afifah binti awang abdul rahmanhingga 17 tahun. sebagai hasilnya, pengguna boleh belajar bahasa...
TRANSCRIPT
SMART WITH SIGN LANGUAGE MOBILE APPLICATION
AFIFAH BINTI AWANG ABDUL RAHMAN
Bachelor of Information Technology (Informatics Media) with Honours
Faculty of Informatics and Computing
Universiti Sultan Zainal Abidin, Terengganu, Malaysia
2018
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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 : Afifah bt Awang Abdul Rahman
Date : ………………………………....
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CONFIRMATION
This project report entitled Smart with Sign Language Mobile Application was prepared
and submitted by Afifah Binti Awang Abdul Rahman, matric number BTDL16043817 and
in my point of view, this project fulfils a condition to be awarded a Bachelor of Information
Technology (Informatics Media) with Honours in Universiti Sultan Zainal Abidin
(UniSZA).
___________________________________
Supervisor : Mr Mohd Sufian bin Mat Deris
Date : ………………………..……..
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DEDICATION
In the name of Allah, I dedicate this project to Him, the Most Gracious and the Most
Merciful, all praise is only for Him. He has been the source of my strength throughout this
project. Never forget to my very kind and helpful supervisor, Mr Mohd Sufian bin Mat
Deris for the valuable ideas, time, support, advice and guidance given through the
development until completion part of the project. I also dedicate this work to my beloved
family that supported and encouraged me all the way and make sure that I give it all to
finish what I have started. Next, I want to thank all my friends that willing to help me finish
this project. Lastly, a thousand thank you to everyone who directly or indirectly involved
in the process of making this project and documentation.
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ABSTRACT
The deaf community is considered a minority in Malaysia. Majority of people are
not familiar sign language used by deaf community as they are not exposed to this at an
early age. This limits their ability to interact with majority of the population, which may
cause problems especially when emergency arises. Smart with Sign Language mobile
application is a platform for our targeted users to be able to learn about sign language
interactively. This application uses Android-based system where user can download easily
using their mobile phone. The user interface contains 2D animation which is very fun for
our targeted users from the age of 10 to 17 years old. As a result, users can learn sign
language while enjoying games and quizzes provided inside the app. Hence, learning sign
language using a fun technique is very effective to attract children of all ages.
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ABSTRAK
Komuniti bisu pekak boleh dikatakan sebagai golongan minoriti di Malaysia.
Kebanyakan masyarakat tidak tahu akan Bahasa isyarat yang digunakan oleh golongan
bisu pekak adalah kerana mereka tidak didedahkan tentang perkara ini seawal usia kanak-
kanak. Hal ini telah membataskan kebolehan perhubungan dengan masyarakat lain
dimana akan menimbulkan masalah yang besar terutamanya apabila berlaku kecemasan.
Aplikasi mudah alih Smart with Sign Language dijadikan sebagai satu platfom untuk
pengguna agar dapat belajar tentang Bahasa isyarat secara interaktif. Aplikasi ini
menggunakan sistem dasar Android dimana pengguna boleh muat turun dengan mudah
menggunakan telefon pintar. Paparan antaramuka pengguna menggunakan konsep
animasi 2D yang mana ia sangat menarik untuk sasaran pengguna bermula umur 10
hingga 17 tahun. Sebagai hasilnya, pengguna boleh belajar Bahasa isyarat sambil boleh
bermain permainan dan kuiz yang disediakan didalam aplikasi tersebut. Maka, belajar
Bahasa isyarat menggunakan teknik yang menarik adalah salah satu cara yang berkesan
untuk menarik perhatian kanak-kanak dipelbagai peringkat umur.
