learning kit about sun eclipse and moon eclipse …then, lots of love and thank you to my beloved...
TRANSCRIPT
LEARNING KIT ABOUT SUN ECLIPSE AND MOON
ECLIPSE USING AUGMENTED REALITY
HAIZATUL JANNAH BINTI KAMARUSMAN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITY SULTAN ZAINAL ABIDIN
2018
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 : HAIZATUL JANNAH BINTI KAMARUSMAN
Date : …………………...………………………………
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
__________________________
Name : MAIZAN BINTI MAT AMIN
Date : …………...…………………..
iii
DEDICATION
First of all, thank you to Allah S.W.T for His mercy and guidance in giving me the
strength to complete this “Learning Kit about Sun Eclipse and Moon Eclipse using
Augmented Reality” report on time. Even facing with lots of difficulties in completing the
task, I still manage to complete it.
I would like to express my deepest sense of gratitude to my supervisor, Puan Maizan
binti Mat Amin, who offered her continuous advice, idea and encouragement. Thank you
for her effort, guidance, and sacrifice in helping throughout this whole semester.
Then, lots of love and thank you to my beloved parents for their love, endless du’a,
and continuous support through thick and thin during my whole studies. Last but not least,
I would like to thank to my classmates, my friends, and especially to my sisters who never
give up on giving their warm wishes, support and help in completing the task.
Thank you.
iv
ABSTRACT
Learning kit about Sun Eclipse and Moon Eclipse using Augmented Reality is a new idea
to make learning activities be better and exciting in classes especially for primary school
students. It is a should-do project because it can help students to more understanding the
studies. For nowadays primary school students, they are easily boring when study using
traditional approach. They also hard to imagine something that not visualize. They are more
attracted to something digital and have movement. As we can see, they are extremely
interested to gadget such as mobile games. So, if education was implemented in mobile
technologies, it can help students to focus to their studies like they are playing mobile
games. Besides, for sure it can easily to gain interest and focus from students during study.
Learning kit about Sun Eclipse and Moon Eclipse using Augmented Reality was invented
for primary school students especially for standard 6; using Marker-Based Augmented
Reality (AR) technique that include some activities and also science glossaries. Besides, it
also need to create 3D modeling of sun, moon and earth, and create its visual on flashcard.
v
ABSTRAK
Learning Kit about Sun Eclipse and Moon Eclipse using Augmented Reality adalah sebuah
idea baru untuk menjadikan aktiviti pembelajaran di dalam kelas menjadi lebih baik dan
menyeronokkan terutamanya untuk pelajar-pelajar sekolah rendah. Ia adalah projek yang
perlu dibuat kerana ia boleh membantu pelajar-pelajar untuk lebih memahami
pembelajaran. Pelajar sekolah rendah pada zaman ini, mereka mudah bosan ketika belajar
menggunakan kaedah tradisional. Mereka juga sukar untuk membayangkan sesuatu yang
bukan visual. Mereka lebih tertarik dengan sesuatu dalam bentuk digital dan mempunyai
pergerakan. Seperti yang boleh kita lihat, mereka sangat tertarik dengan gajet seperti
permainan telefon mudah alih. Jadi, sekiranya pendidikan dilaksanakan dalam teknologi
telefon bimbit, ia boleh membantu pelajar untuk fokus kepada pelajaran mereka seperti
mana ketika mereka bermain permainan telefon bimbit. Di samping itu, sudah tentu ia
mudah untuk menambah minat dan fokus daripada pelajar ketika belajar. Learning Kit
about Sun Eclipse and Moon Eclipse using Augmented Reality yang dicipta untuk kegunaan
pelajar sekolah rendah terutama sekali pelajar darjah enam menggunakan teknik Realiti
Bertambah Berasaskan Penanda yang melibatkan beberapa aktiviti dan juga glosari sains.
