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1 AR ISLAMIC SCHOLAR NUR SAADAH BINTI SAARI BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITY SULTAN ZAINAL ABIDIN 2020

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  • 1

    AR ISLAMIC SCHOLAR

    NUR SAADAH BINTI SAARI

    BACHELOR OF INFORMATION TECHNOLOGY

    (INFORMATICS MEDIA) WITH HONOURS

    FACULTY OF INFORMATICS AND COMPUTING

    UNIVERSITY SULTAN ZAINAL ABIDIN

    2020

  • i

    DECLERATION

    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 University Sultan Zainal

    Abidin or other institutions.

    Name: NUR SAADAH BINTI SAARI

    Date: 2 JAN 2020

  • ii

    CONFIRMATION

    This is to confirm that:

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

    Name: MADAM IRMA SHAYANA

    BINTI SAMADEN

    Date: 2 JAN 2020

  • iii

    DEDICATION

    In the name of Allah, the Most Gracious and Most Merciful.

    First and foremost, I thanked Allah for granting me continuous strength, motivation and

    patience in successfully dealing this project from the start till the complete process. I

    thanked my supervisor, Madam Irma Shayana binti Samaden for her knowledge in

    guiding me throughout whole process, my dear parents, Saari bin Husin and

    Moonafizad binti Muhamad for understanding me in working up the project and a lot

    thanks to other lecturers and coursemates under same faculty for aiding me in pointing

    out any deficiency in this project to make it worth in the end.

  • iv

    ABSTRACT

    AR Islamic Scholar is an interactive application which is developed for building

    interaction in teaching and learning with combination of unlimited elements of

    multimedia in real time as initiative for teenagers to enjoy learning history about Islamic

    Scholar and their contribution on various field of knowledge. Development of AR

    Islamic Scholar application use Autodesk Maya – 3D computer graphics software for

    modelling three main 3D models: picture frame, scroll and book; and animation.

    Unity3D – cross-platform game engine for developing AR application and Vuforia – an

    augmented reality software development kit for mobile devices. The methodology used

    is an interaction design lifecycle model consisting of four activities: identifying needs,

    (Re) design, build an interactive version (prototype) and evaluate. For future plan, the

    development for AR Islamic Scholar will be updated with more elements of multimedia

    such as video, images, audio and sound.

  • v

    ABSTRAK

    AR Islamic Scholar adalah aplikasi interaktif yang dibangunkan untuk membina

    interaksi dalam pengajaran dan pembelajaran dengan gabungan unsur multimedia yang

    tidak terhad dalam masa nyata sebagai inisiatif untuk remaja menikmati keseronokan

    mempelajari sejarah tentang Ilmuwan Islam dan sumbangan mereka dalam pelbagai

    bidang pengetahuan. Pembangunan aplikasi AR Islamic Scholar menggunakan perisian

    grafik komputer ‘Autodesk Maya’ - 3D untuk memodelkan tiga model 3D yang utama:

    bingkai gambar, skrol dan buku; serta animasi. ‘Unity3D’ - enjin permainan silang

    platform untuk membangunkan aplikasi AR dan ‘Vuforia’ - kit pembangunan perisian

    realiti yang diperkembangkan untuk peranti mudah alih. Metodologi yang digunakan

    adalah model kitaran hayat reka bentuk interaksi yang terdiri daripada empat aktiviti:

    mengenal pasti keperluan, reka bentuk (semula), membina versi interaktif (prototaip)

    dan menilai. Untuk perancangan masa depan, perkembangan untuk ‘AR Islamic

    Scholar’ akan dikemas kini dengan lebih banyak elemen multimedia seperti video, imej,

    audio, bunyi dan animasi interaktif.

