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AR MODEL APPLICATION BASED ON SOLAR SYSTEM CARD FOR KIDS SITI ZURAIDAH BINTI MOHAMAD JARKASI Bachelor of Information Technology (Media Informatic) with Honours Faculty of Informatics and Computing University Sultan Zainal Abidin, Terengganu, Malaysia 2018

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Page 1: AR MODEL APPLICATION BASED ON SOLAR …...of AR model Application based on Solar system for Kids these children can use technology properly. Additionally, this interactive flashcard

AR MODEL APPLICATION

BASED ON SOLAR SYSTEM CARD FOR KIDS

SITI ZURAIDAH BINTI MOHAMAD JARKASI

Bachelor of Information Technology (Media Informatic) with Honours

Faculty of Informatics and Computing

University Sultan Zainal Abidin, Terengganu, Malaysia

2018

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DECLARATION

I hereby declare that this report is based on my original work except for quotation 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 institution.

NAMA: SITI ZURAIDAH BINTI MOHAMAD

JARKASI

DATE: DECEMBER 2018

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CONFIRMATION

This is to confirm that:

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

NAMA: EN MOHD KAMIR BIN YUSOF

DATE: DECEMBER 2018

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DEDICATION

I would like to dedicate my project to my beloved mother and father, who have taught

me to be patient and never give up in everything that we did and always told me to be

a hardworking person in every task we did. I would also like to dedicate this to my

friends Nur Zarith Akilla binti Amboaka and Azawiyah binti Abu Talib who have

inspired me and give me opinion and motivation throughout this year. Not to forget my

respectful supervisor, En Kamir bin Mohd Yusof and my fellow friends from Bachelor

of Information Technology (Media Informatic) who have help me through a lot in my

journey finishing this project.

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ABSTRACT

Nowadays, the use of technology is increasing and expanding in human life. The

use of technology has expanded into many fields including research, doctoral,

educational, and many more. The technology used in education especially in early

education for children is to add more knowledge and help educators to teach more

effectively. However, many of school especially in the rural area still lacks of the

learning aid tool that help student in their studies. Thus, learning become boring and

difficult. Furthermore, there are still children who abuse the existing technology and

cause their time wasted at home with unfortunate benefits. Therefore, with the advent

of AR model Application based on Solar system for Kids these children can use

technology properly. Additionally, this interactive flashcard also provides an

opportunity for these children to interact with technology in form of Augmented Reality

in two language. The objective of this project was to provide an effective learning aid

tool for student besides providing opportunities for these children to study and use AR

(Augmented Reality) technology in their early age. In addition, this project can also

benefit parents and teachers in teaching children more effectively. A variety of

multimedia elements are provided in this AR Application with the aim of attracting

children to learning. In conclusion, this project can help children learn more effectively

and become part of an IT-savvy child.

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ABSTRAK

Dewasa 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,

kanak-kanak sering menyalahgunakan teknologi yang sedia ada dan menyebabkan

masa mereka terbuang dengan perkara yang tidak berfaedah. Oleh itu, dengan adanya

aplikasi Model AR berdasarkan sistem Suria untuk Kanak-kanak, mereka boleh

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

memberi peluang kepada kanak-kanak ini untuk berinteraksi dengan teknologi dalam

bentuk realiti maya dalam dua bahasa. Objektif projek ini adalah untuk menyediakan

alat bantuan pembelajaran yang berkesan untuk pelajar selain menyediakan peluang

untuk kanak-kanak ini belajar dan menggunakan teknologi AR (Augmented Reality)

pada usia muda mereka. Projek ini juga boleh memberi manfaat kepada ibu bapa dan

guru dalam mengajar kanak-kanak dengan lebih berkesan. Pelbagai elemen

multimedia disediakan dalam Aplikasi untuk menarik minat kanak-kanak untuk belajar.

Kesimpulannya, projek ini dapat membantu kanak-kanak belajar dengan lebih

berkesan dan menjadi sebahagian daripada kanak-kanak yang bijak IT.