Di samping itu, perlu juga untuk menghasilkan model matahari, bulan dan bumi dalam
bentuk 3 dimensi dan mereka visualnya di atas flashcard.
vi
CONTENTS
PAGE
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
LIST OF TABLES viii
LIST OF FIGURES ix
LIST OF APPENDICES x
CHAPTER 1 INTRODUCTION
1.1 Project Background 1
1.2 Problem Statement 4
1.3 Objectives 5
1.4 Scope 5
1.5 Limitation of Work 6
1.6 Milestones 7
1.7 Expected Results 8
1.8 Chapter Summary 8
CHAPTER 2 LITERATURE REVIEW
2.1 Introduction 9
2.2 About Courseware 9
2.3 Related Works 11
2.4 Summary of Related Works 18
2.5 Existing Application 20
2.6 Comparison of Existing Application 25
2.7 Chapter Summary 26
vii
CHAPTER 3 METHODOLOGY
3.1 Introduction 27
3.2 Methodology Model 27
3.3 Chapter Summary 35
REFERENCES 36
viii
LIST OF TABLES
TABLE TITLE PAGE
1.1 Milestones 7
2.1 Summary of Related Works 18
2.2 Comparison of Existing Applications 25
3.1 Hardware Requirement 33
3.2 Software Requirement 34
ix
LIST OF FIGURES
FIGURE TITLE PAGE
3.1 Analysis Component 29
3.2 Navigation Map 32
LIST OF APPENDICES
APPENDIX TITLE PAGE
A Storyboard 37
1
CHAPTER 1
INTRODUCTION
1.1 Project Background
In education approach, instead of using books there are
many other approach that used to teach students. As example,
Augmented Reality (AR), Virtual Reality (VR) and website. This
study will propose to focus on AR technology.
Augmented Reality is a technology that expands our
physical world, adding layers of digital information onto it and
using 3 Dimensional (3D) modeling and 3D animation as its
appearance. AR is different with Virtual Reality because in VR,
the whole surroundings are seen as man-made 3D environment
but AR does not create the whole artificial environments to
replace real with a virtual one (ThinkMobiles, 2018). It is a
digital information technology that user use it in real time. It use
object in real life that user can scan using their own smartphone
2
and the information will appear in 3D form. Developer also can
add any type of function to show some information on the AR.
Augmented Reality is actually start from 1957 to 1962
when an inventor who was a cinematographer, named Morton
Heilig create an simulator that he called it as ‘Sensorama’ with
visual, vibration and smell. Next, in 1966, Ivan Sutherland found
head-mounted display. In year 1975, Myron Krueger who is a
scientist found a Videoplace that enable user to interact with
virtual object for the first time. (Lazuardy, 2012) That augmented
reality keep bring changes to world nowadays. Besides, there are
four types of augmented reality, which are Markerless AR,
Marker-based AR, projection-based AR and superimposition-
based AR (Singh, 2006). This study will focus on Marker-based
AR.
Learning kit is a device that used to help children in
education for every level of age, plus in this era, education is very
important in live. Based on evolution of technologies today, the
group of information technology researcher can generate new
idea for helping people in education.
This project will develop Learning Kit about Sun Eclipse
and Moon Eclipse Using Augmented Reality (AR-Eclipse) in 3D
form. It come with some features such as audio, text and
animation. It also come with some interactive activities such as
3
showing differences between the both eclipse to attract more
user’s interest and it has science glossaries to increase
understanding among students.
4
1.2 Problem Statement
Today, technology is growing rapidly and it affect the
human mind to use that existing technology and have fun with
that. It also affect the mind of children to use it. Actually, we can
see that current generation are more attracted to gadgets such as
mobile games and not attracted to traditional games. As well as in
learning, children are not particularly interested in learning
methods in class using old methods such as reading the text
books, doing exercise and study from teacher’s slideshow.
In traditional approach only based on text books, it make
learning in class become passive. Many students become easily
boring as they are not too understand what was being delivered
by their teacher. They cannot imagine how things that taught to
them worked as it is not visualize in real life.
Therefore, this project will proposed using AR to assist in
teaching and learning especially for science subject.
5
1.3 Objectives
Objectives of this project are as below:
i. To design AR-Eclipse application.
ii. To develop AR-Eclipse application.
iii. To test the functionality of the proposed protoype.
1.4 Scope
Scope of the proposed project is divide to two, target user and scope
for the application contents.
1.4.1 Target user of the proposed project are:
i. School Teacher
Teaching student about the current subject or sub-topic
using the related type of augmented reality.
ii. Standard 6 student
Study and understand the subject and topic that taught to
them
iii. Parents
Train children to focus on their revision at home in
simple way without need to bring all subject related
books.
6
1.4.2 Scope for the application contents are:
i. AR View
In this AR View contained five types of flashcard that will show sun
eclipse, moon eclipse, moon, sun and earth together with their
descriptions when scanned.
ii. Activities
This content contain three activities which is quiz 1: multiple choice
question, quiz 2: true or false question and pick & match activity.
iii. Glossary (Farhan, 2017)
This glossary involve some database in creating and designing it.
