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AR NATIONAL FLAGS USING AUGMENTED REALITY MUHAMMAD FARIS BIN SHAFEE BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA JANUARY 2020
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Page 1: New AR NATIONAL FLAGS USING AUGMENTED REALITY · 2019. 12. 30. · termasuk pendidikan, doktoral dan lain-lain. Teknologi yang digunakan dalam pendidikan terutamanya dalam pendidikan

AR NATIONAL FLAGS

USING AUGMENTED REALITY

MUHAMMAD FARIS BIN SHAFEE

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH

HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA

JANUARY 2020

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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.

NAME: MUHAMMAD FARIS BIN SHAFEE

DATE: 02 JANUARY 2020

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CONFIRMATION

This is to confirm that:

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

_______________________________________

NAME: DATIN DR. AZIM ZALIHA BINTI

ABD AZIZ

DATE: 02 JANUARY 2020

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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 who

have inspired me and give me opinion and motivation to finish this project. Not forget to my

supervisor, Datin Dr. Azim Zaliha Binti Abd Aziz and my fellow friends from Bachelor of

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

finish this project.

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ABSTRACT

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

expanded into many fields including educational, doctoral and others. 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 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 appearance of AR National Flags Using

Augmented Reality, these children can use technology properly. Additionally, this interactive

flashcard also provides an opportunity for these children to interact with technology in

exploring about the national flags around the world. 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 and explore. In conclusion, this project can help children gain the knowledge about

national flags around the world.

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ABSTRAK

Pada masa kini, penggunaan teknologi semakin meningkat dan berkembang dalam

kehidupan manusia. Penggunaan teknologi telah berkembang menjadi banyak bidang

termasuk pendidikan, doktoral dan lain-lain. Teknologi yang digunakan dalam pendidikan

terutamanya dalam pendidikan awal untuk kanak-kanak adalah menambah pengetahuan dan

membantu pendidik mengajar dengan lebih berkesan. Walau bagaimanapun, banyak sekolah

masih kurang alat bantuan pembelajaran yang membantu pelajar dalam pengajian mereka.

Oleh itu, pembelajaran menjadi membosankan dan sukar. Oleh itu, dengan kemunculan AR

Bendera Kebangsaan (National Flags) Menggunakan Realiti Terimbuh, kanak-kanak ini boleh

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

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

bendara kebangsaan diseluruh dunia. Objektif projek ini adalah untuk menyediakan alat

bantuan pembelajaran yang berkesan untuk pelajar selain menyediakan peluang untuk kanak-

kanak ini mempelajari dan menggunakan teknologi AR (Augmented Reality) pada usia muda

mereka. Di samping itu, projek ini juga dapat memberi manfaat kepada ibu bapa dan guru

dalam mengajar kanak-kanak dengan lebih berkesan. Pelbagai unsur multimedia disediakan

dalam Aplikasi AR ini dengan tujuan menarik kanak-kanak untuk belajar. Kesimpulannya,

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projek ini dapat membantu kanak-kanak belajar dengan lebih berkesan dalam menerokai dan

mengetahui bendera kebangsaan diseluruh dunia.

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CONTENTS

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v-vi

CONTENTS vii-xi

LIST OF TABLES xi

LIST OF FIGURES xii

LIST OF ABBREVIATION xiii

LIST OF APPENDICES xiv

Pages

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CHAPTER I INTRODUCTION

1.0 Introduction 1-2

1.1 Background 2

1.2 Problement Statement 3

1.3 Objectives 3

1.4 Scopes 4

1.5 Limitation of work 5

1.6 Expected Result 6

1.7 Activities, Milestones (Gantt Chart) 7

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CHAPTER II LITERATURE REVIEW

2.0 Introduction 8

2.1 Explanation Technology Timeline / Research 9-13

2.2 Related Techniques 14

2.2.1 Marker-based 14-15

2.2.2 Markerless 15-16

2.3 Related Product 17

2.3.1 AR Flag 17

2.3.2 Flag of India AR 18

2.3.3 Flag of The Worlds 19

2.3.4 AR Flashcards Animal Alphabet 20

2.4 Comparison table of the existing products with 5 elements of

multimedia

21

2.5 Summary 22

CHAPTER III METHODOLOGY

3.0 Introduction 23

3.1 Methodology Model 24

3.1.1 Analysis 25

3.1.2 Design 25

3.1.3 Development 26

3.1.4 Implementation 26

3.1.5 Evaluation 26

3.2 Hardware and Software Requirements 27

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3.2.1 Hardware requirement 27

