greeting malaysia with augmented reality · 2019. 5. 12. · perayaan-perayaan di malaysia seperti...
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GREETING MALAYSIA
WITH AUGMENTED REALITY
ASMA’ RAIHANAH BINTI MOHD SAIDI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN
2019
GREETING MALAYSIA WITH AUGMENTED REALITY
ASMA’ RAIHANAH BINTI MOHD SAIDI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA
MAY 2019
i
DECLARATION
I at this moment 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.
Signature:
______________________
Name: Asma’ Raihanah Binti Mohd Saidi
Date:
ii
CONFIRMATION
This project report entitled Greetings Malaysia with Augmented Reality prepared and
submitted by Asma’ Raihanah Binti Mohd Saidi, matric number BTDL17047934 and
in my point of view, this project fulfils a condition to be awarded a Bachelor of
Information Technology (Informatics Media) with Honours in Universiti Sultan Zainal
Abidin (UniSZA).
Signature:
______________________
Supervisor: Prof Madya Dr Syadiah Nor
Binti Wan Shamsuddin
Date:
iii
DEDICATION
In the name of Allah, the Most Gracious and the Most Merciful, all praise is only for
Him the documentation and the system for the subject, CSF35104, Final Project 1 is
finished due the time. Never forget to my kind supervisor, Prof Madya Dr Syadiah Nor
Binti Wan Shamsuddin for the valuable idea, time, support, advice, guidance, and ideas
given through the development of research until complete the part of the project in
phase one. Also, I want to dedicate my appreciation to my beloved family that supports
and motivates me during process finishing project. Next, thanks a lot to friends that
willing to lend their hand for finishing the project. Lastly, thank you to everyone who
directly or indirectly involved in the process of making the system and documentation.
iv
ABSTRACT
Malaysia is a multi-cultural society. The main ethnic groups are the native Malays as
well as large populations of Chinese. When visiting the country it is clear that the
ethnicities retain their religions, customs and way of life. Greetings Malaysia with
Augmented Reality (AR) is an interactive mobile application that develops to show
how we celebrate festivals in Malaysia such as Eid, National Day, Chinese New Year
and Ramadhan. This mobile application is applied with augmented reality technology
which allows users to use it more attractive and real when they want to express the
user’s wishes through AR presentation to their relatives and friends instead of using the
paper card. AR is the augmentation of the real world through the addition of
three-dimensional (3D) virtual objects. By implementing the technology of Augmented
Reality, the mobile application will look more attractive and real.
v
ABSTRAK
Malaysia adalah masyarakat yang berbilang budaya. Etnik utama adalah orang
Melayu asli dan populasi besar kaum lain adalah kaum Cina. Jelas sekali, bahawa
etnik di Malaysia ini mengekalkan agama, adat istiadat dan cara hidup mereka. Salam
Malaysia dengan Realiti Semula (AR) merupakan satu aplikasi telefon pintar yang
interaktif yang dibangunkan untuk menunjukkan bagaimana kita merayakan
perayaan-perayaan di Malaysia seperti Hari Raya, Hari Kebangsaan, Tahun Baru
Cina dan Ramadhan. Aplikasi mudah alih ini diaplikasi bersama teknologi AR di mana
membolehkan pengguna menggunakannya dengan lebih menarik dalam membuat
ucapan kepada saudara mara dan rakan-rakan berbanding menggunakan kad kertas.
AR adalah pembesaran dunia nyata melalui penambahan objek maya tiga dimensi
(3D). Dengan menggunakan teknologi Realiti Semula (AR), aplikasi telefon ini akan
lebih menarik dan kelihatan lebih nyata.
