KEMAHIRAN HIDUP FORM 1:TYPE OF HAND TOOL
USING AUGEMENTED REALITY
MUHAMAD FIKHRUL EDHAM BIN JAMIL
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH
HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
2020
KEMAHIRAN HIDUP FORM 1:TYPE OF HAND TOOL
USING AUGMENTED REALITY
MUHAMAD FIKHRUL EDHAM BIN JAMIL
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)
WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN,TERENGGANU,MALAYSIA
JANUARY 2020
i
DECLARATION
I hereby declare that this report is based on my original work except for quotations
and citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal
Abidin or other institutions.
____________________________
Name : Muhamad Fikhrul Edham Bin Jamil
Date :
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
_________________________________
Name : Prof. Madya Dr Yousef Abubaker
Mohamed Ahmed El-Ebiary
Date :
iii
DEDICATION
In the Name of Allah, the Most Gracious and the Most Merciful.
Alhamdulillah, I thank God for His grace and grace, I can prepare and
complete this report successfully.
First of all, I would like to thank my supervisor,Prof Madya Dr.Yousef
Abubaker Mohamed Ahmed El-Ebiary because with guidance, the advice and the
thoughtful ideas given g me the opportunity to prepare this report successfully.
In addition, my gratitude is also to my colleagues who share ideas, opinions,
knowledge and reminders. They helped me answer every question that was important
to me in completing this report.
Thanks also to my beloved mother and father always support and motivated
me to prepare for this report for Final Year Project.
I would like to take the opportunity to thank all lecturers of the Informatics and
Computing Faculty for their attention, guidance, and advice in helping and sharing
ideas and opinions in making this report successful.
May Allah SWT bless to all the efforts that have been given in completing this
report.
Thank you.
iv
ABSTRACT
Type Of Hand tool using Augmented Reality(AR) was developed for student form 1
to learn Kemahiran Hidup subject and learning more efficiently in school.Existing
learning methods are changed by AR technologies and using smartphones. This app
may be able to help student form 1 to learn the type of hand tool more interactive and
fun. An addition, this application will uses interactive 3-dimensional(3D) objects,
sound and display info so that students are interested in using this application. ADDIE
method is divided into five main sections, namely the beginning of the analysis
phases, design phases, development phases, implementation phases and evaluation
phases. The use of the ADDIE method ensures that the development of the system
runs smoothly and according to planning.
v
ABSTRAK
Jenis Alatan Tangan Menggunakan (Augmented Reality) telah dibangunkan untuk
pelajar tingkatan satu dalam subjek Kemahiran Hidup supaya dapat belajar dengan
lebih cekap dan berkesan.Kaedah pembelajaran sedia ada diubah oleh teknologi AR
dan menggunakan telefon pintar. Aplikasi ini mungkin dapat membantu pelajar
mempelajari jenis alatan tangan yang lebih interaktif dan menyeronokkan. Selain itu,
aplikasi ini menggunakan objek 3 dimensi interaktif, mengeluarkan bunyi dan
paparan maklumat supaya pelajar berminat menggunakan aplikasi ini. Kaedah
ADDIE dibahagikan kepada lima bahagian utama, iaitu permulaan fasa analisis, fasa
reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Penggunaan
kaedah ADDIE memastikan pembangunan sistem berjalan lancar dan mengikut
perancangan.
