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LEARNING BASIC JAPANESE USING AUGMENTED
REALITY (HIRAGANA CHARACTERS AND BASIC
COMMUNICATION, hiRAR)
FARAH HAZIQAH BINTI BAHAROM
Bachelor of Computer Science with Honours
(Multimedia Computing)
2020
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LEARNING BASIC JAPANESE USING AUGMENTED REALITY
(HIRAGANA CHARACTERS AND BASIC COMMUINCATION, hirAR)
FARAH HAZIQAH BINTI BAHAROM
This project is submitted in partial fulfillment of the
requirement for the degree of Bachelor of Computer
Science with Honors (Multimedia Computing)
Faculty of Computer Science and Information Technology
UNIVERSITI MALAYSIA SARAWAK 2020
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UNIVERSITI MALAYSIA SARAWAK
THESIS STATUS ENDORSEMENT FORM
LEARNING BASIC JAPANESE USING AUGMENTED REALITY
(HIRAGANA CHARACTERS AND BASIC COMMUINCATION, hirAR)
ACADEMIC SESSION: 2019/2020
_________________FARAH HAZIQAH BINTI BAHAROM________________ (CAPITAL LETTERS)
hereby agree that this Thesis* shall be kept at the Centre for Academic Information Services, Universiti Malaysia
Sarawak, subject to the following terms and conditions:
1. The Thesis is solely owned by Universiti Malaysia Sarawak
2. The Centre for Academic Information Services is given full rights to produce copies for educational
purposes only
3. The Centre for Academic Information Services is given full rights to do digitization in order to develop
local content database
4. The Centre for Academic Information Services is given full rights to produce copies of this Thesis as
part of its exchange item program between Higher Learning Institutions [ or for the purpose of interlibrary
loan between HLI ]
5. ** Please tick ( √ )
CONFIDENTIAL (Contains classified information bounded by the OFFICIAL SECRETS ACT
1972)
RESTRICTED (Contains restricted information as dictated by the body or organization where
the research was conducted)
UNRESTRICTED
Validated by
________________________ ___________________________
(AUTHOR’S SIGNATURE) (SUPERVISOR’S SIGNATURE)
Permanent Address
NO 6 JALAN SG SERAI, SUBANG
ALAM RESIDENCE, 40400
SEKSYEN 27 SHAH ALAM SELANGOR
Date: 15/7/2020 Date: _______________________
Note * Thesis refers to PhD, Master, and Bachelor Degree
** For Confidential or Restricted materials, please attach relevant documents from relevant organizations / authorities
TITLE
/
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DECLARATION
I hereby declare that final year project report entitled Learning Basic Japanese Using
Augmented Reality (Hiragana Characters and Basic Communication, hirAR) submitted by
me to Faculty of Computer Science and Information Technology, University of Malaysia Sarawak
is carried out by me under guidance my supervisor Dr Mohamad Imran Bin Hj Bandan.
____________________________________
Farah Haziqah binti Baharom (55936) JULY 2020
Faculty of Computer Science and
Information Technology
Universiti Malaysia Sarawak
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ACKNOWLEDGEMENTS
I would like to express my sincere gratitude to Faculty Science Computer and Information
Technology, University of Malaysia Sarawak for providing me opportunity and good facilities to
undertake and complete my Final Year Project. I’m very thankful to my respected supervisor, Dr.
Mohamad Imran Bin Hj Bandan for providing his invaluable guidance, comments and suggestions
throughout the course of the project.
Next, I would also like to acknowledge the participation of Madam Najwa Hanani Binti Kopli,
Dr. Rokiah Binti Paee, Miss Norhayati Binti Zulkifli, Miss Umi Fazilah Bt Fawizi, students from Tengku
Abdullah Science School and students from Inter-Cultural Language School in user testing phase of my
prototype for the proposed system and provided constructive feedback on the system for improvements.
I would also like to thank to my Final Year Project coordinator, Professor Wang Yin Chai, who
had provided useful guidelines and tips during class. Finally, I am deeply thankful to my parents and
friends who helped and inspired me in completing this project within the limited time frame.