3.2.2 Software requirement 28

3.3 Development Methodology 29

3.3.1 Analysis Phase 29-31

3.3.2 Design Phase 32

3.3.2.1 Conceptual Model 33

3.3.2.2 Flowchart 34

3.3.2.3 Storyboard 36

3.3.2.3.1 Home page 36

3.3.2.3.2 Select Continent Page 37

3.3.2.3.3 Credit page 37

3.3.3 Development Phase 38

i. Create Marker 39

ii. Modelling 3D 40

iii. Texturing 3D 41

iv. Randering 42

v. Create Marker Using Vuforia 43

vi. Building environment AR Using 3D Unity 44

3.3.4 Implement Phase 44

3.3.4.1 Test Run Project 45

3.3.4.2 User Test Run 45

3.3.5 Evaluation Phase 45

3.3.5.1 Debug 45

3.3.5.2 Final Product 46

3.4 Framework Design 46

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3.5 Summary 47

LIST OF TABLES

TABLE TITTLE

PAGE

1.1 Gantt Chart 7

2.1 Comparison table of the existing products with 5 elements

of multimedia

21

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Marker-based 14

2.2 Markerless 15

2.3 AR Flags 17

2.4 Flag of India AR 18

2.5 Flag of The Worlds 19

2.6 AR Flashcards Animal Alphabet 20

3.1 ADDIE Model 24

3.2 Content of Flashcards Pictures AR 30

3.3

3.4

3.5

Analysis Phases

Conceptual Model of The Application AR

Flowchart of Flashcards Pictures AR

31

33

35

3.6

3.7

3.8

Home page

Select Continent Page

Credit

36

36

37

3.9 Create Marker 39

3.10 Modelling 3D 40

3.11 Texturing 3D 41

3.12 Rendering 42

3.13 Create marker using Vuforia 43

3.14 Unity 3D Software 44

3.15 Framework Design 46

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

AR Argumented Reality

3D Three dimensional

FYP Final year project

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LIST OF APPENDICES

APPENDIX TITTLE

PAGE

A Appendix -

B Appendix -

C Appendix -

D Appendix -

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CHAPTER I

INTRODUCTION

1.0 Introduction

Children nowadays are not expose to the knowledge about national flag around

the world. Most of them did not have any interest to learn more about national

flags as there are no interesting factors. Another factor is the teachers are still

comfortable using traditional methods of teaching learning in the classroom.

Therefore, augmented reality (AR) is one of the supporting system methods that

could help to enhance the children’s interest in learning particularly about

national flags around the world.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

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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.

1.1 Project Background

Flashcard is a card that have words, numbers or pictures and these are used to

help children in learning about the subject. Augment reality (AR) flashcards are

a new way to interact with children’s and preschoolers in exciting environment.

When a mobile device is pointed at the printed flashcard, a beautifully rendered

3D flags will pop up on the screen. Since traditional learning method is found

to be less interactive, additional tools should be included in order to increase

children’s attention.

The flash card contains illustrative objects with words which could help the

mind’s developinent of the children in recognizing AR National Flags

appropriately. This flash card is believed to be suitable for kindergarten and

primary school level. This augmented reality application only focus on the

knowledge about national flags including their national anthem.

In this project, the application is developed using the AR technology in the flash

card. The flash cards contain image of several national flags of countries that

have been randomly chosen. To the best knowledge of the author, there are no

augment reality (AR) learning about national flags available in the world. In this

proposed project, augment reality (AR) is used to achieve this goal.

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1.2 Problem Statement

Currently, children have less interest to learn and explore the national flags

around the world. This happens when teaching and learning method during

kindergarten and primary school is limited and traditionally delivered to the

children. Despite traditionally classroom, massive development of technology

has driven those children towards screen-based learning method. Therefore,

augmented reality (AR) is seen as one of the tools that could help to enhance the

children’s interest.

1.3 Objective

The objective of AR National Flags are:

i. To design AR National Flags and makes learning materials more fun by

using Augmented Reality (AR).

ii. To develop flash card and mobile application that enable users to learn

with augmented reality technology and also 3D model.

iii. To evaluate the functionalities of augmented reality of National Flags.

