LETS KNOW MALAYSIAN TRADITIONAL GAMES ( AR ) AHMAD … · augmented reality (AR) technologies and...
Transcript of LETS KNOW MALAYSIAN TRADITIONAL GAMES ( AR ) AHMAD … · augmented reality (AR) technologies and...
LETS KNOW MALAYSIAN TRADITIONAL GAMES
( AR )
AHMAD ALIFF DANIAL BIN AHMAD AFFANDI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS FACULTY
OF INFORMATICS AND COMPUTING SULTAN
ZAINAL ABIDIN UNIVERSITY, TERENGGANU,
MALAYSIA
2020
LETS KNOW MALAYSIAN TRADITIONAL GAMES ( AR )
AHMAD ALIFF DANIAL BIN AHMAD AFFANDI
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)
WITH HONOURS
Universiti Sultan Zainal Abidin, Terengganu, Malaysia
JANUARY 2020
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DECLARATION
I hereby declare that the project paper is the result of my personal research.
This dissertation is submitted to the Faculty of Informatics and Computing,
Sultan Zainal Abidin University as partial fulfilment of the requirement for the
Degree of Bachelor of Information Technology (Informatics Media) With
Honours. All stated information which has been obtained from other sources
is fully referenced.
SIGNATURE : _________________________
NAME : AHMAD ALIFF DANIAL BIN AHMAD AFFANDI
MATRIC NO : BTDL17047962
DATE : 26 DIS 2019
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CONFIRMATION
This is to confirm that Lets Know Malaysian Traditional Games ( AR ) project paper
was prepared and submitted by Ahmad Aliff Danial Bin Ahmad Affandi ( Matric No :
BTDL17047962 ) and have been found satisfactory in terms of scope, quality and
presentation as part of fulfilment of the requirement for Bachelor of Information
Technology (Informatics Media) With Honours in Sultan Zainal Abidin University. The
research conducted and writing of this report was under my supervision
SIGNATURE : ________________________
NAME : MADAM IRMA SHAYANA BINTI SAMADEN
DATE : 26 DIS 2019
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DEDICATION
In the Name of Allah, the Most Gracious and the Most Merciful.
Alhamdulillah, 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, Madam Irma Shayana Binti
Samaden because with the guidance, advice and the thoughtful ideas given me the
opportunity to prepare this report successfully.
In addition, 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 to all the efforts that have been given in completing this
report.
Thank you.
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ABSTRACT
The application “ Lets Know Malaysian Traditional Games (AR) “ was developed for
primary student age from 7 to 12 years old to learn about Malaysian traditional games
more efficiently in school. The learning methods will be teach through technique of the
augmented reality (AR) technologies and will be using smartphones. This app may be
able to help student from primary school to learn the type Malaysian traditional game
more fun and interactive way through the augmented reality and also to preserve the
traditional games for future generation. An addition, this application will uses
interactive 3-dimensional(3D) objects, sound, video on how to play it and display info
so that students are interested in using this application. The Interaction Design Lifecycle
Model method is divided into four main sections, namely the beginning of the Identify
needs / Establish Requirements phase, (Re) Design phases, Prototype phases and
Evaluation phases. The use of the Interaction Design Lifecycle Model method ensures
that the development of the system runs smoothly and according to planning.
.
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ABSTRAK
Applikasi "Mari Mengenali Permainan Tradisional Malaysia (AR)" telah
dibangunkan untuk pelajar sekolah rendah yang berusia 7 hingga 12 tahun untuk
belajar tentang permainan tradisional Malaysia dengan lebih cekap di sekolah.