  • vi

    TABLE OF CONTENTS

    Page

    DECLERATION i

    CONFIRMATION ii

    DEDICATION iii

    ABSTRACT iv

    ABSTRAK v

    TABLE OF CONTENTS vi

    LIST OF TABLES viii

    LIST OF FIGURES ix

    LIST OF APPENDICES x

    CHAPTER 1 INTRODUCTION 1

    1.1. Introduction 1

    1.2. Background 1

    1.3. Problem Statement 2

    1.4. Objective 3

    1.5. Scopes 3

    1.6. Limitation of Work 3

    1.7. Milestone 4

    1.8. Expected Result 4

    1.9. Conclusion 4

    CHAPTER 2 LITERATURE REVIEW 5

    2.1 Introduction 5

    2.2 Related Product 5

    2.2.1 Book 5

  • vii

    2.2.2 Electronic Source 6

    2.2.3 Virtual Flash Card 6

    2.2.4 Mobile Application 7

    2.3 Comparison table of multimedia element among existing product 7

    2.4 Comparison table of advantages and disadvantages among existing product 8

    2.5 Conclusion 8

    CHAPTER 3 METHODOLOGY 9

    3.1 Introduction 9

    3.2 Interaction Design Lifecycle Model 9

    3.2.1 Identifying 10

    3.2.2 Designing 11

    3.2.3 Prototyping 15

    3.2.4 Evaluation 15

    3.3 Hardware and Software Requirement 16

    3.3.1 Hardware requirement 16

    3.3.2 Software requirement 16

    3.4 Conclusion 17

    REFERENCE 18

    APPENDIX 20

  • viii

    LIST OF TABLES

    TABLE TITLE PAGE

    Table 1 Gantt Chart 4

    Table 2 Comparison table of multimedia element among existing product 7

    Table 3 Comparison table of advantages and disadvantages among existing product 8

    Table 4 Vuforia Rating 14

  • ix

    LIST OF FIGURES

    FIGURE TITLE PAGE

    Figure 1 Book Cover 5

    Figure 2 PDF Cover 6

    Figure 3 Quizlet website 6

    Figure 4 Application Interface 7

    Figure 5 Interaction Design Lifecycle Model 10

    Figure 6 Framework 11

    Figure 7 Storyboard Application 12

    Figure 8 Storyboard Marker 13

    Figure 9 Modelling 13

    Figure 10 Texturing 14

    Figure 11 Unity 3D Project 15

  • x

    LIST OF APPENDICES

    APPENDIX TITLE PAGE

    A Appendix 1 – 28 Okt 2010 20

    B Appendix 2 - 25 Aug 2019 21

  • 1

    CHAPTER 1

    INTRODUCTION

    1.1. Introduction

    This section provides a basic overview of the whole developed system. This chapter

    presents the project background, problem statement, objectives, scope and project

    planning. The project background discusses about the basic information regarding this

    system. The problem statements mention about related common issues of the system.

    The objective will be focused as the main goal of this system. The scope shows the user

    who will be using this system and what they can gain with.

    1.2. Background

    Augmented reality (AR as abbreviation) is recognised globally for use in education

    as learning and teaching app, while in Malaysia, it is still new and has been implemented

    in several subject such as science, astronomy, mathematics and language. It is still

    considered rare for Islamic study despite some had implement this new technology in

    ‘tajwid’, ‘ibadah’, ‘sirah’, ‘aqidah’ and jawi that has transformed them into new

    interactive way as Islamic learning and teaching app.

    By making embedded ‘marker’, through an AR application, educational reading

    materials such as flash card and book has transform the dull in traditional way into

    active learning process. Being an interactive application with its elements of

    multimedia such as text, image, video, audio, sound and animation, those had been

    superimposed into user’s real time environment, thus this project choose AR Handheld

    as AR feature to reach the user, seeing that almost everyone has smartphone as personal

    belonging.

  • 2

    This project focus on using benefits of AR for its visualization experience (makes

    virtual object look nearer to reality along with objects’ properties as in real world),

    interaction and movement (quality of AR innovation that enable to interact with virtual

    object in real time and give them accessibility to control learning material) and proved

    for being useful in learning (gives frailty feeling which is the rule impact learning as

    matter of exploration that raise positive impacts and motivation level for inactive and

    dull understudies).

    Known that AR has potential as best learning immersion that permits users to keep

    control how they see the virtual in the present reality around them which comes with

    flexibility of sighting the expected by moving around the virtual object in real time. It

    has certain trademark to control or control virtual protests and view them in alternate

    points of view (Billinghurst, 2002). Thus, it is clear that AR Islamic Scholar will be

    using this AR technology as an interactive application for educational purpose to people,

    especially young teenagers about great, humble people who gave their time for their

    career, learning and discovering new knowledge for the sake of civilization.