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1.4 Scopes

The scope is divided into two, which are target user and system application. For

the target user, everyone who is interested in AR can used it but more focus to

kindergarten and primary school especially to the kids between 3-10 years old.

Reason to set the age range until 10 years old is because the content develop in

this project are simple, there could have higher level of content for children

above the age range.

As in system application, only five nation of each five continent is randomly

chosen. This application only focuses on mobile device. The chosen flag is

shown in 3D virtual graphical image. National anthem is included as the

background of music while user is displayed with the flag’s detail. For instance,

meaning of each colors and symbols in each flag will be explained as general

knowledge to the children.

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1.5 Limitation of work

There are several limitations and constraint that occurred throughout the

development of this flash card picture. These problems and limitations in

conducting this study are:

i. Platform using android only (Android Oreo 8 Above).

ii. Marker based technique using augmented reality (AR).

iii. The users need a smartphone to start playing the augmented reality.

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1.6 Expected Result

The expected result following the development of the proposed project are

follows:

i. By using the Application, This AR National Flags apps can be used at

any angle.

ii. This AR National Flags Also have National Anthem

iii. This AR National Flags will cover five continent and the five countries

of each continent.

iv. This AR National Flags also will help children to gain knowledge about

the flags.

v. The application is expected to be implemented in mobile based

environment where user is able to explore this application using

technique marker of augment reality (AR).

vi. This application can give new experience to the children in exploring

flag’s around the world by using augmented reality (AR) technique.

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1.7 Gantt Chart

Table 1.1 Show Gantt Chart

Week

Activity

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Topic discussion and

determination

Project Title proposal

Proposal writing Introduction

Proposal writing Literature

Review

Proposal progress

presentation & evaluation

Discussion correction proposal

& proposed solution

methodology

Proposal solution

Methodology

Proposal solution &

methodology (continue)

Proof of concept

Drafting report of the

proposal

Submit draft of report to

supervisor

Seminar presentation (final)

Correction report

Final report submission

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CHAPTER 2

LITERATURE REVIEW

2.0 Introduction

In the literature review, the future of the AR National Flags application will be

discussed, which includes the description and previous research of the application issue

contrasting the current applications and the solution method used by applications.

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2.1 Explanation Technology Timeline / Research

2.1.1 The Current Trends of Augmented Reality in Early Childhood Education.

Augmented reality is a variation of virtual environments or virtual reality as it

is more commonly called. It can be defined as a system that allows real and

virtual objects to coexist in the same space and be interact in real time. This

technology has been widely used especially in medical, training, military,

advertising, and entertainment. In these recent few years, augmented reality

gains a lot of attention among researchers in educational field due to its great

features and advantages in enhancing teaching and learning. The features of the

technology which according to Wu et al, 2012, enables students to learn content

in 3D perspectives, ubiquitous, collaborative and situated learning, learners’

senses of presence, immediacy and immersion, visualizing the invisible and

bridging formal and informal learning. By having these features, augmented

reality has created a new way of learning, and making learning experience

become more fun and engaging.

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2.1.2 Mobile Augmented Reality

Augmented reality (AR) as an emerging technology in the mobile computing

domain is becoming mature enough to engender publicly available applications

for end users. Various commercial applications have recently been emerging in

the mobile consumer domain at an increasing pace. According to the Tobias H.

Höllerer Steven K. Feiner ,2004, The technique used is the Mobile AR

application. The advantages are augmented reality (AR) and wearable

computing are rapidly growing fields, as exemplified by the soaring number of

research contributions and commercial developments since the mid-1990s and

the disadvantages is it will take more time for mobile augmented reality (AR)

to reach the computing mainstream.

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2.1.3 Marker Based Augmented Reality

A marker is a piece of paper with black and white markings. This is used to

display the augmented object on your mobile phone’s screen. Marker-based

augmented reality uses a camera and a visual marker which determines the

centre and range of its spherical coordinate system. Once the marker is present

one can view augmented objects. The author Anuroop Katiyar, Karan Kalra

and Chetan Garg, 2015, says, the technique used is augmented reality and

mobile augmented reality. The advantages of Marker Based Augmented Reality

is the result is that an image can be viewed, even live, on a screen and digital

assets are placed into the scene at the location of the markers and for the

disadvantages is limitations on the types of augmented reality markers that can

be used are based on the software that recognizes them.