Kaedah pembelajaran akan diajar melalui teknik teknologi realiti (AR) yang
ditambah dan akan menggunakan telefon pintar. Aplikasi ini boleh membantu
pelajar dari sekolah rendah mempelajari jenis permainan tradisional Malaysia
dengan lebih menyeronokkan dan interaktif melalui realiti yang ditambah dan juga
untuk mengekalkan permainan tradisional untuk generasi akan datang. Selain itu,
aplikasi ini akan menggunakan objek 3-dimensi (3D) interaktif, bunyi, video tentang
cara memainkannya dan memaparkan maklumat supaya pelajar berminat
menggunakan aplikasi ini. Kaedah yang digunakkan ialah Model Hayat Reka
Bentuk Interaksi dan dibahagikan kepada empat bahagian utama, iaitu fasa
permulaan mengenalpasti keperluan / penetapan keperluan, (semula) fasa reka
bentuk, fasa prototaip dan fasa penilaian. Penggunaan kaedah Model Hayat
Cakera Reka Bentuk Interaksi memastikan bahawa pembangunan sistem berjalan
lancar dan mengikut perancangan.
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CONTENTS
PAGE
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
LIST OF TABLE viii
LIST OF FIGURES ix
LIST OF ABBREVIATION x
LIST OF APPENDICES xi
CHAPTER I INTRODUCTION
1.1 Introduction 1
1.2 Background 1
1.3 Problement Statement 2
1.4 Objectives 3
1.5 Scopes 3
1.6 Limitation of work 4
1.7 Expected Result 4
1.8 Activities, Milestones (Gantt Chart) 5
1.9 Conclusion 6
CHAPTER II LITERATURE REVIEW
2.1 Introduction 7
2.2 Related techniques 8
2.2.1 Marked Based 8
2.2.2 Marker less 9
2.3 Related Product 11
2.3.1 Traditional Games Learning Books 11
2.3.2 AR Learning Application ( MyGanuAR ) 12
2.3.3 Lets Know Traditional Games , Web 13
2.4 Comparison table of existing product 14
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2.5 Comparison table of the existing product with
5 element of multimedia
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2.6 Conclusion 16
CHAPTER III
METHODOLOGY
3.1 Introduction 17
3.2 Methodology Model 17
3.2.1 Identify needs p0hase 18
3.2.2 Design phase 19
3.2.3 Prototype phase 27
3.2.4 Evaluation phase 28
3.3 Framework Design 29
3.4 Hardware and Software Requirement 30
3.4.1 Hardware requirement 30
3.4.2 Software requirement 31
3.5 Conclusion 32
REFERENCES 33
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LIST OF TABLES
TABLE TITTLE
PAGE
1.1 Gantt Chart 5
2.1 Comparision table of existing product 14
2.2 Comparison table of the existing products with 5 element
of multimedia
15
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LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Marker based 8
2.2 Markerless 9
2.3 Traditional Games Learning Books 11
2.4 AR Learning Application ( MyGanuAR ) 12
2.5 Lets Know Traditional Games , Web 13
3.1 Interaction Design Lifecycle Model 19
3.2 Storyboard appllication 21
3.3 Creater Marker 21
3.4 Modeling 3D 22
3.5 Texturing 3D 23
3.6 Rendering 24
3.7 Create marker use Vuforia 25
3.8 Building environment AR use 3D Unity 26
3.9 Framework Design 39
x
LIST OF ABBREVIATIONS/TERMS/SYMBOLS
AR Augmented Reality
3D Three dimensional
FYP Final year project
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LIST OF APPENDICES
APPENDIX TITTLE PAGE
A Appendix -
B Appendix -
C Appendix -
D Appendix -
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CHAPTER I
INTRODUCTION
1.1 Introduction
This section is the introduction to the report for developed system. It will provide
a basic overview of the whole system. This chapter presents about the project
background, problem statement objectives, scope and project planning. Background of
the system discuss about basic information about this system. Problem statements
discuss about related issues of the system. Objectives state all main goal of this system.
The scope shows who are using the system and what the user can do.
1.2 Background
Augmented Reality (AR) is an example of the revolution that occur in
technology that continuously expand around the world now. AR is a new kind of
interactive technology that give us new way to interact in direct view of an existing
environment. Augmented reality combines real and computer-based scenes and images
to deliver a unified but enhanced view of the world. It allows us to create or put 3D
object directly onto physical things or fused together in real-time. Augmented reality
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has many different implementation models and applications, but its primary objective
is to provide a rich audiovisual experience. AR works by employing computerized
simulation and techniques such as image and speech recognition, animation, head-
mounted and hand-held devices and powered display environments to add a virtual
display on top of real images and surroundings.