1.5 Limitation of Work
In developing this project, there are a few limitation of work:
1. This application only worked on android only.
2. Only applicable for standard 6 students and above.
7
1.6 Milestones
Milestones is a specific point in time within a project lifecycle used to measure the
progress of a project toward its ultimate goal. Milestones for this project is shown in
Table 1.1.
ACTIVITIES 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 -
Introduction
Proposal
Writing -
Literature
Review
Proposal
Progress
Presentation
& Evaluation
Discussion &
Correction
Proposal
Proposed
Solution
Methodology
Proof of
Concept
8
Drafting
Report of the
Proposal
Submit draft
of report to
supervisor
Seminar
Presentation
Correction
Report
Final Report
Submission
Table 1.1 : Milestones
1.7 Expected Result
At the end of this project, the result are expected as below:
1. This AR-Eclipse application can be used.
2. The prototype of this project can work perfectly.
1.8 Chapter Summary
This chapter will deliver about the early stages about this project development. It
explains more about initially project development process.
9
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
In this chapter, related journal and articles were analysed to find out what are the
weakness of the previous research that can be overcome. Based on the review of literature,
this project will upgrading any weakness of previous research. In this chapter also will do
comparison with any other existing application that maybe have the same or nearly same
with this application. It will decide what to do to overcome other applications.
2.2 About courseware
Courseware is educational material intended as kits for teachers or trainers or as
tutorials for students, usually packaged for use with a computer. Courseware can
encompass any knowledge area, but information technology subjects are most common.
Courseware is frequently used for delivering education about the personal computer and its
most popular business applications, such as word processing and spreadsheet programs.
Courseware is also widely used in information technology industry certification programs,
such as the Microsoft Certified Systems Engineer ( MCSE ) and the Computing Technology
Industry Associaton's A+ examination (Target, 2005). In this project, the courseware added
with augmented reality.
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2.2.1 Augmented Reality
In augmented reality, there are four types, Markerless AR, Marker-based AR,
projection-based AR and superimposition-based AR. For Markerless AR or it also called
as location-based AR because it known as position based AR and GPS based augmented
technology. In projection-based AR, its technology is based on AR projection function
where lights from the device projected on the objects. For superimposition-based AR, the
augmented image can replace the original image, either partially or fully.
This study will focus on Marker-based AR. It also called Image Recognition or
Recognition based AR. Usually, 2D images are used to be the visual marker. The users get
the result when camera reader senses the marker.
The marker-based AR technology is having the following uses:
1. It detects the object in front of the camera and gives information about the detected
object on the screen.
2. It translates the words seen by the camera using Optical Character Recognition
technology and shows them with the translated version.
3. The technology is also useful in education as it can help students to bring their
imagination turned into reality.
In this technology, the position and orientation of the object are calculated first and later
the gathered information is overlaid by the marker. (Singh, n.d.)
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2.3 Related works
A few articles have been studied to analyze and compare to find out what are the
weakness of the previous research that can be overcome. Besides, those articles also used
as references for this project.
2.3.1 Using Augmented Reality for Teaching Earth-Sun Relationships to
Undergraduate Geography Students (Brett E. Shelton, 2002)
In this application-based paper they describe an ongoing research project in which
they utilize AR Toolkit to help teach undergraduate geography students about earth-sun
relationships. As many students have difficulty accommodating spatially related
knowledge involving complex concepts and phenomena. As a result, instructors are
challenged to find new ways of representing spatial systems that are more cognitively
beneficial for student learning. This is a significant issue for teaching and learning in higher
education and is well documented in current scientific research literature.
Traditionally, attempts to address the spatial learning problem have taken a 2D form
in text and illustration, 2D digital media and animations, and most recently with 3D
modeling through desktop interfaces. Numerous studies addressing the problem of
students’ conceptions regarding the dynamics of the earth-sun-moon systems further
substantiate the significance of the spatial learning issue. Their research examines the
advantages of the AR interface for viewing and manipulating 3D objects and how students’
understandings of spatial content change through their physical interactions with virtual
12
objects. We investigated the potential of AR to improve education by studying thirty-four
students enrolled in Geography 205 during summer 2002. The students experienced three-
to-six animated 3D Earth and Sun models using AR. The models were designed to build an
understanding of rotation and revolution, solstice and equinox, and seasonal variation of
light and temperature of the northern and southern hemispheres. The way to use it is the
AR system was set up in one corner of a room dedicated to performing the exercise and
videotaping the students in action. Users wore a lightweight Cy-Visor™ DH-440 head
mounted display (HMD) with a Logitech QuickCam Pro 3000 video camera attached. The
HMD and camera were connected to a computer Pentium 4 1.6 GHz laptop running
Windows XP and AR Toolkit version 2.52 software.