.
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Table of Contents
DECLARATION ...........................................................................................................................iii
ACKNOWLEDGEMENTS ........................................................................................................... iv
LIST OF FIGURES ..................................................................................................................... viii
LIST OF TABLES .......................................................................................................................... x
ABSTRACT .................................................................................................................................... 1
ABSTRAK....................................................................................................................................... 2
CHAPTER 1: INTRODUCTION ....................................................................................................
1.1 Project Title ................................................................................................................... 3
1.2 Introduction of Project .................................................................................................. 3
1.3 Problem Statement ........................................................................................................ 4
1.4 Scope .............................................................................................................................. 5
1.5 Aim and Objectives ....................................................................................................... 6
1.6 Brief Methodology ......................................................................................................... 6
1.7 Significance of Project ................................................................................................... 8
1.8 Project Schedule ............................................................................................................ 9
1.9 Expected Outcome ....................................................................................................... 10
1.10 Thesis Outline ............................................................................................................ 11
CHAPTER 2: LITERATURE REVIEW .........................................................................................
2.1 Introduction ................................................................................................................. 12
2.2 Review on Similar Existing Application ..................................................................... 13
2.2.1: Virtual Japanese Learning using Augmented Reality ................................ 14
2.2.2: Yomiwa ........................................................................................................ 16
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2.2.3: Memrise ........................................................................................................ 20
2.2.3: Kanji Mobile Application ............................................................................ 24
2.2.5: Proposed Application................................................................................... 28
2.3 Comparison Between Existing Systems ...................................................................... 30
2.4 Review on Implementation Tools ................................................................................ 33
2.4.1: Software ....................................................................................................... 33
2.5 Summary ...................................................................................................................... 33
CHAPTER 3: REQUIREMENT ANALYSIS AND DESIGN ........................................................
3.1 Introduction ................................................................................................................. 34
3.2 Rapid Application Development Methodology........................................................... 35
3.2.1: Analysis and Identify Requirement Phase .................................................. 36
3.2.1.1: Questionnaire ............................................................................................ 37
3.2.1.2: Analysis for Questionnaire ....................................................................... 38
3.2.1.3: Interview ................................................................................................... 46
3.2.2: Design Phase ................................................................................................ 46
3.2.2.1: Flowchart Diagram ...................................................................... 47
3.2.2.2: Use Case Diagram ........................................................................ 48
3.2.2.3: Use Case Scenarios ........................................................................ 49
3.2.2.4: Sequence Diagram ......................................................................... 53
3.2.2.5: Activity Diagram ........................................................................... 54
3.2.2.6: Class Diagram ............................................................................... 55
3.2.2.7: Proposed System Architecture ...................................................... 56
3.2.2.8: Design Interface of Proposed Mobile Application........................ 57
3.2.2.8: Marker Design ............................................................................... 63
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3.2.3: Development Phase ...................................................................................... 64
3.2.4: Testing Phase ............................................................................................... 64
3.3: Summary .................................................................................................................... 65
CHAPTER 4: IMPLEMENTATION ..............................................................................................
4.1 Introduction ................................................................................................................. 66
4.2 Development Configuration ........................................................................................ 66
4.2.1: Unity ............................................................................................................. 67
4.2.2: Vuforia ......................................................................................................... 68
4.3 Implementation of Proposed System .......................................................................... 69
4.3.1 Flash Card Design ......................................................................................... 69
4.3.2 3D Model ....................................................................................................... 70
4.3.3 Mobile Application Design ........................................................................... 70
4.4 System Implementation ............................................................................................... 78
4.4.2 Marker-based AR Logic .............................................................................. 81
4.5 Summary ...................................................................................................................... 82
CHAPTER 5: TESTING AND EVALUATION ..............................................................................
5.1 Introduction ................................................................................................................. 83
5.2 Functional Testing ....................................................................................................... 83
5.3 Usability Testing .......................................................................................................... 93
5.4 Summary ........................................................................................................ 101
CHAPTER 6: CONCLUSION AND FUTURE WORKS ...............................................................
