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LEARNING ABOUT HUMAN ANATOMY USING MOBILE
APPLICATION(MYBODY)
MUHAMAD HAKIMI BIN ALIAS
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) HONS
UNIVERSITI SULTAN ZAINAL ABIDIN
2018
1
DECLARATION
I hereby declare that this report is based on my original work except for the quotations
and citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal
Abidin or other institutions.
____________________________
Name : Muhamad Hakimi Bin Alias
Date : 23rd December 2018
2
CONFIRMATION
This is to confirm that:
The research conducted and writing of this report was under my supervision.
_______________________________________
Name : Puan Nor Surayati Binti Mohamad Usop
Date : 23rd December 2018
3
DEDICATION
Alhamdulillah and all praise to the Allah for giving me chance to carry out this
project and ease me in everything. Without His blessing I would not be able to carry
out this work even start it.
Not to forget, I dedicate my dissertation work to my family. A special feeling
of gratitude goes to my loving parents who always stressed the importance of education.
They gave me moral and emotional support from the start. They also teach me on how
to be persistent and always work in ethic.
I also dedicate this dissertation to my supervisor who have guided me
throughout this process. Her patience towards me is appreciated.
Last but not least to my fellow friends, who have helped me when I am in need.
May their works also done in excellence.
4
ABSTRAK
Pada era globalisasi ini, teknologi semakin berkembang dan menghasilkan
pelbagai perkara yang memudahkan manusia. Begitu juga alat jalur pembelajaran yang
telah berkembang seiring dgn teknologi dimana buku tidak lg diperlukan untuk belajar.
Semua perkara boleh diakses dihujung jari sekaligus menghasilkan aplikasi
pembelajaran di dalam telefon pintar iaitu MyBody. Aplikasi ini mengandungi
bahagian anatomi manusia dimana pengguna boleh mengenal dan belajar secara
interaktif. Paparan tiga dimensi digunakan disamping dua dimensi untuk memudahkan
pengguna. Permainan juga ditambah di dalam aplikasi supaya pengguna dapat belajar
sambil bermain dan memudahkan mereka mengingati apa yang dipelajari.
5
ABSTRACT
In this era of globalisation, technology has flourished and has created many
things that simplify the daily work. Likewise the medium of learning that has evolve
from book to e-book. Everything can be accessed literally at the tips of the finger
and at once MyBody for mobile apps is developed. This application contains upper
human anatomy which is user can identify and learn interactively. Three-dimension and
two-dimension interfaces are used to ease the user. The games also added so that user
can learn while playing and strengthen their memory.
6
CONTENTS
Contents DECLARATION ............................................................................................................................ 1
CONFIRMATION ......................................................................................................................... 2
DEDICATION ............................................................................................................................... 3
ABSTRAK ..................................................................................................................................... 4
ABSTRACT ................................................................................................................................... 5
CONTENTS .................................................................................................................................. 6
CHAPTER 1.................................................................................................................................. 7
Introduction ........................................................................................................................... 7
1.2 Problem Statements .................................................................................................... 8
1.3 Objectives ..................................................................................................................... 8
1.4 Scopes .......................................................................................................................... 8
1.5 Limitation ..................................................................................................................... 8
1.6 Expected Result ............................................................................................................ 9
1.7 Milestone and Activity ................................................................................................. 9
LITERATURE REVIEW ............................................................................................................ 10
2.1 Introduction ............................................................................................................... 10
2.2 Kids Learning Process ..................................................................................................... 10
2.3 Existing Apps .............................................................................................................. 10
2.4 Learning Style ............................................................................................................. 12
2.5 Comparison Between Journal And Existing Apps....................................................... 13
CHAPTER 3................................................................................................................................ 14
METHODOLOGY ................................................................................................................... 14
3.1 Introduction ............................................................................................................... 14
3.1.1 IDEA & STORY .......................................................................................................... 15
3.2 SOFTWARE AND HARDWARE REQUIREMENT ............................................................ 18
3.3 PROOF OF CONCEPT ................................................................................................... 19
3.4 NAVIGATION MAP ...................................................................................................... 22
3.5 ENTITY RELATIONSHIP DIAGRAM ............................................................................... 23
REFERENCE ............................................................................................................................... 24
7
CHAPTER 1
Introduction
1.1 Project Background
Final year project is a subject that has to be taken by every students in order to
graduate. Hence, all skills and knowledge have to be applied by students theoretically
and practically.