2.3.2 Overview of Smartphone Augmented Reality Applications for Tourism (Zornitza
Yovchevaa, 2012)
Based on this article, a visual AR system enhances or augments the surroundings of
the user with virtual information that is registered in 3D space and seems to coexist with
the real world. Unlike traditional AR devices, such as head-mounted displays (HMDs) and
mobile laptops, smartphones combine all necessary technologies for augmentation in one
small device. This is also the first medium to introduce AR to the mass market which has
enormous potential for tourism. In a typical GPS-based smartphone AR application for
outdoor use, the user points the device towards physical objects in their surroundings. They
then able to see additional virtual information overlaid on top of the realworld camera view
through virtual annotations. The type of content and amount of information within the
13
virtual annotations varies amongst applications and can include video, images, text or
symbols for different types of landmarks. Available data includes descriptions of tourist
attractions, restaurants and monuments. Other useful information, such as WiFi spots,
ATMs, car parks, transportation, local news items, and weather can also be displayed in
AR-view.
Several available applications allow access to geo-coded user generated content,
such as tweets, videos and photos, as well as comments and recommendations about a
place. The complex spatio-temporal behavior of tourists in unfamiliar environments
requires vast amounts of information. AR-enabled smartphone applications can be used to
access personalized (and private), relevant and updated information at any time and place.
The main benefit is that tourists are able to view variable information about an object of
interest that is placed immediately in context but there is still a lack of a wider adoption by
the general public as well as tourists, many of whom prefer more traditional sources of
information, such as, for example, paper-based guidebooks. The full potential of
smartphone AR for Tourism is still not widely explored. Therefore, the aim of this study
was to identify the key challenges that smartphone AR applications pose when used to
access tourism-related information in unfamiliar environments. This study is part of an
ongoing research project that examines the effective design of tourism context-aware
smartphone AR applications for on-site access to geo-tagged content.
The main objective of this study was to explore the benefits and drawbacks of
current smartphone applications in their effort to support tourists roaming in unfamiliar
environments. It was found that when it comes to effective support of mobile on-site needs
of tourists, current smartphone AR applications is to provide access to location-based
14
information, relevant to the immediate surroundings of tourists, enable access to variable
content, which is timely and updated, are flexible in terms of delivering text, video, or
images and provide interactive annotations which are integrated with map-based services
and additional information.
Considering the specific nature of tourism-related applications, several problems
were identified. First, the reviewed applications do not support extensively value-adding
functionalities for mobile tourism applications, such as Context-aware push of information,
m-Commerce, Feedback and Routing. Second, the provided information in virtual
annotations should be adjusted to suit better tourists in unfamiliar environments, providing
more natural and engaging content. Ideally, context-awareness and automatic context-
based filtering of content should be provided.
2.3.3 “Making it real”: Exploring the potential of Augmented Reality for teaching
primary school science (Kerawalla, 2006)
The use of Augmented Reality in formal education could prove a key component in future
learning environments that are richly populated with a blend of hardware and software
applications. However, relatively little is known about the potential of this technology to
support teaching and learning with groups of young children in the classroom. Analysis of
teacher-child dialogue in a comparative study between use of an AR virtual mirror interface
and more traditional science teaching methods for 10-yearold children, revealed that the
children using AR were less engage than those using traditional resources.
15
In this paper they introduce the nature of Augmented Reality: the technology used
and the ways in which it has already been applied to educational contexts. They then
describe an empirical study conducted with 133 children aged 9 – 10 years and their
teachers from five London schools. They focus on a comparison of the dialogue used by
teachers engaged in teaching about the earth, sun and moon using either AR or more
traditional methods. AR has been used to support informal learning in museums and
educational exhibits. However, much of this work has required users to wear a see-through
head mounted display. This is expensive and cumbersome and can lead to problems such
as poor depth perception and discomfort. In an attempt to overcome these problems, the
‘virtual-mirror’ interface uses a computer screen or whiteboard instead of head-mounted
displays.
