OCCUPATION OF KIDS LEARNING (AR)
Transcript of OCCUPATION OF KIDS LEARNING (AR)
OCCUPATION OF KIDS LEARNING (AR)
MUHAMMAD WAJDI NAIM BIN MOHD SUHAIMI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
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 University Sultan Zainal
Abidin or other institutions.
__________________________________________
Name : Muhammad Wajdi Naim Bin Mohd Suhaimi
Date :
CONFIRMATION
This is to confirm that :
The research conducted and the writing of this report was under my supervision
__________________________________________
Name : PROF MADYA DR YOUSEF ABUBAKER
MOHAMED AHMED EL-EBIARY
Date :
DEDICATION
Alhamdulillah.
Firstly, I am grateful to Allah SWT for giving me an opportunities and
strength to complete this proposal. I want to thanks to my parent, Mohd Suhaimi bin
Awang and Akmar binti Musa for supporting me financially and spiritually
throughout the process of writing this thesis and complete my final year project also
my life in general.
Besides, I would like to express grateful to my supervisor, Prof Madya Dr
Yousef Abubaker Mohamed Ahmed El-Ebiary for the continuous support in my
research project, for he patience, motivation and also her knowledge. I also feel
grateful because this is my first time have a national lecturer and hope I can keep
learning something new from my supervisor.
Lastly, I want to thanks to all my fellow friends that helped me throughout
this research and to who helped me indirectly or directly in this research.
Thank You.
ABSTRACT
Occupation of Kids Learning (AR) is an interactive smartphone application
designed to provide a learning attractive to users especially to children aged 4 to 8
years. This application is developed using a number of appropriate software and are
able to integrate the latest technology of Augmented Reality. Among Unity 3D -
software for developing this application, Vuforia - a place where the marker
database’s augmented reality is stored and Autodesk Maya – to create 3D model. The
problems identified are these kids do not like it or get bored with the existing learning
system because it only uses normal books only and there is no element that makes it
interactive. With using this Augmented Reality technology for Occupation for Kids
Learning, it will be more interactive applications to used by user or children.
ABSTRAK
Occupation of Kids Learning (AR) merupakan satu aplikasi telefon pintar
yang interaktif dibangunkan untuk memberi satu pembelajaran yang menarik kepada
pengguna terumatanya kepada kanak-kanak yang berumur 4 hingga 8 tahun. Aplikasi
ini dibangunkan menggunakan beberapa perisian yang sesuai dan mampu untuk
mengintegrasikan teknologi terkini iaitu Augmented Reality. Antaranya ialah Unity
3D – perisian utama untuk membangunkan aplikasi ini, Vuforia – tempat di mana
database marker augmented reality disimpan dan Autodesk Maya untuk 3D model.
Masalah yang dikenalpasti adalah kanak-kanak ini tidak suka atau bosan terhadap
sistem pembelajaran yang sedia ada kerana hanya menggunakan buku sahaja dan
tiada unsur elemen yang menjadikannya interaktif. Dengan menggunakan teknologi
Augmented Reality untuk Occupation of Kids Learning ini, aplikasi ini akan lebih
interaktif untuk digunakan oleh pengguna atau kanak-kanak.