6.1 Introduction ............................................................................................................... 102
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6.2 Objective Achievement .............................................................................................. 102
6.3 Project Limitations .................................................................................................... 103
6.4 Future Works ............................................................................................................ 103
6.5 Conclusion ................................................................................................................. 104
REFERENCES ........................................................................................................................... 105
APPENDICES ............................................................................................................................. 108
Appendix A: Questionnaire for FYP 1 ........................................................................... 108
Appendix B: Questionnaire for Testing FYP 2 .............................................................. 112
Appendix C: Participants` Consent Form 1 .................................................................. 116
Appendix D: Domain Expert Consent Form 2 ............................................................... 117
Appendix E: Interview Questions ................................................................................... 118
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LIST OF FIGURES
Figure 1.1 Rapid Application Development (RAD) Methodology ............................................... 6
Figure 1.2 Project Schedule & Gantt Chart of FYP 1 ................................................................... 9
Figure 1.3 Project Schedule & Gantt Chart of FYP 2 ................................................................. 10
Figure 2.1 Screenshot of Narration 1 .......................................................................................... 14
Figure 2.2 Screenshot of Narration 2 ........................................................................................... 14
Figure 2.3 Flowchart of Virtual Learning using AR Mobile Apps ............................................ 15
Figure 2.4 Camera Segment of Yomiwa ...................................................................................... 16
Figure 2.5 Handwriting Section Page of Yomiwa ........................................................................ 17
Figure 2.6 Analyzer Section Page of Yomiwa .............................................................................. 18
Figure 2.7 Flowchart of Yomiwa Mobile Apps ........................................................................... 19
Figure 2.8 Record Page of Memrise ............................................................................................. 20
Figure 2.9 Audio Page of Memrise ............................................................................................... 21
Figure 2.10 Camera for Augmented Reality Memrise ................................................................ 22
Figure 2.11 Flowchart of Memrise Mobile Apps ........................................................................ 23
Figure 2.12 Conceptual Core Framework of Kanji Mobile Application ................................... 24
Figure 2.13 GUI Interface of Kanji Mobile Application ............................................................ 27
Figure 2.14 Flowchart of Kanji Mobile Application ................................................................... 28
Figure 3.1 RAD model ................................................................................................................. 35
Figure 3.2 Respond for Questionnaire Question 2 ...................................................................... 38
Figure 3.3 Respond for Questionnaire Question 3 ...................................................................... 39
Figure 3.4 Respond for Questionnaire Question 4 ...................................................................... 40
Figure 3.5 Respond for Questionnaire Question 5 ...................................................................... 40
Figure 3.6 Respond for Questionnaire Question 6 ...................................................................... 41
Figure 3.7 Respond for Questionnaire Question 7 ...................................................................... 42
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Figure 3.8 Respond for Questionnaire Question 8 ...................................................................... 42
Figure 3.9 Respond for Questionnaire Question 9 ...................................................................... 43
Figure 3.10 Respond for Questionnaire Question 10 .................................................................. 43
Figure 3.11 Respond for Questionnaire Question 11 ................................................................... 44
Figure 3.12 Respond for Questionnaire Question 12 ................................................................... 44
Figure 3.13 Respond for Questionnaire Question 13 ................................................................... 45
Figure 3.14 Respond for Questionnaire Question 14 ................................................................... 45
Figure 3.15 Flowchart of Proposed System ................................................................................. 47
Figure 3.16 Use Case Diagram of Proposed System ................................................................... 48
Figure 3.17 Sequence Diagram of Augmented Reality ............................................................... 53
Figure 3.18 Activity Diagram ...................................................................................................... 54
Figure 3.19 Class Diagram of Augmented Reality ...................................................................... 55
