LEARNING HIJAI’YAH ALPHABET WITH
AUGMENTED REALITY (AR)
AHMAD JAVAD RIDHA BIN MOHD YASIN
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATIC MEDIA) WITH HONOURS
FACULTY OF INFORMATICS AND COMPUTING
UNIVERSITY SULTAN ZAINAL ABIDIN
2019
DECLARATION
I hereby declare that this report is based on my original work except for quotations and
citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at Universiti Sultan Zainal
Abidin or other institutions.
___________________________________
Name: Ahmad Javad Ridha Bin Mohd Yasin
Date: 16 May 2019
i
DEDICATION
In the Name of Allah, the Most Gracious and the Most Merciful.
Alhamdulillah, I thank God for His grace and grace, I can prepare and complete
this report successfully.
First of all, I would like to thank my supervisor, Dr Nur Saadah Binti Mohd
Shapri because with the advice, guidance, and the thoughtful ideas given to me the
opportunity to prepare this report successfully.
In addition, my gratitude is also to my colleagues who share ideas, opinions,
knowledge and reminders. They helped me answer every question that was important
to me in completing this report.
Thanks also to my beloved mother and father always encouraged me and
motivated me to prepare for this report.
I would like to take the opportunity to thank all lecturers of the Informatics and
Computing Faculty for their attention, guidance, and advice in helping and sharing ideas
and opinions in making this report successful.
May Allah SWT bless to all the efforts that have been given in completing this
report.
Thank you
ii
ABSTRACT
The Learning Hijai’yah Alphabet with Augmented Reality (AR)is developed for the
pre-school and kindergarten-level children to make learning more effective compared
to existing learning method. This app is developed with Augmented Reality (AR)
technology as the new century method replacing the traditional and old-school method.
This app may be able to help children to learn the Hijai’yah Alphabet interactively and
with the feature provided in the app will attractively make learning fun and enjoyable .
Additionally, this app uses interactive 3-dimensional objects, sound and display info so
that children are interested in using this application. At the end, I hope this app can help
the learning process especially to the pre-school and kindergarten-level children.
iii
ABSTRAK
Projek Pembelajaran Abjad Hijaiyyah dengan Augmented Reality dibangunkan untuk
kanak-kanak pra-sekolah bagi menjadikan pembelajaran yang lebih berkesan
berbanding kaedah pembelajaran sedia ada. Aplikasi yang dibangunkan ini
menggunakan teknologi augmented reality sebagai kaedah pembelajaran alaf baru
menggantikan kaedah tradisional. Aplikasi ini dapat menolong kanak-kanak untuk
mempelajari abjad hijaiyah dengan lebih interaktif dan lebih menarik. Tambahan lagi,
aplikasi ini menggunakan interaksi objek 3-dimensi, bunyi dan paparan maklumat
supaya kanak-kanak lebih tertarik. Diharapkan dengan terhasilnya aplikasi ini dapat
membantu pembelajaran terutamanya kepada kanak-kank pra-sekalah
iv
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
___________________________________
Name: Dr Nur Saadah Binti Mohd Shapri
Date: 16 May 2019
v
CONTENTS
PAGE
DECLARATION ................................................................................................... i
DEDICATION ................................................................................................... ii
ABSTRACT ................................................................................................... iii
ABSTRAK ................................................................................................... iv
CONFIRMATION ................................................................................................... v
CONTENTS ................................................................................................... vi
LIST OF TABLES ................................................................................................... ix
LIST OF FIGURES ................................................................................................... x
CHAPTER I INTRODUCTION
1.1 INTRODUCTION……………………………………………………………... 1
1.2 PROJECT BACKGROUND………………………………………………….. 2
.13 PROBLEM STATEMENT…………………………………………………… 3