Meanwhile, kids have multiple way of learning and some of it tend to learn it
by eyes which is watch it, ears which is hear it and touch which it practically do it
physically. Furthermore, kids are fast learning and they like to do something that
attractively and fun. They learned by playing. As we reach to the age where technology
keeps evolving. Children are exposed to technology like tab, phone and computer. We
know the overuse of technology would harm the children. The harm would affect their
cognitive, social interaction and brain development. Thus, parents should monitor the
uses of technology. Besides, there are also benefits on using the technology controlled
because the purpose of technology is to connect, learn and ease the work on daily basis.
As a result, the app MyBody is created for children to learn what is inside their bodies.
MyBody is an app that interactively shows anatomy of a human body. Kids can
learn what is inside of human body interactively. Kids will know the shapes, colours
and sizes of the organs in human body. At the same time, they will love their bodies
even more. This app will has information about organs and body. Plus, the game will
be added to maximize the usage of the app.
8
1.2 Problem Statements
Kids nowadays don’t like to learn something new conventionally. Some of them
prefer other method of learning and more interactive. By that, they can maximised their
learning. Furthermore the existing apps are less likely interactive and it cannot delivers
the purpose of the apps.
1.3 Objectives
Objective of this MyBody:
To create interactive interface in the application.
To teach the human body part to kids.
To test the delivery of content of the app to the user.
1.4 Scopes
Scopes of this project is highlighted to make the development process easier.
The scopes are divided into three.
1.4.1 Admin Scope(App Developer)
Admin collect data and contents of existing apps.
Design the interface and contents.
1.4.2 System Scope(MyBody)
Mobile developer software.
Must compatible with smartphones and tablet.
1.4.3 User Scope(Children)
Children interact and view the app.
1.5 Limitation
There are a few limitation which is the platform used for android only. The
developer needs to do deep research about mobile application development. Time taken
to develop maybe a bit longer.
9
1.6 Expected Result
The app will has an interactive interface at the same time attract children to use
it. The app also will has improvement from existing app and hassle free. The contents
of the MyBody will successfully be delivered to the end user.
1.7 Milestone and Activity
Figure 1.1 Gant Chart
Task name
SEPTEMBER OCTOBER NOVEMBER DECEMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Idea & Story
-Topic Discussion and
Determination
- Project Title Proposal
Conceptualize & Design
- Proposal writing
- Proposal writing –Literature
Review
- Proposal Progress
Presentation & Evaluation
- Discussion
- Correction Proposal
Technical Analysis - Proposed Solution
Methodology
- Proof of Concept
- Drafting Report of the
Proposal
- Submit draft of report to
supervisor
- Seminar presentation
Development
-Build the application
-Combining skills
Testing
-Test the app
-Fix the bugs
Deployment
-Release to public
Final Report Submission
10
LITERATURE REVIEW
2.1 Introduction
This chapter there will be discussion and overview about the articles or books.
There also will be analysis about the application, research and precious work that has
been done in the relevant field.
2.2 Kids Learning Process
Understanding how kids learn are crucial. There are a few learning styles which
is visual, aural, verbal, physical, and etc. Visual style is using pictures, images and
music. While aural is using sound and music. Verbal and physical are using words and
body movement. How kids think and the way they sense and perceive their
surroundings often affect the way they learn. All these the way of teaching and learning
are combined into one to maximised learning potential
.
2.3 Existing Apps
Visual Anatomy Lite is an app that was developed by Education Mobile. It has
variety of anatomy from muscles to internal organs. This app using 2D and 3D approach
for anatomy elements. Basically the app is for educational purpose and it contains 130
high resolution images plus add-on image from Gray’s Anatomy chapter 6. Overall,
this app has simple and outdated interface and it is not for kids. Second is 3D Bones
and Organs developed by Education Mobile. It has variety of information but it hard to
control the angle. It is too detailed and only suitable for medical students.
11
Figure 2.1 Visual Anatomy Lite Application
Figure 2.2 3D Bones and Organs
12
2.4 Learning Style
According to the research by Abbas Pourhossein Gilakjani and Seyedeh
Masoumeh Ahmadi,”The Effect of Visual,Auditory, and Kinaesthetic Leaning Style on
Language Teaching” the learning style can increase educational experience. The
research has been conducted to students of Universiti Sains Malaysia(USM) and the
results were documented. According to them, there are general learning styles which is
visual, auditory and kinaesthetic. For visual, the student thing in picture and learn best
in visual images. They tend to take descriptive note over the presented material.
