.

i. Create Marker

Based on the figure 3.13 below, this is the first step before start build 3d animation

models. I must create markers using Adobe Photoshop CS6. On the picture there is

herbs picture with its name. So, the users are willing to scan images or markers on the

picture and the 3D models automatically pop out on the phone screen.

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Figure 3.13: Create Marker

ii. 3D Modelling

Based on the figure 3.14 below, show the developer making the process of modelling

3D animation models using Autodesk Maya software. The image of the table shows as

reference to create 3D animation.

Figure 3.14: 3D Modelling

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iii. 3D Texturing

Based on the figure 3.15 below, the next process in animating 3D characters which is

texturing. Texturing is the next phase involved while creating 3D animation. It includes

creating a texture from the base, editing an existing texture for reuse. Shading intensity

is to be decided during the texturing phase and textures are developed like maps and

then assigned to a particular scene or model. After finish modelling the models, the

developer needs to find the right texture to wrap the models.

Figure 3.15: 3D Texturing

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iv. Create Marker Use Vuforia

Based on the figure 3.16 below, that Vuforia is able to recognize and track targets by

analysing the contrast-based features of the target that are visible to camera. The

developer can improve the performance of a target by improving the visibility of these

features through adjustments to the target's design, its rendering and scale, and how it's

printed. The star rating of a target ranges between 1 and 5 stars; although targets with

low rating (1 or 2 stars) can usually detect and track well. For best results, the developer

should aim for targets with 4 or 5 stars.

Figure 3.16: Create Marker Use Vuforia

v. Building Environment AR Use 3D Unity

Based on the figure 3.17 below, show the unity 3D software. The developer needs to

setup the Unity 3D before start using it. This is the platform where to begin build AR

experiences. Next, developer need to create project and create the scenes which is

Navigation, Camera & Light, 3D Object, Physics, Material and Scripts.

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Figure 3.17: Building Environment AR Use 3D Unity

3.2.4 Implementation Phases

The implementation phase represents the first test of making the entire course

and is therefore recommended to divide this phase conditionally into two parts: a test

implementation phase and final implementation phase (Sinteza, 2017). The

implementation phase is a testing phase. Completed applications will be tested by the

supervisor. Testing is aimed at finding the weaknesses and detecting any unobserved

errors during the authoring process. During the test, the supervisor freely commented

and criticized for improvements to be made and any errors can be corrected. In this

phase, test run project and user test run. Test run project is when the developer test runs

the project by herself. This is to ensure that the project can be used and is running

accordingly. User test run is before presenting the final product a demo version is given

to alpha and beta testers to ensure that the project is meeting their criteria. Criticisms

and constructive feedback are taken into account to be implemented later on.

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3.2.5 Evaluation Phases

This phase measures the effectiveness and efficiency of the instruction. This

assessment involves the process of obtaining feedback from users on the content,

graphics, audio, animation, interfaces and so forth contained in the application. This

process is carried out through the methods of purchase, testing, questionnaire,

interviews and so on to ensure the application will be in harmony with the needs of

consumers. In this stage has debug and final product. In debug, the first one is identify

error. After the test run had been done, errors that were found by the users must be

identified. Glitches and mistakes must be brought to light for the developer to improve

the project while also implementing the feedback given by the alpha and beta testers.

Next is find solution. Once errors have been identified, solutions to solve them must be

done. In final product, the developer has to present their product. Product is ready to

be presented and launched for a large audience to use this application in play store.

3.3 Framework

Based on the figure 3.18 below, shows the framework of Evolution of Air Transport.

User able to choose any button in this application.

Figure 3.18: Framework

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The users need scan any image object for display 3D object and also press button

for display language sound.For Admin, Admin able to update the application for make

new design.Admin also able view the response feedback. The 3D Unity used to create

the Virtual Reality application and overall project and modelling 3D objects.The

Vuforia use to create augmented reality. The Vuforia detects and tracks the features that

are naturally found in the image itself by comparing these natural features against a

known target resource database. Once the Image Target is detected, Vuforia Engine will

track the image as long as it is at least partially in the camera’s field of view.For the

best results,you should aim for targets with 4 or 5 starts.

