using augmented reality

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LEARN WUDU’ FLASHCARD USING AUGMENTED REALITY WAN NUR NASIHA BINTI WAN MOHAMMAD GABERAN BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA MAY 2019

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Page 1: USING AUGMENTED REALITY

LEARN WUDU’ FLASHCARD

USING AUGMENTED REALITY

WAN NUR NASIHA BINTI WAN MOHAMMAD GABERAN

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)

WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA

MAY 2019

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DECLARATION

I hereby declare that this report is based on my original work except for quotation and

citations, which have been duly acknowledged. I also declare that it has not been

previously or concurrently submitted for any other degree at University Sultan Zainal

Abidin or other institution.

NAME : WAN NUR NASIHA BINTI WAN

MOHAMMAD GABERAN

DATE: 7 MAY 2019

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CONFIRMATION

This is to confirm that:

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

________________________________

NAME: DR. ISMAHAFEZI BIN ISMAIL

DATE : 7 MAY 2019

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DEDICATION

I would like to dedicate my project to my beloved mother and father, who have

taught me to be patient and never give up in everything that we did and always told me

to be a hardworking person in every task we did. I would also like to dedicate this to

my friends who have inspired me and give me opinion and motivation to finish this

project. Not forget to my supervisor, Dr. Ismahafezi Bin Ismail and my fellow friends

from Bachelor of Information Technology (Informatic Media) who have help me

through a lot in my journey to finish this project.

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ABSTRACT

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

use of technology has expanded into many fields including educational, doctoral and

others. The technology used in education especially in early education for children is to

add more knowledge and help educators to teach more effectively. However, many of

school still lacks of the learning aid tool that help student in their studies. Thus, learning

become boring and difficult. Furthermore, there are still children who abuse the existing

technology and cause their time wasted at home with unfortunate benefits. Therefore,

with the appearance of Learn Wudu’ Flashcard Using Augmented Reality, these

children can use technology properly. Additionally, this interactive flashcard also

provides an opportunity for these children to interact with technology in form of

Augmented Reality in two language. The objective of this project was to provide an

effective learning aid tool for student besides providing opportunities for these children

to study and use AR (Augmented Reality) technology in their early age. In addition,

this project can also benefit parents and teachers in teaching children more effectively.

A variety of multimedia elements are provided in this AR Application with the aim of

attracting children to learning. In conclusion, this project can help children learn more

effectively and become part of an IT-savvy child.

.

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ABSTRAK

Pada masa kini, penggunaan teknologi semakin meningkat dan berkembang dalam

kehidupan manusia. Penggunaan teknologi telah berkembang menjadi banyak bidang

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

pendidikan terutamanya dalam pendidikan awal untuk kanak-kanak adalah menambah

pengetahuan dan membantu pendidik mengajar dengan lebih berkesan. Walau

bagaimanapun, banyak sekolah masih kurang alat bantuan pembelajaran yang

membantu pelajar dalam pengajian mereka. Oleh itu, pembelajaran menjadi

membosankan dan sukar. Oleh itu, dengan kemunculan Flashdisk Belajar Wudu

Menggunakan Realiti Terimbuh, kanak-kanak ini boleh menggunakan teknologi dengan

betul. Di samping itu, flashcard interaktif ini juga memberi peluang kepada kanak-

kanak ini untuk berinteraksi dengan teknologi dalam bentuk Reality Augmented dalam

dua bahasa. Objektif projek ini adalah untuk menyediakan alat bantuan pembelajaran

yang berkesan untuk pelajar selain menyediakan peluang untuk kanak-kanak ini

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

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

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

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

Kesimpulannya, projek ini dapat membantu kanak-kanak belajar dengan lebih

berkesan dan menjadi sebahagian daripada anak yang bijak IT.

