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FROGAR WITH AUGMENTED REALITY BAZILAH BINTI ZAKARIA BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019/2020

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Page 1: BAZILAH BINTI ZAKARIA - myfik.unisza.edu.my · kepada organ dalaman haiwan katak yang dikenali sebagai Anatomi dan kitaran hayat katak. Di samping itu, telah terbukti bahawa penyepaduan

FROGAR WITH AUGMENTED REALITY

BAZILAH BINTI ZAKARIA

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS

MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND

COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN

2019/2020

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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 University Sultan Zainal

Abidin or other institutions.

Name : Bazilah binti Zakaria

Date : …………………….................

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CONFIRMATION

This is to confirm that:

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

Name: Prof. Madya Ts Dr Syadiah Nor

binti Wan Shamsuddin

Date: ……………………………………

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DEDICATION

Alhamdulillah. All thanks to Allah the almighty for blessing me and give me

strength to complete my final year project. I would like to express my deepest gratitude

to my supervisor, Professor Madya Ts Dr Syadiah Nor binti Wan Shamsuddin for the

continuous support in my research project, for he patience, motivation and also her

knowledge. It was great moment to work under your guidance.

I also want to thanks to my lovely family especially my beloved mother, Salina

binti Salleh for supporting me financially and spiritually throughout the process of

writing this thesis and complete my final year project also my life in general.

Lastly, I sincerely thank to all my friends for their advice, support and also

suggestion during the development of my final year project.

Thank you.

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ABSTRACT

Science subject is very important to create scientific knowledge among students. In

Malaysia, the implementation of the Science Curriculum is normally done via

conventional approach. However, this approach is not able to attract students’ interests

in exploring more knowledge. In addition, the students only acquire the basic knowledge

without being able to visualize the subject matters. Thus, this study is aimed to apply

Augmented Reality (AR) technology in teaching and learning of the Basic Science

subject to overcome the issues. AR is the augmentation of the real world through the

addition of three-dimensional (3D) virtual objects. AR has been proven as an effective

method in delivering lessons to the students compared to conventional method. This

study applied AR in preschool Basic Science subject that focused on the internal organ

of animal of frog known as the Anatomy and lifecycle of frog. In addition, it has also

been proven that the integration of the AR technology in teaching and learning is able

to create an enjoyable environment because it is supported by the visualization of 3D

virtual objects. As a result, the students were able to understand and recognize the

anatomy and life cycle of frog.

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ABSTRAK

Subjek sains sangat penting untuk mewujudkan pengetahuan saintifik dalam kalangan

pelajar. Di Malaysia, pelaksanaan Kurikulum Sains biasanya dilakukan melalui

pendekatan konvensional. Walau bagaimanapun, pendekatan ini tidak dapat menarik

minat pelajar untuk meneroka lebih banyak pengetahuan. Di samping itu, para pelajar

hanya memperoleh pengetahuan asas tanpa dapat menvisualisasikan perkara-perkara

tertakluk. Oleh itu, kajian ini bertujuan untuk menggunakan teknologi Realiti Semula

(AR) dalam pengajaran dan pembelajaran subjek Sains Asas untuk mengatasi masalah

tersebut. AR adalah pembesaran dunia nyata melalui penambahan objek maya tiga

dimensi (3D). AR telah terbukti sebagai kaedah yang berkesan dalam menyampaikan

pengajaran kepada pelajar dibandingkan dengan kaedah konvensional. Kajian ini

menggunakan AR dalam mata pelajaran Sains Asas prasekolah yang memberi tumpuan

kepada organ dalaman haiwan katak yang dikenali sebagai Anatomi dan kitaran hayat

katak. Di samping itu, telah terbukti bahawa penyepaduan teknologi AR dalam

pengajaran dan pembelajaran mampu mewujudkan persekitaran yang menyeronokkan

kerana disokong oleh visualisasi objek maya 3D. Akibatnya, pelajar dapat memahami

dan mengenali anatomi dan kitaran hidup katak.