.14 OBJECTIVES…………………………………………………………………. 3
1.5 SCOPES………………………………………………………………………... 4
1.5.1 USER………………………………………………………………………….... 4
1.5.2 APPLICATION………………………………………………………………... 4
1.6 LIMITATION OF WORK……………………………………………………. 5
1.7 EXPECTED RESULT……………………………………………………….... 5
1.8 ACTIVITIES AND MILESTONES………………………………………….. 6
vi
CHAPTER II LITERATURE RIVIEW
2.1 INTRODUCTION………………………………………………….. 7
2.2 RELATED PRODUCT…………………………...………………… 8
2.2.1 AR FLASHCARDS ANIMAL-ALPHABET - AR FLASHCARD.. 8
2.2.2 ALPHABET SPACE PHOTOSHOOT…………………………….. 9
2.2.3 ARABIC ALPHABET BOARD BOOK FOR KIDS!........................ 10
2.2.4 THE AR ALPHABET BOOK PROYOTYPE……………………… 11
2.3 COMPARISON OF MULTIMEDIA ELEMENT…….…………… 12
2.4 SUMMARY……………………….………………………………...... 12
CHAPTER III METHODOLOGY
3.1 INTRODUCTION…………………………………………………………… 13
3.2 METHODOLOGY MODEL………………………………………………... 14
3.2.1 ANALYSIS PHASE…………………………………………………………. 15
3.2.2 DESIGN PHASE…………………………………………………………….. 15
3.2.3 DEVELOPMENT PHASE………………………………………………...... 15
3.2.4 IMPLEMENTATION PHASE……………………………………………... 16
3.2.5 EVALUATION PHASE…………………………………………………….. 16
3.3 HARDWARE AND SOFTWARE REQUIREMENT…………………….. 17
3.3.1 HARDWARE REQUIREMENT…………………………………………… 17
3.3.2 SOFTWARE REQUIREMENT……………………………………………. 18
3.4 DEVELOPMENT METHODOLOGY…………………………………….. 18
3.4.1 ANALYSIS PHASE…………………………………………………………. 18
3.4 DESIGN PHASE…………………………………………………………….. 21
vii
3.5.1 CONCEPTUAL MODEL………………………………………………….... 21
3.5.2 FLOWCHART………………………………………………………………. 23
3.5.3 STORYBOARD……………………………………………………………… 25
3.5.3.1 LOADING PAGE……………………………………………………….…... 25
3.5.3.2 HOME PAGE………………………………………………………………... 26
3.5.3.3 CREDIT PAGE……………………………………………………………… 27
3.5.3.4 AR CAMERA PAGE………………………………………………………... 28
3.6 SUMMARY…………………………………………………………………... 28
CHAPTER IV IMPLEMENTATION AND TESTING
4.1 INTRODUCTION…………………………………………………………… 29
4.2 IMPLEMENTATION ………………………………………………………… 30
4.3 LEARNING HIJAIYAH WITH AR APPLICATION SCENE…………... 30
4.3.1 LOADING SCENE………………………………………………………….. 30
4.3.2 HOME SCENE………………………………………………………………. 31
4.3.3 CREDIT SCENE………………………………………………...…………... 31
4.3.4 AR CAMERA SCENE…………………………………………………….. 32
4.4 AR MARKER…………………………………………………………….….. 32
4.5 TESTING…………..………………………………………………………… 38
4.3.1 FLASHCARD TESTING………………………………………………...…. 39
4.6 CONCLUSION……………………………………………………………..... 44
viii
CHAPTER V CONCLUSION
5.1 INTRODUCTION…………………………………………………………… 45
5.2 PROJECT CONTRIBUTION……………………………………………… 45
5.3 PROBLEM AND LIMITATION…………………………………………… 46
5.4 FUTURE WORK…………………………………………………………… 46
5.5 CONCLUSION………………………………………………………………. 46
REFERENCES………………………………………………………………. 47
LIST OF TABLES
TABLES TITLE PAGE
1.8 Activities and Milestone ………………………………………………………... 6
2.1 Advantages and Drawback ……………………………………………….…….. 8
2.2 Advantages and Drawback ……………………………...……………………… 9
2.3 Advantages and Drawback ……………………………………………………... 10
2.4 Advantages and Drawback ……………………………………………………... 11
2.5 Comparison table of the existing products with 5 element of multimedia……… 12
4.1 AR Marker Table 33
4.2 Flashcard Testing Table 39
ix
LIST OF FIGURES
TABLES TITLE PAGE
2.1: AR Flashcards Animal-Alphabet - AR Flashcards……………………………... 8
2.2 : Alphabet Space Photoshoot……………………………………………………. 9
2.3: Alif Baa Taa: An Arabic Alphabet Board Book for Kids………………………. 10
2.4 The AR Alphabet Book Prototype……………………………………………… 11
3.1 ADDIE Model…………………………………………………………………... 14
3.2.. Content of Flashcards Pictures AR……………………………………………... 19
3.3 Analysis Phases…………………………………………………………………. 20
3.4.. Conceptual Model of The Application AR……………………………………... 22
3.5 Flowchart of Flashcards Pictures AR…………………………………………… 24
3.6 Loading page……………………………………………………………………. 25
3.7 Home Page………………………………………………………..…………….. 26
3.8 Credit Page…………………………………………….………………………... 27
3.9 AR Camera Page………………………………………………………………... 28
4.1 Loading Scene…………………………………………………………………... 30
4.2 Home Scene…………………………………………………………………… 31
4.3 Credit Scene…………………………………………………………………….. 31
4.4 AR Camera Scene……………………………………………………………… 32
x
CHAPTER 1
PROJECT INTRODUCTION
1.1 Introduction
This section is the introduction to the report for developed application. It will
provide a basic overview of the whole app. This chapter presents about the project
background, problem statement objectives, scope and project planning.