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CONTENTS

PAGE

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi-vii

LIST OF TABLE viii

LIST OF FIGURES ix

LIST OF ABBREVIATION x

LIST OF APPENDICES xi

CHAPTER I INTRODUCTION

1.1 Introduction 1

1.2 Background 1-2

1.3 Problement Statement 2-3

1.4 Objectives 3

1.5 Scopes 4

1.6 Activities, Milestones (Gantt Chart) 5

1.7 Limitation of work 5

1.8 Expected Result 6

1.9 Conclusion 6

CHAPTER II LITERATURE REVIEW

2.1 Introduction 7

2.2 Explanation Technology Timeline 7-9

2.3 Related techniques 9

2.3.1 Marked Based 9-10

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2.3.2 Markerless

11

2.4 Related Product

12

2.4.1 AR Medical 12

2.4.2 Wiki Turtle 13

2.4.3 Interactive Book iSolar System AR 13

2.5 Comparison table of existing product 14

2.6 Comparison table of the existing product with

5 element of multimedia

15

2.7 Conclusion 15

CHAPTER III

METHODOLOGY

3.1 Introduction 16

3.2 Methodology Model 16

3.2.1 Analysis phase 17-18

3.2.2 Design phase 19-22

3.3.3 Development phase 23

3.3.4 Implementation phase 23

3.3.5 Evaluation phase 24

3.3 Framework Design 25

3.4 Hardware and Software Requirement 26-27

3.5.1 Hardware requirement 26

3.5.2 Software requirement 27

3.5 Conclusion 27

REFERENCES 28

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LIST OF TABLES

TABLE TITTLE

PAGE

1.1 Gantt Chart 5

2.1 Comparison table of existing product 14

2.2 Comparison table of the existing products with 5 element

of multimedia

15

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Marker-based 9

2.2 Markerless 11

2.3 AR Medical 12

2.4 Wiki Turtle 13

2.5 Interactive Book iSolar System AR 13

3.1 ADDIE Model 17

3.2 Analysis Phases 18

3.3

3.4

Flashcard 1

Flashcard 2

19

20

3.5

3.6

3.7

3.8

3.9

Main Menu

How To Play

Credit

Scanner (Before)

Scanner (After)

20

21

21

22

22

3.10 Framework Design 25

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LIST OF ABBREVIATIONS/TERMS/SYMBOLS

AR Argumented Reality

3D Three dimensional

FYP Final year project

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LIST OF APPENDICES

APPENDIX TITTLE

PAGE

A Appendix -

B Appendix -

C Appendix -

D Appendix -

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CHAPTER I

INTRODUCTION

1.1 Introduction

This section is the introduction to the report for developed application. It will

provide a basic overview of the whole application. This chapter will show about the

project background, problem statement objectives, scope and project planning.

Background of the application will discuss about basic information about this

application. Problem statements discuss about related issues of the application.

Objectives state all main goal of this application. The scope shows who are using the

application and what the user can do.

1.2 Background

The use of Augmented Reality (AR) in education is increasing every year and

makes the process of learning easier, more eye-catching, and interesting. However, the

use of AR in Islamic Education is still minimal. Therefore, the initiative have be taken

so that Augmented Reality will be used extensively in Islamic Education.

However, the students were less interested in the Islamic Education because of

the way of teaching using book is so boring. Furthermore, most teaching aids based on

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digital or electronic, only involve one-way communication and less effective for

students with IQs that differ from ordinary students.

Therefore, teaching aids based on Augmented reality technology was introduced

to enhance student motivation in learning especially for Islamic subjects. Augmented

reality is the integration of digital information with the user's environment in real time.

Unlike virtual reality, which creates a totally artificial environment, augmented reality

uses the existing environment and overlays new information on top of it. The solution

to the problem is with the Learn Wudu’ Flashcard Using Augmented Reality to learn

the basic of Islamic Education how to take wudu’ properly. It is also suitable to be used

as the first home teaching aid tool for children as early as 5 years old because it has

interesting multimedia elements such as animation, image, audio, text and video yet it

is very simple and useful.

1.3 Problem Statement

There are various mobile applications of Learn Wudu’ that have been developed to

attract children Islamic Education. But its lacking in lot of aspect. For example, the

application are develop not using Augmented Reality that can attract the users.

However, lot of information still are not available in the application. Besides, it’s does

not have additional features that very interactive and the function is limited. So, this

kind of application is not practical anymore. In this section, the main purpose of problem

statement is to focus the attention of solution to the problems. There are three main

problems currently.

i. Learn using book Is less interactive.

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ii. Children are not exposed to more interactive learning aids tool in their

school or home.

iii. The kids do not focus when the teacher make demonstration because at

their age they just want to have fun.

Without the effective learning aid tool, the learning process become less interesting and

difficult to them to understand about the certain topic. As we know an early exposure

through the effective learning aid tool in studies is very important to increase their

interest in a certain subject. Concise descriptions of the issues stated need to be

addressed to deal with the problem.