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CONTENTS

PAGE

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi

LIST OF TABLES ix

LIST OF FIGURES x

LIST OF ABBREVIATIONS/TERM/SYMBOL xii

LIST OF APPENDICES xiv

CHAPTER I INTRODUCTION

1.1 Introduction 1

1.2 Project Background 2

1.3 Problem Statement 2

1.4 Objective 3

1.5 Scope 3

1.6 Limitation of Work 4

1.7 Expectation Result 4

1.8 Report Structure 4

CHAPTER II

LITERATURE REVIEW

2.1 Introduction 6

2.2 Augmented Reality History 6

2.3 Related Technique 7

2.3.1 Marker Based 8

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2.3.2 Markerless 9

2.4 Related Topic 9

2.4.1 Human Anatomy in Mobile Augmented Reality 10

2.4.2 An Interactive Augmented Reality System for

Learning Anatomy Structure

11

2.4.3 Augmented Reality for Learning Anatomy 11

2.4.4 3D Frog Skeleton 12

2.5 Comparison Table of Topic 13

2.6 Comparison Table of the Existing Products with 5 Element

Multimedia

15

2.7 Summary 16

CHAPTER III PROJECT METHODOLOGY

3.1 Introduction 17

3.2 Project Development Methodology 17

3.2.1 Analysis 18

3.2.2 Design 21

3.2.3 Development 25

3.2.4 Implementation 29

3.2.5 Evaluation 30

3.3 Framework of FrogAR Application 31

3.4 Software Requirement 31

3.5 Hardware Requirement 33

3.6 Conclusion 34

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CHAPTER IV IMPLEMENTATION AND TESTING

4.1 Introduction 35

4.2 Implementation 35

4.2.1 FrogAR Application Interface 36

4.2.2 AR Camera 41

4.2.3 AR Maker 44

4.2.4 3D Model 48

4.2.5 Unity 3D 51

4.3 Testing 52

4.4 Test Case 52

4.5 Conclusion 56

CHAPTER V

CONCLUSION

5.1 Introduction 57

5.2 Project Contribution 57

5.3 Problem and Limitation 58

5.4 Future Work 58

5.5 Conclusion 58

REFERENCES

59

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LIST OF TABLES

TABLE TITLE PAGE

2.1 Comparison Table of Topic 14

2.2 Comparison Table of Element

Multimedia

15

3.1 Existing System 20

3.2 Software Requirement 32

3.3 Hardware Requirement 33

4.1 Open Application Test Case 53

4.2 Home Page Test Case 54

4.3 AR Camera test case 55

4.4 Guideline page test case 55

4.5 About page test case 56

4.6 Exit page test case 56

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LIST OF FIGURES

FIGURE TITLE PAGE

2.1 Marker-Based Augmented Reality 8

2.2 Markerless Augmented Reality 9

2.3 Human Anatomy 10

2.4 Learning Anatomy Structure 11

2.5 Learning Anatomy using Marker Based 11

2.6 3D Frog Skeleton 12

3.1 ADDIE Development Model 18

3.2 Analysis Phase 19

3.3 Loading Screen 21

3.4 Homepage 22

3.5 Guideline Page 23

3.6 About Page 23

3.7 Exit Page 24

3.8 AR Camera 24

3.9 Prototype of Flashcard 25

3.10 Create Marker Based 26

3.11 Create Marker using Vuforia 26

3.12 Animation 3D character using Maya Software 27

3.13 Building AR using Unity 3D software 28

3.14 Framework of FrogAR application 31

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4.1 FrogAR Home Page 36

4.2 Start Button 37

4.3 Guideline Button 37

4.4 About Button 37

4.5 Exit Button 37

4.6 Guideline Page 1 38

4.7 Guideline Page 2 38

4.8 Guideline Page 3 39

4.9 Exit Button 39

4.10 Next Button 40

4.11 Previous Button 40

4.12 About Page 40

4.13 AR Marker Page (Egg) 41

4.14 AR Marker Page (Tadpole) 41

4.15 AR Marker Page (Adult Frog) 42

4.16 AR Marker Page (Muscular) 42

4.17 AR Marker Page (Respiration) 43

4.18 AR Marker Page (Skeleton) 43

4.19 Sound Button 44

4.20 Camera Button 44

4.21 Exit Button 44

4.22 Egg Marker and Features 45

4.23 Tadpole Marker and Features 45

4.24 Adult Frog Marker and Features 46

4.25 Muscular Marker and Features 46

4.26 Respiration Marker and Features 47

4.27 Skeleton Marker and Features 47

4.28 Egg 3D Model 48

4.29 Tadpole 3D Model 49

4.30 Adult Frog 3D Model 49

4.31 Muscular 3D Model 49

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4.32 Respiration 3D Model 50