vi
CONTENTS
DECLARATION
CONFIRMATION
DEDICATION
PAGE
i
ii
iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi
LIST OF TABLES viii
LIST OF FIGURES ix
LIST OF ABBREVIATIONS
x
CHAPTER I
INTRODUCTION
1.1
1.2
Introduction
Project Background
1
2
1.3 Problem Statement 2
1.4 Objective 3
1.5
1.6
1.7
Scope
Limitation of Work
Expected Result
3
4
4
1.8
1.9
Gantt Chart
Chapter of Summary
5
6
CHAPTER II LITERATURE REVIEW
2.1 Introduction 7
2.2 Mobile Augmented Reality 8
2.3 Marker Based Augmented Reality 9
2.4 Marker Based Augmented Reality Using Android 10
vii
2.5 Kineticards Brings Augmented Reality To
Greeting Cards
11
2.6 Overall Analysis 12
2.7 Chapter of Summary
14
CHAPTER III
METHODOLOGY
3.1 Introduction 15
3.2 ADDIE Development Model 16
3.2.1 Analysis Phase 16
3.2.2 Design Phase 17
3.2.3 Development Phase 20
3.2.4 Implementation Phase 22
3.2.5 Evaluation Phase 23
3.3 Framework 24
3.4 Hardware and Software Requirement 25
3.4.1 Hardware 25
3.4.2 Software 26
3.5
3.6
REFERENCES
Techniques
Chapter of Summary
28
28
29
viii
LIST OF TABLES
TABLE
TITLE
PAGE
1.1 Gantt Chart 5
2.1 Comparison Table 12
ix
LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Mobile Augmented Reality 8
2.2 Marker Based Augmented Reality 9
2.3 Marker Based Augmented Reality Using Android 10
2.4 Kineticards 11
3.1 ADDIE Development Model 16
3.2 Menu Page 17
3.3 Tutorial Page 18
3.4 About Page 18
3.5 AR Camera 19
3.6
3.7
Create Marker Based
Interaction Button
20
21
3.8 Develop On Unity 22
3.9 Framework 24
3.10 Marker Based 28
x
LIST OF ABBREVIATIONS / TERMS / SYMBOLS
AR Augmented Reality
2D Two Dimensional
3D Three Dimensional
ADDIE Analysis, Design, Development, Implementation, Evaluation
1
CHAPTER I
INTRODUCTION
1.1 Introduction
Augmented reality (AR) is an interactive experience of a real world
environment where the objects that reside in the real world. It is an enhanced version of
the real physical world through the use of visual elements, sound or other sensory
stimuli of interactive technology that give us a new way to interact in direct view of an
existing environment. It allows us to create the 3D object directly into physical things or
fused together in real-time. In this era of technology, there are various applications that
integrated with augmented reality technology.
2
1.2 Project Background
Greetings Malaysia with Augmented Reality is the apps of the cards to show how
we celebrate festivals in Malaysia such as Eid, National Day, Chinese New Year and
Ramadhan. This mobile application is applied with augmented reality technology
which allows users to use it more attractive and real when they want to express the
user’s wishes through AR presentation to their relatives and friends instead of using
the paper card.
1.3 Problem Statement
In a previous time, we only use the paper card to present or to wish someone for a
special occasion. This old school pattern will make peoples not interest to buy or to
present it in such way. Most of it only available in printed version and it is not
something that interactive to the user. Thus, the functionality of the object that
available in printed version or 2D is limited, user cannot see the real of how we
celebrate festivals in Malaysia.
3
1.4 Objective
The are a few purposes in developing the Greetings Malaysia with Augmented
Reality which is :
1. To design the apps to express the user’s wishes through AR presentation to their
relatives and friends instead of using the paper card.
2. To develop an attractive card with augmented reality using the software which is
Maya 3D, Unity 3D, Adobe Photoshop and Vuforia.
3. To test the functionalities of augmented reality of Greetings Malaysia Apps.
1.5 Scope
The scope of this study is divided into 2:
1. User
The content is generally suitable for all ages and they also can experience to
see the virtual object appear in real-world with the animation.
2. Application
Augmented reality presented in 3D mobile application by using a smartphone.
The application will show how Malaysian celebrate the festivals.
4
1.6 Limitation of Work
The limitations in conducting this application the users need a mobile-based
application for start the augmented reality and only android version can access the
application. The technique of the application is marker based mobile AR.
1.7 Expected Result
The expected result of Greeting Malaysia application after completing the
development is the user can view and express the information clearly with a good
interface. At the same time, the user can emphasize the button functionality on wide
space. By using the apps, user can experience a real-life festive celebration.