3.4 Hardware and Software Requirement

Developers have identified the requirements needed to develop AR Evolution

of Air Transport. The requirements in AR development are divided into two main parts,

hardware and software requirements. Hardware and software are a key requirement in

developing a multimedia development as a control, managing, supporting computer

systems and activities. The selection of hardware and software should consider

minimum or equivalent specifications in the AR development process allowing

software to function properly to launch AR Evolution of Air Transport development.

Here is a list of required hardware and software.

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3.4.1 Hardware Requirement

Hardware consists of components that can be physically controlled. Hardware

selection should be done to avoid any technical problems occurring during the software

development process. The following is a minimum hardware specification for the

hardware required by the developer to produce AR Evolution Air Transport

development. Based on the Table 3.1 below, describes about hardware and usage.

Table 3.1: Hardware and Usage.

NO. HARDWARE USAGE

1. Laptop Lenovo G40-45 (80E100CYIH)

(Operating system : Windows 10)

(Processor : Intel Core i5)

( Memory : 8GB RAM)

To create the sketches for the model,

background and create scripts or documents

related to application. Also used for on the go

coding and 3D modelling.

2. Mobile Phone Redmi 4X

(Android Version 7.1.2 N2G47H)

(32GB Memory)

Used to run and testing the application.

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3. External Hard Disk

To backup all project data.

4. Printer

To print out the documentation.

3.4.2 Software Requirement

As a result of the analysis, it was found that the software needed to develop AR

Evolution of Air Transport was Autodesk Maya, Vuforia, Unity 3D, Adobe Photoshop

and Adobe Illustrator. The builder uses this software as a support throughout the process

of development of AR Evolution of Air Transport development to produce more

attractive, high quality and functional software. Software suitable for software

development is very important because the software is a detailed instruction that

controls the functionality of the hardware device and every software applied has

different uses of its functionality. Based on the Table 3.2 below, describes about

software and usage.

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Table 3.2: Software and Usage.

NO. SOFTWARE USAGE

1. Autodesk Maya 2018

Used to create 3D character models.

2. Vuforia

To create Augmented Reality.

3. Unity 3D

Used to create the Virtual Reality app and overall

project and animate 3D characters.

4. Adobe Photoshop

Used to create sketches of background, characters

and posters.

5. Adobe Illustrator

To design interface, posters and logo application.

3.5 Summary

This chapter discussed the methodology used is to complete this project. The

ADDIE methodology is used because every phase during the application development

follows the project methodology that is mentioned in this chapter. The hardware and

software requirement also had been discussed.

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CHAPTER IV

IMPLEMENTATION AND EVALUATE

4.1 Introduction

This chapter will discuss about implementation of the methodology discuss us

previous chapter and testing to obtain result of each implementation. Implementation

are executed to ensure the system is developing according to the main objectives of the

application and fulfill the user requirement. Testing will be executed the developer will

recognize the detects as soon as possible and repair it immediately. A successful test is

one that can uncover errors.

4.2 Implementation

The implementation phase refers to the actual activity of the instruction. The

purpose of this phase is the effective and effective delivery of instruction. This project

is implemented as an android application by using 3D Unity which is integrated with

Vuforia developer. Furthermore, this will help developer design, code, test, debug and

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execute the main process of the project. This project also used C# language for writing

a script.

4.2.1 Button in Application

Based on the Table 4.1 below, shows the buttons displayed on each interface. This can

make easier for users to navigate to the desired part. Among the buttons used are :

Table 4.1: Button in Application

Button Description

This button goes to the AR camera are functioned to go to

the next scene which is user able to scan the flashcard

provided to show the 3D object and make an interaction.