vi
CONTENTS
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
LIST OF FIGURES ix
LIST OF TABLES x
LIST OF ABBREVIATIONS / TERMS / SYMBOLS xi
1
INTRODUCTION 1
1.1 Introduction 1
1.2 Background 2
1.3 Problem Statement 3
1.4 Objectives 3
1.5 Scopes 4
Application 4
User (Student) 4
1.6 Limitation of Work 5
1.7 Expected Result 5
1.8 Conclusion 5
6
LITERATURE REVIEW 6
2.1 Introduction for Chatbot 6
2.2 Explanation Technology Timeline 6
2.3 Related Technique 9
Marker based 9
Markerless 10
2.4 Related Product 12
AR Flashcard Animal 12
AR Flashcard Addition 13
AR Flashcard Space 14
2.5 Comparison table of existing product 15
vii
2.6 Comparison table of the existing products with 5 element of multimedia 16
2.7 Conclusion 16
17
METHODOLOGY 17
3.1 Introduction 17
3.2 Methodology Model 18
Analysis phases 19
Design Phase 21
Development phase 23
Implemetation phase 30
Evaluation phase 31
3.3 Framework Design 32
3.4 Hardware and Software Requirement 33
Hardware requirement 33
Software Requirement 34
3.5 Conclusion 34
35
IMPLEMENT AND RESULT 35
4.1 Introduction 35
4.2 Implementation 35
Main Menu Page 36
AR Camera Page 37
How To Play App Page 38
About Page 38
AR marker 39
3D model 39
Platform AR using Unity3D 40
Script Process 41
4.3 Testing 41
Usability Testing 42
4.4 Conclusion 43
44
5.1 Introduction 44
5.2 Project Achievement and Contribution 44
viii
5.3 Problem and Limitation 45
5.4 Future Work 45
5.5 Conclusion 46
REFERENCES 47
APPENDIX 48
APPENDIX I (GANTT CHART FYP 1) 48
APPENDIX II (GANTT CHART FYP 2) 49
APPENDIX III AR MARKER & FEATURES 50
APPENDIX IV SCRIPT PROCESS 56
APPENDIX V QUESTIONNAIRES TYPE OF HAND TOOLS 61
ix
LIST OF FIGURES
Figure Title Page
2.1 Marker Based 9
2.2 Markerless 10
2.3 AR Flashcard Animal 12
2.4 AR Flashcard Addition 13
2.5 AR Flashcard Addition 14
3.1 ADDIE Model 18
3.2 Analysis Phase 20
3.3 Storyboard application 21-23
3.4 Create Marker 24
3.5 Modeling 3D 25
3.6 Texturing 3D 26
3.7 Rendering 27
3.8 Create marker use Vuforia 28
3.9 Building using 3D Unity 29
3.10 Framework Design 32
4.1 Main Menu Page 36
4.2 AR Camera Button 36
4.3 How To Play Button 36
4.4 About Button 37
4.5 Exit Button 37
4.6 AR camera page 37
4.7 Sound Button 37
4.8 Home Button 38
4.9 How To Play page 38
4.10 About Page 38
4.11 Modeling 3D and key frame 40
4.12 Unity3D software 40
4.13 Line Graph 43
x
LIST OF TABLES
Table Title Page
2.1 Comparison table of existing product 15
2.2 Comparison table of the existing
products with 5 element of multimedia
16
xi
LIST OF ABBREVIATIONS / TERMS / SYMBOLS
AR Augmented Reality
ADDIE Analysis, Design, Development, Implementation, and Evaluation
ISD Instructional System Design
1
INTRODUCTION
1.1 Introduction
This section is the introduction to the report for developed system. It will
provide a basic overview of the whole system. This chapter presents about the project
background, problem statement objectives, scope and project planning. Background of
the system discuss about basic information about this system. Problem statements
discuss about related issues of the system. Objectives state all main goal of this
system. The scope shows who are using the system and what the user can do.
2
1.2 Background
Augmented Reality (AR) is a type of interactive, reality based display
environment that takes the capabilities of computer generated display, sound, text and
effects to enhance the user’s real-world experience. Augmented reality combines real
and computer-based scenes and images to deliver a unified but enhanced view of the
world. Augmented reality has many different implementation models and
applications, but its primary objective is to provide a rich audiovisual experience. AR
works by employing computerized simulation and techniques such as image and
speech recognition, animation, head-mounted and hand-held devices and powered
display environments to add a virtual display on top of real images and surroundings.
Kemahiran Hidup Form 1:Type Of Hand Tool is a mobile application that will
helps the user to learn about types and functions of hand tool in Kemahiran Hidup
subject .This application will teachs the user and gives an information about the types
of hand tool by implementing the current technology which is Augmented Reality
(AR).This application will conducts the new students to know about types of hand tool
in Kemahiran Hidup subject in form 1.
3
1.3 Problem Statement
Currently, students nowadays are currently get bored because a reference less
attractive and too much open with the technology so they may not interest too much
for reading a text book or curriculum book. Besides that, Student less understand
about something that they have to learn and know. Unfortunately,student are more
interested learning with technology rather than traditional learning using books.
1.4 Objectives
There are several goals in this project:
1. To study and identify current AR application and type of hand tool.
2. To design interface and to develop type of hand tool of application.
3. To test the effectiveness of mobile application that will help the student.
4
1.5 Scopes
The scope will be explained about the actor who will involve in this system
and what function involved in this system. The main scopes of the system:
Application
The application will shows the object and its information of that tools.Besides
that,when the smartphone pointed to the flashcard,the object will appear in 3
dimensional (3D) with information.Then,the environment of the application is
Android paltform.
User (Student)
This interactive mobile apps can find out the all types of hand tools in form 1
using this application. User can point their smartphones and get information
type of hand tool in this Augmented Reality application. The students can use
this flashcard AR Technology to learn about type of hand tool with an
interesting way. They also can experience to see virtual object appear in real-
world with the animation.
5
1.6 Limitation of Work
The application only available with flashcard of hand tools.Then,17 Flashcard
will be designed according to the Form 1 level curriculum. Besides that, Flashcards
needed for the application to be activited. The application needs a smartphone camera
to scan the flashcard.