Background of the application 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 system and what the user can do.
1
1.2 Project Background
Augmented Reality (AR) is a type of interactive, reality based display
environment that takes the capabilities of computer generated display, sound, text and
effects to enhance the user’s real-world experience. Augmented reality combines real
and computer-based scenes and images to deliver a unified but enhanced view of the
world. Augmented reality has many different implementation models and applications,
but its primary objective is to provide a rich audiovisual experience. AR works by
employing computerized simulation and techniques such as image and speech
recognition, animation, head-mounted and hand-held devices and powered display
environments to add a virtual display on top of real images and surroundings.
The flash card containing illustrative objects with words to help develop a child's
mind to recognize objects and pronounce words appropriately. This flash card it suitable
for kindergarten-level children as the reference for learning. The children over 2 years
also can read this book. This book has interesting and colorful pictures for children as
well. This app has 2 languages, namely Malay, and Arabic.
For this application, I am developing the application using the AR technology in
The Flash Card. This flash card contains animal and object as model included with every
alphabet characters
2
1.3 Problem Statement
Currently, children nowadays are currently too much open with the technology
so they may not interest too much for reading simple plain book beside they will feel
bored with it. Besides that, the children should learn to speak a word in the flash card.
Fortunately, this can be dealt with the problem because this way of education have a
sound that can give attraction to them. It will difficult to them if no one has teach them
to speak correctly word of an object in picture dictionary.
1.4 Objectives
There are a few purposes in developing the Augmented Reality for Learning
Arabic Alphabet which is: -
1. To study the technology augmented reality can use in flash card
2. To design and develop flash card and mobile application that enable users to
learn with augmented reality technology and also 3D model.
3. To evaluate function augmented reality of flashcards picture and mobile
application that will be create can be use smoothly by the user on the android
platform and provide beneficial to the user
3
1.5 Scopes
The scopes for this project are identified to make the application development
process easier. The scope is divided into two, which are application scope and user
scope admin
1.5.1 User
The Admin can make maintenance on the application and update a new
version. Besides that, the admin able to view the responses to the
feedback which comes from the users.
The Children is the main user for this application children age around
3-6 year are the main focus
1.5.2 Application
Augmented reality technology integrated in mobile application for
smartphone
Featuring 3D model model character and object
4
1.6 Limitation of work
There are several limitations and constraint that occurred throughout the development
of this flash card picture. These problems and limitations in conducting this study are:
1. The users need a smartphone to start playing the augmented reality.
2. Only android user can use this application.
3. This application needs special marker in order to make it work
1.7 Expected Result
The expected result following the development of the proposed project as follows:
1. The user can choose any picture of object for pop up 3D animation.
2. Augmented reality with good interface in this application.
User able press button sound for pop up a word with 2 option language which is Malay
or Arabic
5
1.8 Activities, Milestones (Gantt Chart)
Table 1 Gantt chart
6
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. Among the information referred to from the literary study include theories,
designs, instrumentation studies, study procedures, methods of data collection and
research findings. The main purpose of the literacy study is to put the study to be
conducted on a scientific perspective.
