Faculty of Cognitive Sciences and Human Development The Design and Development of Android Mobile Augmented Reality Technology for Kindergarten Science Subject Mohamed Abdulkarim Mohamedali Master of Science 2016
Faculty of Cognitive Sciences and Human Development
The Design and Development of Android Mobile Augmented Reality
Technology for Kindergarten Science Subject
Mohamed Abdulkarim Mohamedali
Master of Science
2016
The Design and Development of Android Mobile Augmented
Reality Technology for Kindergarten Science Subject
Mohamed Abdulkarim Mohamedali
A thesis submitted
In fulfilment of the requirements for the degree of Master of Science (Cognitive
Science)
Faculty of Cognitive Sciences and Human Development
UNIVERSITI MALAYSIA SARAWAK
2016
The project entitled ‘The Design and Development of Android Mobile Augmented
Reality Technology for Kindergarten Science Subject.’ was prepared by Mohamed
Abdulkarim Mohamedali and submitted to the Faculty of Cognitive Sciences and
Human development in fulfillment of the requirements for a Degree of Master of
Sciences (Cognitive Science).
i
DECLARATION
I declare that the work in this thesis was carried out in accordance with the regulations of
Universiti Malaysia Sarawak. It is original and is the result of my work, unless otherwise
indicated or acknowledged as referenced work. This thesis has not been accepted for any
degree or not concurrently submitted in candidature of any other degree.
Name of Student: Mohamed Abdulkarim Mohamedali
Student ID No: 11021724
Degree: Master of Science
Faculty: Faculty of Cognitive Sciences and Human Development
Thesis Title: The Design and Development of Android mobile Augmented Reality
Technology for kindergarten science subject.
Signature of Student:
Date : 27/05/2016
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ACKNOWLEDGEMENTS
My parents deserve special mention for their inseparable support and prayers. They
gave me hope when I needed it the most. Their encouragement to go on is what kept me
going. I would like to express my very great appreciation to my elder brother Moez. I would
not have been able to get here with the ease that I did, for if it were not for him. My fiancé
Maria deservers a special mention as well; her love and persistent confidence in me, has
taken the load off my shoulder during final and the most difficult times of my study.
I would like to express my deep my gratitude to Dr. Ng Giap Weng for his
supervision, advice, and guidance from the very early stage of this research as well as giving
me extraordinary experiences throughout the work. Above all and the most needed, he
provided me unflinching encouragement and support in various ways. I wish to acknowledge
the help provided by Mr. Jubair for his valuable and constructive input during the planning
and development of this research work. His willingness to give his time so generously has
been very much appreciated.
I would also like to express my special thanks, words fail me to express my
appreciation to my mentor Behrang Parhizkar (Hani) who introduced me to augmented
reality, and whose passion for the learning had lasting effect to further my education.
Finally, I would like to thank everybody who was important to the successful
realization of thesis, as well as expressing my apology that I could not mention personally
one by one.
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ABSTRACT
This study focuses primary on the development of Augmented Reality (AR) application,
Kindergarten Science Education Based on Android Mobile Augmented Reality Technology,
aka KSAMART, for early childhood education (ECE) in Malaysia. Secondarily, it attempts to
theorize in general, perception in their context of use, and in particular. Broadly, this work
takes a pragmatic viewpoint to understand what works and solution to problems of adoption
and diffusion of technology in early childhood education. An explanatory sequential
quantitative data collection will be used to addresses the intent of this work. The fruits of this
research include novelty of AR application for ECE in Malaysia, and an original contribution
to research literature in the learned Body of Knowledge in AR and Education. In the first
experiment, a quantitative experiment was conducted to determine the usability of AR
application. Given, students are generally still at early stages of physical and mental
development, teachers are recruited as their surrogates. It is a quantitative experiment.
Participants were administered with usability survey. That survey was sufficiently informed
by the work in usability engineering. Second quantitative experiment is conducted to assess
participants learning with KSAMART. In general, direct results of these experiments hinted
at AR application as a usable application in the context of use, particularly in terms of
learning transfer in kindergarten science education. AR application has an important role in
the processes of adoption and diffusion of technology in early children education in Malaysia.