4.33 Skeleton 3D Model 50

4.34 Unity 3D Workspace 1 51

4.35 Unity 3D Workspace 2 51

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LIST OF ABBREVIATIONS / TERM / SYMBOL

AR Augmented Reality

2D Two Dimensional

3D Three Dimensional

ADDIE Analysis, Design, Development, Implement, Evaluate

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LIST OF APPENDICES

APPENDIX TITLE PAGE

A Gantt Chart FYP I 60

B Gantt Chart FYP II 61

C Poster FrogAR of Augmented Reality 62

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CHAPTER I

INTRODUCTION

1.1 Introduction

Augmented Reality is an interactive technology that give us new way to interact in

direct view of an existing environment where the objects that reside in the real-world.

A simple augmented reality use case is a user captures the image of a real-world object,

and the underlying platform detects a marker, which triggers it to add a virtual object

on top of the real-world image and displays on your camera screen.

Augmented reality is a technology that works on computer vision based

recognition algorithms to augment sound, video, graphics and other sensor based inputs

on real world objects using the camera of your device. It is a good way to render real

world information and present it in an interactive way so that virtual elements become

part of the real world.

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1.2 Project Background

FrogAR with Augmented Reality is an interactive flashcard which is using new

era technology to help the students learn and know about life cycle and anatomy of frog

which is in English language. This application will show them the information and a

little bit of scientific name to make a clearer understanding when applying with

augmented reality technology which allows the student to explore the 3D model of the

anatomy and life cycle in the real world space. This application using an interactive

flashcard focus on life cycle such as egg, tadpoles and adult frog also anatomy, such as

muscular, skeleton and respiratory systems of frog that users have learned before. The

users need to scan the image of the frog that created on the flashcard using their mobile

phone. Then, 3D frog models will appear at the mobile phone automatically.

Meanwhile, on the mobile apps they also can click physical button such as start, about,

guideline, previous, next, sound, and exit button. This interactive flashcards has sound

that gives instruction and interaction with the users. Last but not least, the 3D frog

models was created is suitable for the students, so it has many of the movement to make

this interactive flashcards more attractive.

1.3 Problem Statement

In generally, there are various augmented reality applications that have been

developed to attract student into science subjects. But it’s lacking in lot of aspect. For

example, nowadays are currently too much open with the technology so they may not

interest too much for reading or to studying it in such a way with an old pattern book that

contains a lot of writing without understanding it. Besides that, they will feel bored with it.

Furthermore, the students like to learn to sound which is contains interaction and listening.

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Second, traditional methods like dissection still do exist. Dissection has been

used for centuries to explore anatomy of frog. Students from all educational levels may

be faced with the ethical dilemma of whether or not to participate in the dissection of

animals.

1.4 Objective

There are the following objectives of FrogAR with Augmented Reality which are:

i. To design the application to explore the unique life cycle and intricate

anatomical details of a frog through AR presentation to student.

ii. To develop an attractive flashcard that enhanced with augmented reality using

the software which is Maya 3D as the main software and also the side software

which are Unity 3D, Adobe Photoshop, Adobe Illustrator and Vuforia.

iii. To test the functionalities of mobile application that will be create can be use

smoothly by the user on the android platform and provide beneficial to the user.

1.5 Scope

The scopes for this project are identified to make the application development

process easier. The scope is divide into two, which are application scope and user scope.

The application scope that augmented reality technology integrated in mobile

application for smartphone. In addition, can featuring 3D model of frog and information

about life cycle and anatomy. User scope are suitable for student from all educational

level like student primary and secondary school, university.

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1.6 Limitation of Work

This AR model based on FrogAR for students are limited by three aspect. First

and foremost, this application is applicable only for android user which is not supported

in websites and IOS operating system. Then, this application need special marker in

order to make it work. This application implement physical button only for the

interaction between user and the application.

1.7 Expected Result

At the end of this project, the expected result following the development of the proposed

project is as follows:

i. Used maker-based technique with a good interface.

ii. Student can interact with the button functionality on wide space.

iii. Student can explore and discover the unique life cycle and intricate anatomical

details of a frog in real experience.

iv. Student can get the information clearly from application AR.