5
1.8 Gantt Chart
TASK NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Topic Discussion
Project Tittle Proposal
Proposal Writing
Proposal
Writing-Literature
Review
Proposal Progress
Presentation&Evalution
Discussion
Correction Proposal
Proposed Solution
Methodology
Proof of Concept
Drafting Report of the
Proposal
Submit Draft of Report
to Supervisor
Seminar Presentation
Correction Report
Final Report
Submission
Table 1.1 Gantt Chart
6
1.9 Chapter of Summary
This chapter discussed about the project background, problem statement,
objectives and project scope.
7
CHAPTER II
LITERATURE REVIEW
2.1 Introduction
Literature review means searching, collecting and analyzing any issues related
from the previous journal or research paper. The information that has been gathered is
about what method and what contributions that the research has been achieved in
improving the uses of the application. This chapter will be discussing the report
analyzing the approach and techniques that are going to be used in completing the
Greeting Malaysia with Augmented Reality project. This literature is made for
identifying the weakness or lacking of related literature review sources.
8
2.2 Mobile Augmented Reality
As computers increase in power and decrease in size, new mobile, wearable, and
pervasive computing applications are rapidly becoming feasible, providing people
access to online resources always and everywhere. This new flexibility makes possible
new kind of applications that exploit the person's surrounding context. Augmented
reality (AR) as an emerging technology in the mobile computing domain is becoming
mature enough to engender publicly available applications for end users. Various
commercial applications have recently been emerging in the mobile consumer domain
at an increasing pace.
Figure 2.1 Mobile Augmented Reality
9
2.3 Marker Based Augmented Reality
A marker is a piece of paper with black and white markings. This is used to
display the augmented object on your mobile phone’s screen. Marker-based
augmented reality uses a camera and a visual marker which determines the centre and
range of its spherical coordinate system. Once the marker is present one can view
augmented objects.
A camera is used with AR software to detect augmented reality markers as the
location for virtual objects. The result is that an image can be viewed, even live, on a
screen and digital assets are placed into the scene at the location of the markers.
Limitations on the types of augmented reality markers that can be used are based on
the software that recognizes them. While they need to remain fairly simple for error
correction, they can include a wide range of different images.
Figure 2.2 Marker Based Augmented Reality
10
2.4 Marker Based Augmented Reality Using Android
Augmented Reality or AR is an emerging technology in which one’s perception
of the real-time environment is enhanced by superimposing computer-generated
information such as graphical, textual, or audio content, as well as objects onto a
display screen. The proposed application is an android mobile based application which
will be compatible with all the existing and upcoming versions of the operating
system. The idea is to allow the user to view the virtual object in the real world using
a marker based AR system.
The user could provide images of the object which would be the front, back, top,
bottom, left and right side pictures of the object. They will be placed onto a 3D cube
which will make up the complete virtual object. Thus an extended environment will be
created through the amalgamation of real world and generated object and it will
appear as though the real-world object and virtual object coexist within the
environment. The advantages of this application as compared to the already existing
2D application are that it would display object in 3D and enable the user to rotate it
virtually. It is inexpensive as the user need not actually purchase the object to see how
it fits in the environment, instead he can try before the purchase itself.
Figure 2.3 Marker Based Augmented Reality Using Android
11
2.5 Kineticards Brings Augmented Reality To Greeting Cards
With Kineticards, costumers get a traditional greeting card with the details they
want along with a lively and innovative animation complete with sound that is
viewable in AR. What makes them even more appealing though is that the cards
making them a much more affordable solution. All the designs on the cards are
hand-drawn and giving them a sincere and organic feel which they feel has been
missing from traditional greeting cards for sometime. Animation and sounds have
been common in the form of eCards for some time, the media has yet to be seen in a
physical form which is where Kineticards comes in.
Figure 2.4 Kineticards
12
2.6 Overall Analysis
TITTLE AUTHOR TECHNIQUE ADVANTAGES DISADVANTAGES
Mobile
Augmented
Reality
Application
Tobias H.