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TABLE OF CONTENT

DECLARATION ........................................................................................................... i

CONFIRMATION ....................................................................................................... ii

DEDICATION ............................................................................................................. iii

ABSTRACT ................................................................................................................. iv

ABSTRAK .................................................................................................................... v

LIST OF FIGURES .................................................................................................... ix

LIST OF TABLES ....................................................................................................... x

LIST OF APPENDICES ............................................................................................ xi

CHAPTER 1 ................................................................................................................. 1

INTRODUCTION ........................................................................................................ 1

1.1 BACKGROUND .................................................................................................. 1

1.2 PROBLEM STATEMENT .................................................................................. 2

1.3 OBJECTIVE ......................................................................................................... 3

1.4 SCOPE .................................................................................................................. 4

1.5 LIMITATION OF WORK ................................................................................... 5

1.6 EXPECTED RESULT ......................................................................................... 5

1.7 PROJECT STRUCTURE ..................................................................................... 6

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CHAPTER 2 ................................................................................................................. 7

LITERATURE REVIEW ........................................................................................... 7

2.1 INTRODUCTION ................................................................................................ 7

2.2 AUGMENTED REALITY ................................................................................... 7

2.2.1 AUGMENTED REALITY HISTORY ......................................................... 8

2.3 SOLAR SYSTEM ................................................................................................ 9

2.4 ANALYSIS TECHNQUE OF EXISTING SYSTEM/PROJECT ..................... 10

2.5 COMPARISON TABLE OF EXISTING SYSTEM/PROJECT........................ 15

2.6 SUMMARY ....................................................................................................... 15

CHAPTER 3 ............................................................................................................... 16

METHODOLOGY .................................................................................................... 16

3.1 INTRODUCTION .............................................................................................. 16

3.2 PROBLEM DEFINITION ................................................................................. 17

3.3 RESEARCH OBJECTIVES ............................................................................... 18

3.4 RESEARCH HYPOTHESIS .............................................................................. 19

3.5 RESEARCH DESIGN ....................................................................................... 20

3.6 SYSTEM DEVELOPMENT METHODOLOGY .............................................. 23

3.6.1 PREPRODUCTION .................................................................................... 23

3.6.2 PRODUCTION ........................................................................................... 30

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3.6.3 POSTPRODUCTION .................................................................................. 32

3.7 FINDINGS ......................................................................................................... 32

3.8 SUMMARY ....................................................................................................... 33

REFERENCES ........................................................................................................... 34

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LIST OF FIGURES

Figure 2.1: Augmented Reality Workflow .......................................................................9

Figure 3.1: Steps in Research Methodology ..................................................................17

Figure 3.2: Research Design Process ...............................................................................22

Figure 3.3: 3D Production Pipeline ..................................................................................23

Figure 3.4: The Module that Contain in this Project .....................................................25

Figure 3.5: The Flow of the Application ........................................................................27

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LIST OF TABLES

Table 2.1: Comparison Table of the Existing System ...................................................15

Table 3.1: Result from Data Collection Method ............................................................20

Table 3.2: Development tool .............................................................................................26

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LIST OF APPENDICES

Appendix A: Gantt Chart and Milestones .......................................................................37

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CHAPTER 1

INTRODUCTION

1.1 Background

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

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 IQs that differ from ordinary students. Hence, many students are seen as

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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) The

solution to the problem is with the AR Model based on Solar System Card for Kids in

recognizing our solar system. Although its syllabus is based on syllabus of science

standard 4, but it is also suitable to be used as the first home teaching aid tool for

children as early as 5 years old because it has interesting multimedia elements such as

animation, image, audio, text and video yet it is very simple and useful.

1.2 Problem Statement

There are various augmented reality applications of solar systems that have been

developed to attract children into science subjects. But its lacking in lot of aspect. For

example, most of the application are develop not based on the actual syllabus of science

subject for the topic of solar system that were taught in school. 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.

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i. Student is having difficulty to understand and adapt with subjects that

have complex concepts & high visualization like science subject. Thus,

the learning process become less interesting and boring.

ii. Children are not exposed to more interactive learning aids tool in their

school or home

iii. Most of the learning materials have only in one language, which makes

it difficult for weak students or different IQ’s to understand the subject

more easily and effectively.

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.