Keywords: Augmented reality, early childhood education
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Rekabentuk dan Pembangunan Augmented Realiti Teknologi Mudah Alih Android untuk
Subjek Sains Tadika
ABSTRAK
Kajian ini memberi tumpuan utama pada pembangunan aplikasi Augmented Realiti (AR),
Tadika Pendidikan Sains Berdasarkan Android Mobile Augmented Realiti Technologi, aka
KSAMART, untuk pendidikan awal kanak-kanak (ECE) di Malaysia. Tumpuan kedua ialah ia
cuba untuk membuat teori secara umum, persepsi dalam konteks mereka penggunaan, dan
dalam kebolehgunaan tertentu dan pemindahan pembelajaran. Secara am, kerja-kerja ini
mengambil pandangan pragmatik untuk memahami apa yang bekerja dan penyelesaian
kepada masalah penerimaan dan penyebaran teknologi dalam pendidikan awal kanak-kanak.
An berurutan pengumpulan data kuantitatif penerangan akan digunakan untuk alamat niat
kerja ini. Hasil kajian ini termasuk sesuatu yang baru permohonan AR untuk ECE di
Malaysia, dan sumbangan asal untuk maklumat penyelidikan dalam Ilmu Perbadanan AR
dan Pendidikan. Dalam eksperimen pertama, satu eksperimen kuantitatif telah dijalankan
untuk menentukan kebolehgunaan aplikasi AR. Diberikan, murid-murid secara umumnya
masih di peringkat awal pembangunan fizikal dan mental, guru direkrut sebagai
pembantu/pengganti mereka. Ia adalah satu eksperimen kuantitatif. Para responden telah
ditadbir dengan kajian kebolehgunaan, kajian yang telah cukup dimaklumkan oleh kerja-
kerja dalam bidang kejuruteraan kebolehgunaan. Eksperimen kuantitatif kedua dijalankan
untuk menilai peserta pembelajaran dengan KSAMART. Secara umum, kesan langsung
daripada eksperimen ini membayangkan permohonan AR sebagai aplikasi yang boleh
digunakan dalam konteks penggunaan, terutamanya di tern pemindahan dalam pendidikan
sains tadika pembelajaran. permohonan AR mempunyai peranan yang penting dalam proses
penerimaan dan penyebaran teknologi pada awal pendidikan kanak-kanak di Malaysia.
Kata kunci: Aplikasi Augmented Realiti, awal pendidikan kanak-kanak
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TABLE OF CONTENTS
DECLARATION i
ACKNOWLEDGEMENTS ii
ABSTRACT iii
ABSTRAK iv
TABLE OF CONTENTS v
LIST OF TABLES xi
LIST OF FIGURES xiii
CHAPTER 1: INTRODUCTION 1
1.0 Introduction 1
1.1 Motivation 3
1.2 Purpose Statement 4
1.3 Research Questions 5
1.4 Research Objectives of this work 6
1.5 Definition of Terms 6
1.6 Summary 8
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CHAPTER 2: LITERATURE REVIEW 11
2.1 Augmented Reality: The State of Art 10
2.1.1 Augmented Reality 10
2.1.2 Mobile Augmented Reality 11
2.1.3 Impact of Technology on Learning 12
2.1.4 Mobile Learning is Still in Its Infancy 13
2.1.5 A Child at Play is Exercising Freedom Along Five Distinct Axes 13
2.1.6 Affordance Analysis: Design Methodology for matching Learning Tasks
with learning Technology 14
2.1.7 Three Main Affordance of AR 16
2.1.8 Augmented Reality Learning Experience in Language and Communication:
a Parallel Study to This Work 17
2.1.9 IEEE Project: P1589 - Standard for an Augmented Reality Learning
Experience Model (IEEE SA Standard for an Augmented Reality
Learning Experience Model, 2014) 19
2.2 Human-Computer Interaction 20
2.2.1 Designing User Interface for Children 21
2.2.2 AR Interaction Techniques 22
2.2.3 Designing for Usability 23
2.2.4 Usability Evaluation 24