1.7 Expected Result
The expected result following the development of the proposed project are the
user User friendly interface. Augmented reality with good interface in this application
that will be seay to use by user.Besides that,effective result in getting information in
using this mobile application.
1.8 Conclusion
With the technological advances of today’s increasingly fast-growing, it is
hoped that this project will help to learn for a student to get gain knowledge.I hope
that this mobile application can help student to learn about type of hand tool and
increase student information with this AR.
6
LITERATURE REVIEW
2.1 Introduction for Chatbot
A literature review is a process of identifying; evaluating and summarizing the
existing body of a complete research that done by a researcher. It can be guideline to
develop a new product so that the new product can provide a better functionality
compared to the existing product. Besides, the research comparison between the
current product and the new developed product is done to overcome the weakness of
the current product.
2.2 Explanation Technology Timeline
In 1968, a Harvard professor and computer scientist by the name of Ivan Sutherland
invented what he called The Sword of Damocles. He invented this first sort of
augmented reality device with his student, Bob Sproull.The Sword of Damocles
featured a head-mounted display that hung from the ceiling. The user would
experience computer graphics, which made him or her feel as though they were in an
alternate reality. This technology may be considered closer to virtual reality than
augmented reality.One of the next big developments in augmented reality was in 1974
by Myron Krueger. The project was called, Videoplace, which combined a projection
system and video cameras that produced shadows on the screen. This setup made the
7
user feel as though they were in an interactive environment.In 1990, a Boeing
researcher named Tom Caudell coined the term “Augmented Reality”.In 1992, Louis
Rosenburg from the USAF Armstrong’s Research Lab created the first real
operational augmented reality system, Virtual Fixtures. A robotic system places
information on top the workers work environment to help with efficiency. This system
could be thought of as an early version of what most AR systems currently do today.In
1994, the first theater production to use augmented reality was created. “Dancing in
Cyberspace” presented acrobats dancing in and around virtual objects on stage as a
piece of art was produced by Julie Martin.In 1998, Sportsvision uses the 1st and Ten
line computer system. This system showed the original virtual yellow first down
marker during a live NFL game. A variation of this virtual first down marker is now a
norm in all televised football games today and is a big part of the augmented reality
history.In 1999, NASA uses a hybrid synthetic vision system that integrated
augmented reality in their X-38 spacecraft. The augmented reality technology was
used to help improve navigation during their test flights.An important advancement in
the augmented reality technology happened in 2000 when Hirokazu Kato from the
Nara Institute of Science and Technology in Japan created and released software
called ARToolKit. Through this software, one could capture real-world actions and
combine it with interactions of virtual objects.
8
Through the use of a camera and the Internet, users experience this augmented reality.
Like many of these inventions from the past, this heavily influenced what we
experience today in all flash-based augmented reality apps. In 2003, the NFL used the
popular Skycam, which was used for aerial views of the field to insert the virtual first
down marker.In 2009, Esquire magazine, in collaboration with Robert Downey Jr.,
uses augmented reality in their print media. By using their software on one’s computer
to scan the barcode on the magazine, the readers can experience augmented reality
content.In this same year, ARToolKit makes augmented reality available to Internet
browsers.Augmented reality has come a long way since its early conception, and the
advancements in the past five years have been even more promising.
9
2.3 Related Technique
Related techniques refer techniques of Augmented Reality already existing and
used until now. This is example of techniques:
Marker based
Figure 2.1 Marker Based
Image recognition is an imperative component of augmented reality systems.
By use of identifying visual markers already embedded within the system, physical
world objects are detected for superimposition of virtual elements. In order for an AR
application to estimate the orientation and position of a camera with respect to the real
world frame, most applications employ a tracking technique known as marker based
augmented reality.This form of tracking was introduced in AR approximately a
decade or so ago. The marker tracking allows the use of a digital image to identify
optical squares or markers and gauge their relative orientation to the camera itself. The
optical square marker usually consists of a black square within a white box of a
10
predefined size. It is the black square which is encoded with the ID of the marker. A
variety of techniques is used which decode the marker by cross-matching with it.
Once you begin using the marker-based augmented reality system with a digital
device, the image of the physical world captured by your camera is converted into a
grayscale image to expedite the image processing algorithm.The algorithm then uses
the image of the camera as well as the decoded marker ID to augment the virtual
object onto the physical world model. By focusing the camera of whichever digital
device you are using to deploy the augmented reality app on the specified markers, the
app is able to retrieve the information stored to display the three-dimensional virtual
object accurately.