1.3 Objectives

There are the following objectives of AR Model based on Solar System Card for

Kids are:

i. To study an existing learning aid tool with AR technology approach in early

stage of age for a certain topic in subject science.

ii. To design a learning aid tool that help student in their studies with the help

of five element multimedia which is text, image, audio, video and animation

using the AR technology

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iii. To develop an application based on AR technology as a student learning tool

with two language provided, in Malays and in English in a form of flash card

1.4 Scope

The scope of this study is divided into:

i. Technology. This card using Augmented Reality technology with 3D

modelling technique using Maya software and unity 3D software to model

the system solar. For the solar system illustration is by using adobe

photoshop and adobe Illustrator. For the AR features by using Vuforia

Augmented Reality SDK to detect and track the target, marker-based

technique is used for this AR application. C# language as the program

language.

ii. Module. The module in this AR card include language selection, scanning

image on the card, knows the name of the planet and others solar system

features, the fact about the planet, and formulas how to memorize the name

of the planet.

iii. Age. This project age scope is focused on kid that age 10 years old that

learning about system solar in their syllabus on subject science standard 4

beside 5 to 6 years old kids as their learning aid tool in their early age at

home.

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1.5 Limitation Work

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

AR model based on Solar System Card for kids is limited by two aspect:

i. This Application is applicable only for android user which is not supported

in websites and IOS operating system

ii. This Application implement physical button only for the interaction between

user and the application.

1.6 Expected Result

At the end of the project, the expected outcome of the proposed project development

is as follows:

i. This application providing a complex syllabus in form of Augmented

Reality for the better understanding for student in standard 4 and for the

children around 5 to 6 years old.

ii. This application as an interactive tool for kids in learning process about

science subject in order to attract their interest toward science and

technology.

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1.7 Project Structure

This thesis consists of five chapters. Chapter one is introduced that contains

project background, problem statement, objectives, scope and thesis structure. Chapter

two is literature review and discuss the technique and theory that had been carried out

by another researcher and existing project that related to the on-going project. Chapter

three is a methodology that discusses method or technique that are used in the project

also the storyboard of the project, specifying in detail design of development projects.

Chapter four is the development and implementation of the project. Chapter five is the

conclusion of the overall project followed by references.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter discusses about previous work or related work about Augmented

Reality flash card for Solar System 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

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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2.2.1 Augmented Reality History

The beginning of the AR idea was in 1950s when Morton Heilig, a motion cameraman,

believed that cinema as an art that should be able to attract the audience into the screen.

During 1962, Heilig developed his idea model, called in 1955 as "The Cinema of the

Future", known as Sensorama, which existed before digital computing. (Abrar Omar

Alkhamisi, 2013).

Then the first Augmented Reality was first invented by a Professor and

Computer Scientist from Harvard name Ivan Sutherland in 1968. He invented a device

that he called The Sword of Damocles which is a head-mounted display. This device is

the first sort of augmented reality device that being invented by him and his student,

Bob Sproull. (Isberto, Technology News: The History of Augmented Reality, 2018)

During 1975 an artificial reality laboratory was established by Myron Krueger. This

laboratory or this video place is an area where user can deal with the virtual elements

for the first time easily.

Hence AR become a field of study in the early of 1990s. The first survey about

AR was conducted by Ronald Azuma in 1997 to introduced the exact meaning of AR

whereas he defined AR as assembling real and virtual environment together while both

of them is being recorded in 3D and interactive in real time. In 2000 the first mobile AR

game was invented by Bruce Thomas. This mobile AR game was displayed during the

International Symposium on Wearable Computers. Subsequently, more AR apps have

been designed primarily with mobile apps. e.g. Wikitude. After that, AR Travel Guide

was created in 2008. (Abrar Omar Alkhamisi, 2013) Figure 2.1 below show how the

Augmented Reality workflow.