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2.1.4 Marker Based Augmented Reality Using Android

Augmented Reality or AR is an emerging technology in which one’s perception

of the Realtime environment is enhanced by superimposing computer-generated

information such as graphical, textual, or audio content, as well as objects onto

a display screen. The proposed application is an android mobile based

application which will be compatible with all the existing and upcoming

versions of the operating system. The idea is to allow the user to view the virtual

object in the real world using a marker-based Augmented reality system. Based

on article Mr. Raviraj S. Patkar, Mr. S. Pratap Singh and Ms. Swati V. Birje,

2013. The author also refers to the technique used such as augmented reality,

Android, marker, and operating system. For the advantages of marker based

augmented reality using Android are low cost devices as compared to the costly

head mounted display devices and user don’t need not buy product and then see

how it will suit with environment. For the disadvantages is marker based

augmented reality using Android usually have low screen dimensions and

resolution.

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2.1.5 Scaffolding A Conceptual Support for Personalized Arabic Vocabulary

Learning Using Augmented Reality (AR) Enhanced Flashcards.

According to Zainuddin, N., Sahrir, M. S., Idrus, R. M., and Jaafar, M. N, 2016,

Technology Enhanced Learning (TEL) research has increasingly focused on

emergent technologies such as Augmented Reality (AR), game and mobile to

improve self-motivation and self-engagement of the learners in an appealing

hybrid learning environment. This paper describes the development process of

an augmented reality (AR) enhanced flashcards for non-native students of

University Sains Islam Malaysia (USIM) in scaffolding the memorization and

retention of basic Arabic vocabulary through the inclusion of personalized

learning using an application known as Aurasma. The study involved 24

elementary-level students in USIM and data collection was conducted by

observing the students’ response and understanding in using the AR enhanced

flashcards for personalized Arabic vocabulary learning. Findings indicated that

the AR enhanced flashcards help in scaffolding the knowledge regarding the

Arabic vocabulary learning. Furthermore, the findings showed that the AR

enhanced flashcards facilitate the process of Arabic vocabulary personalized

learning. The study showed that the augmented reality could be considered as

one of the personalized learning platforms that can be used to help students in

memorizing certain information and maintained their knowledge of Arabic

vocabulary, and creating novel sentences by using the target vocabularies more

than half of the time.

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2.2 Related Techniques

Related techniques refer techniques of Augmented Reality already existing and used

until now. This is example of techniques:

2.2.1 Marker-based

Based on the figure 2.1 below, 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.

Figure 2.1 Marker-based

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 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.

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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.

2.2.2 Markerless

Based on figure 2.2 below, The advances in the mobile hardware and software technologies

led to the recent introduction of markerless augmented reality.

Figure 2.2 Markerless

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

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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.

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2.3 Related Product

2.3.1 AR Flag (in Android Play Store)

The AR Flag was developed by Munfarid. AR Flag is augmented reality (AR) allowing

the user to place a virtual flag anywhere. This AR flag only focus on two national flag

such as UAE And Bahrain and it also have multimedia element such as animation in

this application. The platform used is marker less and android devices. For the

disadvantages, this AR Flags complicated to use because user need to look up phone

on top to display this AR and there is no sound.

Figure 2.3 AR Flag

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2.3.2 Flag of India AR (in Android Play store)

The Flag of India AR was developed by VisionAugma Pvt Ltd. This augmented reality

flag only have one national country that is India. To use this augmented reality

application, just open the application and focus on paper or image of the flag. After

that, the flag flying on top of the print with a video of the India’s first republic day

celebration will be pop up. Second function is when the user focuses the camera on

paper printout, animated flag will appear when focused on the paper printout and video

will play on printout. The platform used is Marker based and for and Android devices.

Figure 2.4 Flag of India AR

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2.3.3 Flag of The Worlds (in Android Play store).

The Flag of the worlds was developed by Funanduseful.com. This application is not an

augmented reality application but more to education quiz of children learning on

memorizing about flags. This application has 195 capital of country flags. This

application also makes children to learn about world geography from world map and

flags. The platform used is mobile device and problem that found is this application

doesn’t have augmented at all.