    1.3. Problem Statement

    With such good adaption towards educating with augmented reality, it would be

    wise to take first action on educate about Islamic Scholars using this new technology.

    Sadly, there are none application developed to educate about Islamic Scholar by using

    augmented reality beside common mobile application. Learning about Islamic Scholar

    are considered as part of history whereas the subject history itself is very unlikeable

    among teenagers. They found the dull hardly appreciate the significant of history and

    that can be changed by using augmented reality as alternative for interactive learning

    approach. In addition, most people do not realize how much contributions that these

    Islamic Scholar had made in various fields. Thus, making development of an

    augmented application about Islamic Scholar will preserve history of contributions from

    these iconic scholar in the future.

  • 3

    1.4. Objective

    The objectives of the AR Islamic Scholar are:

    1. To identify the capabilities of augmented reality that surpassed other forms of

    media in education.

    2. To design AR Islamic Scholar with element of interactive multimedia as

    interactive learning approach.

    3. To evaluate the system functionality of AR Islamic Scholar application.

    1.5. Scopes

    The main scope of the system is put into two categories as mentioned below:

    1. Admin

    The admin responsible on managing the application and scheduling maintenance

    of the application as well as updating new version with better performance.

    2. User

    AR Islamic Scholar is developed for main target, teenagers aged 13 to 17 years old,

    especially those with low interest in history. This application can be installed into

    smartphone by android user only.

    1.6. Limitation of Work

    There are several limitation and constraints throughout the development and usage of

    AR Islamic Scholar using embedded marker on flashcards and a board with A4 size.

    1. AR Islamic Scholar is developed as mobile based application.

    2. AR Islamic Scholar is available in android version.

    3. AR Islamic Scholar only enlists selected scholars for each field.

  • 4

    1.7. Milestone

    Table 1 Gantt Chart

    1.8. Expected Result

    At the end of this project, the result that are expected following the development of

    AR Islamic Scholar:

    1. Good evaluation in all aspects such as design, command, etc.

    2. Smooth interaction with 3D object from embedded marker.

    3. Get clear interactive multimedia such as image, text, etc.

    1.9. Conclusion

    In the end of this chapter, AR Islamic Scholar can surely hope to be the first

    augmented reality application developed for educating people about Islamic scholar and

    their contributions from the past. For future plan, the development for AR Islamic

    Scholar will be updated with more elements of multimedia such as video, images, audio

    and sound.

  • 5

    CHAPTER 2

    LITERATURE REVIEW

    2.1 Introduction

    This chapter focuses on literature review on related product regarding Islamic

    scholars in educating about Islamic scholars had gone through various method from

    conventional to new technology. This really aided this final project as a reference to

    the extent to which information on Islamic scholars was spread among people and how

    these products gave benefits towards them. None product about Islamic scholar is

    developed using augmented reality so far.

    2.2 Related Product

    2.2.1 Book

    Figure 1 Book Cover

    This book is published in Indonesia language, with elements of multimedia such as

    texts and images. The font type and size used is pleasant to the eyes. The book cover

    is also attractive. The contents of this book only focuses on the philosophical

    thinking by Ibn Rusyd with deeper discussion on that matter.

  • 6

    2.2.2 Electronic Source

    Figure 2 PDF Cover

    This downloaded PDF is compiled with long lists of Islamic scholar names including

    the contribution they made. There are also many images included. The language

    used is Indonesia. The contents is not professionally organised and plainly-designed.

    2.2.3 Virtual Flash Card

    Figure 3 Quizlet website

    This Quizlet is created by one of its user, SeanTheReckless. People can have fun

    learning by doing all sorts of activities and playing two interactive game made in

    Quizlet. Here, flash card is used as part of activities in the list of study. This Quizlet

    is compiled with several selected Islamic scholars from various field whereas it main

    focus is the information about contributions that these scholar had achieved. People

    can even check their scores in the history of activities. The language used is English.

    https://quizlet.com/SeanTheReckless

  • 7

    2.2.4 Mobile Application

    Figure 4 Application Interface

    This mobile application is developed for educate about famous Muslim scientists and

    their inventions with several numbers of them. The interface design is very simple

    and learnable. This application came with short and clear description of invention

    made by these Muslim scientists along with an image of each of them.