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Figure 2.1: Augmented Reality Workflow

2.3 Solar System

A solar system is a star and all of the objects that travel around it—planets, moons,

asteroids, comets and meteoroids. Most stars host their own planets, so there are likely

tens of billions of other solar systems in the Milky Way galaxy alone. Solar systems can

also have more than one star. These are called binary star systems if there are two stars,

or multi-star systems if there are three or more stars. The solar system we call home is

located in an outer spiral arm of the vast Milky Way galaxy. It consists of the Sun (our

star) and everything that orbits around it. This includes the eight planets and their natural

satellites (such as our moon), dwarf planets and their satellites, as well as asteroids,

comets and countless particles of smaller debris.

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2.4 Analysis Technique of existing System/Project

Four previous techniques have been studied in this section. Many of them are using

different technique to make the system/project. Some of them are using markerless

detection technique while the other is using marker-based detection technique. There

are some advantage and disadvantage that can be analyse for the added value that can

be apply to the on-going system /project.

2.4.1 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.

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

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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 Parhizkar, Lashkari, Jubair, & Zahra Mohana Gebril, 2012)

2.4.2 Augmented Reality Based Educational Tool on Live Solar System (LSS)

Before the design and development of Live Solar System (LSS) an initial

analysis was carried out at two secondary schools located in the state of Pahang,

Malaysia. The sample of study consisted of 100 form 3 students and 8 science teachers.

Based on the interview result there are several problems that can be identified during

the learning process for astronomy subject. One of them is student difficult to

understand the phenomena on astronomy because they weak in visualization and

imagination the concept. The fact that the teacher needs to use 3-Dimensional way like

object, animation and graphic to help the students. So, this LSS was develop to show

the solar system for the teaching and learning purpose of the topic Astronomy using

AR Technology for Form 3 Students, based on Stars and Galaxies topic in their

syllabus. This (LSS) Educational tool does help student to learn the astronomy but

various software was used in developing the prototype which is users needed the

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additional hardware in order to use the prototype. That hardware includes the Webcam,

marker HMD or monitor because they are essential components in the implementation

of LSS where it is difficult, less interactive and highly cost. The webcam used to capture

image also essential by the AR system to detect and track the marker. It is important to

ensure the accuracy of 3D registration on the associated markers. Meanwhile the Head-

Mounted-Display function was to display the composite image. The output image is

being processed to overlay 3-Dimensional virtual objects. HMD output resolution must

be equipped with the same resolution or greater than Webcam. However, the monitor is

as alternative choice if the user unable to afford the cost. For the marker the using black

and white colour marker and have their own ID in the AR system in order to able the

webcam to capture the image.

2.4.3 Innovative Learning of Solar System using Augmented Reality for Primary

School Student

According to (Zahra Mohana Gebril,Koo Ah-Choo, Yuen May-Chan,Behrang

Parhizkar, 2012) in Malaysia, the Science subject is one of the core subjects in the upper

primary level where student would have to sit for it in the UPSR (Primary School

Evaluation Examination). Therefore, they develop the Solar System Planetary for

Standard 4 students through Augmented Reality Technology. The objective of this

proposed project is to help students learn the subject more easily, while ensuring that

teachers can transfer appropriate knowledge to the students. Those material also are

expected to make the teaching and learning session more interesting and more effective

since the student are having problem in understanding the subject while most of

astronomy resources currently available to students are in the form of 2D. As the system

design being carried out, the texture of the planets is obtained and information about

the planets is obtained during the data collection stage as the first step. After the coding

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and development stage being implement, a webcam is used as a tool to capture the

markers.

The system output which is the virtual object then are projected on the marker

and will display in video stream. However, the marker that being used is Hiro marker

which is less interesting especially for student.

2.4.4 Astronomy for Kids E-Learning System using Markerless Augmented

Reality

According to (Dalim, Astronomy for Kids E-Learning System using Markerless

Augmented reality, 2013) authors Junco and Mastrodicasa 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

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

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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.

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2.5 Comparison Table of the Existing System

Table 2.1: Comparison Table of the Existing System

2.6 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 3

METHODOLOGY

3.1 Introduction

This chapter will explain the details about the research methodology and system

development methodology that being used in this proposed project. Research

methodology is a systematic procedure or technique to solve a problem. According to

(Oxford University Press, 2018) methodology is defined as a system of methods used

in a particular area of study or activity, it is the analysis of the principles or procedure

of inquiring in a particular field. The project methodology is being used to solve all the

problems arising in the system analysis systematically to ensure this project is

completed and meet the objectives. It is important to decide what is the problem occur

and what kind of method that are suitable to overcome the problem in the proposed

project. There are a few steps that are being followed in this research methodology as

illustrated in the Figure 2.2 below.