7
2.2 Related Products
2.2.1 AR Flashcards Animal-Alphabet - AR Flashcards
The AR Flashcards Animal-Alphabet - AR Flashcards was developed by Peak Reality
in 2013. Refer figure 2.1 The app uses iOS and android devices and does not use full internet
connection to access. There are advantages and drawback to the application
Figure 2.1: AR Flashcards Animal-Alphabet - AR Flashcards
Platform Advantages Drawback
• Printed
• Apple and IOS
device
• AR technology
• Have multimedia
element
• No animation
• Visual and sound
only
Table 2.1 Advantages and Drawback
8
2.2.2 Alphabet Space Photoshoot
The game Alphabet Space Photoshootwas developed by Education.com. Refer
Figure The app uses website based and use full internet connection to access. There are
advantages and drawback to the application
:
Figure 2.2 Alphabet Space Photoshoot
Platform Advantages Drawback
• Website
• Contain game
• Need internet connection
• Only contain visual element
Table 2.2 Advantages and Drawback
9
2.2.3 Alif Baa Taa: An Arabic Alphabet Board Book for Kids!
Alif Baa Taa, Learning My Arabic Alphabet Refer Figure 2.3 is a
children’s book geared towards introducing the Arabic alphabet, with beautiful,
modern illustrations in fus-ha Arabic with Tashkeel. The 6x6 inch 30 page board
book will feature a different letter on each page, with a modern corresponding
illustration, the word in Arabic and the transliteration. There are advantages and
drawback to the product
Figure 2.3: Alif Baa Taa: An Arabic Alphabet Board Book for Kids!
Platform Advantages Drawback
• Printed • Easily
accessible
• No multimedia element
Table 2.3 Advantages and Drawback
10
2.2.4 The AR Alphabet Book Prototype
The AR Alphabet Book was created to enhance existing alphabet learning by
utilizing an AR technology. ARToolkit software was used to develop the AR Alphabet
application. Figure 2.4 shows the setup of the AR Alphabet Book. To view the virtual
models, the user need a webcam to capture video image of the real world as well as the
markers and a computer monitor to display the virtual model viewed as overlaid over
the pattern markers. Once the AR application is started, based on the instruction given
users can use the pattern markers to display virtual objects.
Figure 2.4 The AR Alphabet Book Prototype
Platform Advantages Drawback
• computer • AR
Technology
• Hardware requirement
• No multimedia element
Table 2.4 Advantages and Drawback
11
2.3 Comparison table of the existing products with 5 element of multimedia:
Product Text Image Video Audio Animation
AR Flashcards
Animal-Alphabet -
AR Flashcards
Alphabet Space
Photoshot
Alif Baa Taa: An
Arabic Alphabet
Board Book for Kids!
The AR Alphabet
Book Prototype
Table 2.5 Comparison table of the existing products with 5 element of multimedia
2.4 Summary
In this whole chapter, this chapter discusses a product for learning Arabic to develop
an augmented reality. This chapter also discussed the technique used in the new
system and the technique used in the previous research articles and journal. The
comparison with the previous research is done so that the right choice will be selected.
12
CHAPTER III
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 software development. After the
application has been completely developed. It should be tested for make sure all the
objective of the project achieved.
13
3.2 Methodology Model
The model that I will use this system is ADDIE model. The ADDIE model is
important to understand if a developer want to develop a successful project. The ADDIE
model has five phase and it is acronyms to 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 might 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 nicely. In order to ensure effective
learning outcomes from augmented reality (AR) education development, careful
planning is 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.
14
Figure 3.1 ADDIE Model
3.2.1 Analysis phases
The Analysis phase is the foundation for all other phases of instructional design. 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.
3.2.2 Design Phases
The Design phase involves using the outputs from the Analyse phase to plan a strategy
for developing the instruction. During this phase, I must outline how to reach the
instructional goals determined during the Analyse phase and expand the instructional
foundation. Some of the elements of the Design Phase may include writing a target
population description, conducting learning analysis, writing objectives and test items,
selecting a delivery system, and sequencing the instruction. The outputs of the Design
phase will be the inputs for the Develop phase.