Figure 3.20 System Architecture of Proposed Project................................................................. 56
Figure 3.21 Home Page of hirAR ................................................................................................. 57
Figure 3.22 Learn Page of hirAR ................................................................................................. 57
Figure 3.23 Manual Play Section of hirAR .................................................................................. 58
Figure 3.24 Scan Hiragana Characters Section of hirAR ........................................................... 59
Figure 3.25 Augmented Reality Section of hirAR ....................................................................... 59
Figure 3.26 How it Works Video Section of hirAR ..................................................................... 60
Figure 3.27 Reading Quiz Section of hirAR................................................................................. 61
Figure 3.28 Listening Quiz Section of hirAR ............................................................................... 61
Figure 3.29 Learning Phrase Section (The Essential) of hirAR .................................................. 62
Figure 3.30 Learning Phrase Section (Express Yourself) of hirAR ............................................ 62
Figure 3.31 Audio Section of hirAR ............................................................................................. 63
Figure 3.32 Marker Section of hirAR .......................................................................................... 63
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Figure 4.1 Interface of Building Settings ..................................................................................... 67
Figure 4.2 Database for hirAR Project ........................................................................................ 68
Figure 4.3 Marker ......................................................................................................................... 69
Figure 4.4 Visualization of Hiragana Character ......................................................................... 70
Figure 4.5 hirAR Loading Scene .................................................................................................. 70
Figure 4.6 Main Menu of hirAR ................................................................................................... 71
Figure 4.7 Learn Page Menu of hirAR ........................................................................................ 71
Figure 4.8 Manual Play of hirAR ................................................................................................. 72
Figure 4.9 How it Works Page ...................................................................................................... 73
Figure 4.10 Phrases Page of hirAR .............................................................................................. 74
Figure 4.11 Phrases Page of hirAR ............................................................................................. 74
Figure 4.12 Phrases Page of hirAR ............................................................................................. 75
Figure 4.13 Quiz and Practice Page of hirAR .............................................................................. 75
Figure 4.14 Quiz Level of hirAR .................................................................................................. 76
Figure 4.15 Reading Quiz of hirAR ............................................................................................. 76
Figure 4.16 Listening Quiz of hirAR ............................................................................................ 77
Figure 4.17 Audio Chart of hirAR ............................................................................................... 77
Figure 4.18 AR Screen Page ......................................................................................................... 78
Figure 4.19 Splash Screen Function ............................................................................................. 79
Figure 4.20 Load Scene Function ................................................................................................. 79
Figure 4.21 Button Function ......................................................................................................... 80
Figure 4.22 Audio and Volume Function ..................................................................................... 80
Figure 4.23 Play Video Function .................................................................................................. 81
Figure 4.24 Pause Video Function ................................................................................................ 82
Figure 5.1 Pie Chart of Respondents` Institute ........................................................................... 94
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Figure 5.2 Bar Chart for Interface`s Review by Users ............................................................... 95
Figure 5.3 Bar Chart for hirAR Content Review ........................................................................ 96
Figure 5.4 Figure 9.2 Bar Chart for AR Review .......................................................................... 96
Figure 5.5 Bar Chart for Respondents` Evaluation..................................................................... 97
Figure 5.6 Bar Chart for AR Review ........................................................................................... 98
Figure 5.7 Bar Chart for AR Review ........................................................................................... 98
Figure 5.8 Bar Chart for Respondents` Evaluation..................................................................... 99
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LIST OF TABLES
Table 2-1 Summarization of Kanji Characters in Kanji Mobile Application ........................... 25
Table 2-2 Comparison of Reviewed Systems ............................................................................... 30