Markerless
Figure 2.2 Markerless
11
New advances in the mobile hardware and software technologies led to the
recent introduction of markerless augmented reality. This approach eliminated the
need for 3D object tracking systems, overcoming the interactivity limitations marker-
based augmented reality placed on the range of images encapsulated within the
markers.Markerless augmented reality technique allows the use of any and all parts of
the physical environment as the target or base for the placement of superimposed
virtual objects. Markerless AR depends on the natural features of a surrounding rather
than the fiducial identifying markers. What’s more, some markerless systems have the
ability to extract and store information and characteristics about the environments they
are used on for later usage. When used in smartphones and other digital devices, the
markerless AR system typically makes use of the GPS feature in-built in the device in
order to locate and interact with the available augmented reality resources.Completely
non-invasive, lighter and with a larger capacity for images, the markerless augmented
reality system is now much preferred method of image recognition as compared to the
marker-based counterpart.
12
2.4 Related Product
Related products refer a system already existing and used until now. This is
example of system:
AR Flashcard Animal
AR Flashcards Animal are a new way to interact and make Flashcards more
entertaining for toddlers and preschoolers. This application will rendered 3D animal
and will pop up on the screen. Tap the animal to hear the letter and animal name.
Figure 2.3 AR Flashcard Animal
13
AR Flashcard Addition
AR Flashcard Addition is the application that will Beautiful 3d numbers and
animals that help students solve the equations.Then it also have three different timed
quizzes based on difficulty to test a user or student.User can Tap the screenshot button
to save your pics of the beautiful AR equations.
Figure 2.4 AR Flashcard Addition
14
AR Flashcard Space
AR Flashcard Space is a apllication that can appear planet and solar system.
It will appear on the mobile screen when the object or flashcard is scan with this
application.Virtual button that can play in this application.
Figure 2.5 AR Flashcard Addition
15
2.5 Comparison table of existing product
Table 2.1 Comparison table of existing product
The Table 2.1 describes about comparison of the existing product with
platform, function, method, advantage and disadvantages. This table we will know
comparison each of product.
Product Platform Function Method Advantage Disadvantages
AR Flashcard Animal
Android
/ IOS
phone
Help to
learn type of
animal
Marker
based
Method
The writing
use is easy to
read and clear.
Design not
interactive
Simple
interface
and not
interesting
theme.
AR Flashcard Addition
Android
/ IOS
phone
Help to
increase
addition in
math subject
Creative
learning
with 3D
Augmented
Reality
Marker
based
Method
Easily to read
Interactive
animation
Beautiful 3D
number and
animal.
Button is
to small
and similar
colour.
AR
Flashcar
d
Space
Android
/ IOS
phone
Help build
vocabulary
Display orbit and planet
Marker
based
Method
Easily to read
The model or
object used is
clear and
interesting.
Simple
interface
to attract
user.nclear
sound.
16
2.6 Comparison table of the existing products with 5 element of multimedia
Table 2.2 Comparison table of the existing products with 5 element of multimedia
The Table 2.2 describes about comparison of the existing product with 5
element of multimedia such as Text, Image, Video, Audio and Animation. This table
we will know comparison each of product.
2.7 Conclusion
In this whole chapter, this chapter discusses a product that uses a flashcard in
Augmented Reality.The comparison with the previous research is done so that the
right choice will be selected.In this chapter also is need to compare some of a similar
project or application that have develop by other.
Product Text Image Video Audio Animation
AR Flashcard
Animal
AR
Flashcard
Addition
AR
Flashcard
Space
17
METHODOLOGY
3.1 Introduction
This chapter will explain the details of methodology being used in this project.
The project methodology should systematically solve all the problems arise in the
system analysis to make sure this project complete and working well. It is an
important step of development since it will guide researcher through software
development. After system has been completely developed. It should be tested for
make sure all the objective of the project achieved.
18
3.2 Methodology Model
The model that I will use this system is ADDIE model. The ADDIE model is
important understand if a developer want to develop a successful project. The ADDIE
model has five phase acronyms is Analysis, Design, Development, Implementation,
and Evaluation. ADDIE is an extremely effective tool in training development that
addresses instruction. Most employees have a significant amount of information to
learn in order to become more proficient at their jobs. Therefore, the ADDIE model
should be helpful for many in planning a course of action that would lead to the
successful implementation of a project. When dealing with projects that involve
instruction or steps, the approach fits nicely. In order to ensure effective learning
outcomes from augmented reality (AR) education development, careful planning are
required before the development process begins. ADDIE Instructional Design Model
is used in this mobile AR application development methodology. The ADDIE model
for instructional system design (ISD) is a basic model that can be applied to any kind
of learning solution. The ADDIE model has five steps processes which is analysis,
design, development, implementation, and evaluation.