Figure 2.5 Flag of the worlds

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2.3.4 AR Flashcards Animal Alphabet

AR Flashcards Animal Alphabet developed by Peak Reality, LLC. AR Flashcards are

a new way to interact and make Flashcards more entertaining for children and

preschoolers. With AR Flashcards, learning the Alphabet will be fun. When you point

your device at the printed flashcard a beautifully rendered 3D animal will pop up on

the screen. Tap the animal to hear the letter and animal name. The platform used is

Marker based and for IOS and Android devices.

Figure 2.6 AR Flashcards Animal Alphabet

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2.4 Comparison table of the existing products with 5 elements of multimedia

The Table 2.2 below 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.

Product Text Image Video Audio Animation

AR Flags

✓ ✓

Flag of

India AR

✓ ✓

Flag of The

Worlds

✓ ✓ ✓

AR

Flashcards

Animal

Alphabet

✓ ✓ ✓ ✓

Table 2.1 Comparison table of the existing products with 5 elements of multimedia

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2.5 Summary

In this whole chapter, this chapter discusses a product for flags learning to develop an

augmented reality. This chapter also discussed the technique used in the new system

and the technique used in the previous research articles and journal. The comparison

with the previous research is done so that the right choice will be selected.

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CHAPTER 3

METHODOLOGY

3.0 Introduction

This chapter will describe the methodology concept in application development. It will

explain step by step on developing the application and how to develop it. For the AR

National Flags, it will be following by step that has been designed from start until finish

and we using ADDIE method.

ADDIE is an acronym for the five stages of a development process that stand from

Analysis, Design, Development, Implementation, and Evaluation. The ADDIE model

relies on each stage being done in the given order but with a focus on reflection and

iteration. The model gives streamlined, focused approach that provides feedback for

continuous improvement.

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3.1 Methodology Model

The model that will be used in this system is ADDIE model. The ADDIE model is

important to understand if a developer want to develop a successful project. The

ADDIE model has five phase which is to 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 might 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 is required before the development process begins. ADDIE Instructional

Design Model is used in this mobile augmented reality (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.

Figure 3.1 ADDIE Model

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3.1.1 Analysis

Analysis is a detailed examination of anything complex in order to understand its nature

or to determine its essential features from a thorough study. Before start developing any

content or training strategies, developer must analyse the current situation in terms of

training, knowledge gaps and etc. First, start with questions to understand the current

situation and to also understand what is the goal. One very common question is: What

is problem statement? find problem that they have and face. Then develop the apps to

solve problems and adds the advantages of the function to be better and more attractive.

Then find Software and hardware requirement used to develop the applications.

3.1.2 Design Phases

The Design phase involves using the outputs from the Analyse phase to plan a strategy

for developing the instruction. During this phase, designer must outline how to reach

the instructional goals determined during the Analyse phase and expand the

instructional foundation. Some of the elements of the design phase may include writing

a target population description, conducting learning analysis, writing objectives and test

items, selecting a delivery system, and sequencing the instruction. The outputs of the

Design phase will be the inputs for the develop phase.

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3.1.3 Development

Development is the act, process, or result of developing after designing the prototype.

Each element of the course should be developed to match the design phase. To develop

the AR National Flags application, developer must know how to use Autodesk Maya,

Unity and other software that used. Then it must have the element of multimedia like

animation and multimedia component like audio, 3D Animation, and etc.

3.1.4 Implementation

Implementation is an act or instance of implementing something like the process of

making something active or effective. Once you have completed and you are satisfied

that are fully tested, it’s time to deploy prototype of AR National Flags application to

the general public that this AR National Flags application exists. The decisions made

in the design phase will influence how this is actually carried out.

3.1.5 Evaluation

Evaluation is the act or result of evaluating. Getting feedback on every aspect like test

functionalities of developing prototype on AR National Flags application is really

important so that can improve and revise the content. A great way to get feedback is to

ask someone to complete surveys at the end of their course. Create questions specific

to the points above but, also encourage people to give feedback in a free text box so

that you are aware of any gaps you may not have thought of.

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3.2 Hardware and Software Requirements

This section will show the 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:

3.2.1 Hardware requirement

(a) The first hardware is laptop, laptop is the important hardware used to create

the sketches for the characters, background and also used to modelling AR

National Flags. The laptop specification needed as below:

- Processor: Intel Core i5-2450M CPU @ 2.50GHz

- Operating System: Windows 10 Pro – 64 bits

- Memory: 4GB RAM

(b) The second hardware is external hard disk, external hard disk is needed to

store backup file if the laptop broken or missing. Storage needed at least

500GB.