Table 3-1 Hardware Requirement for hirAR .............................................................................. 36
Table 3-2 Software Requirement for hirAR ................................................................................ 37
Table 3-3 Use case scenario for launching the hirAR .................................................................. 49
Table 3-4 Use case scenario to scan the AR of the hirAR ............................................................ 50
Table 3-5 Use case scenario to scan the marker of the hirAR ..................................................... 50
Table 3-6 Use case scenario to learn Japanese Language using hirAR ...................................... 51
Table 3-7 Use case scenario to start the quiz ............................................................................... 51
Table 3-8 Use case scenario to learn basic communication ......................................................... 52
Table 3-9 Use case scenario to learn using chart audio ............................................................... 52
Table 3-10 Use case scenario to exit hirAR .................................................................................. 53
Table 5-1 Test case of Splash Screen & Loading Screen ............................................................. 84
Table 5-2 Test case of First Home Page ....................................................................................... 84
Table 5-3 Test case of Buttons on First Home Page .................................................................... 85
Table 5-4 Test case of Second Home Page ................................................................................... 86
Table 5-5 Test case of Learn Page (Manual Play) ....................................................................... 87
Table 5-6 Test case of 2D/3D AR Page ......................................................................................... 88
Table 5-7 Test case of How It Works Page .................................................................................. 89
Table 5-8 Test case of Learn Phrases Page .................................................................................. 90
Table 5-9 Test case of Quiz Page .................................................................................................. 91
Table 5-10 Test case of Chart Page .............................................................................................. 92
Table 5-11Test case of More Page ................................................................................................ 93
Table 5-12 Respondents` Comment and Suggestion ................................................................. 100
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Table 6-1 Summary of Objectives and Achievements ............................................................... 102
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ABSTRACT
Nowadays, people are more interested in learning the Japanese language as a second or third
language. Still, at the same time, it requires a lot of practices and a lot of effort to master in
the language that we unfamiliar with. The new learners have experienced several challenging
aspects in the process of learning the foreign language as a second or third language. Learning
process started to get complicated when the interaction between the learning tools and students
is scoped down to static text, so it is hard to visualize and failed to focus. This is of the main
reasons hirAR mobile application is developed for the students who want to learn the Japanese
Language. There are existing systems which help to learn the Japanese language in a fun way,
but most of the systems only focus on characters learning but not for learning phrases and
communication learning. With the mobile application using Augmented Reality (AR), in
education used as learning tools, it provides new digital media that results in teaching and
learning enhancement. The main objective of this project is to develop a mobile application
platform for Japanese Language studies that will be used by the students who are taking
Japanese Language Level 1. By using this application, the mobile app using augmented reality
for Japanese learning is proposed to give exposure to the Japanese language learner to explore
the Japanese language in an engaging way.
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ABSTRAK
Pada masa kini, ramai orang lebih berminat untuk belajar bahasa Jepun sebagai bahasa kedua
ataupun bahasa ketiga tetapi pada masa yang sama, ia benar-benar memerlukan banyak masa
dan usaha untuk menguasai bahasa yang asing untuk kita. Beberapa aspek sukar telah dialami
oleh pelajar baru dalam proses pembelajaran bahasa asing sebagai bahasa kedua atau
ketiga. Proses pembelajaran mula sukar apabila menggunakan interaksi alat-alat pembelajaran
lebih lebih lagi jika ianya statik menyebabkan pelajar sukar untuk menggambarkan sesuatu
aspek dan gagal untuk fokus. Ini adalah satu sebab utama aplikasi mudah alih hirAR dibina
untuk pelajar yang ingin belajar Bahasa Jepun. Terdapat sistem yang sedia ada yang membantu
untuk belajar bahasa Jepun yang menyeronokkan tetapi kebanyakan sistem hanya memberi
tumpuan kepada watak-watak pembelajaran, bukan untuk frasa dan komunikasi pembelajaran.
Dengan aplikasi mudah alih yang menggunakan Augmented Reality (AR), pembelajaran
menggunakan aplikasi hirAR dalam pendidikan akan digunakan dalam pembelajaran sebagai
alat bantu mengajar dan menyediakan media digital baru yang akan meningkatkan cara
pembelajaran. Objektif utama projek ini adalah untuk membangunkan satu platform aplikasi
mudah alih untuk kajian Jepun Bahasa yang akan digunakan oleh pelajar-pelajar yang
mengambil Bahasa Jepun. Dengan menggunakan aplikasi ini, aplikasi mudah alih yang
menggunakan realiti diperkukuhkan lagi untuk pembelajaran bahasa Jepun yang dicadangkan
untuk memberi pendedahan kepada pelajar yang belajar bahasa Jepun untuk meneroka bahasa
asing tersebut dengan cara yang menarik dan efektif.