“Lets Know Malaysian Traditional Games (AR)” is an application that will help
children to learn AR in interactive way. This application with Augmented Reality will
focus to the user about the Malaysian traditional games. User can know the model of
the games by scanning the picture of the model , learn the information of the games and
also learn how to play it through video via the Augmented Reality. So, this kind of
learning through Augmented Reality is an interactive way to learn as today mostly
learning through AR is very common.
1.3 Problem Statement
Students nowadays are currently did not get a right teaching about the traditional
games in classes. Students also didn’t not have any knowledge about the traditional
games because the learning technique still in old fashion way less attractive and too
much spend time with the technology such as ipad, smartphone and playstation . Besides
that, Student less understand about something that they have to learn and know.
Unfortunately, out traditional game slowly extinct from our todays culture and
generation.
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1.4 Objectives
There are several objectives in this project:
1. Help student to learn, know and gain knowledge about the traditional game
through the augmented reality.
2. To preserve well and uplifting our traditional game from extinct from our
cultures
3. To persuade the school to teach this topic through Augmented Reality learning
technique.
4. To apply the knowledge of Malaysian traditional games at younger ages
1.5 Scopes
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 shows the object and its information of the traditional
games. 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 user for this AR mobile apps can find out the all types of Malaysian
traditional games using this application. User can point their smartphones and
get information type of Malaysian traditional games in this Augmented Reality
application. The students can use this flashcard AR Technology to learn about
such as explore the model, watch the video and read the information of model
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with an interesting way. They also can experience to see virtual object appear
in 3D real-world with the animation and sound that will include in the
application.
1.6 Limitation of Works
There are several limitation and constraints throughout the development and usage of
Lets Know Malaysian Traditional Games AR using marker-based and marker-less
target on flashcards and a board with A5 size.
1. This app will be focus on Malaysia traditional games only
2. Marker based technique using AR
3. Limit to mobile based only
4. This AR application will only available on Android OS smartphone only
1.7 Expected Result
At the end of this project, the result that are expected following the development of Lets
Know Malaysian Traditional Games AR :
1. User can gain info and knowledge of Malaysian traditional game from
this app
2. Give the user the augmented reality experience while learning.
3. A smooth and simple interface UI
4. Uplifting the Malaysian traditional games for future generation
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1.8 Activities, Milestones (Gantt Chart)
TASK NAME SEPTEMBER OCTOBER NOVEMBER DECEMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Topic Discussion
Project Title
Proposal
Proposal Writing
Proposal Writing
Literature Review
Proposal Progress
Presentation &
Evaluation
Discussion
Correction Proposal
Proposed Solution
Methodology
Proof of Concept
Drafting Report of
The Proposal
Submit Draft of
Report to Supervisor
Seminar Presentation
Final Report
Submission
Table 1.1 Gantt Chart
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1.9 Conclusion
With the existing of this application and the help of technology increasingly fast-
growing, it is hoped that this project will help student to learn and to get gain
knowledge.I hope that this mobile application can help student to gain some knowledge
about the information of Malaysian traditional games and also uplifting the Malaysian
traditional games for the future generation.
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CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
This chapter will explain about literature review that related to the AR mobile
application Lets Know Malaysian Traditional Games (AR) that will be develop.
Explanation in this chapter is about the existing application such as normal traditional
book, mobile application, browser and others that related to the Lets Know Malaysian
Traditional Games (AR) and also the technology of augmented reality. This literature
is made for identifying the weakness or lacking to related literature review sources.
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2.2 Related techniques
Related techniques refer techniques of Augmented Reality already existing and
used until now. This is example of techniques:
2.2.1 Marker based
Figure 2.1 Marker based
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. This form of tracking was introduced in AR approximately a decade
or so ago. The marker tracking allows the use of a digital image to identify optical
squares or markers and gauge their relative orientation to the camera itself. The optical
square marker usually consists of a black square within a white box of a predefined size.