CONTENTS
PAGE
DECLARATION I
CONFIRMATION II
DEDICATION III
ABSTRACT IV
ABSTRAK V
CONTENTS VI
LIST OF TABLES VIII
LIST OF FIGURES IX
CHAPTER I
INTRODUCTION
1.1 Introduction 1
1.2 Project Background 2
1.3 Problem Statement 2
1.4 Objective 2
1.5 Scope 3
1.6 Limitation of Work 3
1.7 Activities, Milestones (Gantt Chart) 4
1.8 Expected Result 5
CHAPTER II
LITERATURE REVIEW
2.1 Introduction 6
2.2 Learning Books 7
2.3 Occupation Learning Mobile Application 7
2.4 Occupation for Kids Learning, Web 8
2.5
2.6
Comparison Table of Existing Product
Comparison Table of The Existing Products with 5
Elements of Multimedia
9
10
CHAPTER III METHODOLOGY
3.1 Introduction 11
3.2
3.3
3.4
3.5
3.6
3.7
3.8
3.9
REFERENCE
Project Development Methodology
Analysis
Design
Develop
Implementation
Evaluation
PROJECT REQUIREMENT
Software Requirement
Hardware Requirement
12
12
14
15
18
18
19
20
21
LIST OF TABLES
TABLE TITTLE PAGE
1.1 Gantt Chart 4
2.1 Comparision table of existing product 9
2.2 Comparison table of the existing products with 5 elements
of multimedia
10
LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Learning Books 7
2.2 Occupation Learning Mobile Application 7
2.3 Occupation for Kids Learning, Web 8
3.1
3.2
3.3
3.4
3.5
3.6
3.7
3.8
3.9
ADDIE Model
Analysis Phase
Storyboard
Create marker with Adobe Photoshop CC
Modelling 3D
Store marker’s database with Vuforia
Building environment AR with 3D Unity
Software for development project
Hardware for development project
12
13
14
15
16
16
17
19
20
CHAPTER I
INTRODUCTION
1.1 Introduction
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. It allows us to create or put 3D object directly onto physical things or
fused together in real-time. In addition to that, other features that AR offer to users
are sound, videos and graphics too. Nowadays, there are various applications that
integrated with augmented reality technology.
1.2 Project Background
“Occupation of Kids Learning (AR)” is an application that will help children
to learn in interactive way. This application with Augmented Reality features
developed for children to learn about job or profession. Children always thinking
about what to be when they grow up, this is why it's important to let them know about
the profession. User or children need to scan at the occupation marker by using the
flash card, then the 3D object will appear or display on mobile phone. So, this kind of
learning will encourage the children become more excited to learn about occupation.
1.3 Problem Statement
Children did not know what they want to be when they grow up.
Children may be bored as there is no interactive lesson during learning.
Some children are lack of interest with the “normal” book learning.
1.4 Objective
There are a few purposes in developing this application with augmented reality which
is:
To design the interactive system towards kids learning.
To develop an attractive card with augmented reality using software Unity
3D, Maya 3D, Adobe Photoshop and Vuforia.
To evaluate the effectiveness of occupation learning using augmented reality
technique.
1.5 Scope
The scopes for this project are identified to make the application development process
easier. The scope is divides into two, which are user scope and application scope.
Focused on children aged 4 to 8 years.
System focuses on mobile device only – android platform
1.6 Limitation of Works
Only 15 flash cards of occupation created
Marker based technique using AR
Mobile based application
This application is only available on android platform only
1.7 Activities, Milestones (Gantt Chart)
Table 1.1 : Gantt Chart
TASK NAME
JAN FEB MAC APRIL MAY
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
1.8 Expected Result
By using the app, user can view and get the information clearly.
User can emphasize the button functionality on wide space
User friendly interface using graphical Augmented Reality
environment.
CHAPTER II
LITERATURE REVIEW
2.1 Introduction
This chapter will explain about literature review that related to the mobile
application Occupation of Kids Learning (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 Occupation of Kids Learning (AR)
and also the technology of augmented reality. This literature is made for identifying
the weakness or lacking to related literature review sources.
2.2 Learning Books
Figure 2.1 : Learning Books
The learning book contain good pictures with words to help child’s mind to
recognize objects and pronounce words appropriately. This books it suitable for
primary school students as the reference for learning.
2.3 Occupation Learning Mobile Application
Figure 2.2 : Occupation Learning Mobile Application
Occupation Learning for Kids is free occupation educational game for
children aged 1 to 9 years old to learn about jobs. In this mobile application kids can
learn many types of occupations.
2.4 Occupation for Kids Learning, Web
Figure 2.3 : Occupation for Kids Learning, Web
This learning is available on their website. User can browse, download and
print worksheets designed for learning and practising English words related to the
theme.
2.5 Comparison Table of Existing Product
Product Platform Function Method Advantage Drawback
Fun
Activities
and
Learning
Occupation
Printed
book
Help
learning
None Easily to
read
Has good
picture
Design not
interactive
No sound
interaction
Occupation
Learning
Mobile
Application
Mobile
App
Creative
learning
with many
pictures
None
Easily to
read
Has good
pictures
Its contain
quiz
Does not
have
enough
animation
Unclear
sound
Occupation
for Kids
Learning,
Web
Androi
d/ IOS
phone
Device
Help build
vocabulary
Display
sound
HTML
JavaScri
pt
PHP
Easy to
browse
Its contain
many
content
Need to
worksheets
to learn
Table 2.1 : Comparison table of existing product
Table 2.1 describes about comparison of the existing product with platform,
function, method, advantage and drawback. This table we will know comparison each
of product.