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CHAPTER 1
INTRODUCTION
1.1 Project Title
Learning Basic Japanese Using Augmented Reality (Hiragana Characters and
Basic Communication, hirAR)
1.2 Introduction
Nowadays, Augmented Reality (AR) has become really popular and commonly used in
many fields, for example, medical, entertainment and educations. According to (Kipper, 2013),
Augmented Reality is breaking its infancy that makes the future applications in the future are
massive. In short, AR has been widely used in very innovative ways and has the potential to
make it beneficial to people and can provide learners with contextualized data and information
in real-time (Godwin-Jones, 2011).
The literature recently aimed at the development, advantages and early implementation
of AR technologies (Yuen, Yaoyuneyong, & Johnson, 2011). Besides, Kessler (2018)
described these studies as proportionally simple, temporary, and small sample in exploring
nature. Klopfer & Squire (2008) also stated that the design-based researches did by the
researchers were mostly related to this technology. Some studies also revealed that augmented
reality technology was proven to leave a positive impact on the learning environment.
Furthermore, researchers stated that students rated greater motivational attention, contentment
and satisfaction while learning using augmented reality environment rather than text-based
learning environment (Chen & Tsai, 2012).
The purpose of this project is as the learning approach for the student who wants and
interested in learning basic Japanese through Augmented Reality. It focuses on teaching basic
Japanese for the Hiragana characters and basic communication, mainly for students who wish
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to learn a foreign language. Through this application, the user can experience a fun learning
and interactive gameplay. This application helps to introduce a fun way of learning in education
instead of the traditional way. Students are more likely attracted to experience this learning
rather than reading a book or learning in hours’ classes.
With this regard, Augmented Reality in different ways, can provide extra digital
information about any subject, and make complicated information easier to understand. These
days, there is a lot of excellent examples of Augmented Reality in education all around the
world. The connection of AR between reality and digital content have been improving,
providing more options for teachers and students (Ibáñez, Delgado Kloos, Leony, Garcia
Rueda, & Maroto, 2011). With the existence of AR, learning will be more exciting and fun.
When the user points the device at the printed flashcards, a beautifully rendered 3D Japanese
characters will pop up on the screen. The application also has a fun quiz for the user to
experience exciting gameplay and take a break from learning. Therefore, due to these
situations, the mobile app For Learning Japanese Using Augmented Reality (Hiragana
Characters and Basic Communication, hirAR) has been proposed considering that the potential
of combining smartphones and Augmented Reality for education is significant.
1.3 Problem Statement
Interactive learning allows the user to participate in the learning environment. However,
the conventional way of education does not satisfy the students, and the learning activity started
to experience bored and not fun at all. According to (Cheng, Yang, & Andersen, 2017), many
Japanese textbooks used in the classroom manage to teach Japanese basic sentence structures
with a relatively small vocabulary. It can be completed within 240 hours of a semi-intensive
two-semester course, and it is also limited to full text with less interpretation. It may seem a
heavy load to the students as it is limited to a full-text version with less visualization. Before a
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student can expect to read with ease, they will face a much larger stock of bored. Brown (2003)
stated that the interaction between the learning tools and students is limited to static pieces of
stuff such as text. It seems hard for the students to visualize, and they will easily fail to focus.
As most people use their smartphone, so the new release of the ARCore for android and
ARKit for iOS is a perfect blend of the physical and digital environment that allows the user to
get a first- hand experience of the “unreal” object.
Augmented Reality is a term for a live direct or an indirect view of a physical, real-
world environment (Kipper, 2013). In order to overcome this problem, a mobile application
with Augmented Reality (AR) features should be added. By using the interactive mobile app
using the Augmented Reality, it can enhance the view, and the user can experience a fun
learning process. As part of an interactive and engaging learning approach, some multimedia
elements will be added in the mobile application such as pictures, graphics, sounds, and
animation. It is used to enrich the learning environment and to let the students to fully involve
in the learning activity (Wu, Lee, Chang, & Liang, 2013).