1.8 Report Structure

This thesis consists of three chapters. Chapter one is introduced that contains

project background, problem statement, objectives, scope, limitation of work, expected

result and thesis structure. Chapter two is literature review and discuss the advantages

and disadvantages that had been carried out by another existing products that relatedto

the on-going project. Chapter three is a methodology that discusses method or technique

that are used in the project also design framework, specifying in detail design of

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development project. Next is the conclusion of the overall project followed by

references.

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CHAPTER II

LITERATURE REVIEW

2.1 Introduction

This chapter discusses about previous work or related work about Augmented Reality

of life cycle and anatomy frog. The literature review involving process of read,

evaluating and analyses the available literature related to the selected area of a project

to introduce a need for a new research. In this project literature review, a research has

been made to understand and get some overview about existing project and related

technology. It is important to well understand about all information to be considered

and related before developing this application.

2.2 Augmented Reality History

The first Augmented Reality was first invented by a Professor and Computer

Scientist from Harvard name Ivan Sutherland in 1968. He invented a device that he

called The Sword of Damocles which is a head-mounted display. This deviceis the first

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sort of augmented reality device that being invented by him and his student, Bob

Sproull. The next big thing happened in 1974, when Myron Krueger created

Videoplace. This project combined a projection system and video cameras that

produced shadows on the screen. This setup made the user feel as though they were in

an interactive environment.

A huge advancement in the Augmented Reality technology happened in

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

released a software called ARToolKit. Through this software, users could capture real-

world actions and combine it with interactions of virtual objects. The ARToolKit is still

used widely to compliment many augmented reality experiences. In 2009, Esquire

magazine collaborate with Robert Downey Jr., enabling readers to use a software on

their computers to scan the magazine and see him in AR. In this same year, ARToolKit

made augmented reality available to Internet browsers. In 2013, Volkswagen provides

a virtual step-by-step repair assistance using their app called MARTA (Mobile

Augmented Reality Technical Assistance). As more industries started using AR, it

continues to grow. In 2016, Augmented Reality and Virtual Reality investment has

reached $1.1 billion, and that growth is only expected to continue. Then in year 2018,

the software of Assemblr is a content-creation platform that lets everyone create their

own AR content was launched.

2.3 Related Technique

Related techniques refer techniques of Augmented Reality already existing and

used until now. Many of them are using different technique to make the system. Some

of them are using marker-based detection technique while the other is using markerless

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detection technique. This is example of techniques:

2.3.1 Marker based

Figure 2.1 : Marker-Based Augmented Reality

The digital world is anchored to the real world. Image recognition is an

imperative component of augmented reality systems. By use of identifying visual

markers already embedded within the system, physical world objects are detected for

superimposition of virtual elements. In order for an AR application to estimate the

orientation and position of a camera with respect to the real world frame, most

applications employ a tracking technique known as marker based augmented reality.

Marker is such a sign or image that a computer system can detect using image

processing, pattern recognition and computer vision techniques. Once detected, it then

defines both the correct scale and pose of the camera. A marker can be anything, as

long as it has enough unique visual points.

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2.3.2 Markeless

Figure 2.2 : Markerless Augmented Reality

New advances in the mobile hardware and software technologies led to the

recent introduction of markerless augmented reality. Markerless augmented reality

technique allows the use of any and all parts of the physical environment as the target

or base for the placement of superimposed virtual objects. Markerless AR depends on

the natural features of a surrounding rather than the fiducial identifying markers. Some

Markerless systems have the ability to extract and store information and characteristics

about the environments they are used on for later usage. When used in smartphones and

other digital devices, the Markerless AR system typically makes use of the GPS feature

in-built in the device in order to locate and interact with the available augmented reality

resources.

2.4 Related Topic

There are several products related to the topic of the project that will be develop.

Most of them used the same methods but different features and multimedia elements.

There are the example of system that can be related:

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2.4.1 Human Anatomy in Mobile Augmented Reality or HuMAR

Figure 2.3 : Human Anatomy

Augmented Reality is a technology that augments reality with either two or three

dimensional computer generated imagery, objects and information, and allows users to

interact with them. Focuses on the development of a prototype educational tablet

application called Human Anatomy in Mobile-Augmented Reality (HuMAR) utilizing

AR technology and the selected learning topic is the anatomy of the human skeletal

structure. This HuMAR application is currently implemented as a learning tool,

designed to enhance learning and foster student motivation and to increase the learning

outcomes in skeletal anatomy. This session was organized for the development of the

3D modelling.