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CONTENTS
DECLARATION ii
CONFIRMATION iii
DEDICATION iv
ABSTRACT v
ABSTRAK vi
CONTENTS vii
LIST OF TABLES ix
LIST OF FIGURES x
LIST OF ABBREVIATIONS xi
LIST OF APPENDICES xii
CHAPTER 1 INTRODUCTION 1
1.1 Background 1
1.2 Problem Statement 3
1.3 Objectives 4
1.4 Scope 4
1.5 Milestones and Activities 5
1.6 Limitation of Work 6
1.7 Expected outcomes 6
CHAPTER II LITERATURE REVIEW 7
2.1 Introduction 7
2.1.1 Sign language 7
2.1.2 Mobile Application 8
2.1.3 Smart with Sign Language Application 8
2.2 Related Application 9
2.2.1 Existing Application (Learn to Sign) 9
2.2.2 Existing Application (Eddy: Digital Learning of Sign Language) 11
2.2.3 Existing Application (MyBim) 12
2.2.4 Existing Application (V2M) 14
2.3 Summary 15
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CHAPTER III METHODOLOGY 16
3.1 ADDIE Model 16
2.1 Analysis Phase 17
3.3 Design Phase 19
3.3.1 Storyboard & users’ interface 21
3.4 Development Phase 26
3.4.1 Tools 27
3.4.2 Review 27
3.4.3 Testing 27
3.5 Implementation Phase 28
3.6 Evaluation Phase 28
3.6.1 Formative Evaluation 28
3.6.2 Summative Evaluation 29
3.7 Evaluation as The Final ADDIE Stage 30
CHAPTER IV 31
REFERENCES 32
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LIST OF TABLES
Table 1.1 Gantt Chart 5
x
LIST OF FIGURES
Figure 2.1 Learn to Sign 10
Figure 2.2 Eddy Application 12
Figure 2.3. MyBim Application 13
Figure 2.4 V2M 15
Figure 3.1. A diagram of ADDIE model components 17
Figure 3.2. Lesson Plan 20
Figure 3.3. Navigation Map 20
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LIST OF ABBREVIATIONS
MSL Malaysian Sign Language
xii
LIST OF APPENDICES
APPENDIX TITLE PAGE
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CHAPTER 1
INTRODUCTION
1.1 Background
As time pass by, we cannot deny that smartphone is becoming the most important
thing in our life. It is used mostly anywhere and at any time in our daily routine whether
it’s for communication, entertainment, work or other purposes. With this pattern of
behavior in using mobile application, we can see clearly that mobile application can go far
into the future.
The type of people who like to think over the border and beyond will take this
opportunity and will strive to make it as their income by developing useful mobile
application for users. One of the useful applications we can see nowadays is a sign language
application which helps people a lot in communicating among each other. There are tons
of these application in the Google Play Store available for user to download with multiple
functionalities.
For most of the time, common problem that people has been facing is their
communication barrier with deaf people. This is crucial because deaf people look like
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ordinary people except, they cannot speak nor hear. There will be scenarios where they
needed help with something basic like asking for directions, but we cannot help because
the lack of knowledge in sign language. Knowing the basics in sign language proves to be
crucial in a bigger scenario such as in a life-threatening emergency where there is one
normal person and one deaf person who happen to know how to speak sign language only.
Imagine if we are in that situation whether we are the one who needed help or vice versa.
It is almost impossible for them to understand each other in such intense situation.
Smart in Sign Language Mobile Application is no doubt the solution to the
problem above. The idea of interactive 2D animation tutor and user-friendly education
platform will definitely attract users to learn more about sign language. It is very efficient
and easy to carry around for the fact that it is in our mobile phone, so users can learn
basically anywhere as long as they have their phone.
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1.2 Problem Statement
It is undeniable that there is plenty of sign language application specifically
designed to help users learn this language. But most of them lack in interface design and
the knowledge delivery itself is unclear. Even though it is useful and functional, but this
kind of application is unpractical anymore because it cannot effectively help users fully
understand sign language. The main purpose of problem statement in this section is to focus
on the solution to the problems.
There are currently three main problems. Firstly, most people in Malaysia does
not understand sign language. This is probably because of the individual have no interest
in learning sign language due to the mindset that sign language is not important. Secondly,
they do not know how to reply to the conversation in sign language. Most of the schools
and institutions in Malaysia do not have sign language subject in their syllabus which leads
to decreasing the number of people who know about sign language. Thirdly, not many
people are interested in learning sign language with the existing application especially
teenagers and young kids. It is especially difficult to expose sign language to our kids at
young age without an interesting method of learning them. Hence, only have a few
percentages of Malaysian can speak and understand sign language.