Hollerer,
Steven K.
Feiner
Mobile AR
application
AR and wearable
computing are
rapidly growing
fields, as
exemplified by
the soaring
number of
research
contributions and
commercial
developments
since the mid
1990s.
It will take more time
for mobile AR to
reach the computing
mainstream.
Marker
Based
Augmented
Reality
Anuroop
Katiyar,
Karan
Kalra,
Chetan
Garg
Augmented
Reality,
Mobile
Augmented
Reality
The result is that
an image can be
viewed, even live,
on a screen and
digital assets are
placed into the
scene at the
location of the
markers.
Limitations on the
types of augmented
reality markers that
can be used are based
on the software that
recognizes them.
13
Marker
Based
Augmented
Reality
Using
Android
Mr.
Raviraj
S. Patkar,
Mr.S.
Pratap
Singh,
Ms. Swati
V. Birje
Augmented
Reality,
Android,
Marker,
Operating
System
Low cost devices
as compared to
the costly head
mounted display
devices.
Don’t need not
buy product and
then see how it
will suit with
environment.
Usually have low
screen dimensions
and resolution.
Kineticards
Brings
Augmented
Reality To
Greeting
Cards
Nikholai
Koolonavi
ch
Mobile
augmented
reality
Costumers get a
traditional
greeting card with
the details they
want along with a
lively and
innovative
animation
complete with
sound that is
viewable in AR.
Limitations on the
cards that can be used
are based on the space
that recognizes them.
Table 2.1 Comparison Table
14
2.7 Chapter of Summary
Basically in this chapter several research have been done in order to have a deep
understanding of the method that is going to implement in proposed application.
Besides a review of related existing systems also have been done at this chapter. From
the existing system, we can have an idea of how the proposed system can be developed
so that it is functioning well and beneficial to all the user. Moreover, there are some
advantages and disadvantages in every technique that has been considered in the
research.
15
CHAPTER III
METHODOLOGY
3.1 Introduction
In this chapter, it will explain the specific details on the methodology being
used in order to develop this project. In order to make sure the project is on the right
path, methodology plays an important role as a guide for the project complete and
working well as plan. The methodology for this application is ADDIE development
model.
16
3.2 ADDIE Development Model
The phase in ADDIE development model are: Analysis Phase, Design Phase,
Development Phase, Implementation Phase and Evaluation Phase. All the
methods and processes undertaken in ADDIE development model are more
visible.
Figure 3.1 ADDIE Development Model
3.2.1 Analysis
In this first phase, ideas are collected and categorized, identify the problem,
identify the problem and determine possible solutions. The main objective of this
phase is to come out with new idea and improvements to the current complaint
application. The analysis is also carried out by doing literature review on existing any
augmented reality project. Through the analysis, the weakness of the existing
augmented reality can be identified. All information gathered were used to develop
goals and objective of developing AR application. The software and hardware
requirement are also determined in this phase.
17
3.2.2 Design
In this phase, the idea application is development into an initial design of the
application. This phase will explain on the design of application will develop in the
form of 3D prototype. A very importance part of the design phase is to create the
storyboard described flow of the application.
i. Storyboard of the application
Main Menu
Figure 3.2 Menu Page
This figure show homepage or main screen. On this screen, there are 3 button
which is AR Camera when user tap icon start, How To and About.
18
Tutorial Page
Figure 3.3 Tutorial Page
This page show as guideline how to use this application.
About Page
Figure 3.4 Tutorial Page
This page describes the details of the application.
19
AR Camera Page
Figure 3.5 AR Camera
When user scan the card, the object will automatically pop out on the screen.
When user touch the sound button, the music will display and when user touch the
info button, the details of the greeting will display.