ANALYSIS
DESIGN
DEVELOPMENT
IMPLEMENTATION
EVALUATION
Figure 3.1 ADDIE Model
19
Analysis phases
The Analysis phase is the foundation for all other phases of
instructional design. During this phase, it must define the problem, identify the
source of the problem and determine possible solutions. The phase may
include specific research techniques such as needs analysis, job analysis and
task analysis. The outputs of this phase often include the instructional goals,
and a list of tasks to be instructed. These outputs will be the inputs for the
Design phase. In this phase, analysis phase need to develop the mobile AR
application. The analysis phase involves are requirement analysis, task
analysis and instructional analysis. Then, the activities involves are identifying
the problem statement, the goals and objectives of the mobile AR application.
This is very important because to developed the users need, existing
knowledge and any other relevant characteristics and also the content of
mobile AR application. All information gathered was used to develop goals
and objective of developing mobile AR application.
20
Analysis Problem
Statement
1. Not interaction
2. Traditional method causes student easily
bored
Objectives 1. To study and identify current AR
application and type of hand tool.
2. To design interface and to develop
type of hand tool application.
3. To test the effectiveness of the
mobile application that will help the
students.
4.
Target
Audience
1. Student form 1 User(Student)
2. Kemahiran Hidup teacher form 1
Content
This project included:
1. Flashcard Of Hand tool
-contains images picture with name of
tool
-used as a marker based for AR
2. Flashcard Of Hand Tool using AR
technology.
-A mobile apps contains 3D model
-Sound
Strategy
Requirement
1. Use 3D model
2. Augmented reality technology
1. Software
-Unity3D
-Vuforia
-Maya3D
2. Hardware
-Laptop
-Mobile phone (Android)
Figure 3.2 Analysis Phase
21
Design Phase
The design phase deals with learning objectives, assessment instruments,
exercises, content, subject matter analysis, and lesson planning and media selection.
The design phase should be systematic and specific. Systematic means a logical,
orderly method of identifying, developing and evaluating a set of planned strategies
targeted for attaining the project’s goals. Specific means each element of the
instructional design plan needs to be executed with attention to details. The developer
need make storyboard book design and application for create a visual map of
application. This can help the developer shape the vision and flow of application.
i. Storyboard Application
Home Page
-User need to click button start to
play.
22
Tutorial Page
-Show the explanation how to use
this application.
About Page
-This page is for thank to who
participated toward the complete
this application.
AR Camera (Before)
-The user need to scan a flashcard
using a camera.
23
AR Camera (After)
-The object will appear in 3D and
user can touch sound button to hear
a sound.
Development phase
The Development phase builds on both the Analysis and Design phase. The
purpose of this phase is to generate the lesson plans and lesson materials. This phase
will develop the instruction, all media that will be used in the instruction, and any
supporting documentation. This may include hardware and software. During the
development phase, the actual course materials are created. A successful development
phase uses the information collected in the analysis phase and the decisions made in
the design phase. The Development phase is the actual production and assembly of the
materials that were developed in the design phase. At this point it is important to
include whoever is responsible for which elements, time schedules, and deadlines. In
this phase, all steps in development of the project are collected, prepared, created and
ready to be tested. In the development phase, instructional designers and developers
create and assemble content assets blueprinted in the design phase. In this phase, the
designers create storyboards and graphics. The project is reviewed and revised
according to feedback.
Figure 3.3 Storyboard application
24
i. Create Marker
Figure 3.4 Create Marker
This is the first step before start build 3d animation models. I must create
markers using Adobe Photoshop CS64. So, the users are need to scan images or
markers on the picture and the 3D animation models automatically pop out on the
mobile phone screen.
25
ii. Modeling 3D
Figure 3.5 Modeling 3D
Figure 3.5 show the developer making the process of modeling 3D animation
models using Autodesk Maya software. The image of the table show as reference to
create 3D animation.
26
iii. Texturing 3D
Figure 3.6 Texturing 3D
Figure 3.6 shows the next process in animating 3d characters which is
texturing. Texturing is the next phase involved while creating 3d animation. It
includes creating a texture from the base, editing an existing texture for reuse. Shading
intensity is to be decided during the texturing phase and textures are developed like
maps and then assigned to a particular scene or model. After finish modeling the
models, the developer needs to find the right texture to wrap the models.
27
iv. Rendering
Figure 3.7 Rendering
Figure 3.7 shows the next process in animating 3d characters which is
rendering. Rendering is the final step in the animating 3d character process. Rendering
is the process of creating an image or sequence of images from a scene.
During rendering, Maya generates a two-dimensional image, or series of images, from
a specific view of a three-dimensional scene, and saves it as an image file.