This button goes to the page that shown how the user need

to do when they using the application.

This button is the quiz button of the application which is

practice 1 and practice 2.

This button goes to page that shown the practice for

practice 1.

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This button goes to page that shown the practice for

practice 2.

This button goes to page that shown the flow Evolution of

Air Transport (AR).

This button goes to page that shown explanation about

application Evolution of Air Transport (AR).

This button goes to the home page.

This button goes to the previous page.

This button goes to the next step how to play page.

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This button goes to the previous step how to play page.

This button is sound button. For user who want to disable

the sound, they can tap this button and the sound will mute.

This button is mute sound button. User can tap this button

if want to continue hear the sound.

This button is to exit of this application.

This button is confirm button. User need to tap this button

if confirm to exit.

This button is cancel button. After user tap the cancel

button then the interface will back into homepage.

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4.2.2 Home Page

Based on the figure 4.1 below, show the whole interface for home page. At there is

navigation and it consists of Scan Button, How To Play Button, Quiz Button, Info

Button, About Apps Button and Exit Button.

Figure 4.1: Home Page

4.2.3 Info Page

Based on the figure 4.2 below, it shows about the flow Evolution of Air Transport. User

can back to home page when press button back.

Figure 4.2: Info Page

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4.2.4 About Apps Page

Based on the figure 4.3 below, explanation about the application Evolution of Air

Transport (AR).

Figure 4.3: About Apps Page

4.2.5 How To Play Page

Based on the figure 4.4 below, the page that shown how the user need to do when they

using the application.

Figure 4.4: How To Play Page

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4.2.6 Scan Page

Based on the figure 4.5 below, the scan page for user to play and learn the AR used.

User need to get the image on Evolution of Air Transport which are called as marker.

Next, user can scan the image using scan button and the 3D model will pop up and show

the animation. It also the information will automatically pop up and user can scroll down

the details information. In addition, the user can zoom in and zoom out at the 3D model.

Figure 4.5: Scan Page

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4.2.7 Home Page Quiz

Based on the figure 4.6 below, it is about the quiz of the application which is practice

1 and practice 2.

Figure 4.6: Home Page Quiz

4.2.8 Practice 1 Page

Based on the figure 4.7 below, user must choose the answer based on the questions

given.

Figure 4.7: Practice 1 Page

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4.2.9 Practice 2 Page

Based on the figure 4.8 below, user must choose true or false based on the questions

given.

Figure 4.8: Practice 2 Page

4.2.10 Exit Page

Based on the figure 4.9 are specified interface for those who want to exit from the

applications. There will have yes or no button to confirm exit.

Figure 4.9: Confirmation Exit Panel

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4.2.11 AR Marker

Image recognition is an imperative component of augmented reality systems. By use of

identifying visual markers already embedded within the system, physical world objects

are detected for superimposition of virtual elements. In order for an AR application to

estimate the orientation and position of a camera with respect to the real world frame,

most applications employ a tracking technique known as marker based augmented

reality.

Once you begin using the marker-based augmented reality system with a digital

device, the image of the physical world captured by your camera is converted into a

grayscale image to expedite the image processing algorithm. The algorithm then uses

the image of the camera as well as the decoded marker ID to augment the virtual object

onto the physical world model. By focusing the camera of whichever digital device you

are using to deploy the augmented reality app on the specified markers, the app is able

to retrieve the information stored to display the three-dimensional virtual object

accurately. Besides that, Vuforia developer is a website that let developer check if the

image is a suitable marker and every marker feature. There are 10 markers based. Based

on figure 4.10 below, show the example of marker and based on figure 4.11 below,

show the marker features.

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Figure 4.10: Example of Marker

Figure 4.11: Example Marker Features

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4.2.12 3D Model

Augmented Reality or AR is a combination of 2D objects in real 3D environment and

present them into virtual objects in a real time. 3D modelling is the process of

developing a mathematical representation of any surface of an object (either inanimate

or living) in three dimension via specialized software. The product is called as a 3D

model. The model can also be physically created using 3D printing devices.