    2.3 Comparison table of multimedia element among existing product

    Product / Element Text Image Audio Video Animation

    SERIAL TOKOH

    PEMIKIRAN ISLAM

    Y Y

    ILMUWAN ISLAM Y Y Y

    CONTRIBUTIONS

    OF ISLAMIC

    SCHOLARS

    Y Y Y Y

    MUSLIM

    SCIENTISTS AND

    THEIR INVENTIONS

    Y Y

    Table 2 Comparison table of multimedia element among existing product

  • 8

    2.4 Comparison table of advantages and disadvantages among existing product

    Product / Detail Source Function Advantage Disadvantage

    ‘SERIAL TOKOH

    PEMIKIRAN

    ISLAM’

    Book

    Physical

    reading

    material

    Using

    suitable font

    for reading

    No

    interactive

    content

    ILMUWAN ISLAM Electrical

    source

    Portable

    reading

    material

    Able to

    benefit

    elements of

    multimedia

    in device

    No

    interactive

    content after

    printed

    CONTRIBUTIONS

    OF ISLAMIC

    SCHOLARS

    Website

    Interactive

    activities

    for

    education

    Has lots of

    fun activities

    involved

    with

    elements of

    multimedia

    Cannot be

    reached

    offline

    MUSLIM

    SCIENTISTS AND

    THEIR

    INVENTIONS

    Play

    Store

    Interactive

    mobile

    application

    Learnable

    with

    elements of

    multimedia

    Limited

    reading

    content

    Table 3 Comparison table of advantages and disadvantages among existing product

    2.5 Conclusion

    In the end of this chapter, it shows lists of related products about Islamic scholar in

    different medium such as book, electronic source, website and mobile application.

    These have been put into comparison for its elements of multimedia, function,

    advantage and disadvantage. After much considering the potential that lies in these

    related product, AR seems to have more outstanding performance for enable to put in

    use all elements of multimedia and proved out as far most being more fun and attract

    attention as learning approach to anyone despite difference in age, gender and

    background.

  • 9

    CHAPTER 3

    METHODOLOGY

    3.1 Introduction

    This chapter will discuss the methodology used for this project and activities that

    will be going thoroughly in application development of AR Islamic Scholar. The

    methodology acts as a guide for the progress go smoothly within the given time, seeing

    that it is part of factor that pinpoint the work task performed by researchers during the

    project’s timeline. Besides that, hardware and software that are required for the process

    of AR application development in this project are also enlisted.

    3.2 Interaction Design Lifecycle Model

    This project use Interaction Design Lifecycle Model as the methodology for AR

    application development. It involves four basic activities with keyword: identify,

    develop, build and evaluate. The methodology has more than usability goals to be

    reached. It focuses more on user experience: goals positive user experience, enjoyable,

    entertaining, fun, aesthetically pleasing and supportive of creativity. Key principles

    that held in this methodology by matching up those with this application development

    mainly on learnability (easily learn how the system works), memorability (easy to

    remember how to use the system), feedback (menus is immediate and selection button

    works smoothly), visibility (user interface enable user to focus on task) and constraint

    (design avoid leading to frustration).

    In order for Interaction Design Lifecycle Model to suits well as methodology for

    this AR application development, first step should be understand who the users are and

    goals that they expected when using the mobile device. Design reference is a must in

    considering how the user interface should look like as well as alternative design

  • 10

    solutions. Prototyping is a significant part that reflects how the user feedback shown

    on designs at every stages. Issues that found in testing prototypes should be detected

    and solutions will be made to resolve those issues to ensure the expected goals can be

    reached. The Interaction Design Lifecycle Model is shown in figure 3.1.

    Figure 5 Interaction Design Lifecycle Model

    3.2.1 Identifying

    In this activities, identifying needs and establishing requirements should be

    made. Seeing that augmented reality brings much potential as media approach in

    education, this activity will look into needs for user and requirements for elements

    of multimedia that should be implemented into AR application development based

    on comparison shown by related products in Table 2.1 (See page 7) and Table 2.2

    (See page 8). The target user selected in this project is teenagers who have access to

    smartphone and inactive with dull understudies.