3.2.3 Development phases
The Develop phase builds on both the Analyse and Design phases. 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.
15
3.2.4 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.
3.2.5 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 may be Formative or Summative.
Formative Evaluation is on-going during and between phases. The purposes of this type
of evaluation is to improve the instruction before the final version is implemented.
Summative Evaluation usually occurs after the final version of instruction is
implemented. This type of evaluation assesses the overall effectiveness of the
instruction. Data from the Summative Evaluation is often used to make a decision about
the instruction
16
3.3 Hardware and Software Requirements
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:
3.3.1 Hardware requirement
i. Laptop
To create the sketches for the characters, background and create scripts or
documents related to “Mercy”. Also used for on the go coding and 3D
modelling.
Processor : Intel Core i5-2450M CPU @ 2.50GHz
Operating System : Windows 10 Pro – 64 bit
Memory : 4GB RAM
ii. External hard disk
To store the backup file
Storage : 500GB
iv. Printer Canon
To print out the documentation
To print flashcards pictures
v. Android Mobile Phone:
Used to run and testing the application
17
3.3.2 Software requirement
i.Unity3D
Used to create the Virtual Reality app and overall project and animate 3D
characters
ii. Autodesk Maya
Used to create 3D character models
iii. Vuforia
To create augmented reality
v. Adobe Photoshop
Used to create sketches of background, characters and poster
3.4 Development Methodology
3.4.1 Analysis Phase
In this phase, analysis phase need to develop the mobile AR application. The analysis
phase involves are requirement analysis, task analysis and instructional analysis. Then,
the activities involves 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. The mobile AR application is developed learning word of
animal character or everyday object which the content specifically for children age
between 3 to 6 years old.
18
The analysis is also carried out by doing comparison between existing products
that implanted AR technology in their products especially in learning object names. The
comparison of existing dictionary flashcards as depicted in table 1. Through the
analysis, the weaknesses of the existing learning courseware or mobile application can
be identified. All information gathered was used to develop goals and objective of
developing mobile AR application. The software and hardware requirement are also
determined in this phase. The flow of analysis phase is shown in Figure 8.
19
Arabic alphabet using AR technology
Flashcards Picture using
Images
Mobile AR Application: “animal
names in Arabic using AR
technology”
Scan Flashcards Digital Picture
Figure 3.2 Content of Flashcards Pictures AR
20
Analysis Problem
Statement
1. Not interaction
2. Not sound spelling word to
teach them
Objectives 1. To study the AR can use
in flashcards pictures
2. To design and develop
flashcards picture that
enable users can
learning with AR
3. To evaluate function AR
Target
Audience
1. Admin
2. Children
Content
This project included:
1. Flashcards picture
-contain images picture with
pronouns words
-used as a marker for AR
2. Flashcards picture using AR
technology
Strategy
Requireme
nt
1. Use 3D model
2. Augmented reality
technology
1. Hardware
-Unity3D
-Vuforia
-Maya3D
2. Software
-Laptop
-Mobile phone (Android)
Figure 3.3 Analysis Phases
3.5 Design Phase
In design phase, conceptual model, flowchart and storyboard were developed.
The design phase involves the development of the conceptual model for the mobile AR
application which involves the learning theory, the medium and AR technology to be
used in the application; the teaching and learning approach to be implemented and the
components involve in this mobile AR application.
3.5.1 Conceptual Model
The conceptual model is shown in Figure 9 The framework lists the following
components as the important components to be included in the development of mobile
AR application: “Picture Dictionary Inside House AR”. They are:
Teaching and learning approach
Learning theory
Prototype development
21
3.5.2 Flowchart
22
SCAN Prototype
Graphical
Interface TAR Interface
Learning
Theory
Cognitivisme Constructivisme
Teaching and
Learning
Approach
Interactivity in
real time
Intuitive: Hold,
Zoom in, Zoom out,
rotate
Physical area
Physical and digital area
Digital area Text, audio, animation, 2D
graphic, 3D object
AR multi dimension
environment
Visual
literacy
Interface
Multimedia-
Fusion
Figure 3.4 Conceptual Model of The Application AR
3.5.2 Flowchart
Flowchart is a diagram that shows the progress flow of system. The application
starts by providing users to click scan button from homepage. Next, on the main page
the users providing to choose camera button, information button, back button and home
button. The start button is the most important button for this application. This button
will automatically turn on the camera on user’s mobile phone. The scan button will give
the opportunities to the users to choose any image object. The user needs to scan an
image that created on the page using the mobile phone camera. In a few second, a 3D
model will pop out automatically at the mobile phone screen. The users can touch that
3D model at the screen to make its move. Next, the user needs to touch the virtual button
that provided on the page. They can choose Malay or Arabic button to know the names
of the object. Sudden, the 2D image of the name of the object and sound from narrative
speaker will appear on the application. Then, the home button will bring users directly
to the homepage which is making the optional to the users either to click scan or exit
button. The technology used is augmented reality that combined the reality and virtual
environment together to make a learning process become more interesting.