Furthermore, this project created 3D model using Maya3D included with the animation

and texture. Based on figure 4.12 until figure 4.21 below, show all the 3D model in this

project.

Figure 4.12: 3D Model Hot Air Balloon

Figure 4.13: 3D Model Zappelin Airplane

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Figure 4.14: 3D Model Wright Airplanes

Figure 4.15: 3D Model First Passenger Aircraft

Figure 4.16: 3D Model Aeroplane

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Figure 4.17: 3D Model Helicopter

Figure 4.18: 3D Model Rocket

Figure 4.19: 3D Model Jet

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Figure 4.20: 3D Model Air Drone

Figure 4.21: 3D Model E 45 Aircraft

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4.2.13 Unity 3D Workspace

Unity 3D Workspace is a platform to create this application especially the AR contents.

All the interfaces of this application is created here and then the 3D animation contents

then imported from Maya into Unity 3D.

Figure 22: Unity 3D Workspace

4.3 Testing and Result

System testing is a technique to evaluate the performance measures of this application

whether it satisfies the requirements or not. The system testing is to investigate the

testing phase where the test of the design and set requirement. Testing is needed to test

system full function and free error. There are three type testing in application. Those

are unit testing, integrate testing and system testing. Unit testing is carried out to verify

the functionality or specific section code. Integration testing works to exposed defects

in the interfaces and interaction between modules. End-to-testing or system tests a

complete integrated system to verify that it meets its requirements

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4.3.1 Usability Testing

Usability testing is a way to see how easy to use something is by testing it with real

users. Users are asked to complete tasks, typically while they are being observed by a

researcher, to see where they encounter problems and experience confusion. If more

people encounter similar problems, recommendations will be made to overcome these

usability issues. Therefore, usability testing is a method used to evaluate how easy an

application is to use. The tests take place with real users to measure how usable or

intuitive an application is and how easy it is for users to reach their goals (Ali

Carmichael, 2019).

4.4 Summary

In this chapter, it shows how this application process is done. Part

implementation in this chapter that have been describe and show all the set interface in

the application. It can act as guide for new user to use this application. Testing also have

been done to ensure that all the function run smoothly. Furthermore, it also describes

the test case that has been done during the development processes.

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CHAPTER V

CONCLUSION

5.1 Introduction

In this chapter, contribution of AR Application, problem and limitation during

project development as well as future work to improve Evolution of Air Transport (AR)

will be discussed.

5.2 Project Achievement and Contribution

Evolution of Air Transport (AR) enhances students understanding and creates a more

engaging and interactive learning that uses new era technology to help people,

especially students and teachers as learning interesting. It has achieved the objectives

and scope of this project. Below is the list of the achievement on this project:

i. Successful the augmented reality technology to create evolution of air

transport flashcard.

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ii. Design and develop evolution of air transport flashcard that allow students

learning with augmented reality.

iii. Test and evaluate evolution of air transport flashcard using augmented

reality.

5.3 Problem and Limitation

There are a few problems and limitations that occur throughout the development of this

project. This problems and limitation during project development are scanning one

image only. It cannot make two or more scanning and it will not be working. This

application must need light when scanning an image. It cannot work in dark scene.

Furthermore, the user needs a latest smartphone to play this application.

5.4 Future Work

Evolution of Air Transport still has a lot of to be improved. There is some suggestion

that can be made in order to upgrade the application to be more efficient in the future.

The suggestion is adding more animation at the 3D model. Then, user also can zoom

text in description. I hope this application might be a sell in the market so that teacher

and students can learn about evolution of air transport with technology augmented

reality.

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5.5 Summary

In conclusion for this chapter, implementation part in this chapter has been

describe and show all the user interfaces in the android application. It can act as a guide

for new user to use this application. Testing also have been done to ensure that all the

functionality achieved and run smoothly. Maintenance should be carried out if there is

any bugs detected. The system will repeatedly be tested to minimize the error.