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1.3 Objectives
‐ To design an improved version of Malaysian sign language application for much
effective learning.
‐ To develop a kid’s and teenager’s friendly application as a platform for them to
learn the basics of Malaysian Sign Language.
‐ To test the functionality and effectiveness of Smart with Sign Language Mobile
Application for users to use and learn for easier communication among normal
person and hearing-impaired person.
1.4 Scope
The scopes of this study are divided into:
i) Admin. The role of an admin is to login the application to make changes,
updates and maintenance.
ii) User. This application is targeted for users at the range age of 10 years old
until 17 years old. Users can use this mobile application to learn the basics
of MSL. Users also be able to play games and quizzes provided in the
application to test their knowledge of what they have learned previously.
iii) Android Based. This application will be developed for android operating
system’s mobile devices.
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1.5 Milestones and Activities
Table 1.1 Gantt Chart
Week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Topic Discussion and Determination
Project Title Proposal
Proposal Writing ‐ Introduction
Proposal Writing ‐ Literature
Review
Proposal Progress ‐ Presentation &
Evaluation
Discussion & Correction Proposal & Proposed Solution Methodology
Proposed Solution Methodology (continued)
Proof of Concept
Drafting Report of Proposal
Submit Draft of Report to Supervisor
Seminar Presentation
Correction Report
Final Report Submission
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1.6 Limitation of Work
‐ Users can easily learn and improve their MSL skills from their mobile devices.
‐ The application will provide variety of words like objects, color, numbers and
other basic words as well.
‐ In further level, users can start learning about phrases and basic sentences in
daily communication
1.7 Expected outcomes
‐ Become a platform for kids and teenagers to learn about Malaysian sign
language wherever they go.
‐ Making kids and teenagers more interested in learning MSL because of our fun
interface.
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CHAPTER II
LITERATURE REVIEW
2.1 Introduction
This section focuses on the work or research that whether it is directly or indirectly
related to the project itself. It contains many information that gives such benefit to the
process of development of the project which makes it very important.
2.1.1 Sign language
Sign language is a visual language which uses hands and arms gesture, facial
expression and body language to communicate. This language is used by hearing and
speech impaired person, and also by normal people which maybe have family members or
friends that is needed to communicate in this language. Sign language developed and
existed remarkably in many types of language worldwide. Each country has its own native
sign language, and perhaps some have more than one language. Some that we familiar with
are American Sign Language, British Sign Language, European Sign Language and many
others. Each has its own differences and uniqueness. But this project will be focusing
mainly in Malaysian Sign Language which not many people internationally knows about it
yet.
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2.1.2 Mobile Application
Mobile application (mobile apps) is usually refers to an app, that is a software
specifically designed for mobile devices such as smart phone or tablet computer1. It is
similar to services that users can accessed on PCs. Apps are generally small and most of
them have limited function. A mobile application is also known as an app, web app, online
app, iPhone app or smartphone app.
2.1.3 Smart with Sign Language Application
This application act as a platform for users to learn interactively about Malaysian
Sign Language which is developed and designed specifically for young kids and teenagers
from the age of 10 to 17 years old by making the interface and content itself much
interesting than the ones that already existed. This is to make sure that this circle of people
will get attracted by this apps so that they can learn MSL effectively.
1 https://www.techopedia.com/definition/2953/mobile‐application‐mobile‐app
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2.2 Related Application
2.2.1 Existing Application (Learn to Sign)
‘Communication is key’ a phrase known worldwide, it is how people exchange
ideas, knowledge, feelings, thoughts and much more. Communication between people
comes in all different forms: verbal, visual or electronic to name a few. For many choosing
which form of communication, they wish to communicate in is an option. However, when
someone suffers from hearing loss, be it since birth, an accident or due to old age, they tend
to lose the option to choose. Depending on where you live in the world, the support and
care that is available to those who are deaf can vary greatly. For example, deaf people in
the developed areas of Europe, North America and Oceania have greater opportunities
through language accessibility, interpreting services and disability rights.