2.6 Comparison Table of The Existing Products With 5 Elements of
Multimedia
Product Text Image Video Audio Animation
Fun Activities
and Learning
Occupation
Occupation
Learning
Mobile
Application
Occupation for
Kids Learning,
Web
Table 2.2 : Comparison table of the existing products with 5 elements 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.
CHAPTER III
METHODOLOGY
3.1 Introduction
This chapter is an explanation about the methodology that will be used to
develop the application Occupation of Kids Learning with Augmented Reality
feature. In addition, there also have the explanation of some software that will be
used to build this project.
3.2 Project Development Methodology
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 development process of the
application. The development model for this application is ADDIE development
model.
Figure 3.1 : ADDIE Model
3.3 Analysis
Analysis phase is the early stage in the project development model. In this
phase, the analysis process will be carried out to find the problem that exist related to
the development of the application. Among of important matter that need to care
about when do the analysis is the user needs and the new element or value added that
must be apply in order to attract the user to using the application. Through this phase,
the process of application development will become easier in particular for setting up
the objective and to choose the content that corresponding to the application.
Figure 3.2 : Analysis Phase
3.4 Design
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 for create a visual map of application. This can help the
developer shape the vision and flow of application.
Figure 3.3 : Storyboard
3.5 Development
Third phase is the process of development on the real workable and
functioning application. This process involved the combination of the element that
will be use such as 3D model of the building, button, sound and others, all of that will
be apply in the application itself. The related software will be used in order to make
the element needed in the application is workable.
i) Create Marker
Figure 3.4 : Create marker with Adobe Photoshop CC
Markers created using Adobe Photoshop CC. On the picture there are
pictures of and also two languages such as Malay and English. So, the users
scan the images or the markers and the 3D models will display.
ii) Modelling 3D
Figure 3.5 : Modelling 3D
That figure shows the making of 3D model using Autodesk Maya software.
Rigging, animation, texturing and rendering also created here.
iii) Store Marker’s Database with Vuforia
Figure 3.6 : Store marker’s database with Vuforia
The figure 3.6 show the homepage of Vuforia development tool. We
store marker’s database in this engine. When the database was uploaded, we
can connect with unity for the marker.
iv) Building Environment AR with 3D Unity
Figure 3.7 : Building environment AR with 3D Unity
The Figure 3.7 shows 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.
3.6 Implementation
The implementation phase same meaning of the testing phase. The application
that have complete on the development process must be tested before release to the
user. This phase of testing must be run by the supervisor because anything that lack
of on this application or the weakness that had been made on the development
process will be detect and inform by the supervisor in order to make the application
more betters. On this phase, the comment and critic allow from supervisor, so that the
improvement can be done. Through this phase, effectiveness and functionality of the
application will be improve and indirectly it will keep the quality of the application.
Test run project
User test run
3.7 Evaluation
The last phase is the evaluation phase which is the final product will be judge
and evaluate by the user or professional panel.
Debug
Final Product
PROJECT REQUIREMENT
3.8 Software Requirement
The software used during the Occupation of Kids Learning with 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 2018 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.
Figure 3.8 : Software for development project
3.9 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 laptop 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.
Figure 3.9 : Hardware for development project
1- Laptop ACER NITRO 5
Processor : Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz
Operating System : Windows 10 Pro – 64 bit
Memory : 12GB RAM
2. Android Mobile Phone: Vivo V11i
Used to run and testing the application.
REFERENCES
1. Eóghan Quigley (2018). ADDIE: 5 Step To Build Effective Training
Programs.
2. Marco Paladini (2018). 3 Different Types of AR Explained: Marker-Based,
Markerless & Location.
3. Diversified Internet Holdings LLC (2018). The Ultimate Guide to
Understanding Augmented Reality (AR) Technology.