    Islamic Scholar is a history and history subject is mostly hate by teenagers due

    to long, boring facts with traditional way of teaching. Common plain way of using

    every elements of multimedia with 2D interaction no longer attracts them to have

    fun learning history, even about Islamic Scholar. Thus, the way of learning and

    teaching with 3D interaction would sparks their interest, moreover this AR has

    transform the future in field of education globally including Malaysia recently.

  • 11

    3.2.2 Designing

    i. Framework

    The framework consists of two-way flow whereas the android user need to install

    AR Islamic Scholar on their smartphone before scanning the embedded marker.

    Database of these embedded marker are kept in Vuforia which acts as AR

    Platform that allows 3D model to appear after the user scan any of embedded

    marker provided.

    Figure 6 Framework

    ii. Complexity Solution

    The elements that matches with the theme of Islamic application that need to be

    designed are thoroughly searched on Google Chrome. Afterward, rough sketches

    are done for illustrating core idea of unique design feature for this AR application.

    Finally, the sketches and searched elements are combined into more clearly image

    using Adobe Photoshop and Adobe InDesign. These images then imported as user

    interface design into Unity3D as well as creating C# scripts using Visual Studio for

    the system to work. Some of the images become the texture for the 3D model in

    Autodesk Maya: picture frame, scroll, 3D book and props.

    iii. User Interface

    The design for user interface is with purpose to make it easy for user to get to know

    what the app is about, how to use the app and aid user to recognise how the selection

    buttons works.

  • 12

    Figure 7 Storyboard Application

    Opening Page

    Show the logo and

    the name of AR

    application

    Loading Page

    Show aayat of al-

    Quran about

    knowledge

    Menu Page

    Show selection

    buttons and name

    of AR application

    Info Page

    Show about the

    app. Close button

    included to close

    the page.

    How-to-use Page

    Instructs with texts

    and images. Home

    button to go back to

    menu page.

  • 13

    iv. Embedded Marker

    The embedded marker is created using Adobe Photoshop CS6 and Adobe InDesign

    CC. There are three marker made in this project. For flash card, user has to place

    it on the base frame. After scanning the marker, user will see 3D objects appears

    on the screen of smartphone.

    Figure 8 Storyboard Marker

    v. 3D Virtual Object

    Figure 9 Modelling

  • 14

    Figure 3.2 shows the process of modelling 3D objects using Autodesk Maya. Here,

    the properties of 3D objects are scale to certain sizes to make them identical as in

    real world.

    Figure 10 Texturing

    Figure 3.3 shows the process of texturing 3D objects using Autodesk Maya after

    done modelling. Textures that was added was firstly designed using Adobe

    Photoshop CS6.

    vi. Create Database of Embedded Marker in Vuforia

    Table 4 Vuforia Rating

    Figure 3.4 shows the rating star for each marker of AR Islamic Scholar application.

    Vuforia make it possible to recognize and track planar images (embedded marker)

    to get 3D objects in real time. The visibility of target’s feature would need to be

  • 15

    changes if the performance is not satisfying, by means good performance must has

    star rating either 4 to 5 stars.

    3.2.3 Prototyping

    Figure 11 Unity 3D Project

    The prototyping will be made in Unity3D to build up the environment for AR

    experiences. C# scripts will be the fundamental in order to make the system works

    with properties in each scene such as Navigation, Camera, Light, 3D object,

    Physics, Material and Animation.

    3.2.4 Evaluation

    This project evaluate the performance of AR application based on proper design,

    command scripting, interaction with 3D model with embedded marker and clear

    interactive multimedia such as image, text, etc. Once error is detected or certain

    aspects found unsatisfying, the steps will return to previous steps in order to solve

    the error. The process of evaluation continue until a satisfying performance is

    obtained.

  • 16

    3.3 Hardware and Software Requirement

    This section enlist the hardware and software that are involved during the process of

    application development. All of those significant items for developing this AR

    application are as follows:

    3.3.1 Hardware requirement

    i. Laptop ACER

    Used to design 2D images (for interface, flash card, marker and model

    texture), for modelling and animating 3D models (frame, table, cloth,

    scroll and book) and create scripts for coding.