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REFERENCES

Abrar Omar Alkhamisi, M. M. (2013). Rise of Augmented Reality: Current and Future.

International Journal of Internet and Distributed Systems, 25-34.

Balog et.al (2009). Developing a measurement scale for the evaluation of AR-based

educational systems. Studies in Educational Systems. Informatics and Control.

Carmigniani et.al (2011). Augmented reality: an overview. In Handbook of

Augmented Reality. Springer, New York, NY: 3-46.

Chang et.al (2010). Applications of Augmented Reality Systems in

Education. Retrieved December 29, 2019

Chen, Y.-C. (2006). A study of comparing the use of augmented reality and physical

models in chemistry education.

Dalim, C. S. (2013). Astronomy for Kids E-Learning System using Markerless

Augmented reality. Malaysia: eprints.uthm.edu.

Dawna L. Rhoades (2014). Evolution of International Aviation Phoenix Rising.

711 Third Avenue, New York, NY 10017, USA.

El Sayed et.al (2011). ARSC: Augmented Reality Student Card- An Augmented Reality

Solution for The Education Field. Computers & Education, 56(4), 1045-1061.

Eliya et.al (2018). The Usefull Of Augmented Reality Over The National Insight In

Learning Era Disruption-Based.

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Freitas et.al (2008). SMART: a SysteM of Augmented Reality for teaching 2nd grade

students.

Jiaoe Wang et.al (2009). Spatiotemporal evolution of China’s railway network in the

20th century: An accessibility approach. Journal of Transport Geography,

Volume 43, Issue 8, October 2009, Pages 765-778.

John Wensveen (2011). Air Transportation A Management Perspective.

London, e-ISBN 9781351163200.

Kaufmann, H. (2006). The potential of augmented reality in dynamic geomatry

education. 12th International.

Lamanauskas et.al (2007). Evaluating the educational value and usability of an

augmented reality platform for school environments: Some preliminary results.

Siti et.al (2016). Jawi Basic Learning Mobile Application Development. Jabatan

Multimedia, Fakulti Sains dan Teknologi Maklumat Kolej Universiti Islam

Antarabangsa Selangor (KUIS) Selangor, Selangor, Malaysia.

Steve et.al (2011). Augmented Reality: An Overview and Five Directions for AR in

Education. Journal of Educational Technology Development and Exchange

(JETDE) : Vol. 4 : Iss. 1 , Article 11.

Veronika and Peter (2012) Augmented Reality For Real Estate, 18th Annual PRRES

Conference, University of Applied Sciences of the Chamber of Commerce.

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APPENDIX

APPENDIX A (GANTT CHART FYP I)

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APPENDIX B (GANTT CHART FYP II)

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APPENDIX C (PROJECT POSTER)

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APPENDIX D (INTERVIEW QUESTIONS)

USABILITY TESTING EVOLUTION OF AIR TRANSPORT (AR)

This section is used to identify the functionality of the "Evolution Of Air Transport

(AR)" application in providing feedback on applications developed for improvement.

RESPONSE 1

1. How long have you used this application?

1 week.

2. Is this application complex for you?

This system is not complicated for me.

3. Is this application easy to use?

Yes, it's very easy to use.

4. Do you need the support of technical people in using this application?

I don't need the support of technical people.

5. Do you find that the functionality in this application is well-integrated?

Yes, very well integrated.

6. Are they out there learning to use this app quickly?

Yes, I think people out there will be able to learn using this app very quickly.

7. Is this application very complicated to use?

It's not complicated for me.

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8. Do you feel confident using this application?

Yes I believe in using this application.

9. Do you need to learn a lot before using this application?

I don't think I need to learn much before using this application.

10. For you, is this application too inconsistent?

No, for me this application is very consistent.