(c) The third hardware is printer, printer is needed to print out the

documentation and to print flashcards pictures.

(d) The last hardware is Android Mobile Phone, android mobile phone used to

run and testing the AR National Flags application.

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3.2.2 Software requirement

(a) The first software is Unity3D, Unity3D used to create the Virtual Reality

application also overall project and animate 3D characters.

(b) The Second software is Autodesk Maya. Autodesk Maya used to create 3D

character models.

(c) The third software is Vuforia, Vuforia used to create augmented reality.

(d) The last software is Adobe Photoshop, Adobe Photoshop used to create

sketches of background, characters and poster.

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3.3 Development Methodology

3.3.1 Analysis Phase

In this phase, analysis phase needs to develop the mobile augmented reality (AR)

application. The analysis phase involves are requirement analysis, task analysis and

instructional analysis. Then, the activities involve are identifying the problem

statement, the goals and objectives of the mobile augmented reality (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 augmented reality (AR)

application. The mobile augmented reality (AR) application is developed learning flags

of national countries which the content specifically for children age between 3 to 10

years old. The analysis is also carried out by doing comparison between existing

products that implanted augmented reality (AR) technology in their products especially

in learning object names.

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The analysis is also carried out by doing comparison between existing products that

implanted Augmented technology (AR) in their products especially in learning object

names. Through the analysis, the weaknesses of the existing augmented reality system

can be identified. All information gathered was used to develop goals and objective of

developing mobile augmented reality application. The software and hardware

requirement are also determined in this phase. The flow of analysis phase is shown in

Figure 3.2 and Figure 3.3.

Figure 3.2: Content of Flashcards Pictures AR

National Flags

using AR

technology

Flashcards Picture

using AR

Images and Sound

Mobile AR

Application:

“National Flags

learning using AR

technology”

Scan Flashcards

Digital Picture

and Sound

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Figure 3.3: Analysis Phases

Analysis Problem

Statement

1. Less Interest

2. Massive development of technology has

driven those children towards screen-

based learning method

Objectives

1. To design AR National Flags and

makes learning materials more fun.

2. To develop flash card and mobile

application that enable users to learn

with augmented reality technology.

3. To evaluate the functionalities of

augmented reality of National Flags.

Target

Audience 1. Admin

2. Children

Content

This project included:

1. Flashcards picture

-Contain images picture of flags.

2. Flashcards picture using AR technology

-A mobile apps contain 3D model

-Physical button

-Sound effect of national anthem

Strategy

Requirement

1. Use 3D model

2. Augmented reality

technology

1. Hardware

-Laptop

-Mobile phone (Android)

2. Software

-Unity3D

-Vuforia

-Maya3D

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3.3.2 Design Phase

In design phase, conceptual model, flowchart and storyboard were developed. The

design phase involves the development of the conceptual model for the mobile

Augmented reality application which involves the learning theory, the medium and

Augmented reality technology to be used in the application, the teaching and learning

approach to be implemented and the components involve in this mobile Augmented

reality application.

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3.3.2.1 Conceptual Model

The conceptual model is shown in Figure 3.7. The framework lists the following

components as the important components to be included in the development of

mobile Augmented reality application. They are:

i. Teaching and learning approach

ii. Learning theory

iii. Prototype development

Figure 3.4 Conceptual Model of The Application AR

Physical area

Interface

Physical and digital area

Learning

Theory Cognitivism Constructivism

Teaching and

Learning

Approach

Interactivity in

real time

Intuitive: Hold,

zoom in, zoom out, rotate

Visual

literacy

Prototype SCAN

Digital area

Text, audio, animation,

2D graphic, 3D object

AR multi dimension

environment Multimedia-

Fusion

Graphical

Interface TAR Interface

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3.3.2.2 Flowchart

Flowchart is a diagram that shows the progress flow of system. The application

starts by providing users to click Select Continent button from homepage. Next,

on the main page the users providing to choose Asia button, Europe button,

Africa button South America Button, Oceania button and if want to return to

previous page can click on button Back. The Select Continent button is the most

important button for this application. This button will automatically turn on the

camera on user’s mobile phone. The Select Continent button will give the

opportunities to the users to choose any continent to scan. The user needs to

scan an image that created on the page using the mobile phone camera. In a few

second, a 3D model will pop out automatically on the mobile phone screen and

song of national anthem will be played alongside with the animation of AR

Flags. User can click continent button to choose the continent to see AR Flags.