23
Figure 3.5 Flowchart of Flashcards Pictures AR
24
Exit
End
No
Yes
Start
Homepage
SCAN Flashcards
Picture AR
Choose
object 3D model of
object
Yes
Yes
Choose
language
Yes
Name of the
object
3.5.3 Storyboard
Storyboarding is also a part of multimedia design process. The storyboard shows
the look and feel of the application that will be developed. Some of the storyboard
can be seen in picture below
3.5.3.1 Lading page
Figure 3.6 the loading page is the first page user will see when open up the
application, user need to wait for the loading bar to fill up before it go to the home
page automatically
Figure 3.6 Lading page
25
3.5.3.2 Home page
Figure 3.7 the home page is the main page of this app there is 3 button on this page
which is AR Camera button Credit button and Exit button, user can navigate all of the
button assign on this page
Figure 3.7 Home page
26
3.5.3.3 Credit page
Figure 3.8 show credit page, this page have a brief about of the developer of this
project and the supervisor of this project development
Figure 3.8 Credit page
27
3.5.3.4 AR Camera page
Figure 3.9 the AR camera page is main activity of this app this page is where most of
the engagement happen between user and the AR function
Figure 3.9 AR Camera Page
3.6 Summary
Methodology is very important in a system development. It helps to make sure the
system develop 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.
28
CHAPTER IV
IMPLEMENTATION AND TESTING
4.1 Introduction
In this chapter, will be discuss about implementation of the methodology discuss
in previous chapter and testing to obtain result of each implementation. Implementation
are executed to ensure the application is develop according to the main objectives of the
project and fulfill the user requirement. Testing will be executed so that developer will
recognize the defects as soon as possible and repair it immediately. A successful test is
one that can uncover errors
29
4.2 Implementation
The purpose of this phase is to give the effective and efficient delivery of fully
functional application. The purpose of this phase is the effective and effective delivery
of instruction. This project developed and implemented as an android application by
using 3D Unity which is integrated with Vuforia developer to develop design, code,
test, debug and execute the main process of the project. Furthermore, this project use
C# as the programming language for the coding purpose.
4.3 Learning Hijaiyah with AR Application Scene
Figure 4.1 Loading Scene
30
Figure 4.2 Home Scene
Figure 4.3 Credit Scene
31
Figure 4.4 AR Camera Scene
v4.4 AR Marker
A marker or image target can be anything, as long as it has enough unique visual
points. Images with lots of concerns and edges work well. It designed with colorful
element using Adobe Photoshop. The image of object at the center, and the name of the
object so that users can play while spell the name of the object correctly. Besides that,
Vuforia developer is a website that let developer check if the image is a suitable marker
and every marker features. A feature is a sharp, spiked, chiseled detail in the image,
such as the ones present in textured objects. The image analyzer represents features as
small yellow crosses. Increase the number of these details in image, and verify that the
details create a non-repeating pattern. There are 28 marker based as shown on table 4.1.