28
v. Create marker use Vuforia
Figure 3.8 Create marker use Vuforia
The figure 3.8 show that Vuforia is able to recognize and track targets by
analyzing the contrast based features of the target that are visible to camera. The
developer can improve the performance of a target by improving the visibility of these
features through adjustments to the target's design, its rendering and scale, and how
it's printed. The star rating of a target ranges between 1 and 5 stars; although targets
with low rating (1 or 2 stars) can usually detect and track well. For best results, the
developer should aim for targets with 4 or 5 stars.
29
vi. Building environment AR use 3D Unity
The Figure 3.9 shows the unity 3D software. The developer need to setup the
Unity 3D before start using it. This is the platform where to begin build AR
experiences. Next, developer need to create project and create the scenes which is
Navigation, Camera & Light, 3D Object, Physics, Material and Scripts.
Figure 3.9 Building using 3D Unity
30
Implemetation phase
The Implementation phase refers to the actual delivery of the instruction,
whether it's classroom-based, lab-based, or computer-based. The purpose of this phase
is the effective and efficient delivery of instruction. This phase must promote the
students 'understanding of material, support the students' mastery of objectives, and
ensure the students' transfer of knowledge from the instructional setting to the job.
i) Test Run Project
The developer test runs the project herself. This is to ensure that the project
can be used and is running accordingly.
ii) User Test Run
Developer give to the user to test the project and give the feedback before
the presenting the final product. Criticisms and constructive feedback is
taken to be implemented later on.
31
Evaluation phase
This phase measures the effectiveness and efficiency of the instruction.
Evaluation should actually occur throughout the entire instructional design process-
within phases, between phases, and after implementation. Evaluation phases may be
formative or summative.
i) Debug
a) Identify Errors
After done test run, errors that were found by the users should be
identified. Example, glitches and mistakes should be brought to light
for developer to improve the project while also implementing the
feedback by the alpha and beta testers.
b) Find solutions
If once errors have been identified, solutions the error must be done to
solve.
ii) Final product
a) Presentation
The system is ready to be presented and launched for a large audience
to use.
32
3.3 Framework Design
Figure 3.10 above shows the framework design of Type Of Hand Tools.User
able to choose any button in this application.The users need scan any image object for
display 3D object and also press button for display sound of tools.For Admin, Admin
able to update the application for make new design.Admin also able view the response
feedback. The 3DUnity used to create the Augmented Reality application and overall
project and modelling 3D objects.The Vuforia use to create augmented reality. The
Vuforia detects and tracks the features that are naturally found in the image itself by
comparing these natural features against a known target resource database. Once the
Image Target is detected, Vuforia Engine will track the image as long as it is at least
partially in the camera’s field of view.For the best results,you should aim for targets
with 4 or 5 starts.
Figure 3.10 Framework Design
33
3.4 Hardware and Software Requirement
This section will show that the all hardware and software that involve in the
development process. All of these elements are important in the process of
development of the system. List of hardware and software are shown as below:
Hardware requirement
i. Laptop HP Pavilion
To create the sketches for the characters, background and create scripts and
also used for on the go coding and 3D modelling.
Processor : Intel Core i5-7200U CPU @ 2.50GHz UP TO 3.10 GHz
Operating System : Windows 10 Pro – 64 bit
Memory : 4GB RAM
ii. Mouse
For make easy task and faster to click when developing project.
iii. Pen drive
To store the backup file
Storage : 16GB
iv. Printer Canon MP287
To print out the documentation
To print picture dictionary
vi. Android Mobile Phone: Oppo
Used to run and testing the application
34
Software Requirement
i.Unity3D
Used to create the Virtual Reality app and overall project and modelling 3D
object
ii. Autodesk Maya
Used to create 3D object,animation,texture and rendering.
To create augmented reality.
3.5 Conclusion
Methodology is very important in a system development. It helps to make sure
the system develop correctly from phases to phases. In this system, Iterative and
Incremental Model had been chosen as a guide to build system. It also helps to ensure
all the objectives can be achieved. Besides, this chapter also explains the hardware
and software requirements for this system.
35
IMPLEMENT AND RESULT
4.1 Introduction
Implementation and testing are executed for ensuring that system developed
according to user requirement. The process that carried out in this phase involved
building system interface so that the system can function completely and user-friendly
with the help of complete user manual. This phase also a process of defining how the
information system can achieve main objectives of the system before it can be
delivered to user.
In order to achieve the objective of the system, a few of the testing approaches
have been carried out which include unit testing, integration testing and system
testing.
4.2 Implementation
The implementation phase refers to the actual activity of the instruction. The
purpose of this phase is the effective and effective delivery of instruction. This project
is implemented as an Android application by using Unity3D which is integrated with
vuforia developer. Furthermore, this will help developer design, code, test, debug and
36
Figure 4.2: AR Camera Button
execute the main process of the project. This project also used C# language for writing
a script.