1.4 Objectives

There are the following objectives of Learn Wudu’ Flashcard Using Augmented Reality

are:

I. To study the augmented reality technology to create Learn Wudu’

Flashcard.

II. To design and develop Learn Wudu’ Flashcard that allow users

leaning with augmented reality.

III. To test the functionality of Learn Wudu’ Flashcard using augmented

reality.

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1.5 Scopes

The scope of this study is divided into:

i. Technology. This card using Augmented Reality technology with 3D modelling

technique using Maya software and unity 3D software to model the character in

the application. For the character illustration in the flashcard is by using adobe

photoshop and adobe Illustrator. For the AR features by using Vuforia

Augmented Reality SDK to detect and track the target, marker-based technique

is used for this AR application. C# language as the program language.

ii. Module. The module in this AR card include language selection, scanning image

on the card, knows the step by step of how to take Wudu’.

iii. Age. This project age scope is focused on kindergarten student.

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1.6 Activities, Milestones (Gantt Chart)

Based on the table 1.1 below, show the details of the gantt chart.

Table 1.1 Gantt Chart

1.7 Limitation of work

A limitation is any aspect that hinders a study and its findings. This Learn Wudu’

Flashcard Using Augmented Reality is limited by three aspect:

i. This Application is applicable only for android user which is not

supported in websites and IOS operating system

ii. This Application implement physical button only for the

interaction between user and the application.

iii. This application need special marker to make it work.

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1.8 Expected Result

At the end of the project, the expected outcome of the proposed project

development is as follows:

i. This application providing a complete step by step of how to take wudu’

properly for kindergarten children.

ii. This application as an interactive tool for kids in learning process about

Islamic Education in order to attract their interest toward how take wudu’

properly.

1.9 Conclusion

With the technological advances of today’s increasingly fast-growing, it is hoped

that this project will help to learn for a student to get gain knowledge.I hope that this

mobile application can help student to learn about type of hand tool and increase student

information with this AR.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

A literature review is a process of identifying; evaluating and summarizing the

existing body of a complete research that done by a researcher. It can be guideline to

develop a new product so that the new product can provide a better functionality

compared to the existing product. Besides, the research comparison between the current

product and the new developed product is done to overcome the weakness of the current

product.

2.2 Explanation Technology Timeline

In 1968, a Harvard professor and computer scientist by the name of Ivan Sutherland

invented what he called The Sword of Damocles. He invented this first sort of

augmented reality device with his student, Bob Sproull. The Sword of Damocles

featured a head-mounted display that hung from the ceiling. The user would experience

computer graphics, which made him or her feel as though they were in an alternate

reality. This technology may be considered closer to virtual reality than augmented

reality. One of the next big developments in augmented reality was in 1974 by Myron

Krueger. The project was called, Videoplace, which combined a projection system and

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video cameras that produced shadows on the screen. This setup made the user feel as

though they were in an interactive environment.

In 1990, a Boeing researcher named Tom Caudell coined the term “Augmented

Reality”. In 1992, Louis Rosenburg from the USAF Armstrong’s Research Lab created

the first real operational augmented reality system, Virtual Fixtures. A robotic system

places information on top the workers work environment to help with efficiency. This

system could be thought of as an early version of what most AR systems currently do

today. In 1994, the first theater production to use augmented reality was created.

“Dancing in Cyberspace” presented acrobats dancing in and around virtual objects on

stage as a piece of art was produced by Julie Martin. In 1998, Sportsvision uses the 1st

and Ten line computer system. This system showed the original virtual yellow first

down marker during a live NFL game.

A variation of this virtual first down marker is now a norm in all televised football

games today and is a big part of the augmented reality history. In 1999, NASA uses a

hybrid synthetic vision system that integrated augmented reality in their X-38

spacecraft. The augmented reality technology was used to help improve navigation

during their test flights. An important advancement in the augmented reality technology

happened in 2000 when Hirokazu Kato from the Nara Institute of Science and

Technology in Japan created and released software called ARToolKit. Through this

software, one could capture real-world actions and combine it with interactions of

virtual objects. Through the use of a camera and the Internet, users experience this

augmented reality. Like many of these inventions from the past, this heavily influenced

what we experience today in all flash-based augmented reality apps. In 2003, the NFL

used the popular Skycam, which was used for aerial views of the field to insert the

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virtual first down marker. In 2009, Esquire magazine, in collaboration with Robert

Downey Jr., uses augmented reality in their print media. By using their software on

one’s computer to scan the barcode on the magazine, the readers can experience

augmented reality content. In this same year, ARToolKit makes augmented reality

available to Internet browsers. Augmented reality has come a long way since its early

conception, and the advancements in the past five years have been even more promising.