It is the black square which is encoded with the ID of the marker. A variety of techniques
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is used which decode the marker by cross-matching with it. 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.
2.2.2 Marker less
Figure 2.2 Marker less
New advances in the mobile hardware and software technologies led to the
recent introduction of marker less augmented reality. This approach eliminated the need
for 3D object tracking systems, overcoming the interactivity limitations marker-based
augmented reality placed on the range of images encapsulated within the markers.
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Marker less augmented reality technique allows the use of any and all parts of the
physical environment as the target or base for the placement of superimposed virtual
objects. Marker less AR depends on the natural features of a surrounding rather than
the fiducial identifying markers. What’s more, some marker less systems have the
ability to extract and store information and characteristics about the environments they
are used on for later usage. When used in smartphones and other digital devices, the
marker less AR system typically makes use of the GPS feature in-built in the device in
order to locate and interact with the available augmented reality resources. Completely
non-invasive, lighter and with a larger capacity for images, the marker less augmented
reality system is now much preferred method of image recognition as compared to the
marker-based counterpart.
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2.3 Related Product
Related products refer a system already existing and used until now. This is
example of system:
2.3.1 Traditional Games Learning Books
This learning book contain good pictures with words to help child’s mind to
recognize objects and pronounce words appropriately. This book is published in
Indonesia and full of elements of multimedia such as texts images. The font type and
size is use very balance. The book cover is also attractive. This books it suitable for
primary school students as the reference for learning.
Figure 2.3 Traditional Games Books
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2.3.2 AR Learning Mobile Application ( MyGanuAR )
This MyGanuAR app is a free mobile app AR application that is free
for children aged 3 years old and above to try out the function of the AR. In
this mobile application, kids can learn and know the use of a Augmented
Reality.
Figure 2.4 AR Learning Mobile Application
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2.3.3 Lets Know Traditional Games , Web
This learning and info about the traditional games is available on their
website. User can browse, download and print worksheets designed for learning
and practising English words related to the theme. Its has simple interface UI
and easy to know the method on how to play it.
Link : https://sites.google.com/site/malaysiantraditionalgames123/type-of-
games
Figure 2.5 Lets Know Traditional
Games, Web
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2.4 Comparison table of existing product
Product Platform Function Method Advantage Drawback
Traditional
Games
Learning
Books
• Printed
book
• Help learning
• None • Easily to
read
• Has good
picture
• Design not
interactive
• No sound
interaction
MyGanuAR
Mobile
Application
• Mobile
App
• Creative
learning with
Augmented
Reality
• None
• Easily to
use
• Unclear
sound
• Has good
model
• Its
contain
fluid
animation
Lets
Know
Traditional
Games
Webs
• Androi
d/ IOS
phone
• Computer
• Help build
vocabulary
• Display the info
about
traditional
games
• HTML
• JavaScript
• PHP
• Easy to
browse
• Its
contain
many
content
• Need to
worksheets
to learn
Table 2.1 Comparison table of existing product
The Table 2.1 describes about comparison of the existing product with
platform, function, method, advantage and disadvantages. This table we will know
comparison each of product.
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2.5 Comparison table of the existing products with 5 Elements of multimedia
Product Text Image Video Audio Animation
Traditional
Games
Learning
Books
Yes Yes
MyGanuAR
Mobile
Application
Yes Yes Yes Yes
Lets
Know
Traditional
Games
Webs
Yes Yes Yes
Table 2.2 Comparison table of the existing products with 5 element of multimedia
The Table 2.2 describes about comparison of the existing product with 5
element of multimedia such as Text, Image, Video, Audio and Animation. This table
we will know comparison each of product.
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2.6 Conclusion
In this whole chapter, this chapter discusses a product that uses a flashcard in
Augmented Reality.The comparison with the previous research is done so that the right
choice will be selected.In this chapter also is need to compare some of a similar project
or application that have develop by other.
