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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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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
1
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.
24
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
27
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
30
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.
31
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
32
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.
34
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).
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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
38
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