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2.4.2 An Interactive Augmented Reality System for Learning Anatomy

Structure

Figure 2.4 : Learning Anatomy Structure

Augmented reality (AR) technology to create an interactive learning system,

which help medical students to understand and memorize the 3D anatomy structure

easily with tangible augmented reality support. It using the marker less Augmented

Reality. It is simultaneous location and mapping that allows to place AR user

experience wherever they want, it a flat surface.

2.4.3 Augmented Reality for Learning Anatomy using Marker Based

Figure 2.5 : Learning Anatomy using Marker Based

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Augmented reality (AR) with haptics is an effective tool to learn anatomy while

providing equitable access to more engaging experiences. Marker Based Augmented

Reality is the physical object or a piece of paper on which an icon has been printed. It

contain simple and asymmetrical designs that allow three-dimensional objects

superposition and recognition.

2.4.4 3D Frog Skeleton

Figure 2.6 : 3D Frog Skeleton

This application are a tool to understand better how motor system parameters

are fine-tuned for specific behaviors. Allows viewing the frog body and skeleton at

different angles and degrees of approximation. Also can click on legend button to see

the names of the bones.

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2.5 Comparison Table of Topic

Journal

Title

Author/Year Techniqu

e

Advantage Disadvantage

Human

Anatomy in

Mobile

Augmented

Reality or

(HuMAR)

Siti Salmi

Jamali, and

Mohd Fairuz

Shiratuddin,

and Kok Wai

Wong, and

Charlotte L.

Oskam.

2015

Augmente

d Reality

and

coursewar

e-based

applicatio

n

It will improve

their memory to

retain the

information longer

and have a better

understanding of

the subject learnt

Limitations on the

books that can be

used are based on

the space that

recognizes them.

An

Interactive

Augmented

Reality

System for

Learning

Anatomy

Structure

Chien-Huan

Chien, and

Chien-Hsu

Chen, and

Tay-Sheng

Jeng.

2010

Markerles

s

Augmente

d Reality

This AR system

help medical

students to learn

the complex

anatomy structure

better and faster

than only with

traditional

methods.

Less demographics

about information

and anatomy

background

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Augmented

Reality for

Learning

Anatomy

Soon-ja Yeom.

2011

Marker-

based

Augmente

d Reality

Interactive method

like AR with

haptics is expected

to provide more

engaging and

effective learning

experiences.

Interactive online

learning systems

are very common

as auxiliary

learning tools

3D Frog

Skeleton

Anne Maglia.

2005

Mobile

3D

Applicati

on

Help students learn

anatomy and to

make the field of

study more

accessible to both

students and

teachers

Only give external

information and

less interactive and

do not use

Augmented Reality

technique in this

mobile application.

Table 2.1 : Comparison Table

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2.6 Comparison table of the existing products with 5 element multimedia

Product Text Image Video Audio Animation

Human Anatomy

in Mobile

Augmented

Reality or

(HuMAR)

An Interactive

Augmented

Reality System

for Learning

Anatomy

Structure

Augmented

Reality for

Learning

Anatomy

3D Frog Skeleton

Table 2.2 : Comparison Table of Element Multimedia

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2.7 Summary

This chapter discuss about an overview about the concept of the system.

Literature Review is important to help the developer to know the problem from the

previous system that can be improves or as a guidance of the flow of new system.

Besides, it helps the developer in understanding the system and the chosen techniques

more.

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CHAPTER III

PROJECT METHODOLOGY

3.1 Introduction

This chapter will explain the details about the research methodology and system

development methodology that being used in this proposed project to develop the

application of FrogAR with Augmented Reality features. Methodology is a set of guides

that contains models, equipment and specific techniques that need to be followed in

executing every activity that exists in the system development life cycle. This is very

important in determining the success of a project. This is because every methodology

used will have a profound impact if this methodology is not appropriate.

3.2 Project Development Methodology

Development process of an application is a detail process and needs to be

executed according to their phases. The project methodology is being used to solve all

the problems arising in the system analysis systematically to ensure this project is

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ANALYSIS

EVALUATE DESIGN

completed and meet the objectives. It is important to decide what is the problem occur

and what kind of method that are suitable to overcome the problem in the proposed

project. There are a few steps of the development model for this application is ADDIE

development model that are being followed in this research methodology as illustrated

in the Figure 3.1 below.