Furthermore, to developed countries, when the beliefs around deafness are that of
acceptance and protection deaf individuals could feel part of the community and have equal
rights as hearing individuals. Some deaf children say “they were raised on equal footing
with their hearing siblings…”2. Whereas on the other end of the spectrum, the negative
connotation, deaf varies from being a form of punishment from God, a bad omen, familial
shame, act of fate and/or burdensome and can lead to neglecting, abusing, isolating and
even abandoning the deaf individual. Because of that, the Learn to Sign development team
have developed an app which will assist hearing and deaf individuals in communicating
2 http://www.deafchildworldwide.info/
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with each other while raising awareness on deafness to change the attitudes of many
countries due to varying beliefs around deafness. They see that deaf children always get
abuse from the community or being in total silence because they have no one to
communicate with. Miscommunication between deaf people and normal people because
zero knowledge in communicating in sign language.
Overall, this educational mobile application helps the hearing individuals as well
as deaf individuals to learn basic signs and phrases through means of a game. The
usefulness and value of this application was tested amongst basic users and experts in Sign
Language, whereby each iteration improved on the next based on the feedback and results.
Figure 2.1 Learn to Sign
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2.2.2 Existing Application (Eddy: Digital Learning of Sign Language)
Eddy Digital Learning of Sign Language is a mobile application that helps users
to learn basic Malaysian Sign Language (MSL) in more interactive way and on the go. Plus,
this app contains exciting gaming scenes, 3 dimensional animated MSL dictionary and
MSL spelling features to make it easy for everyone to learn. This application is on-demand,
trusted and integrated source for learning Malaysian Sign Language that hopes to bridge
the communication gap.
Users can easily learn MSL using gaming method which proven to be very
effective way of learning. Users can choose from multiple categories on which category to
learn first. All the animation and interface are very attractive an interesting. The quizzes
are also fun because they included the sound and movement where for users especially kids
seem to be very interested in those sorts of thing.
As a conclusion, Eddy Digital Learning of Sign Language is an interactive and fun
application to learn sign language for beginners. But there are quite a few glitches in the
game. They keep repeating the same emotion over and over. The size of the application
itself is also ridiculously big for a learning mobile application. Other than that, this app is
a great mobile app to use.
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Figure 2.2 Eddy Application
2.2.3 Existing Application (MyBim)
MyBim is an educational mobile application that promote academic knowledge
about deaf community and the Malaysian Sign Language as the official sign language in
Malaysia. Their job is to contribute the voice and ideas in language and linguistic issues
and to carry out public advocacy. MyBim development team also organize activities and
functions to build public knowledge on the deaf community and the Malaysian Sign
Language. Their mobile application is basically same with other sign language application
which is contains several categories of sign language learning. Users can watch videos
provided to see how the movement of the certain words in sign language. They also have
extra features that is latest news, gallery, map and enquiry section.
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To summarize, majority of users says that it is a good application but there is some
comment that wanted this application to be offline. Furthermore, they also need to improve
on the user interface and make it more appealing. Other than that, this is application is very
useful for individuals trying to simply learn the basics of Malaysian Sign Language on their
mobile devices.
Figure 2.3. MyBim Application
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2.2.4 Existing Application (V2M)
V2M is an application which is very helpful for the users to communicate among
each other in real time using this platform. Their team developed a mobile application that
uses disrupted speech of Deaf-mutes for the purposes of social connectivity. This is because
all the existing mobile application uses sign language as the only option for communication
with them.
This team developed an Android based application named as vocalizer to mute
(V2M) which act as an interpreter and encourages two-way communication between Deaf-
Mute and normal person. Normal to Deaf-Mute person communicate using the module
which takes text or spoken message of a normal person as an input and output a 3D avatar
that performs sign language for a Deaf-mute person. Meanwhile for Deaf-Mute person to
communicate with normal person, the application uses disrupted speech of a Deaf-Mute
person and converted into recognizable speech format by using speech recognition system.