2.3.4 Augmented Reality in science education – affordances for student learning
(Birgitte Lund Nielsen, 2016)
This paper presents findings related to augmented reality (AR) for educational
purposes, more specifically for Science Education in lower secondary school. When
reviewing research in the field, several researchers emphasize the importance of focusing
on the ways that AR technologies can support meaningful learning more than the
technologies themselves, acknowledging that the use of AR in education is still in its
infancy.
16
The aim is to develop a framework for designing and analyzing AR in science
education based on rich qualitative data provided by expert teachers, researchers and
designers from Denmark, Norway, the UK and Spain.
The human respiration system
This is for the nursing students. This first generation AR app allowed students to
visualize the workings of a set of lungs situated ‘inside ’ a student’s body using marker-
based AR and handheld display. A marker placed on a T-shirt launched a 3D-model of a
set of lungs expanding and contracting to simulate inhalation and exhalation. By orienting
the handheld display, the 3D model could be viewed from different angles, while also
allowing students to zoom in and out.
Augmented Reality Sandbox
The Augmented Reality Sandbox was developed as a hands-on exhibit combining
a real sandbox, and virtual topography and water. The setup of the system consists of a
Microsoft Kinect 3D camera, a computer equipped with a simulation software, and a data
projector. The setup allows the Kinect 3D camera to measure the distance to the sand in
the sandbox, providing data to the computer, which generates a topographic map. The
map is subsequently displayed via the data projector on top of the sand so that the map is
fully aligned with the topography of the sand. As the image displayed on the sand is
updated in real time, when someone makes changes to the sand topography, the overlaid
image is immediately updated. The model also supports water as the display medium.
Users can interact with the AR sandbox by digging in the sand to change the topology, or
they can keep an open hand over the sandbox, which will be perceived by the software as
17
a rain cloud, resulting in virtual rain emerging from the palm. By using AR in this way,
users can experience the relationship between the physical topography of the sand and the
virtual topographic maps.
18
2.4 Summary of related works
Summary for all those article are as shown in table 2.1.
Author
(year) Title Summary Method Discussion
Brett E.
Shelton
Nicholas R.
Hedley
(2002)
Using
Augmented
Reality for
Teaching
Earth-Sun
Relationships
to
Undergraduate
Geography
Students
Utilize AR
Toolkit to
help teach
undergraduate
geography
students about
earth-sun
relationships.
Students
experienced
three-to-six
animated 3D
Earth and Sun
models using
AR.
AR has the potential
to transform
instruction and
learning of complex
spatial concepts and
content. Building on
theory and
development in the
cognitive and applied
attributes of AR, they
used AR to
teach students earth-
sun relationships as
part of an
undergraduate class
curriculum.
Zornitza
Yovchevaa
Dimitrios
Buhalisb
Christos
Gatzidisc
(2012)
Overview of
Smartphone
Augmented
Reality
Applications
for Tourism
A visual AR
system
enhances or
augments the
surroundings
of the user
with virtual
information
that is
registered in
3D space and
seems to
coexist with
the real
world.
GPS-based
AR
Data analysis
Implementing and
developing context-
aware smartphone AR
for tourists is
connected with
undertaking a
number of critical
design decisions. In
view of the lack of
design guidelines and
heuristics for mobile
AR
applications, several
lines of investigation
are worth exploring
further.
19
Author
(year) Title Summary Method Discussion
Kerawalla
Lucinda
Luckin
Rosemary
Seljeflot
Simon
Woolard
Adrian
(2006)
‘Making it
real’:
exploring the
potential of
augmented
reality
for teaching
primary school
science
The focus as
researchers is
in the nature
of the
affordances
and
constraints
offered by
AR
technology to
both learners
and teachers
within the
formal,
schooled
education
sector of the
UK.
Participants
and teaching
sessions
Class teacher
interviews
This study has been
successful in
supporting and
evidencing the
potential
that AR offers to
formal education. The
comparison between
teachers’ use of AR
with
their use of traditional
teaching materials has
illustrated that AR can
be used to help
10 year old children
understand how the
earth and sun interact
in 3D space to give
rise
to day and night.
Birgitte
Lund
Nielsen
Harald
Brandt
Hakon
Swensen
(2016)
Augmented
Reality in
science
education
– affordances
for student
learning
Findings
related to
augmented
reality (AR)
for
educational
purposes,
more
specifically
for Science
Education in
lower
secondary
school.
Delphi
Method
- asking a
cohort of
experts from
the four
countries to
identify and
reflect on
benefits and
challenges
related to the
use of AR in
science
education.