32
Flashcard Image Marker Feature Marker Detail
Type: Single Image
Status: Active
Target ID: ff614e5a000b43cc88f614a2ebe53917
Augmentable: 4
Added: Apr 23, 2019 00:19
Modified: Apr 23, 2019 00:19
Type: Single Image
Status: Active
Target ID:
1d7b3044b56346bfb0382fa4f2dee230
Augmentable: 4
Added: Apr 23, 2019 00:26
Modified: Apr 23, 2019 00:26
Type: Single Image
Status: Active
Target ID: 4dcb8b855c8b4a5e82b04661d3ad67b1
Augmentable: 4
Added: Apr 23, 2019 00:21
Modified: Apr 23, 2019 00:21
Type: Single Image
Status: Active
Target ID:
6a68ea44a75c4b8789b61c90b06ffb3a
Augmentable: 5
Added: Apr 23, 2019 00:28
Modified: Apr 23, 2019 00:28
Type: Single Image
Status: Active
Target ID:
1e9e988b58be45e4b9ceb5dccbb7a546
Augmentable: 5
Added: Apr 23, 2019 00:34
Modified: Apr 23, 2019 00:34
33
Type: Single Image
Status: Active
Target ID: bdc7140ebd71419084f50a9a9cc32d9a
Augmentable: 4
Added: Apr 23, 2019 00:27
Modified: Apr 23, 2019 00:27
Type: Single Image
Status: Active
Target ID:
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Augmentable: 4
Added: Apr 23, 2019 00:27
Modified: Apr 23, 2019 00:27
Type: Single Image
Status: Active
Target ID: 98f741c81645415fbaa89f0c766e2170
Augmentable: 3
Added: Apr 23, 2019 00:20
Modified: Apr 23, 2019 00:20
Type: Single Image
Status: Active
Target ID:
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Augmentable: 4
Added: Apr 23, 2019 00:24
Modified: Apr 23, 2019 00:24
Type: Single Image
Status: Active
Target ID: 80e742b248db490181cd979221785431
Augmentable: 4
Added: Apr 23, 2019 00:26
Modified: Apr 23, 2019 00:26
34
Type: Single Image
Status: Active
Target ID: 37e0e8c0a0a7451bb008376c30759049
Augmentable: 3
Added: Apr 23, 2019 00:23
Modified: Apr 23, 2019 00:23
Type: Single Image
Status: Active
Target ID:
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Augmentable: 4
Added: Apr 23, 2019 00:25
Modified: Apr 23, 2019 00:25
Type: Single Image
Status: Active
Target ID: 1503305f9a3d4618ad223fa519787b66
Augmentable: 4
Added: Apr 23, 2019 00:27
Modified: Apr 23, 2019 00:27
Type: Single Image
Status: Active
Target ID:
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Augmentable: 5
Added: Apr 23, 2019 01:25
Modified: Apr 23, 2019 01:25
Type: Single Image
Status: Active
Target ID: 9c7d52f0076c4112b302a35cba049720
Augmentable: 4
Added: Apr 23, 2019 00:25
Modified: Apr 23, 2019 00:25
35
Type: Single Image
Status: Active
Target ID: 1dada6f34a264a1d86c2644d1712a847
Augmentable: 3
Added: Apr 23, 2019 00:23
Modified: Apr 23, 2019 00:23
Type: Single Image
Status: Active
Target ID:
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Augmentable: 4
Added: Apr 23, 2019 00:39
Modified: Apr 23, 2019 00:39
Type: Single Image
Status: Active
Target ID: cf8b9002377844a794a5497228adeeaa
Augmentable: 4
Added: Apr 23, 2019 01:21
Modified: Apr 23, 2019 01:21
Type: Single Image
Status: Active
Target ID:
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Augmentable: 3
Added: Apr 23, 2019 00:23
Modified: Apr 23, 2019 00:23
Type: Single Image
Status: Active
Target ID: 44b4c9e051f94b5183ba44219130dae9
Augmentable: 3
Added: Apr 23, 2019 00:24
Modified: Apr 23, 2019 00:24
36
Type: Single Image
Status: Active
Target ID: 83bd501fb6f7420b8ac6e047c1a403af
Augmentable: 4
Added: Apr 23, 2019 00:25
Modified: Apr 23, 2019 00:25
Type: Single Image
Status: Active
Target ID:
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Augmentable: 5
Added: Apr 23, 2019 00:21
Modified: Apr 23, 2019 00:21
Type: Single Image
Status: Active
Target ID: 9f5a87407e664bc1b4236f70267d4bbb
Augmentable: 5
Added: Apr 23, 2019 00:34
Modified: Apr 23, 2019 00:34
Type: Single Image
Status: Active
Target ID:
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Augmentable: 4
Added: Apr 23, 2019 01:19
Modified: Apr 23, 2019 01:19
Type: Single Image
Status: Active
Target ID: 0a153101527341e19a65bb9136e331c8
Augmentable: 3
Added: Apr 23, 2019 00:28
Modified: Apr 23, 2019 00:28
37
Type: Single Image
Status: Active
Target ID: e1954bdfe9184091b52c0c75f86e10d4
Augmentable: 4
Added: Apr 23, 2019 01:20
Modified: Apr 23, 2019 01:20
Type: Single Image
Status: Active
Target ID:
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Augmentable: 3