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CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter is an explanation about the methodology that will be used
to develop the application Lets Know Malaysian Traditional Games ( AR )
feature. In addition, there also have the explanation of some software that will
be used to build this project. The methodology can be acts as guide for the
progress go smoothly within the given time, seeing that it is part of factor that
pinpoint the work task performed by researchers during the project’s timeline.
3.2 Methodology Model
Development process of an application is a detail process and needs to
be executed according to their phases. There are a lot of development model or
methodology that can be uses to develop an application or system and there also
have a specific development model that also can be apply on specific
application development process only. It also can a combination of elements
that from different development model that will be the guidance during the
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development process of the application. The development model for this
application is Interaction Design Lifecycle Model.
3.2.1 Identify needs / Establish Requirements phase
The Identify needs / Establish Requirements phase is the foundation for all other
phases of instructional design. During this phase, the creator must identify the problem,
identify the source of the problem and determine possible solutions. 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 (Re)Design phase. In this phase, Identify needs /
Establish Requirements phase need to develop the mobile AR application. Its involves
some action such as 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 the requirements must be establish and must be gathered
was used to develop goals and objective of developing mobile AR application.
Figure 3.1 Interaction Design Lifecycle Model
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3.2.2 Re / Design phase
The ( Re ) 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.
i. Storyboard Application
Home Page
- Will consist of 4 subsection menu
such as AR button, Info, How to use
and Quit button.
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Tutorial Page
- Will show to the user how to use
the app
Credit Page
- This section will summarize about
the app and also will show the
creator and the supervise of the
app.
AR Camera
-The user need to scan a flashcard
using a camera.
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Quit Menu
- Quit menu will ask the user if they
want to quit or not.
ii. Create Marker
Figure 3.3 Create Marker
This is the first step before start build 3d animation models. I must create
markers using Adobe Photoshop CS64. On the picture there are pictures of object and
also two languages such as Malay and English. So, the users are willing to scan images
Figure 3.2 Storyboard application
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or markers on the picture and the 3D animation models automatically pop out on the
phone screen.
iii. Modeling 3D
Figure 3.4 Modeling 3D
Figure 3.5 show the developer making the process of modeling 3D animation
models using Autodesk Maya software.
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iv. Texturing 3D
Figure 3.5 Texturing 3D
Figure 3.6 shows 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 modeling the models, the developer
needs to find the right texture to wrap the models.
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v. Rendering
Figure 3.6 Rendering
Figure 3.7 shows the next process in animating 3d characters which is rendering.
Rendering is the final step in the animating 3d character process. Rendering is the
process of creating an image or sequence of images from a scene.
During rendering, Maya generates a two-dimensional image, or series of images, from
a specific view of a three-dimensional scene, and saves it as an image file.
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vi. Create marker use Vuforia
Figure 3.7 Create marker use Vuforia
The figure 3.8 show that Vuforia is able to recognize and track targets by
analyzing 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 but for best results, the
developer should aim for targets with 4 or 5 stars.
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vii. Building environment AR use 3D Unity
The Figure 3.9 shows the unity 3D software. The developer need 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.
Figure 3.8 Building environment AR use 3D Unity
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3.2.3 Prototype phases
The prototype phase refers to the actual delivery of the instruction, whether it's
classroom-based, lab-based, or computer-based. The purpose of this phase is the
effective and efficient delivery of instruction. This phase must promote the students
'understanding of material, support the students' mastery of objectives, and ensure the
students' transfer of knowledge from the instructional setting to the job. After making a
little bit of testing, if the user is not happy with the design or there is an error on the
interface design, the developer will go back to design phase for a redesign phase of the
application. If the user testing is happy with the prototype, it will advance to the
evaluation phase for debug testing.
i) Test Run Project
The developer test runs the project her/himself. This is to ensure that the
project can be used and is running accordingly.
ii) User Test Run
Developer give to the user to test the project and give the feedback before
the presenting the final product. Criticisms and constructive feedback is
taken to be implemented later on.