Main Menu Page
Figure 4.2 shows the home page for the user. At there is navigation such as AR
Camera, How To Play App, About and Exit. Figure 4.3 show AR Camera button for
go to AR Camera page. Figure 4.4 shows How To Play App button to go to About
App page. Figure 4.5 shows the About button to go to the Credit page. Figure 4.6
shows the Exit button to leave this application.
Figure 4.1: Main Menu Page
Figure 4.3: How To Play Button
37
AR Camera Page
Figure 4.7 shows the AR camera page for the user to play and learn the AR
used. User needs to get a maarket which is flashcard of hand tool. Next, the user can
scan the image using AR Camera and the 3D models will pop out automatically on the
mobile phone screen.AR camera page. In figure 4.8 and 4.9 are a sound and home
button.The button will detect the marker and produce the sound of the object name.
Besides that, figure 4.10 is a Home button for users to back to the home page.
Figure 4.5: Exit Button
Figure 4.7: Sound Button
Figure 4.4: About Button
Figure 4.6: AR camera page
38
How To Play App Page
Figure 4.10 shows the How To Play App page for the user.User can go to the
next page . User can back to the home page when press button back.
About Page
Figure 4.11 shows the About page for the user. User can read a info. User can
back to the home page when press button Home.
Figure 4.10: About Page
Figure 4.8: Home Button
Figure 4.9: How To Play page
39
AR marker
A marker or image target can be anything, as long as it has enough unique
visual points. Images with lots of concerns and edges work well. It designed with the
colorful element using Adobe Photoshop. The image of the object at the center, and
the name of the object so that users can play while spelling the name of the object
correctly. Besides that, Vuforia developer is a website that let the developer check if
the image is a suitable marker and every marker features. A feature is a sharp, spiked,
chiseled detail in the image, such as the ones present in textured objects. The image
analyzer represents features as small yellow crosses. Increase the number of these
details in the image, and verify that the details create a non-repeating pattern. There
are 17 markers based as shown in Appendix III.
3D model
3D modelling is the process of developing a mathematical representation of
any surface of an object (either inanimate or living) in three dimensions via
specialized software. The product is called as a 3D model. It can be displayed as at
two-dimensional image through a process called 3D rendering or used in a computer
simulation of physical phenomena. This project created a 3D model using Autodesk
Maya included with the animation and texture as shown in figure 4.13. Furthermore,
some models also download from website page name Free 3D model. The 3D model
was built with texture and animation.
40
Platform AR using Unity3D
This module is an application development process of Type Of Hand Tools
with AR and it uses Unity3D software and it uses C # language.
Figure 4.11: Modeling 3D and key frame
Figure 4.12: Unity3D software
41
Script Process
The next setting is some of the programs that play a role in this application.
Among of them are DefaultTrackableEventHandler, Ar Camera,Click Sound,Data
Target and Rotate Object which are all done in Microsoft Visual Studio 2017
software. All the programs have been developed to set up the Type Of Hand Tools
with AR application process to make a decision in terms of menu switching, the
choice of markers that will display 3D objects. Because using the Unity3D app as a
platform in this development process, the program must be done using Microsoft
Visual Studio software before it will be enclosed in the work file that has been
created.Firstly,DefaultTrackableEventHandler is interfaced for handling trackable
state changes.Secondly,Ar camera script to load a scene to open a camera to scan an
image.Then,Click sound script is for mange sound button of application. Besides that,
DataTarget are enable display visual graphic button and add sound to each button.
Lastly, RotateObject are enabled object to rotate automatically when scanning
marked. The script process as shown in Appendix IV.
4.3 Testing
Testing is one of an important phase in the development of the project. This
phase works to test the system or application whether it fully function or vice versa. In
this phase, there is three types of testing to test the application which is unit testing,
integrate testing and system testing. Unit testing is carried out to verify the
functionality of specific section code. Integration testing is to an exposed defect in the
application interfaces and interaction between module.
42
Usability Testing
Usability testing is a way to see how easy to use something is by testing it with
real users. Users are asked to complete tasks, typically while they are being observed
by a researcher, to see where they encounter problems and experience confusion. If
more people encounter similar problems, recommendations will be made to overcome
these usability issues. Therefore, usability testing is a method used to evaluate how
easy an application is to use. The tests take place with real users to measure how
usable or intuitive an application is and how easy it is for users to reach their goals.
There are 5 questions for the user as shown example question in Appendix IV. The
following are the results of the survey calculated as shown in Figure 4.15. Figure 4.15
shows the line graph of the questionnaire that provided 5 responses from users.
Question 1 to 5 is at the average level. It can be seen the question 5 has the highest
level, which application can help a student to gain knowledge. Furthermore, the
responses give good feedback about the website but as we can see the lowest level is
about question 3 which this application gives beneficial to student especially form 1.