Added: Apr 23, 2019 00:29
Modified: Apr 23, 2019 00:29
Type: Single Image
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Augmentable: 4
Added: Apr 23, 2019 00:35
Modified: Apr 23, 2019 00:35
Table 4.1 Marker Detail for Flashcard Image
4.5 Testing
Testing is one of important phase in the development of the project. This phase
works to test the system or application whether it fully function or vice versa. In this
phase there are three type of testing to test the application which are unit testing,
integrate testing and system testing. Unit testing is carry out to verify the functionality
of specific section code. Integration testing is to exposed defect in the application
interfaces and interaction between module.
38.
4.3.1 Flashcard Testing
Table 4.2 show the flashcard testing is a test to determine whether all 3D model
implement with the AR marker is success or not
Flashcard Output Result
Success
Success
Success
Success
39
Success
Success
Success
Success
Success
Success
40
Success
Success
Success
Success
Success
41
Success
Success
Success
Success
Success
42
Success
Success
Success
Success
Success
Success
43
Success
Success
Table 4.2 Flashcard Testing
4.6 Conclusion
In this chapter of implementation and testing, it has been described and show all
the user interfaces in the application. It can act as a guide for new user about how can
they use the application. Testing also an important part to ensure that all the
functionality achieved and run smoothly. Maintenance should be carry from time to
time to check whether there are any bugs detected. This phase will repeat to ensure the
error can be minimized and the application will be optimize.
44
CHAPTER V
CONCLUSION
5.1 Introduction
In this chapter, contribution of Learning Hijaiyah with AR, problem and
limitation during project development as well as the future work in order to improve the
application itself will be discuss
5.2 Project Contribution
Learning Hijaiyah with AR developed based on ADDIE method is mainly aim
to give the user to experience the new way of education for children with the
edutaintment concept. Meanwhile, the others aim is to give the user exposure and
education about the AR technology. Furthermore, it is very convenience to use because
user only just need to be download on the playstore and can use them without any
internet connection.
45
5.3 Problem and Limitation
The major problem and limitation during the project development are to find the
way to optimize the application and stabilize the 3D model to ensure it can be reveal
without any failures. Beside
that, the limitation is this application only available on the android platform only.
5.4 Future Work
Learning Hijaiyah with AR still need to be improve a lot but it will take a lot of
time. In the current version of application, it only available for 28 object only, so for
next planning is to add the other object and to add more information and certainly with
much more entertainment. Moreover. this application can also be built by using a new
technique which is marker-less-based technique. By using this technique, user does not
need to find the marker and it can be use anywhere. Another suggestion is to develop
this project in IOS device based on recommendation from user testimony
5.5 Conclusion
Learning Hijaiyah with AR help the target user to gain knowledge in the new
way or experience. ADDIE model has been used in order to make this development
workflow going well and give the expected outcome. The framework and user interface
design that included in this report can also act as guideline for the user to use this
application and also for research in their work.
46
REFERENCES
What is Augmented Reality technology and how does AR work. (2018, October
02). Retrieved from https://thinkmobiles.com/blog/what-isaugmentedreality/
https://www.researchgate.net/publication/318723664_Augmented_Reality_in_Info
rmation_Systems_Research_A_Systematic_Literature_Review
http://arflashcards.com/
Perez, A. C. (2017). New Challenge in Education: Enhancing Student's
Knowledge through Augmented Reality. Augmented Reality, 273 -293.
Sanni Silatanen. (2012). Theory and applications of marker-based Augmented
Reality
47