2.3 Related techniques

Related techniques refer techniques of Augmented Reality already existing and

used until now. This is example of techniques:

2.3.1 Marker-based

Based on the figure 2.1 below, image recognition is an imperative component of

augmented reality systems. By use of identifying visual markers already embedded

within the system, physical world objects are detected for superimposition of virtual

elements.

Figure 2.1 Marker-based

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The marker tracking allows the use of a digital image to identify optical squares

or markers and gauge their relative orientation to the camera itself. The optical square

marker usually consists of a black square within a white box of a predefined size. It is

the black square which is encoded with the ID of the marker. A variety of techniques is

used which decode the marker by cross-matching with it.

Once you begin using the marker-based augmented reality system with a digital

device, the image of the physical world captured by your camera is converted into a

grayscale image to expedite the image processing algorithm. The algorithm then uses

the image of the camera as well as the decoded marker ID to augment the virtual object

onto the physical world model. By focusing the camera of whichever digital device you

are using to deploy the augmented reality app on the specified markers, the app is able

to retrieve the information stored to display the three-dimensional virtual object

accurately.

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2.3.2 Markerless

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

technologies led to the recent introduction of markerless augmented reality.

Figure 2.2 Markerless

This approach eliminated the need for 3D object tracking systems, overcoming

the interactivity limitations marker-based augmented reality placed on the range of

images encapsulated within the markers. Markerless augmented reality technique

allows the use of any and all parts of the physical environment as the target or base for

the placement of superimposed virtual objects. Markerless AR depends on the natural

features of a surrounding rather than the fiducial identifying markers.

What’s more, some markerless systems have the ability to extract and store

information and characteristics about the environments they are used on for later usage.

When used in smartphones and other digital devices, the markerless AR system

typically makes use of the GPS feature in-built in the device in order to locate and

interact with the available augmented reality resources.

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2.4 Related Product

Related products refer to application that already exist and used until now. This

is example of application:

2.4.1 AR Medical

Based on figure 2.3 below, AR Flashcards Medical Let you explore organs in

augmented reality technology. You can also touch one of the organs to start an

animation to see how the heart is pounding and the lungs are pumping.

Figure 2.3 AR Medical

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2.4.2 Wiki Turtle

Based on figure 2.4 below, AR Wiki Turtle Using this simple application, you

can see a turtle that swims around you in AR. Using Wiki Turtle’s Augmented

Reality, you can instantly 3D map your surroundings and place a sea turtle that

will swim around the area.

2.4.3 Interactive Book iSolar System AR

Based on figure 2.5 below, Interactive Book iSolar System AR is a colourful and

informative book, together with the application, allows children to experience how the

solar system works.

Figure 2.4 Wiki Turtle

Figure 2.5 Interactive Book iSolar System AR

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2.5 Comparison table of existing product

Based on the Table 2.1 below, describes about comparison of the existing product

with technique, method, advantage and disadvantages. Through this table we will

know the comparison of each product.

Table 2.1 Comparison table of existing product

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2.6 Comparison table of the existing products with 5 element of multimedia

The Table 2.2 below describes about comparison of the existing product with 5 element

of multimedia such as Text, Image, Video, Audio and Animation. This table we will

know comparison each of product.

Table 2.2 Comparison table of the existing products with 5 elements of

multimedia

Product Text Image Video Audio Animation

AR Medical

✓ ✓ ✓ ✓

Wiki Turtle

✓ ✓ ✓ ✓

Interactive

Book iSolar

System AR

✓ ✓ ✓ ✓

2.7 Conclusion

In this whole chapter, this chapter discusses a product that uses a flashcard in

Augmented Reality. The comparison with the previous research is done so that the right

choice will be selected. In this chapter also is need to compare some of a similar project

or application that have develop by other.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter will explain the details of methodology being used in this project.

The project methodology should systematically solve all the problems arise in the

system analysis to make sure this project complete and working well. It is an important

step of development since it will guide researcher through application development.

After application has been completely developed. It should be tested for make sure all

the objective of the project achieved.