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Figure 2.4 V2M
2.3 Summary
As discussed above, all existing applications have their own strength and abilities,
but there are still some weaknesses can be seen. If there are a little tweak and changes made
to the existing application, it can improve a lot of things and functions by developing new
application.
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CHAPTER III
METHODOLOGY
3.1 ADDIE Model
ADDIE model is one of the most common used models in the instructional design
field as a guide to produce an effective design. This model is an approach that helps
instructional designer or content developer in developing an instructional product. In fact,
the elements made through the ADDIE model can be used in any online or face-to-face
environment. Hence, ADDIE is used to develop Smart with Sign Language Mobile
Application. The acronym ADDIE stands for important components in the process of
creating an instructional design. These components are Analysis, Design, Development,
Implementation, and Evaluation. Each phase in an ADDIE model is related to and interacts
with each other. Figure 3.1 below shows the scope of this model in diagram form.
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Figure 3.1. A diagram of ADDIE model components
2.1 Analysis Phase
Analysis stage is the most important phase in this process. When instructional
designers do the analysis phase before creating, developing, and implementing a plan, they
will save a lot of courses, effort, and time. In order to carry out the analysis phase for the
Smart with Sign Language Mobile Application, we looked into a few things such as the
learners (where they are at, their skills and needs, etc.), develop an instructional analysis
(to provide the necessary steps of learning sign language and present opportunities to learn
and use new information in an instruction), create instructional goals (aimed at specifying
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the end desired result), and analysis of the learning objectives (how to measure the
attainment of goals).
This mobile application project focuses on children from the age of 10 to 17 years
old as the target users. We need to know the needs and problems of the users prior to
building the application. We need to know the users’ initial knowledge base of sign
language, so we can plan the application development on the basis of how much they
already know what they need to learn.
Based on my surveys and interviews with respondents, I can conclude that most
people do not have the basic knowledge of sign language. Even for those who have friends
and family that is deaf-mute, they only communicate with their own way, not using the sign
language. Even in the deaf-mute community, not all of them is able to learn and
communicate using sign language. This is part of the problem that hinders their friends and
family to communicate with them as well.
As for this sign language mobile application, it will be presented in English and
no internet connection is required for this application. In the end result of our project, we
aim to enable both normal and deaf-mute people to learn sign language effectively
starting from the basic alphabets, phrases and daily sentences through 2D animation that
will demonstrate the gestures.
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3.3 Design Phase
The design phase is the next step in ADDIE model. This phase is when the work
flow, program animation design, user interface and the overall application development are
initiated. In the lesson plan, users will first go through all the alphabets, followed by basic
words and finally phrases and daily sentences (Figure 3.2). There is also a game section
provided for users to practice their knowledge (Figure 3.3). This sign language mobile
application is mostly developed in Adobe Flash CS6 where the 2D cartoon avatar is created
and animated.
Figure 3.2. Lesson Plan
HOME
ALPHABET BASIC WORDS PHRASES DAILY SENTENCES
COLOUR
OBJECTS
ACTIONS
FEELINGS
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Figure 3.3. Navigation Map
One of the features that will be applied is by making the camera view
available in two perspective that is from the front and from the side so that users can see
exactly how the hand movement should be like. The repeat button is also available for the
users to click on as many times as needed to repeat the sequence until they memorize it.
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3.3.1 Storyboard & users’ interface
Loading page when opening application
Pop-up will appear to ask for name to display in score later.