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3.2.4 Evaluation phases
This evaluation phase measures the effectiveness and efficiency of the
instruction. Evaluation should actually occur throughout the entire instructional design
process- within phases, between phases, and after implementation. Evaluation phases
may be formative or summative. If there is some error during the evaluation phase, the
developer need to refer again to design phase for redesign the product and also refer to
the identifying need phase for gather the information more detail. If the evaluation phase
goes well, it will be going through to the final product to launch for a large audience.
i) Debug
a) Identify Errors
After done test run, errors that were found by the users should be
identified. Example, glitches and mistakes should be brought to light for
developer to improve the project while also implementing the feedback
by the alpha and beta testers.
b) Find solutions
If once errors have been identified, solutions the error must be done to
solve.
ii) Final product
a) Presentation
The system is ready to be presented and launched for a large audience to
use.
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3.3 Framework Design
Figure 3.9 above shows the framework design of Type Of Hand Tool.
User able to choose any button in this application.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 3DUnity 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.
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3.4 Hardware and Software Requirement
This section will show that the all hardware and software that involve in the
development process. All of these elements are important in the process of development
of the system. List of hardware and software are shown as below:
3.4.1 Hardware requirement
Hardware is another thing that important to have in order to make the application work.
Without hardware, the software cannot be use. The hardware that use are a high spec
personal computer ( PC ) because it need more power when it comes to work with 3D
and animation. Next one is, android phone, it is use to test the application whether it
work fine on the device or not. And also, the printer that will be use to print out flash
card or marker
i. Personal Computer ( PC )
• To create the sketches for the characters, background and create scripts and
also used for on the go coding and 3D modelling.
Specifications :
• Processor : AMD Athlon 200ge 3.2Ghz 2 Cores 4 Threads
• OS : Windows 10 Pro 64 bit
• Memory : 8GB RAM DDR4 Dual Channel
• GPU : AMD Radeon R9 270 OC Powercolor
• Storage : Adata Spectrix SSD RGB 250GB
ii. Printer HP Deskjet 2135
• Used to print out the flash card and the report.
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iii. Android Mobile Phone: Sony Xperia z3+
• Used to run and testing the application
3.4.2 Software requirement
The software used during the Lets Know Traditional Games Augmented
Reality application development is Unity 3D – Game Engine; this will be the
main software that should gather and combine of the element that will be have
on the application. Autodesk Maya 2020 software is uses to make 3D model of
anything such as building model and more. Microsoft Visual Code; this
software is use for code the function in the application such as to make the
button functioning when user press the button. Vuforia; this is the platform that
allow this application to have the feature of Augmented Reality on the devices.
1.Unity3D
• Used to create the Virtual Reality app and overall project and modelling 3D
object
ii. Autodesk Maya
• Used to create or modified 3D object.
• To texturing the model.
• To create augmented reality.
iii. Vuforia
• To create database of AR Marker
• Acquire the license key in the Vuforia
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iv. Microsoft Visual Code
• Use for code the function in the application
3.5 Conclusion
Methodology is significant in application development to ensure the system runs
well. In this chapter, it showed that Interaction Design Lifecycle Model is suitable as
guide in building AR application. Aside that, this chapter also explained and enlists
hardware and software requirement for the AR application development to build the
system.
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Reference
1. Serin, H. (2017). Augmented Technologies in the education: AR apps. Journal
of Educational Sciences & Psychology, 7(2).
2. Billinghurst, M. 2002. Augmented Reality in Education. Seattle WA: New
Horizons for Learning - Technology in Education.
3. Yoga Awalludin Nugraha, Eko Handoyo & Sri Sulistyorini. (2018). Traditional
Game on The Social Skill of Students in The Social Science Learning of
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4. Marco Paladini (2018). 3 Different Types of AR Explained: Marker-Based,
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5. http://mirlab.net/myganuar/
6. https://play.google.com/store/apps/details?id=com.MirLab.MyGanuARv1&hl
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7. https://sites.google.com/site/malaysiantraditionalgames123/type-of-games
8. http://www.jkkn.gov.my/en/traditional-games