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Figure 3.1: Steps in Research Methodology

3.2 Problem Definition

Science subjects are among the subjects that considered as difficult by students,

especially amongst primary school students. Science requires the work of studying

through the approach of looking at it carefully, measuring it, making experiments and

trying to explain why something is happening. Therefore, it becoming a stigma among

the students that science is a difficult subject. If this kind of thing continues, the 9th

plan in the 2020 vision proposed by Tun Mahathir is difficult to achieve. Why science

is a difficult subject among students? There are three main problems currently that can

be identified.

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i. Student is having difficulty to understand and adapt with subjects that

have complex concepts & high visualization like science subject. Thus,

the learning process become less interesting and boring.

ii. Children are not exposed to more interactive learning aids tool in their

school or home

iii. Most of the learning materials have only in one language, which makes

it difficult for weak students or different IQ’s to understand the subject

more easily and effectively.

3.3 Research Objectives

Based on the problem definition that being stated before, this project was proposed to

find the solution for the problem. The general objectives of this research are to make

science as a favourite subject with the help of technology in order to achieve the 2020

vision, where the using of technologies today becoming a widespread among

youngsters. Therefore, the specific objective of this project being proposed are

i. To study an existing learning aid tool with AR technology approach in early

stage of age for a certain topic in subject science and how it affected their

study.

ii. To design a learning aid tool that help student in their studies with the help

of five element multimedia which is text, image, audio, video and animation

using the AR technology which is these five elements can help people

recognition in complex concept of information

iii. To develop an application based on AR technology as a student learning tool

with two language provided, in Malays and in English in a flash card

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in accordance with the policy of enhancing Malay language and empowering

the English language

iv. To evaluate the functionality of this proposed project to see whether the AR

technology can help students in understanding the complex concepts & high

visualization subject like science.

3.4 Research Hypothesis

The facts prove that people have used 75% of the ability to remember based on what

they hear, see and do, 40% of what they see and hear, while 20% of what they hear only.

Hence, interactive features in learning and teaching by applying five multimedia

elements are very important. As the expected result are as follows:

i. This application providing a complex syllabus in form of Augmented

Reality for the better understanding for student in standard 4 and for the

children around 5 to 6 years old.

ii. This application as an interactive tool for kids in learning process about

science subject in order to attract their interest toward science and

technology.

A hypothesis behind this research is conducted based on the fact and the expected result,

where the use of technology as learning aid tool in more interactive way can help

students to remember and understand subjects that contain a complex syllabus and

require high visualization.

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3.5 Research Design

Two types of method are being used in this research to proposed the suitable solution

which is observation method and collection of secondary data. The result from this

method collection are being stated in Table 2.2 below.

Table 3.1: Result from Data Collection Method

Data Collection Method Findings

Observation Method

• Mostly learning material in AR Solar

System only in one language.

• Solar System is suitable topic for

introduction of science in age 5 to 6 years

old.

Collection of Secondary

Data

• Difficult for student to understand

complex concept and high visualisation

syllabus.

• No exposure about interactive learning

material since kids.

• Five element multimedia can help

someone remember better than only one

or two elements.

• The information is displayed on real

world layers in real-time as if the

information is real when using AR

technology.

• Need an improvement for existing

project.

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A review about existing project has be done. The result of review is as stated at table

2.1. and the needs of improvement is necessary. The best solution to overcome it, is by

implementing the AR Technology with 5 element multimedia including audio, video,

animation, text, and image as learning aid tool. For this project, a topic about solar

system from standard 4 science text book syllabus has been chosen as it is suitable for

children age 5 to 6 years old too. Besides, this topic also contains a complex concept

and need a high visualization as the universe can’t be seen with our bare eye.