After that, the 3D image of the flags and sound music of national anthem from

narrative speaker will appear on the application. Then, back button will bring

users directly to the previous page which is making the optional to the users

either to click scan or back button. The technology used is augmented reality

that combined the reality and virtual environment together to make a learning

process become more interesting. The flowchart is shown in Figure 3.8.

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Figure 3.5 Flowchart of Flashcards Pictures AR

Quit

No

Yes

Start

Homepage

Select

Continent

Scan

Flashcard

3D model of national flags and National Anthem

Yes Yes

No

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3.3.2.3 Storyboard

Storyboarding is also a part of multimedia design process. The storyboard

shows the look and feel of the application that will be developed. Some of the

storyboard can be seen in picture below

3.3.2.3.1 Home page

Figure 3.6 the home page is the main page of this application there is 3 buttons

on this page which is Select Continent button, Credit button and Exit button,

user can navigate all of the button assign on this page.

Figure 3.6 Home page

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3.3.2.3.2 Select Continent Page

Figure 3.7 show the Select Continent page, this page show about each flag

arrange based on continental in the world and this page is main activity of this

application where’s most of the engagement happen between user and the AR

function.

Figure 3.7 Select Continent Page

3.3.2.3.3 Credit page

Figure 3.8 show credit page, this page has a brief about of the developer of this

project and the supervisor of this project development.

Figure 3.8 Credit Pag

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3.3.3 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.

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i. Create Marker

Figure 3.9 Create Marker

This is the first step before start build 3d animation models. Created markers

using Adobe Photoshop CS6. On the picture there are pictures of object. So, the

users are willing to scan images or markers on the picture and the 3D animation

models automatically pop out on the phone screen.

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ii. Modelling 3D

Figure 3.10 Modelling 3D

Figure 3.10 show the developer making the process of modelling 3D animation

models using Autodesk Maya software. The image of the table shows as

reference to create 3D animation.

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iii. Texturing 3D

Figure 3.11 Texturing 3D

Figure 3.11 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 modelling the models, the developer needs to find the right texture to

wrap the models.

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iv. Rendering

Figure 3.12 Rendering

Figure 3.12 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.

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v. Create Marker Using Vuforia

Figure 3.13 Create marker using Vuforia

Figure 3.13 show that Vuforia is able to recognize and track targets by analysing

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.

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vi. Building environment AR using 3D Unity

Figure 3.14 Unity 3D Software

Figure 3.14 shows the unity 3D software. The developer needs 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.

3.3.4 Implementation Phases

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.

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3.3.4.1 Test Run Project

The developer test runs the project herself. This is to ensure that the

project can be used and is running accordingly

3.3.4.2 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 are taken to be implemented later on.

3.3.5 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.

3.3.5.1 Debug

i. 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.

ii. Find solutions

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If once errors have been identified, solutions the error must be

done to solve.

3.3.5.2 Final Product

i. Presentation

The system is ready to be presented and launched for a large

audience to use

3.4 Framework Design

Figure 3.15 Framework Design

Figure 3.15 above shows the framework design of Picture Dictionary Inside

House.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.For Admin, Admin able to update the application for make new

design.Admin also able view the response feedback. The Unity 3D used to

create the Virtual Reality application and overall project and modelling 3D

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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 stars.

3.5 Summary

Methodology is very important in a system development. It helps to make sure the

system application develops 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.

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References

• Katiyar, A., Kalra, K., & Garg, C. (2015). Marker based augmented reality. Advances

in Computer Science and Information Technology (ACSIT), 2(5), 441-445.

• Patkar, R. S., Singh, S. P., & Birje, S. V. (2013). Marker based augmented reality using

Android os. International Journal of Advanced Research in Computer Science and

Software Engineering (IJARCSSE), 3(5).

• Zainuddin, N., Sahrir, M. S., Idrus, R. M., & Jaffar, M. N. (2018). Scaffolding a

Conceptual Support for Personalized Arabic Vocabulary Learning Using Augmented

Reality (AR) Enhanced Flashcards. Journal of Personalized Learning, 2(1), 95-103.