1.4 Scope
The project focuses on Japanese basic Hiragana characters that consist of 46 characters
and some basic sentences and phrases for communication. The intended users of this mobile
application learning tool are only for Android smartphone users. The syllabus used in this
hirAR mobile application is the content from “Marugoto A1 Katsudou” textbook only. This
textbook is one of the books used worldwide mainly for level 1 learner or beginner according
to the Common European Framework (CEFR) standard. The final results of this mobile
application can be downloaded only from the Play Store.
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1.5 Aims and Objectives
Completion of this project aims:
i. To develop a mobile application platform for basic language studies that acknowledges
the student to understand more in communication and characters that totally different
from English concept.
ii. To conduct testing of a mobile application to its intended user.
1.6 Brief Methodology
Rapid Application Development (RAD)
In this project, Rapid Application Development had been chosen. Rapid application
development (RAD) is a form of agile software development methodology which emphasizes
on working software and user feedback. RAD requires strict planning and testing. (G. Coleman
& R. Verbruggen, 2016)
Figure 1.1 Rapid Application Development (RAD) Model (Lucidchart Content Team,
2018, May 23).
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Phase 1: Analysis and Identify the Requirement
As kick-start, the project, study, and review of the functionalities for the mobile application is
needed. Through this study, the types of rules and skills suitable for the user will be identified.
The study also covers the development criteria such as interactivity and feedback so it will be
much easier to identify the important criteria that should be included in this project.
There are a few AR development platforms that can be applied in educational tools. The study
covered the AR development platform features such as operating system compatibility and
tracking requirement are identified for this project.
Second, programs and software which will be used to make the user interface of the proposed
app, the 3D modelling, animations, and others. For this project, programs needed are Mixamo ,
Adobe Illustrator and Maya.
Phase 2: Design an Interactive AR Framework
The design phase shows how the proposed framework will be implemented. The project
developer needs to design the related requirements for the proposed project. The user interface,
scripting, 3D modelling and others will be designed in this phase too.
Phase 3: Development
Rapid Application Development will be used as the development methodology in this project.
Rapid Application Development has a shorter life cycle compared to other methodology which
allows the developer to break the project down into smaller and more manageable tasks.
Furthermore, it makes everything easier for the developer to add additional functionalities and
features without having to repeat the whole development process. With a shorter planning
phase and a focus on highly iterative design and construction, RAD is able to accomplish more
in less time without sacrificing user satisfaction.
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Phase 4: Testing and Evaluation
There are two main testing in this stage, which are functionality testing and user acceptance
testing. Functional and usability testing are both important and vital in this testing process.
Functional testing is carried out to ensure that the product behaves according to the functional
requirements without taking design principles into consideration. In contrast, usability testing
focuses on customer acceptance and how well the customer can use the product to complete
the required task. Usability testing investigates all aspects of the usability of a product,
including overall structure, navigational flow, and layout of elements on a page, clarity of
content and overall behaviour.
Phase 5: Deployment
The deployment phase is the final phase of the methodology. The application must fulfil all
the requirements and has to past the testing phase. The error that occurred during the testing
will be resolved. In the final phase of Rapid Application Methodology, the application will be
put under production. After the application passed all the testing, the product is ready to go
for live.
1.7 Significance of Project
The significance of this project is to give an overview and educate users about the basic
Japanese language with 46 Hiragana characters with some basic communication by using the
latest and attractive technology which is Augmented Reality (AR). By implementing this
technology for educational purposes, the user will enjoy their learning adventure using a mobile
application and enhancing the user learning experience about the Japanese language.
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1.8 Project Schedule
The project schedule is used as a guideline and reminder to develop the Mobile
Application using Augmented Reality. Gantt chart is used to show the project duration and
estimate each task duration. Figures below show the project schedule for developing the
proposed project using the Gantt chart.
Figure 1.2 Project Schedule of Final Year Project & Gantt Chart Final Year Project 1