Sampling
Data analysis
A central fnding is
that all three expert
groups referred to the
development of AR
technology for
education as only
being important if
explicitly considering
how the technology is
mediating student
learning of relevant
science content.
Table 2.1 : Summary of Related Works
20
In AR-Eclipse will using a simple technique of augmented reality which is using
Marker-based AR to show how the eclipse happened. Using this marker-based AR will
make the learning process easier for standard six students and also to the teachers.
2.5 Existing application
Several existing applications are referred to compare and make improvements by
overcoming the lack of multimedia elements. Source of those applications are from the
Google Play Store.
2.5.1 Augmented Reality Solar System (MyARgalaxy)
This application developed by lunarexgames.com. It has two modules which are
AR View and Explore Space. The AR View is using marker-based AR but the marker need
to download from the internet and print by self. The Explore Space module is to study about
planets which user can view the shape of others planet in 3D view. There is button for info
21
but if user click on it, the info not appear in the application but will direct user to Wikipedia.
It also has audio that sounds like in the National Science Center.
2.5.2 Earth-Augmented Reality
This application developed by Magic Software. It created using vuforia. It only has
one module which is AR View. It also using marker-based AR and need to download and
22
print the marker by self. It has voice audio which the voice state instruction on how to use
the application.
2.5.3 AR-3D Science
This AR-3D Science is not an outer space view application. It is a learning kit for
Science Stream subject such as Chemistry, Biology and Physics. It developed by Panther
Studio. It has two modules, AR View and 3D View. In AR View, it used marker-based AR
method and the marker need to download and print from the internet. In 3D View module,
it contain 3D models that related with the subject. User can zoom in, zoom out and rotate
the 3D model. For audio, it has music.
23
2.5.4 Science Augmented! Explore AR
Application that developed by Pixel Profundo LLC has five different modules that
related to science. The AR View using marker-based AR and the marker need to download
from the Pixel Profundo website.
24
2.5.5 Solar System Scope
This application show some video animation on the start combine with unique
music. The background of the application not a static background but it can be rotate, zoom
in and zoom out. It show planets on its orbit. When user click on a planet, it will appear the
name of the planet, button encyclopedia and button structure. The encyclopedia button
when clicked will appear description of the planet while the structure button will show
every layer of the planet and its description. In this application does not has AR View.
25
2.6 Comparison of existing applications
The comparison between the existing applications and this project application are
shown as in Table 2.2.
Applications
Augmented
Reality
Solar
System
Earth –
Augmented
Reality
AR-3D
Science
Science
Augmented
– Explore
AR
Solar
System
Scope
AR-
Eclipse
Image Yes Yes Yes Yes Yes Yes
Animation/Video No Yes Yes Yes Yes Yes
Audio Yes Yes Yes No Yes Yes
Text Description Yes No No Yes Yes Yes
AR Method Marker-
based
(Download
marker)
Marker-
based
(Download
marker)
Marker-
based
(Download
marker)
Marker-
based
(Download
marker)
Do not
have
AR
View
Marker-
based
(Using
flashcard)
Table 2.2 : Comparison of existing applications
26
2.7 Chapter Summary
Chapter two discussed about the collection of literature review that had been
reviewed during the feasibility studies. The literature review helps developer to discover
the problem of previous research or applications which needs to overcome in this
application development. Besides, it also can gain understanding about the application that
undergo the development process.
27
CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter will briefly and deeply explain about research methodology that been
used for this project. The function of the methodology is to guide in completing the project
within the given time. There are several method that can be used in augmented reality
project, as example, ADDIE model or production pipeline. In developing of this project,
ADDIE model has be chosen to be the research methodology. Every details in each phase
has been described in this chapter.
3.2 Methodology Model
ADDIE is an acronym for every phase. It is analysis, design, development,
implementation and evaluation. The ADDIE model is basically a generic, systematic, step-
by-step framework used by instructional designers, developers and trainers to ensure course
development and learning does not occur in a haphazard, unstructured way (Castagnolo,
28
2008) This approach is very useful because having stages clearly defined every phase of
developing this project.
3.2.1 Analysis Phase
This phase is the most important phase in ADDIE model. Analysis was done in this
phase to identify the idea and the need for developing the augmented reality application.
During this phase, we define and develop as clear of an understanding of the desired
outcome of the application include of problem statement, objectives, target user,
application contents, limitation of work and requirement as shown in Figure 3.1.
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Anal
ysi
sProblem
Statement
1. Student easily boring when study using traditional approach.
2. Student hard to imagine something that not visualize.
Objectives1. To design AR-Eclipse application.