The reason for choosing Augmented Reality technology with 5 element multimedia as

the learning aid tool are as followed:

a) Augmented Reality

i. The augmented reality (AR) function is to increase one's perception of

the world around it and make some virtual and real world a new

interface capable of displaying relevant information that is very helpful

in the field of education

ii. Augmented reality (AR) aims to take the real world as a base by

combining several virtual technologies and adding constituent data to

make the human understanding as the user become increasingly clear.

iii. Information about objects and environments around us can be added to

the Augmented Reality system and then the information is displayed on

real world layers in real-time as if the information is real.

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b) Five Element Multimedia:

i. Hypermedia aspects of multimedia play an important role in education

as it enables students to explore into the specific topic in the subject

according to their needs.

ii. able to convey a complex concept visually and also dynamically.

iii. more vibrant and realistic video or graphic display or presentation is able

to attract the person emotions or moods more easily.

Figure 2.3 below show the overall structure of the research design process in a diagram

form.

Figure 3.2: Research Design Process

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3.6 System Development Methodology

There are lot of methodology model exist within the development process which

are waterfall model, spiral, agile, ADDIE and many more. Hence the 3D Production

Pipeline is used in this AR application-based phase on every development process.

Production pipeline is the process of creating and implementing art for a particular

project, most often associated with creative processes like video games, films and

animation. There are three main stage in this model i.e. Preproduction, Production and

Post Production. It will be explained in this section with more details about every stage

and component that involves in this project development. Figure 2.4 show the scope of

this model in diagram form.

Figure 3.3: 3D Production Pipeline

3.6.1 Preproduction

On this stage it is broken down into a few components which is generate an idea, flow

chart and draw storyboard.

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3.6.1.1 Idea

An idea was generated whether to produce the original product or an addition to an

existing product. There a few ways to generate the idea including reading from the book,

randomly surf the web, by observing our socialize circle or it can come from just about

anywhere and almost from anything. After done work on the basic premise of a good

idea that we think it worth pursuing, it’s time to turn it into a narrative form. For this

proposed project there are some question to ask during this idea component, as guide

for further process:

• What kind of project to develop?

• What is this project for?

• Who is the audience?

• What kind of development tool needed?

• What is the final product?

This is important because and existing knowledge and any other relevant characteristic

also the content of this project need to know before develop this project as to meet the

user need. This AR model application based on solar system card is developed for

student standard 4 and for children age 5 to 6 years old as their interactive learning aid

tool whether at home or at school. The contain is in bilingual language with five-element

multimedia on it includes text, image, audio, video and animation. This application is

following the syllabus from science text book standard 4. The contain of this AR

application can be referred to Figure 2.5 while the development tool is shown in Table

2.3.

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Figure 3.4: The Module that Contain in this Project

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Table 3.2: Development tool

Development Tool Use

Android SDK + Java JDK The JDK provides tools, such as the Java

compiler, used by IDEs and SDKs for

developing Java programs

Unity3D 2018.2.6f1 To create high quality VR and AR applications.

Also, can be used to create 3D model and for

coding

Vuforia 7.2.23 To recognize and track planar images and simple

3D objects, such as boxes, in real time

Autodesk Maya To model, and texturing the 3D Model

Mobile Phone (Android) To test the AR application

USB Data Cable To connect the phone with desktop/laptop for

setting the phone as developer option

Webcam To scan the image for marker detection

Desktop / Laptop (i5 + 4GB

RAM + SSD) To run the overall project from the preproduction

stage until the postproduction stage

Adobe Photoshop/Adobe

Illustrator/Adobe InDesign To create the design and layout of Solar System

for card and application

3.6.1.2 Flow Chart

Flow chart is a diagram form to show the flow or sequence of movement or action that

occur in the project of the final output. The flowchart of this AR model based on Solar

System application is shown in Figure 2.6. The application starts by providing users to

choose the start, or exit button at home page.

User need to pick or choose one card if user choose the solar system card, when

user click the start button the screen will scan the image on the card and overview of

the solar system will appear. A background music will be played along with the 3D

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object. There is a home an info and an exit button which is if the user clicks the home

button it will direct to the homepage. If the user clicks the info button it will display the

fact about solar system and if user clicks the exit button it will end the application. User

can choose the language to display and hear the facts whether in English or Malays.