2.2.5 AR Usability Evaluation 25
2.3 Augmented reality SDKS 26
2.3.1 Comparison of Augmented reality SDKS 27
2.3.1.1 ARToolKit 27
2.3.1.2 D'Fusion 29
vii
2.3.1.3 Metaio 31
2.3.1.4 Vuforia 33
2.3.2 Comparative analysis of the augmented reality SDKs 35
2.3.2.1 Tracking ability 35
2.3.2.2 Operating system (OS) support and graphics 36
2.3.2.3 Storage ability 37
2.3.2.4 Documentation support 37
2.3.2.5 Licensing 38
2.3.2.6 Ease of development 39
2.3.3 Analysis of SDK’s 39
2.4 Summary 40
CHAPTER 3: METHODOLOGY 41
3.1 Design Study 41
3.2 Subjects 42
3.3 Location 42
3.4 Materials 43
3.4.1 Pilot Test 43
3.4.2 Usability Test 44
3.5 Equipment 45
3.6 System Design and Development 46
3.7 Procedures 48
3.7.1 Pilot Test 48
3.7.2 Usability Test 49
viii
3.8 Data Collection 50
3.9 Data Analysis 50
3.10 Summary 50
CHAPTER 4: DESIGN AND DEVELOPMENT 51
4.1 Design 51
4.1.1 Designed Task 51
4.1.2 System Layout 52
4.1.3 System Architecture 55
4.1.4 System Specifications 59
4.1.5 Collection of Resources 60
4.2 Development 61
4.2.1 System Development 61
4.2.1.1 Video Capturing 61
4.2.1.2 Image Tracking 62
4.2.1.3 Display Rendering 68
4.2.2 Construction and Modification of Collected Resources 79
4.2.3 Testing 80
4.2.4 System Modification 80
4.3 Summary 81
CHAPTER 5: FINDINGS AND DISCUSSION 82
5.0 Introduction 82
5.1 Results 82
ix
5.1.1 Experimental Results to Test Case Specification Identifier 83
5.1.2 Experimental Results to Pilot Test Questionnaires 94
5.1.3 Experimental Results to Usability Questionnaires 97
5.1.3.1 User Background Information 97
5.1.3.2 Experimental Results to Usability Questionnaires 99
5.1.3.3 Usability reliability and satisfaction of kindergarten science
application 100
5.1.3.4 Overall system Performance of kindergarten science application 106
5.1.3.5 Satisfaction of kindergarten science application 110
5.1.3.6 Additional feedback of kindergarten science application 113
5.2 Discussion 116
5.2.1 Discussion of Results (Section 5.1) 116
5.2.2 Discussion of Methodology 117
5.2.3 Discussion of Literature 117
5.2.4 Discussion of Related Research 118
5.2.5 Discussion of features integrated into the application 118
5.3 Summary 120
CHAPTER 6: CONCLUSION 121
6.0 Overview 121
6.1 Contribution and Significance of the Study 121
6.2 Recommendations for Future Research and Studies 122
6.3 Summary of the Research 123
x
REFERENCES 125
APPENDICES 134
xi
LIST OF TABLES
Table 2.1 Tracking ability comparisons 36
Table 2.2 Operating system support and graphics comparisons 36
Table 2.3 Storage ability comparisons 37
Table 2.4 Documentation support comparisons 38
Table 2.5 Licensing comparisons 38
Table 2.6 Ease of development comparisons 39
Table 3.1 Study Design 41
Table 5.1 Respondents’ successes or failures in performing the pilot testing with the
KSAMART Unit 1 94
Table 5.2 Respondents’ successes or failures in performing the pilot testing with the
KSAMART Unit 2 96
Table 5.3 Background information for Group 2 98
Table 5.4 Smartphone usage information for Group 2 98
Table 5.5 Cronbach’s Alpha coefficient for the questionnaire 99
Table 5.6 Responses to the questionnaires with regards to the Usability 101
Table 5.7 Descriptive statistics for the “Usability” construct 105
Table 5.8 Responses to the questionnaires with regards to performance 106
Table 5.9 Descriptive statistics for the “Effectiveness and efficiency” construct 110