3.2 Methodology Model

The model that I will use this application is ADDIE model. The ADDIE model

is important understand if a developer want to develop a successful project. Based on

figure 3.1 ADDIE Model below, the ADDIE model has five phase acronyms is

Analysis, Design, Development, Implementation, and Evaluation. ADDIE is an

extremely effective tool in training development that addresses instruction. Most

employees have a significant amount of information to learn in order to become more

proficient at their jobs. Therefore, the ADDIE model should be helpful for many in

planning a course of action that would lead to the successful implementation of a

project. When dealing with projects that involve instruction or steps, the approach fits

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nicely. In order to ensure effective learning outcomes from augmented reality (AR)

education development, careful planning are required before the development process

begins. ADDIE Instructional Design Model is used in this mobile AR application

development methodology. The ADDIE model for instructional system design (ISD) is

a basic model that can be applied to any kind of learning solution. The ADDIE model

has five steps processes which is analysis, design, development, implementation, and

evaluation.

3.2.1 Analysis phase

The Analysis phase is the foundation for all other phases of instructional design.

Based on figure 3.2 Analysis Phase, during this phase, it must define the problem,

identify the source of the problem and determine possible solutions. The phase may

include specific research techniques such as needs analysis, job analysis and task

analysis. The outputs of this phase often include the instructional goals, and a list of

tasks to be instructed. These outputs will be the inputs for the Design phase. In this

phase, analysis phase needs to develop the mobile AR application. The analysis phase

involves are requirement analysis, task analysis and instructional analysis. Then, the

Figure 3.1 ADDIE Model

ANALYSIS

DESIGN

DEVELOPMENT

IMPLEMENTATION

EVALUATION

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activities involve are identifying the problem statement, the goals and objectives of the

mobile AR application. This is very important because to developed the users need,

existing knowledge and any other relevant characteristics and also the content of mobile

AR application.

Figure 3.2 Analysis Phase

Analysis Problem 1. Learn using book Is less interactive.

2. Not have 3D animation.

Objectives

1. To study the augmented reality

technology to create Learn Wudu’

Flashcard.

2. To design and develop Learn Wudu’

Flashcard that allow users leaning with

augmented reality.

3. To test the functionality of Learn Wudu’

Flashcard using augmented reality.

Target

Audience

1. Kindergarten Children

Content This project included:

• Learn wudu’ flashcard contains image

of step by step of wudu’s steps.

• Learn wudu’ flashcard using augmented

reality technology.

Strategy

Requirement

1. Use 3D model

2. Augmented reality technology

1. Software

-Unity3D

-Vuforia

-Maya3D

2. Hardware

-Laptop

-Mobile phone (Android)

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3.2.2 Design phase

The design phase deals with learning objectives, assessment instruments,

exercises, content, subject matter analysis, and lesson planning and media selection.

The design phase should be systematic and specific. Systematic means a logical, orderly

method of identifying, developing and evaluating a set of planned strategies targeted

for attaining the project’s goals. Specific means each element of the instructional design

plan needs to be executed with attention to details. The developer need make storyboard

book design and application for create a visual map of application. This can help the

developer shape the vision and flow of application.

i. Storyboard Flashcard

Based on the figure 3.3 below, show the flashcard for step 2 in wudu’.

Figure 3.3 Flashcard 1

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Based on the figure 3.4 below, show the flashcard for step 3 in Wudu’.

Figure 3.4 Flashcard 2

ii. Storyboard Application

Based on the figure 3.5 below is the main menu for the application. User need

to click button start to play.

Figure 3.5 Main Menu

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Based on the figure 3.6 How To Play below show the page for How To Play. It show

the explanation how to use this application.

Figure 3.6 How To Play

Based on figure 3.7 Credit, this page is for thank to who participated toward the

complete this application.

Figure 3.7 Credit

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In the figure 3.8 below, the user need to scan a flashcard using a camera.

Figure 3.8 Scanner (Before)

In the figure 3.9, the object will appear in 3D and user can touch sound button to hear

a sound.

Figure 3.9 Scanner (After)

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3.3.3 Development phase

The Development phase builds on both the Analysis and Design phase. The

purpose of this phase is to generate the lesson plans and lesson materials. This phase

will develop the instruction, all media that will be used in the instruction, and any

supporting documentation. This may include hardware and software. During the

development phase, the actual course materials are created. A successful development

phase uses the information collected in the analysis phase and the decisions made in the

design phase.