Overall, we can see a clear upward trend of the new widely used technologies that can
reflect the effectiveness of education for the interactive learning concept children.
43
Figure 4.13: Line Graph
4.4 Conclusion
In this chapter of implementation and testing, it is been describe and show all
the user interfaces in the application. It can act as a guide for the new user about how
can they use the application. Testing also an important part to ensure that all the
functionality achieved and run smoothly. Maintenance should be carry from time to
time to check whether there are any bugs detected. This phase will repeat to ensure the
error can be minimized and the application will be optimized.
4.63
5 5
4.4
4.7
4.1
4.2
4.3
4.4
4.5
4.6
4.7
4.8
4.9
5
5.1
The interface in thisapplicationinteresting?
All button in thisapplicationfunction?
This applicationgives beneficial to
student?
This application canhelp student learnand know about
type of hand tools?
This application canhelp student gainmore knowledge?
Questionaire Type Of Hand Tools
44
CONCLUSION
5.1 Introduction
In this chapter, the contribution of Type Of Hand Tools with Augmented
Reality, problem and limitation during project development as well as the future work
in order to improve the application itself will be discussed.
5.2 Project Achievement and Contribution
Type Of Hand Tools with Augmented Reality is an application for learning.
By using this application, user having fun with scanning display interactive 3D model
with animation.Furthermore, it is very convenient to use because the user only just
needs to be download on the play store and can use them without any internet
connection.
45
5.3 Problem and Limitation
There are a few problems and limitations that occur throughout the
development of this project. Firstly, this application scanning one image only. It
cannot make two or more scanning and it will not be working. This application must
need light source when scanning an image. It c. Furthermore, the user needs the latest
smartphone to play this application. Besides that, the limitation is this application only
available on the Android platform only.
5.4 Future Work
Type Of Hand Tools with Augmented Reality still need an improvement and
upgrade in the future. There is some suggestion that can be made in order to upgrade
the application to be more efficient in the future. The suggestion is adding more
flashcard type of hand tools and other related topics. Besides that, this application can
be installed in Android only so the user can play their smartphone. I hope that this
application may help student and teacher to learn about type of hand tool.
46
5.5 Conclusion
As a conclusion, Type Of Hand Tools with Augmented Reality is the application that
focuses on a recommendation about know words each image inside the house to teach
for the student. ADDIE model has been used in this application to analysis, design,
development, implementation and evaluation of the suitable category or type of
mobile devices for user’s daily life. The storyboard interface design that included in
this report can also act as a guideline for a user.
47
REFERENCES
Serin, H. (2017). Augmented Technologies in the education: AR apps. Journal of
Educational Sciences & Psychology, 7(2).
Rambli, D. R. A., Matcha, W., & Sulaiman, S. (2013). Fun learning with AR
alphabet book for preschool children. Procedia computer science, 25, 211-219.
Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning.
In Handbook of research on educational communications and technology (pp.
735-745). Springer, New York, NY.
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995, December).
Augmented reality: A class of displays on the reality-virtuality continuum.
In Telemanipulator and telepresence technologies (Vol. 2351, pp. 282-293).
International Society for Optics and Photonics.
48
APPENDIX
APPENDIX I (GANTT CHART FYP 1)
ACTIVITY
WEEK
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 a draft of the
report to supervisor
Seminar Presentation
Correction Report
Final Report
Submission
49
APPENDIX II (GANTT CHART FYP 2)
ACTIVITY WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Project Meeting
with Supervisor
Project Development
Proposal Progress
Presentation & Evaluation
Project
Development
Project Testing
Final Year Project
Format Writing Workshop
Project Testing
(continued)
Submit Draft
Report and
Documentation of the project
Preparation for
Final Presentation
Final Presentation
and Panel's
Evaluation
Final Thesis
Submission and
Supervisor's Evaluation
50
APPENDIX III AR MARKER & FEATURES
Marker Features
51
52
53
54
55
56
APPENDIX IV SCRIPT PROCESS
i) Trackable EventHandler
57
ii) AR Camera
58
iii) Click Sound
59
iv) dataTarget
60
v) RotateObject
61
APPENDIX V QUESTIONNAIRES TYPE OF HAND TOOLS
No Question Strongly
Disagree
Disagree Neither Agree
Nor Disagree
Agree Strongly
Agree
1 The interface in this
application
interesting?
1 2 3 4 5
2 All button in this
application function?
1 2 3 4 5
3 This application gives
beneficial to student?
1 2 3 4 5
4 This application can
help student learn and
know about type of
hand tools?
1 2 3 4 5
5 This application can
help student gain
more knowledge?
1 2 3 4 5