2. To develop AR-Eclipse application.
3, To test the functionality of the proposed prototype.
Target User1. Primary school teacher
2. Standard 6 student
3. Parents
Application Contents
1. AR View - sun eclipse & moon eclipse
2. Activities - Multiple choice, True or false & Pick and Match
3. Mini Glossary
Limitation of Work
1. Only worked on android mobile only.
2. Only applicable for standard 6 students and above.
Requirement
1. Software
- Autodesk Maya, Unity 3D, Vuforia
2. Hardware
- Laptop & android mobile phone
Figure 3.1: Analysis Component
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3.2.2 Design Phase
In this phase, every information and ideas that gathered during the analysis phase is
reviewed, compiled and visualized to build the project. Each item needs to be designed
and visualized so that the contents and information are easier to reach the user. It also
is to identify and decide the arrangement of topic content, the presentation methods and
the media so that it can simply reach users’ view.
3.2.2.1 Interface Design
To design the interfaces need to use several software such as Adobe Photoshop,
Adobe Illustrator and Adobe InDesign. Interface is as a guide to create the real project.
In designing the interface requires high creativity so that the interface looks appealing
and fits into the theme and the title it brings. In this project, based on the title eclipse,
the interfaces designed with outer space view include the background and the buttons.
3.2.2.2 Develop Storyboard
After designing the interfaces, developing storyboard also an important step and
requires high creativity. The function of developing the storyboard is to show the
change from one interface to another interfaces when the button in interface was
clicked. Storyboard is to make it easier for developers to understand the navigation keys
contained in the project storyboard. The storyboard is as in Appendix A
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3.2.2.3 3D Modeling
3D modeling is the process of developing a mathematical representation of any
surface of an object either inanimate or living, in three dimensions via specialized
software such as Autodesk Maya, Blender and Autodesk 3ds Max. 3D modeling is
creating 3D model that were sketch as 2D. Modeling object need high creativity to
design every detail on the objects. After model has been developed, the next step is
texturing which it needs to put color and texture on the model. The color used is the
original color of the object in the real world as example the sun has reddish orange color
and some white yellowish. The texture is a special effect on the model so that the model
looks more realistic as example the moon has rough and cratered texture.
3.2.2.4 Database Design
Database is an organized collection of data, generally stored and accessed
electronically from a computer system. Where databases are more complex they are
often developed using formal design and modeling techniques. In this project, the
database model is relational model which uses a table-based format. Users can directly
state what information the database contains and what information they went from it,
and let the database management system software take care of describing data structures
for storing the data and retrieval procedures for answering queries. As in this project
involve the database that focus on the mini glossary modul. The new words like
scientific term will be provided to the database along with the meaning. User just can
easily search the word through the mini glossary modul and the meaning of the word
will appear in the table along with image for the word.
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3.2.2.5 Navigation Map
Navigation map is map that represent how the user navigates through the
application. Navigation map for this application is shown in figure 3.2.
Figure 3.2 : Navigation Map
AR-Eclipse
Introduction
AR View
Sun Eclipse with description
(Flashcard)
Moon Eclipse with description
(Flashcard)
Moon with description
(Flashcard)
Sun with description
(Flashcard)
Earth with description
(Flashcard)
Activity
Quiz : Multiple choice
Quiz : True or False
Pick and Match
Mini Glossary
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3.2.3 Development phase
Development phase is developing the application based on the storyboard designed
in the design phase. The application developed using several software to finish this project.
The main software that used is unity3D which it was used to develop the augmented reality
view using some coding which its programming language is C#. It used to give command
of how the augmented reality should work when scan. The next software that used to
develop this application is Autodesk Maya. Autodesk Maya used to modeling the sun,
moon and earth model. Then, the models imported into unity3D for the next process which
is to arrange the position of the model and its environment. In table 3.1 show the hardware
requirement and in table 3.2 show other software that used to develop this project.
Software and hardware requirement
Hardware
Hardware Uses
Laptop To create the sketches for the
storyboard, flashcard design
and create some info related
to AR-Eclipse. Also used for
run the coding and 3D
modelling.
Android Mobile Phone To test and to run the
developed project.