The Development phase is the actual production and assembly of the materials

that were developed in the design phase. At this point it is important to include whoever

is responsible for which elements, time schedules, and deadlines. In this phase, all steps

in development of the project are collected, prepared, created and ready to be tested. In

the development phase, instructional designers and developers create and assemble

content assets blueprinted in the design phase. In this phase, the designers create

storyboards and graphics. The project is reviewed and revised according to feedback.

In this phase have three stages include pre-production, production and post production.

3.3.4 Implementation phases

The Implementation phase refers to the actual delivery of the instruction,

whether it's classroom-based, lab-based, or computer-based. The purpose of this phase

is the effective and efficient delivery of instruction. This phase must promote the

students 'understanding of material, support the students' mastery of objectives, and

ensure the students' transfer of knowledge from the instructional setting to the job.

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i) Test Run Project

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

can be used and is running accordingly.

ii) User Test Run

Developer give to the user to test the project and give the feedback before

the presenting the final product. Criticisms and constructive feedback is

taken to be implemented later on.

3.3.5 Evaluation phases

This phase measures the effectiveness and efficiency of the instruction.

Evaluation should actually occur throughout the entire instructional design process-

within phases, between phases, and after implementation. Evaluation phases may be

formative or summative.

i) Debug

a) Identify Errors

After done test run, errors that were found by the users should be

identified. Example, glitches and mistakes should be brought to light for

developer to improve the project while also implementing the feedback

by the alpha and beta testers.

b) Find solutions

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

solve.

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ii) Final product

a) Presentation

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

use.

3.4 Framework Design

Figure 3.10 below shows the framework design of Learn Wudu’ Flashcard Using

Augmented Reality. User able to choose any button in this application.

The users need scan any image object for display 3D object and also press button

for display language sound. For Admin, Admin able to update the application for make

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

the Virtual Reality application and overall project and modelling 3D objects. The

Vuforia use to create augmented reality. The Vuforia detects and tracks the features that

are naturally found in the image itself by comparing these natural features against a

known target resource database. Once the Image Target is detected, Vuforia Engine will

Figure 3.10 Framework Design

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track the image as long as it is at least partially in the camera’s field of view. For the

best results,you should aim for targets with 4 or 5 starts.

3.5 Hardware and Software Requirement

This section will show that the all hardware and software that involve in the

development process. All of these elements are important in the process of development

of the system. List of hardware and software are shown as below:

3.5.1 Hardware requirement

i. Laptop Lenovo

• To create the sketches for the characters, background and create scripts and

also used for on the go coding and 3D modelling.

• Processor : AMD A8-6410 APU with AMD Radeon R5 Graphcs 2.00 GHz

• Operating System : Windows 10 Pro – 64 bit

• Memory : 4GB RAM

ii. Mouse

• For make easy task and faster to click when developing project.

iii. Pen drive

• To store the backup file

• Storage : 32GB

iv. Printer Canon MP287

• To print out the documentation

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• To print picture dictionary

vi. Android Mobile Phone: Xiomi Redmi 7

• Used to run and testing the application

3.5.2 Software requirement

i.Unity3D

• Used to create the Virtual Reality app and overall project and modelling 3D

object

ii. Autodesk Maya

• Used to create 3D object or tool.

• To create augmented reality.

3.6 Conclusion

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

the system developed correctly from phases to phases. In this system, Iterative and

Incremental Model had been chosen as a guide to build system. It also helps to ensure

all the objectives can be achieved. Besides, this chapter also explains the hardware and

software requirements for this system.

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Reference

1. Dewan Bahasa dan Pustaka. (2017). Buku Teks Pendidikan Islam Tahun 1.

Kuala Lumpur:Dewan Bahasa dan Pustaka.

2. YETi CGI. (21 August, 2018). Wiki Turtle. Retrieved from.

https://play.google.com/store/apps/details?id=com.yeticgi.wikitudebeta

3. Next Reality GmbH. (29 November, 2018). Ar Medical. Retrieved from.

https://play.google.com/store/apps/details?id=de.nextreality.medicalcube

4. Islamic world.(5 June, 2015). Learning Wudu. Retrieved from.

https://play.google.com/store/apps/details?id=com.islam.learn.step.by.step.wu

du

5. Carlton Books. (23 September, 2015). Interactive Book iSolarSystem AR.

Retrieved from https://www.amazon.com/iSolar-System-iExplore-Carlton-

Books/dp/1783120800