While for the tips card when user scan on it, it will display a video for the

memorizing tips to remember the names of planets. If the user clicks on the exit button

it will direct to the homepage.

Figure 3.5: The Flow of the Application

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3.6.1.3 Storyboard

Storyboard is the visual story form of the flow chart. It includes early ideas what the

project about and how the project working. It is being used to visually understand what

is going on in project. Below is the storyboard about this AR Model Application based

on Solar System for kids.

1 2

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3 4

5 6

7 8

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3.6.2 Production

The production stage includes the following components, research & development,

modelling, texturing, coding/animating, layout design, Rendering and implementation

3.6.2.1 Research & Development

Research and development (also known as R&D) is a component that also spans the

entire 3D production pipeline, from the preproduction stage to postproduction. A

developer needs to search the ratio for making the solar system as depict as the real size

of solar system. Developer needs to figure out the characteristic of the solar system and

the look of the sun moon, eight planets and the other of celestial body for making them

look realistic.

3.6.2.2 Layout Design

An illustration for the homepage looks and illustration of the solar system for the card

is created. The image on the card as a basis for AR model during the scanning process.

While the homepage is crucial as the opening of the application before it goes to the

next steps.

3.6.2.3 Modelling

Everything that needs to be seen onscreen or rapid prototyped has to be modelled. There

are many techniques for creating 3D models. For this project, software like Autodesk

Maya and unity 3D are being used to model the 3D objects.

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3.6.2.4 Texturing

In the texturing component, the colour and the surface properties being apply to the

geometric models. The model surface should look like its match the real-world

counterpart. It is important to create the mood for the user as they feeling they were in

that place.

3.6.2.5 Coding/Animating

The movement of object is created by coding the model using C# language. The

movement of the sun, moon, eight planets and other celestial body should depict the

real one. In this process also, the physical button will be added where the user can touch

at the phone screen. Other features like text, sound and video are being implemented

during this process.

3.6.2.6 Database Setup and Rendering

Before the image can be printed into the card form, the illustration needs to be made as

marker detection so that when camera scan the image, the 3D object will pop out

through their phone. To make the picture as the marker detection, the image illustration

needs to be upload to the Vuforia to setup the image as the image target. That image

database is saved for the scan propose. Then setup the camera, image target and then

render the 3D content in Unity AR for further process.

3.6.2.7 Develop and Implementation

During this stage the Unity AR need to be deploy to mobile and set the mobile as

developer to be able the camera on the phone scan the image and display the 3D Solar

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System. However, the webcammed on the laptop or pc also can be used for image

scanning test before deploy the project into the mobile phone.

3.6.3 Postproduction

On this final stage a few components must be taken for the draft output including test

run the project, and then the final output will be produced.

3.6.3.1 Test Run Project

This is when the developer test and runs the project to ensure that the project can be

used and running accordingly. Before presenting the final product, this project will be

given to other user for the test and feedback proposed. Criticisms and constructive

feedback are taken to be implemented later on.

3.6.3.3 Final Output

The final product is ready to be presented and launched for a large audience to use.

3.7 Findings

Therefore, the marker-based technique has been used to develop this AR Application

model based on Solar System for Kids. As this application platform is for android user.

The language for building this AR application is C# language and the environment is in

3D form. A physical button is implemented in this application. Hence this application

is suitable for standard 4 student as their learning aid tool during school and for children

age 5 to 6 years old as their home teaching material in early age.

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3.8 Summary

This chapter discuss about the methodology for the development of the learning aid tool

AR Application Based on Solar System Model project. Each stage in 3D production

pipeline will be followed during the development process.

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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.

Behrang Parhizkar, M. R., Lashkari, A. H., Jubair, M. A.-A., & Zahra Mohana Gebril,

M. Z. (2012). Simulation of Investigating the Earth and Universe Using

Interactive Mobile Augmented Reality Based On Smart Evaluation.

Canada,Malaysia,Mesir: https://www.researchgate.net.

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

Augmented reality. Malaysia: eprints.uthm.edu.