Table 3.1 : Hardware requirement
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Software
Software Uses
Unity 3D
To create the augmented reality
Autodesk Maya
To create the 3D model of sun, moon and
earth
Adobe Photoshop
To design the flashcard, marker-base of
augmented reality
Audacity
To record sound or voice if required
To create and design the database
Table 3.2 : Software requirement
Xampp
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3.2.4 Implementation Phase
In the implementation phase, several tests have been performed on prototypes that
have been developed during the development phase. Tests are conducted from one interface
to another interface to make sure no mistakes occur. If there are errors, it will be corrected
and re-tested until there is no mistake. This phase is crucial to ensure no defects and no
errors in the project that being developed
3.2.5 Evaluation Phase
Every detail in this project need to evaluate including the interface, the storyboard,
the navigation map and all of the prototype. Evaluation phase provides a final review
checkpoint for the project. During this evaluation phase, the supervisor and panels measure
how well the project achieved its goals and provide their feedback.
3.3 Chapter Summary
This chapter discusses the methodology for the application development,
hardware and software required to develop the application. Every phase in the
development follows the project methodology mentioned earlier in this chapter.
Application requirements regarding the hardware and software required to develop the
augmented reality were briefly explained. This chapter also discuss every phase in
ADDIE model which are analysis, design, develop, implement and evaluation. Every
phase were briefly explained in this chapter.
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REFERENCES
1. Birgitte Lund Nielsen, H. B. (2016). Augmeted Reality in science education - affordances for
student learning. Augmeted Reality in science education - affordances for student
learning, 157-174.
2. Brett E. Shelton, N. R. (2002). Using Augmented Reality for Teaching Earth-Sun Relationships
to. Using Augmented Reality for Teaching Earth-Sun Relationships to, 1-9.
3. Castagnolo, C. (2008). Retrieved from The eLearning Site:
http://theelearningsite.com/2011/03/the-addie-model-why-use-it/
4. Farhan. (2017, February 2). Cikgu Grafik. Retrieved from CikguGrafik:
http://www.cikgugrafik.com/2017/02/istilah-sains-tahun-45-dan-6.html
5. Kerawalla, L. L. (2006). 'Making it real': exploring the potential of augmented reality for
teaching primary school science. 'Making it real': exploring the potential of augmented
reality for teaching primary school science, 1-20.
6. Lazuardy, S. (2012, 5 2). KOMPAS.com. Retrieved from
https://tekno.kompas.com/read/2012/05/02/00265964/masa.lalu.kini.dan.masa.depan.
teknologi.augmented.reality
7. Singh, H. (2006, February 23). DEV. Retrieved from DEV: https://dev.to/theninehertz/what-is-
augmented-reality--types-of-ar-and-future-of-augmented-reality--1en0
8. Target, T. (2005, august). whatis.com. Retrieved from whatis.com:
https://whatis.techtarget.com/definition/courseware
9. ThinkMobiles. (2018). ThinkMobiles. Retrieved from ThinkMobiles.com:
https://thinkmobiles.com/blog/what-is-augmented-reality/
10. Zornitza Yovchevaa, D. B. (2012). Overview of Smartphone Augmented Reality Applications
for Tourism. Overview of Smartphone Augmented Reality Applications for Tourism, 1-4.
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APPENDIX A : STORYBOARD
This is the view once the application was opened. It will show the application’s name and
it will appear for a few seconds.
This introduction will appear after the application’s name disappear. There is proof from
Quran about the creation of day and night. There is also voice that reading the sentence.
User can skip by click on the menu button.
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When the menu button was clicked, this interface will appear. This is the modules of this
application. Users can choose which button they want.
The AR View appear as the phone camera. Users need to point the camera to the
flashcard to view the 3D animation of eclipses, sun, moon and earth.
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This interface show when the Activity button on the menu clicked. This application has
three activities.
Before the activity start, there will appear the instruction. This is the instruction for
Multiple Choice activity.
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This interface is the example of question in the multiple choice activity. User need to
choose the correct answer and click the next button on the right bottom for the next
question.
In this interface show the example of other question that consist diagram. This also the
last question and user need to click finish to know the full mark of current activity.
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This interface show the instruction for True or False activity.
This is the example of question in True or False activity. Users can click next button for
the next question.
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This interface also show that True or False activity contain question with diagram. After
finish answering those question, user can click the finish button to show the full marks of
current activity.
This interface show the instruction for Pick and Match activity
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This is the interface for Pick and Match activity. Users can pick the name and match it
with the correct image. The finish button clicked after finish answering the question and
full mark of current activity will appear.
This interface show the Mini Glossary from the module. Users can search any words that
related in this topic and the meaning with its image will appear.