Kinaesthetic learner learn their best with their active “hands-on” approach. These
learners favour interaction with physical word and most of the time they will have the
time where the out of focus and have difficulty to stay on target. According to Journal
of Education and Practice,” Impact of Visual Aids in Enhancing Learning Process
Case” stated that visual learning style is learning process by using visual aids such as
pictures, animation video, projectors and films. These become motivational tool in
enhancing students’ attention in reading literary texts. Furthermore the visual aids are
the devices that help the teacher to clarify, establish, and correlate and co-ordinate
precise conceptions, understandings and appreciations and support the teacher to make
learning more interactive, encouraging and significant.
13
2.5 Comparison Between Journal And Existing Apps
Learning
style
Author Overview Method
Visual Ghulam
Shabiralyani
Visual aids are tools that
make an issue or lesson
clearer or easier to
understand.
Pictures, models, charts, maps,
videos, slides, real object etc.
Aural
Abbas
Pourhossein
Gilakjani,
Seyedeh
Masoumeh
Ahmadi.
Discover information
through listening and
interpreting information
by means of pitch,
emphasis and speed.
Narrators and music.
Verbal Prasanthi
Pallapu
Verbal learners get more
out of word-written and
spoken application.
Write, speaks.
Physical
Abbas
Pourhossein
Gilakjani,
Seyedeh
Masoumeh
Ahmadi.
Individual with
kinaesthetic learn best
with and active ‘hands-
on’ approach
Interaction with the physical
world.
Application Developer Overview Function Advantages Disadvantages
Visual
Anatomy
Lite
Education
Mobile
A simple
app that
contains
human
anatomy
from
muscles
to internal
organs.
Using 2D
and 3D
elements.
Complete
and contains
130 high
resolution
images.
The interface
is not up to
date and not
suitable for
kids. The
details is not
complete.
3D Bones
And Organs
Education
Mobile
(YiangLiang
Ma)
A 3D
apps
about
organs
and
bones.
2D and 3D
elements.
Has a
multiple
region of
body to study
and details
description.
The UI seems
simple and not
really friendly.
Has variety
choices that
unnecessary,.
14
CHAPTER 3
METHODOLOGY
3.1 Introduction
Methodology is a set of practice to guide the development of software or system to meet
the guidelines and requirements. Hence specific methods or procedures are used to
solve problems. It is important to have or use the correct methodology as it is an outlines
the way in which research is to be undertaken. There are a few methodology that can
be used as a framework of the project. As an example Software Development Life
Cycle(SDLC) is a method that commonly used by developer as a guideline. Somehow
SDLC is used for developing system or software that does not require much artwork
such as visual, 3D, animation or anything related to game. Hence, Game Development
Life Cycle(GDLC) is needed because it is more accurate for developing application like
game. The application development is complex and it requires skills to build the
product. Basically there are 6 stages for GDLC which is idea, design, analysis,
development, testing and deployment. All these stages require thorough research and a
lot of times to complete.
Figure 3.1 Software Development Life Cycle
15
Figure 3.2 Game Development Life Cycle Waterfall Method
3.1.1 IDEA & STORY
This is the first step of a cycle. Every project or development needs an idea and
concept of the application. All information are gathered by making some research about
the related application. The weaknesses in the existing apps are listed in order to fix and
improve in this app.
3.1.2 CONCEPTUALIZE & DESIGN
This is the second stage where the design and the concept of the app is roughly
sketch. Everything that needed is written and listed. Moreover, the weaknesses and
flaws that listed at the first stage are used to make an improvement of the design and
concept of the app. The concept comprise all the visual elements such as graphic, text,
animation and art. Every details need to be planned before proceed to the next stage.
16
3.1.3 TECHNICAL ANALYSIS
Before starting the development process, every framework of the application
must be written. For example, the framework of the software used which is Unity 3D
engine. Next is UI system, the framework is that what is the format will be used. 2D
graphic jpeg, png, svd or anything that related to create the UI. the format need to be
lock and must be dynamic because everything is crucial as it going to impact many
factores like FPS, quality, size or resolution of the UI.
3.1.4 DEVELOPMENT
After heavy brainstorming and critical decision, this is the stage where we
combine all programming and visual creativity to create a perfect application.
Furthermore game development requires OOP skills and good design. All the last stages
information and date are implemented in this stage. A lot of times and patience are
required at this stage because everything needs to be created from scratch until it
becomes an application. Not just the visual, audio also plays important element in this
stage where the suitable background music or button music need to be chose.