Table 5.10 Responses to the questionnaires with regards to satisfaction 111
xii
Table 5.11 Descriptive statistics for the “User satisfaction” construct 112
Table 5.12 Responses to Question 1 and 2 for Section C 113
Table 5.13 Responses to Question 3 - 7 for Section C 114
xiii
LIST OF FIGURES
Figure 2.1 Situated Vocabulary Learning. Source 17
Figure 2.2 Sample Interface for Situated Vocabulary Learning 19
Figure 3.1 System Development Life Cycle (SDLC) 47
Figure 4.1 Reading a Book 52
Figure 4.2 System Layout 54
Figure 4.3 KSAMART System Architecture 56
Figure 4.4 Android OS Architecture 58
Figure 4.5 A Screenshot of KASMART 63
Figure 4.6 Algorithm KSAMART 64
Figure 4.7 Pseudo Code for KSAMART 65
Figure 4.8 Algorithm for Color Picking Algorithm 66
Figure 4.9 Snippet of Reading Alpha Value of Object 67
Figure 4.10 Texture Mapping of Virtual Object 69
Figure 4.11 3D Model 72
Figure 4.12 Text Rendering on Image 73
Figure 4.13 3D Model Animation 74
Figure 4.14 GUI in KSAMART 75
Figure 4.15 Video Playback after Detect Book Image 76
xiv
Figure 4.16 Audio Playback after Detecting Book Image 77
Figure 4.17 Touch Interaction on virtual object 79
Figure 5.1 Virtual Object in real world 84
Figure 5.2 2D Virtual Object 85
Figure 5.3 Texturing Mapping 86
Figure 5.4 3D Model 87
Figure 5.5 Text rendering on the image 88
Figure 5.6 Series of 3D model Animations 89
Figure 5.7 GUI in mobile kindergarten AR app 90
Figure 5.8 Audio playback after detect the book image 91
Figure 5.9 Screenshot of video playback after detect the book image 92
Figure 5.10 Touch Interaction on virtual object 93
1
CHAPTER 1
INTRODUCTION
This work focuses primarily on the development of an Augmented Reality (AR) application
on the one hand, and secondarily, perception (more specifically, usability and learning
transfer) in the context of use, on the other. Augmented Reality is defined as ‘the fusion of
any digital information within real world settings, i.e. being able to augment one’s immediate
surroundings with electronic data or information, in a variety of media formats that include
not only visual/graphic media but also text, audio, video and haptic overlays’ (Elizabeth,
Anne, Rebecca, Mark, Yishay, & Rhodri, ; 2012).
AR application of this work, namely Kindergarten Science Education Based on
Android Mobile Augmented Reality Technology, aka KSAMART, is targeting at early
childhood education (ECE) in Malaysia. Moreover, it is a prototyped variation of augmented
reality learning experiences (ARLEs) (Santos, Yamamoto, Taketomi, Miyazaki, &
Kato, ;2013 and Learning Technology Standards Committee (2010) (PDF), “Draft Standard
for Learning Object Metadata.” IEEE Standard, IEEE P1484.12.1–2002/Cor 1/D13.) Besides,
it is derived mainly from merging, assimilating and evolving from multi-disciplinary Body of
Knowledge of Augmented Reality, Human Computer Interaction and Education.
1.0 Introduction
There was a large body of literature that studies the development of Augmented Reality
applications. They included (a) the first Augmented Reality system of Sutherland, (1968), (b)
the first Audio Augmented Reality of Bederson, (1995), and (c) the first Mobile Augmented
Reality of Loomis, Golledge, & Klatzky, (1993). These efforts necessarily were seeing AR
2
application as an information processing tool (Orlikowski, & Iacono; 2001), and KSAMART
is taking the same direction.