20
3.2.3 Development
The Development stage builds on both Analysis and Design phase. This phase
will develop the instruction, all media that will be used in the instruction and any
supporting documentation. During the development phase, the actual course materials
are created. In this phase, all step in development of the project are collected,
prepared, created and ready to be tested. In this stage, designers make use of the data
collected from the two previous stages, and use this information to create a program
that will relay what needs to be taught to participants. If the two previous stages
required planning and brainstorming, the Development stage is all about putting it into
action. This phase includes three tasks, namely drafting, production and evaluation.
i. Create Marker
Figure 3.6 Create Marker Based
This is first step before start build the 3D animation, create marker using Adobe
Photoshop. User can scan the marker and the 3D animation models automatically pop
out on the phone screen.
21
ii. Building environment AR using Unity Software
Figure 3.7 Interaction Button
Adding virtual buttons provide by platform of Vuforia to the scene, which simply
means that we add buttons to AR world, which can touch in the real world.
22
Figure 3.8 Develop On Unity
Create the menu of the application. Insert the Marker Based and create the scene
which is Navigation, AR Camera, Light, 3D Object and Scripts.
3.2.4 Implementation
In this phase, the another word is testing phase. Testing is one if the most
important in ADDIE development model. The application must be tested before
release to the user and sent to the supervisor for feedback. After feedback is received
from the supervisor, the required changes are implemented through the development
phase. When the second prototype is ready, it is integrated with the first prototype,
tested and the send to the user. The development, prototyping and testing phase are
repeated until the final application is ready. The final application is sent to the
supervisor for a final feedback.
23
3.2.5 Evaluation
Evaluation is the final phase of the ADDIE development model. After the testing
is completed and the final feedback is obtained from the supervisor, the application us
ready for the evaluate by the professional panel.
24
3.3 Framework
Figure 3.9 Framework
This Figure shows the framework design of Greeting Malaysia with
Augmented Reality. Vuforia is a platform to create Augmented Reality for
mobile based. The database marker are saved there. Meanwhile, user able to
choose any button in the mobile application. The user able to scan any image of
the flashcard to display 3D animation models. Addition, user can play with
virtual button that implanted at the image target.
25
3.4 Hardware and Software Requirements
In the application development process, the requirement such as software and
hardware are the most importance requirement to ensure that all system development
work smoothly without any interruption and problem. There are several requirements
that were used to complete this project which include:
3.4.1 Hardware
Minimum hardware requirement needed in this development of this application are:
I. Laptop Lenovo Ideapad 320S
To create the sketches for the storyboard, card design, create code and 3D
model of animation.
II. Android Mobile
Use to run and test the application whether it work fine on the device or
not.
Use to play with AR experiences using mobile application.
The camera also used to scan the image of the flashcard.
26
3.4.2 Software
Software requirement of this project are:
I. Unity 3D
This software is the main software that should gather and combine of the
element that will be have on the application.
II. Autodesk Maya 2018
This software used to make animation, modeling, simulation, rendering of 3D
model.
III. Vuforia
This software is the platform that allow Greeting Malaysia application.
27
IV. Microsoft Visual Code
Used to code the program the function in the application such as to make the
button functionality when user press the button.
V. Adobe Photoshop
Used to create design of the card and mobile app interface.
28
3.5 Technique
In Augmented Reality technique there are a few techniques can be use such as
Marker Based, Markerless, Superimposition and Projection Based. In this Greeting
Malaysia project, Marker Based technique is implemented in the application.
Figure 3.10 Marker Based
3.6 Chapter of Summary
It is important to choose the right and suitable methodology for the development
of an application thus it is necessary to understand the application functionality itself.
In order to ensure the effective of the apps, good identification is required before the
development process begins. It also describes the analysis on the requirement that
related to the purpose of the project in order to complete the final product of the
Greeting Malaysia with Augmented Reality interactive mobile application.
29
REFERENCES
1) Höllerer, T& Feiner, S. (2004). Mobile augmented reality. Telegeoinformatics:
Location-based computing and services, 21.
2) Katiyar, A., Kalra, K., & Garg, C. (2015). Marker based augmented
reality. Advances in Computer Science and Information Technology
(ACSIT), 2(5), 441-445.
3) Patkar, R. S., Singh, S. P., & Birje, S. V. (2013). Marker based augmented
reality using Android os. International Journal of Advanced Research in
Computer Science and Software Engineering (IJARCSSE), 3(5).