3.1.5 TESTING
This stage is not the time to play with the finished application yet it is time to
test whether the application is works accordingly or not. If the application is having
some flaws then it needs to be check thoroughly to find the cause of it. The check has
to be detailed. Starting from the input of the user to the output of the application. In
games development, this stage is also known as Beta where it is under testing for bugs
and defects before officially release as a stable version.
17
3.1.6 DEPLOYMENT
Lastly the application is ready to be officially release to public. To make user
aware of this application, ads is created and spread to the user. However, the content of
the ads must be appealing for them. Developer only receive feedbacks from the users
about graphic, audio or interface at the same time fixing the bug on different platform.
18
3.2 SOFTWARE AND HARDWARE REQUIREMENT
This section will show the list of software and hardware involve in development
process.
3.2.1 HARDWARE REQUIREMENTS
Hardware is the important component to develop a project. The Table shows the
list of the hardware used.
HARDWARE DESCRIPTION
Personal Computer Processor : Intel Pentium G4560 @
3.50GHz
Ram : 8 GB
OS : Windows 10 Pro
GPU : Nvidia GTX 1050Ti
Printer Brother DCP-J315W
Smartphone Xiaomi A1
3.2.2 SOFTWARE REQUIREMENTS
Software is the important platform to create a mobile apps or anything related
to it. There are many choice of software but only the best is chosen. The table shows
the list of software used.
SOFTWARE DESCRIPTION
UNITY 2018 Main platform to create a mobile app.
Mozilla Firefox As a tool to do research and finding
materials online.
Microsoft Office 2016 As a platform for documentation and
presentation.
Adobe Illustrator A software use to create visual elements.
Autodesk Maya 2018 Act as a 3D modeller and animator.
19
3.3 PROOF OF CONCEPT
This is the proof of concept MyBody application. It uses animation and
graphical elements for interface. The animation needs to be developed using Autodesk
Maya, the model then get rigged to create movement and every model need to be
detailed. Combination of software is used to create a perfect mobile app. For games, it
might be the hardest as it needs algorithm to scramble words and random the
arrangement of crossword.
20
21
22
3.4 NAVIGATION MAP
Main Menu
Login
Explore
3D anatomy
Play
Level 2
Level 1
Level 3
Score
Quit Setting
23
3.5 ENTITY RELATIONSHIP DIAGRAM
Entity Relationship Diagram Of MyBody
An entitiy relationship diagram(ERD) is a graphic that illustrate the connection
between entities and database. The figure above shows relationship between user and
the game database.
User Game
Level
Login
Has
Score idScore
idquestion
idlevel
24
REFERENCE
1. Ana Homayoun. (2018). Is Your Child Phone ‘Addict’? NewYork: The New
York Times
2. Time4Learning.(2018). Learning Styles.
3. Ghulam Shabiralyani.(2015). Impact of Visual Aids in Enhancing the Learning
Process. District Dera Ghazi Khan: Journal of Education and Practice.
4. Abbas Pourhossein Gilakjani. (2011). The Effect of Visual, Auditory,
Kinaesthetic Learning Styles on Language Teaching. Malaysia : School of
Educational Studies.
5. Seyedeh Masoumeh Ahmadi. (2011). The Effect of Visual, Auditory,
Kinaesthetic Learning Styles on Language Teaching. Malaysia : School of
Language, Literacy and Translation.
25
Task name
SEPTEMBER OCTOBER NOVEMBER DECEMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Idea & Story
-Topic Discussion and
Determination
- Project Title Proposal
Conceptualize & Design
- Proposal writing
- Proposal writing –Literature
Review
- Proposal Progress
Presentation & Evaluation
- Discussion
- Correction Proposal
Technical Analysis - Proposed Solution
Methodology
- Proof of Concept
- Drafting Report of the
Proposal
- Submit draft of report to
supervisor
- Seminar presentation
Development
-Build the application
-Combining skills
Testing
-Test the app
-Fix the bugs
Deployment
-Release to public
Final Report Submission
26
Task name
SEPTEMBER OCTOBER NOVEMBER DECEMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Topic Discussion and
Determination
Project Title Proposal
Proposal writing
Proposal writing –Literature
Review
Proposal Progress
Presentation & Evaluation
Discussion
Correction Proposal
Proposed Solution
Methodology
Proof of Concept
Drafting Report of the
Proposal
Submit draft of report to
supervisor
Seminar Presentation
Correction Report
Final Report Submission