On the other hand, Veas, Mendez, Feiner, & Schmalstieg, (2011) attempted to
draw target user’s attention to particular objects in the real world without distracting target
users from performing their task. They applied a saliency modulation technique to video.
These researchers were taking a proxy view or value of AR application. In the same vein,
KSAMART is based on Mobile Augmented Reality Technology. It is best conceptualized as
a augmented reality learning experiences (ARLE), an information processing learning tool
with a repository of information that can be searched and manipulated for learning
Kindergarten Science Education in Malaysia.
KSAMART attempts to build and extend earlier works. They include the
works of (a) Evans, Horowitz, Howe, Pedersini, Reijnen, Pinto, Kuzmova1, & Wolfe; (2011)
who described ‘visual attention’ as a set of mechanisms that limit some processing to a subset
of incoming stimuli. Attentional mechanisms shape what we see and what we can act upon.
Moreover, (b) Levinson and Majid (2014) saw language as ‘digital’ compared for example to
the analogue nature of gesture. In addition, (c) Munley, (2012) provided a literature review
on museum-based learning by young children against traditional home and school settings.
Finally, (d) Chi, (2008) saw learning of complex material, such as concepts encountered in
science classrooms, can occur under at least three different conditions of prior knowledge. (i)
A student may have no prior knowledge of the to-be-learned concepts, although they may
have some related knowledge. (ii) A student may have some correct prior knowledge about
the to-be-learned concepts, but that knowledge is incomplete. In this incomplete knowledge
case, learning can be conceived of as gap filling. Finally, (iii) a student may have acquired
ideas, either in school or from everyday experience, that are “in conflict with” the to-be-
learned concepts (conceptual change). This Section is followed by sections for Motivation
3
(Section 1.1), Purpose Statement (Section 1.2), Research Question (Section 1.3), Research
Objective (Section 1.4), and finally Definition of Terms (Section 1.5).
1.1 Motivation
Hwang, G. J & & Tsai, C. (2011) examined 3,995 papers related to Mobile Learning
published in the Social Science Citation Index (SSCI) database from 2001 to 2010 for the
purpose of analyzing the research trend. That included six major technology-based learning
journals, namely the British Journal of Educational Technology (BJET), Computers and
Education (C&E), Educational Technology and Society (ETS), Educational Technology
Research and Development (ETR&D), Journal of Computer Assisted Learning (JCAL) and
Innovations in Education and Teaching International (IETI). Generally, one of their major
finding was that predominant samples of mobile and ubiquitous learning research were
targeted at students of higher education and elementary schools. It follows that research
similar to this kind of study (ECE) was under represented or overlooked.
On the other hand, Bacca, Silvia Baldiris, Fabregat, Sabine Graf, & Kinshuk (2014)
performed a systematic review study of AR and application with a focus on investigating
factors such as: the uses, advantages, limitations, effectiveness, challenges and features of
augmented reality in educational settings. Their work is based on the recommendations of the
Preferred Reporting Items for Systematic Reviews and Meta-Analyses, PRISMA (Moher,
Liberati, Tetzlaff, & Altman; 2009). They located and analyzed 32 studies published between
2003 and 2013 in 6 indexed journals. They found no evidence of AR applications in the field
“Early childhood education” (0%). A possible explanation of this result is that the technology
could not be ready for being used by children since many aspects of interaction, such as the
tracking and use of markers, need to be solved.
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Moreover, Elizabeth, Anne, Rebecca, Mark, Yishay, & Rhodri; (2012) discovered
‘The use of AR in education, and particularly mobile learning, is still in its infancy and it
remains to be seen how useful it is for creating effective learning experiences’. Importantly,
there was a significant need to initiate Mobile Learning in Malaysia (Mohamed Amin &
Embi Norazah Nordin; 2013). Mobile Learning was identified as one of the Critical Agenda
Projects (CAPs) and Key Result Area (KRA) of Ministry of Higher Education (MOHE) of
Malaysia (Mohamed Amin Embi, Norazah Mohd Nordin & Ebrahim Panah; 2013).