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This is the main menu interface
When clicked on “LEARN” button
When clicked on “ALPHABETS” button in LEARN menu
When clicked on “A” option in ALPHABETS section
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When clicked on “BASIC WORDS” button in LEARN menu
When clicked on “PHRASES” button in LEARN menu
When clicked on “DAILY SENTENCES” button in LEARN menu
When clicked in one of the “DAILY SENTENCES” options
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When clicked on “QUIZZES” button in Main Menu
When clicked on “SPELL ME” option in QUIZZES menu
When clicked on “GUESS WHAT?” option in QUIZZES menu
Pop-up that will appear every time user complete any of the game stage
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When clicked on “FINGER SEEK” option in QUIZZES menu
Pop-up that will appear every time user
complete this game stage
When clicked on “Display Score” button in QUIZZES menu
When clicked on “CREDITS” button in Main Menu
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This pop-up will appear when clicked the exit
button on top right corner
3.4 Development Phase
This phase depends on the first two phases, which are the analysis and the design
phase. If these phases are executed correctly, the development will be easier. The third
phase is where the developers create and assemble the content assets that were created
before. The prototype is developed at this stage, followed by developing course materials,
review and pilot session.
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3.4.1 Tools
E-learning Tools (i.e., Flash, Media software)
Graphic Tools (i.e., Photoshop, Illustrator)
Server Tools (i.e., Flash Media Server, Android AIR 3.0)
3.4.2 Review
Review is a critical factor in the development phase. This is to make sure that there
is no misspelled words, incomplete sentences, and inappropriate images. All the links and
buttons are also checked to ensure that they can function properly. These items can be a
distracter in the learning process and can impact the integrity of this mobile application.
3.4.3 Testing
This sign language mobile application will be tested by random users to get instant
feedback so that it can be perfected through time. One of the main reasons is to make sure
the objectives are achieved.
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3.5 Implementation Phase
Once the Development stage is completed, we will proceed to the Implementation
phase. In this phase, the materials created during the development are introduced to the
target audience and the learning process starts. Users acquire knowledge autonomously by
going through the sign language lesson plan in the mobile application platform and trying
to understand the material with no outside help. Data gathering during the Analysis stage
really helps in defining what should be added in these circumstances.
3.6 Evaluation Phase
The final stage of the ADDIE framework is Evaluation. It consists of two parts:
formative and summative. Formative evaluation is presented in each stage of the ADDIE
process. Summative evaluation consists of tests designed for domain specific criterion-
related referenced items and providing opportunities for feedback from the users.
Revisions can be made as necessary.
3.6.1 Formative Evaluation
Formative evaluation runs parallel to the learning process and is meant to evaluate
the quality of the learning materials in sign language mobile application and their reception
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by the users. We need to make sure this type of learning platform is fun and engaging so
that the users will achieve the learning objectives as well as to get feedback from them.
3.6.2 Summative Evaluation
The main goal of summative evaluation is to prove the effectiveness of this mobile
application. For that, we use the Donald Kirkpatrick evaluation model, which has long ago
become the standard for evaluating.
Level 1: Reaction
How users reacted to this sign language mobile application. All the data will
be collected from questionnaire afterward containing a few statements about
the course that users need to rate. These questionnaires are usually called
“Smile sheets”.
Level 2: Learning
On this level we test the knowledge and skills acquired during the learning
process.
Level 3: Behavior
According to Donald Kirkpatrick, this evaluation level is the hardest to
implement. It involves analyzing the changes in the user’s behavior as a
result of participating in the learning process and understand how well and
how often the acquired knowledge and skills are being practiced outside of
that environment.
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Level 4: Result
The fourth level deals with analyzing the financial results of the learning
process. Namely, whether the delivered results matched up to the goals that
had been set. Other factors that can be considered include increase in
productivity and improvement in quality of the application.
3.7 Evaluation as The Final ADDIE Stage
Even though evaluation is the final stage of the ADDIE methodology, it should be
considered not as a conclusion of a long process, but as a starting point for the next iteration
of the ADDIE cycle.
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CHAPTER IV
IMPLEMENTATION
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REFERENCES
[1] Aldoobie, N. (2015). ADDIE Model. American International Journal of
Contemporary Research, 68-72.
[2] Kanwal Yousaf, Z. M. (2018). A Novel Technique for Speech Recognition and Visualization Based Mobile Application to Support Two-Way Communication between Deaf-Mute and Normal Peoples. 1-5.
[3] Salomons, J. L. (n.d.). A Mobile Language Learning Application : Learn To Sign. 6-23.