Grand Canyon University. (2015). Research: Observational Method. Retrieved from

Center for Innovation in Research and Teaching (CIRT):

https://cirt.gcu.edu/research/developmentresources/research_ready/descriptive/

observational

Isberto, M. (2018, September 5). Technology News: The History of Augmented

Reality. Retrieved from Colocation America.com:

https://www.colocationamerica.com/blog/history-of-augmented-reality

Kien Sin Aw,Halimah Badioze Zaman. (2009). Augmented Reality Based Educational

Tool on Live Solar System (LSS). Malaysia: researchgate.net.

Kothari, C. (2004). Methods of Data Collection. In C. Kothari, Research

Methodology, Methods and techniques (p. 110). Jaipur: New Age International

(P) Limited Publishers.

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Kuang, J. (2017, November 16). News&views: Cook’s Recipe for Augmented Reality:

Apple’s Vision for an AR Headset. Retrieved from immersed.io:

https://immersed.io/cook-recipe-apple-vision-ar-headset/

Lonnie Shekhtman, E. L. (n.d.). Solar System: Our Solar System. Retrieved from

solarsystem.nasa.gov: https://solarsystem.nasa.gov/solar-system/our-solar-

system/overview/

Moura, P. T. (2017, July 25). Research Support: Don't Worry! And Write the

LIMITATION of Your Research. Retrieved from Musicstats.org:

https://musicstats.org/why-addressing-the-limitations-of-your-research-is-so-

important/

Oxford University Press. (2018). Dictionary : Methodology. Retrieved from

en.oxforddictionaries.com:

https://en.oxforddictionaries.com/definition/methodology

Reference Desk: Solar System. (n.d.). Retrieved from http://hubblesite.org:

http://hubblesite.org/reference_desk/faq/all.php.cat=solarsystem

Rouse, M. (n.d.). Definition: Augmented Reality. Retrieved from

whatis.techtarget.com: https://whatis.techtarget.com/definition/augmented-

reality-AR

Shekhtman, L., & Thompson, J. (2018, October 9). Overview: Our Solar System.

Retrieved from solar system.nasa.gov: https://solarsystem.nasa.gov/solar-

system/our-solar-system/overview/

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Zahra Mohana Gebril,Koo Ah-Choo, Yuen May-Chan,Behrang Parhizkar. (2012).

Innovative Learning of Solar System using Augmented Reality for Primary

School Children. Malaysia: semanticscholar.org.

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APPENDIX A: GANTT CHART

Task Name

Week

1 2 3 4 5 6 7 8 9 1

0

1

1

1

2

1

3

1

4

1

5

1

6

1. Topic discussion and

determination

1.1 Discuss and determine

project proposed with

supervisor

1.1.1 Project title

1.1.2 Introduction

1.1.3 Problem statement

1.1.4 Objective

1.1.5 Scope project

1.1.6 Conclusion

2. Project Title Proposal

2.1 Submit title proposal

2.1.1 Brief description of

the proposed

project

2.1.2 Proposal title

changes

3. Proposal Writing

3.1 Chapter 1: Introduction

3.1.1 Background

3.1.2 Problem Statement

3.1.3 Objectives

3.1.4 Scope

3.1.5 Activities and

Milestone

3.2 Chapter 2: Literature

Review

3.2.1 Introduction

3.2.2 Analysis/Technique

of

Model/Current

project

3.2.3 Comparison table

Of Existing system

4. Proposal Progress

4.1 Presentation & Evaluation

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5. Discussion &Correction

Proposal & Proposed

Solution Methodology

5.1 Discuss suggestion made

by panel and make

correction

5.2 Approval from supervisor

6. Proposed Solution

Methodology

6.1 Problem Identification

6.2 Design

6.2.1 Process Model

6.2.2 Data model

6.2.3 Method

7. Proof of Concept

7.1 Develop Prototype or

use existing tool

7.2 Show the process of

execution

8. Drafting Report of the

Proposal

8.1 Submit to Supervisor

8.2 Supervisor Check and

suggest Correction

9. Submit draft report to

Supervisor

10. Seminar presentation

10.1 Present project proposal

10.2 Evaluate student project

10.3 Give marks

11. Correction Report

12. Final Report Submission

13. Develop and Design