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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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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
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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
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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.
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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.
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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.
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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
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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
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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
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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
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LIST OF APPENDICES
APPENDIX TITLE PAGE
A Appendix 1 – 28 Okt 2010 20
B Appendix 2 - 25 Aug 2019 21
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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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
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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.
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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.
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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.
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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
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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
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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.
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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
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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.
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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
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_Learn_Islam_in_a_New_Interactive_Way_Using_Augmented_Reality_AR.
4. Saforrudin, Norabeerah & Badioze Zaman, Halimah & Ahmad, Azlina. (2012).
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Enhance_UX_of_University_Timetable_Plotting_System_on_Mobile_Version
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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.
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APPENDIX
Appendix A Appendix 1 – 28 Okt 2010
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Appendix B Appendix 2 - 25 Aug 2019