    Processor: Intel(R) Core(TM) i5-8250U CPU @1.60GHz 1.80 GHz

    Operating System: 64-bit, x64-based processor

    RAM: 4GB

    ii. Printer

    Used to print out documentation and pictures (Flash card and Marker)

    iii. Harddisk

    Used to store data as backup file

    Storage: 1 Terabytes

    iv. Android Xiaomi Redmi 4X

    Used to run and testing the performance of application

    3.3.2 Software requirement

    i. Unity3D

    Used to develop Augmented Reality app and interface for android

    application

  • 17

    ii. Autodesk Maya

    Used as platform for modelling and animating 3D models

    iii. Vuforia

    Part of Unity3D

    Used to detect and tracks the marker of images. For best result, the

    target should gains 4 to 5 stars.

    3.4 Conclusion

    Methodology is significant in application development to ensure the system runs

    well. In this chapter, it showed that Interaction Design Lifecycle Model is suitable as

    guide in building the AR application. Aside that, this chapter also explained and enlists

    hardware and software requirement for the AR application development to build the

    system.

  • 18

    REFERENCE

    1. AlFurqon. (2017). Ilmuwan Muslim. Retrieved from

    https://kupdf.net/download/ilmuwan-muslim_58e7aafadc0d60656dda97fe_pdf

    Accessed on 11 September 2019.

    2. KingApps. (2017) Muslim Scientists and Their Inventions. Retrieved from

    https://play.google.com/store/apps/details?id=com.kingzapps.muslimscientists

    andtheirinventions. Accessed on 11 September 2019.

    3. Rapia'e, Muhammad & Khaliludin, Nur & Junit, Muhammad & Sobri, Nur.

    (2016). Encouraging People to Learn Islam in a New Interactive Way Using

    Augmented Reality (AR). Nova Journal of Engineering and Applied Sciences.

    5.10.20286/nova-jeas-050104. Retrieved from

    https://www.researchgate.net/publication/310314814_Encouraging_People_to

    _Learn_Islam_in_a_New_Interactive_Way_Using_Augmented_Reality_AR.

    4. Saforrudin, Norabeerah & Badioze Zaman, Halimah & Ahmad, Azlina. (2012).

    Usage Concepts of Augmented Reality Technology in Islamic Study. Global

    Journal Al-Thaqafah. 2. 15-22. 10.7187/GJAT102012.02.01. Retrieved from

    http://www.gjat.my/gjat062012/gjat1020120201.pdf.

    5. Billinghurst, M. 2002. Augmented Reality in Education. Seattle WA: New

    Horizons for Learning - Technology in Education. Retrieved from

    http://scholar.google.com.my/scholar_url?url=http://www.academia.edu/downl

    oad/4810740/ar_edu.pdf&hl=en&sa=X&scisig=AAGBfm1N8LeiyprF3yQ70N

    2vYjeelw43Iw&nossl=1&oi=scholarr.

    6. Andre, Andre & Dinata, Hendra. (2018). Interaction Design to Enhance UX of

    University Timetable Plotting System on Mobile Version. IOP Conference

    Series: Materials Science and Engineering. 407. 012174. 10.1088/1757-

    899X/407/1/012174. Retrieved from

    https://www.researchgate.net/publication/327907730_Interaction_Design_to_

    Enhance_UX_of_University_Timetable_Plotting_System_on_Mobile_Version

  • 19

    7. Arkib Orang Muda Buta Sejarah! – Lampiran (2010) Retrieved from

    studentsrepo.um.edu.my. Accessed on 18.December 2019.

    8. Tidak kenal sejarah buat orang muda jiwa kosong. (2019) Retrieved from

    bharian.com.my/berita/nasional/2019/08/599979/tidak-kenal-sejarah-buat-

    orang-muda-jiwa-kosong/amp. Accessed on 18.December 2019.

  • 20

    APPENDIX

    Appendix A Appendix 1 – 28 Okt 2010

  • 21

    Appendix B Appendix 2 - 25 Aug 2019