Deficiencies in the past literature merit further study and the gap in knowledge must be
fulfilled. Consequently, it is a case for the development of an Augmented Reality (AR)
application, aka KSAMART, for early childhood education in Malaysia. KSAMART, AR
application of this work speaks for itself. Their contents, Kids AR Book @ Unit 1 and Kids
AR Book @ Unit 2 (Appendix 7) were targeting at children of ECE going age group
(henceforth, students), taking into consideration providers of education (henceforth, teachers)
and their parents.
1.2 Purpose Statement
Recall the primary focus of this work is on the development of an Augmented Reality (AR)
application and secondary, perception in the context of use. Taking a pragmatic viewpoint to
understand actions and situations, an explanatory sequential quantitative data collection will
be used to addresses the intent of this work. The researcher collects quantitative data (refer
Research Question One and Research Question Two) and analyzes the results.
5
1.3 Research Questions
In order to narrow focus the above mentioned purpose statement, this study asks:
(a) Research Question One:
How useful is KSAMART?
In this experiment, a quantitative test instrument Test Case Specification Identifier (Appendix
1) was administered to determine the usefulness of KSAMART as an independent variable. It
will be performed by the researcher oneself.
(b) Research Question Two:
How easy is to use and how easy is to learn KSAMART?
In this experiment, quantitative instruments such as (i) Pilot Test Questionnaire (Appendix 2)
administered to ten respondents (Group One), and (ii) Usability Test Questionnaire
(Appendix 5) administered to thirty respondents (Group Two). They will be used to evaluate
and measure the usability of KSAMART, for better understanding of what motivates them to
accept this AR application. Note that given students were at their early stages of physical and
mental development, therefore teachers were commissioned as their surrogates. Usability
studies might be found in papers targeting mobile learning for students of higher education
and elementary schools (Hwang, G. J & & Tsai, C.; 2011); however, little or none usability
studies have been conducted at this level or category, that is studies targeting early childhood
education in Malaysia. A need existed to explore and describe that phenomenon. This work is
novel.
6
1.4 Research Objectives of this work
(a) Objective One:
To develop AR application, KSAMART, see also Section 1.3. (a) Research Question One
above.
(b) Objective Two:
To evaluate and determine usability of KSAMART, see also Section 1.3. (b) Research
Question Two above.
1.5 Definition of Terms
• Augmented Reality (AR) – AR is a technology that enhances the users’ senses by
augmenting a virtual layer on the real world (Aaltonen & Lehikoinen, 2006).
• Smartphone – Smartphone is a mobile phone that offers more advanced computing
ability and connectivity than a contemporary feature phone.
• Multimedia Content – Multimedia means audio/video visuals environment where
audio, video, 3D model, animations, text and such will be included as multimedia content.
• Virtual object – The computer generated graphics especially 3D computer graphics
which uses three-dimensional representation of geometric information. Virtual object can be
developed by using computer programming language.
• Tracking – Image (Marker) can be tracked by the system to overlay virtual objects on
image.
• Interactions – Interactions is a technique to control the virtual objects by hand gesture.
7
• Toolkit- A toolkit is an assembly of tools; set of basic building units for graphical user
interfaces.
• Library- a collection of useful material for common use.
• System- is a set of interacting or interdependent components forming an integrated
whole.
• Effectiveness of the Applications – The users evaluated the features of the application
(Kindergarten kids AR learning application) by performing tasks (refer Appendix 2) and
answering the questionnaires (refer Appendix 3). The effectiveness of the systems was
determined based on the users’ success in completing a list of tasks and the feedback from
answering the questionnaires.
• Efficiency of the Applications – The efficiency of the applications were identified
based on users’ feedback towards the two applications by answering the questionnaires (refer
Appendix 4). The perspective of the users in term of appropriateness of time to generate an
action is used to determine the efficiency of the applications.
• Satisfaction with Applications – Satisfaction with applications were identified based
on users’ feedback towards the application. The users evaluated the features of the
applications by answering the questionnaires (refer Appendix 4) after they performed the
tasks.