Figure 3.1 : ADDIE Development Model

3.2.1 Analysis

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

During this phase, the developer defines the problem, identifies the source of the

problem and determines possible solutions. In this phase, the analysis process will be

carry out to find the problem that exist related to the development of FrogAR

application. The phase may include new element or value added that must be apply in

order to attract the user to using the application. Through this phase, the process of

application development such as to establish the goals, setting up the objective, to

choose the content that corresponding to the application and make a research on related

in Literature Review and make the comparison on each other.

DEVELOP-

MENT

IMPLEMENT

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Problem

Objectives

Target Audience

Content

Strategy

Figure 3.2 : Analysis Phase

• Students may not interest to read or to study it in such a way with an old pattern book.

• Traditional methods like dissection still do exist

• To study the AR can use in FrogAR app.

• To design and develop FrogAR app that enable users can learning with AR.

• To evaluate function AR of Froggipedia.

• Admin

• User (students)

• FrogAR using Augmented Reality

-A mobile apps contains 3D model

-Sound effect

-Contains picture with pronouns words

-Used as a marker based for AR

• Use 3D model

• Augmented reality technology

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Journal Title Author/Year Technique Advantage Disadvantage

Human

Anatomy in

Mobile

Augmented

Reality

Siti Salmi Jamali,

and Mohd Fairuz

Shiratuddin, and

Kok Wai Wong,

and Charlotte L.

Oskam. 2015

Augmented

Reality and

courseware-

based

application

It will improve their

memory to retain the

information longer and

have a better

understanding of the

subject learnt

Limitations on the

books that can be

used are based on

the space that

recognizes them.

An Interactive

Augmented

Reality

System for

Learning

Anatomy

Structure

Chien-Huan

Chien, and

Chien-Hsu Chen,

and

Tay-Sheng Jeng.

2010

Markerless

Augmented

Reality

This AR system help

medical students to learn

the complex anatomy

structure better and

faster than only with

traditional methods.

Less demographics

about information

and anatomy

background

Augmented

Reality for

Learning

Anatomy

Soon-ja Yeom.

2011

Marker-

based

Augmented

Reality

Interactive method like

AR with haptics is

expected to provide

more engaging and

effective learning

experiences.

Interactive online

learning systems

are very common

as auxiliary

learning tools

3D Frog

Skeleton

Anne Maglia.

2005

Mobile 3D

Application

Help students learn

anatomy and to make the

field of study more

accessible to both

students and teachers

Only give external

information and

less interactive and

do not use

Augmented Reality

technique in this

mobile application.

Table 3.1 : Existing System

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3.2.2 Design

The second phase is design stage which is it will be explain on the design of

application that will be develop in the form of 3D prototype. This phase will also explain

the technology and tools involved. This stage is focusing on the prototype itself that

will be show on 2D presentation such as pictures. In addition, 3D prototype will be

include the 3D model of the building, interface of application and what button that

include. This prototype will help the development process as it is the guide that show

what the expected output should the application will be.

3.2.2.1 Storyboard

Storyboard 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 interface prototype.

Figure 3.3 : Loading screen

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Figure 3.3 show loading screen when user open the application and it need to

wait for data loading before it moves to the homepage interface of FrogAR.

Figure 3.4 : Homepage

Figure 3.4 above show homepage after all the data already load on the loading

screen. On this screen, there are 4 button which is AR Camera when click Start, About,

exit and guideline. AR camera use to scan the marker, About button to show

information about apps FrogAR, Guideline button is how to use the application and

Exit button is to exit application.

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Figure 3.5 : Guideline Page

Figure 3.5 show the guideline how to use this application of FrogAR.

Figure 3.6 : About Page

Figure 3.6 show the page describe about details of application FrogAR.

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Figure 3.7 : Exit Page

Figure 3.7 show the page to exit application of FrogAR.

Figure 3.8 : AR Camera

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Figure 3.8 show the when user scan the flashcard, the object will automatically

pop out on the screen. User can look around of the frog structure and it also give

advantages for user to look the real frog using of the 3D model. The details of

information also will display bottom on the screen.

Figure 3.9 : Prototype of Flashcard

Figure 3.9 show that the flashcard used for markers which is user can scan the

image that created on the flashcard and it will pop out the 3D frog models on the

smartphone screen.

3.2.3 Development

Third phase is the process of development on the real workable and functioning

application. During the development phase, the actual course material are created. This

process are involve the combination of the element that will be use such as 3D model

of the building, button, sound and others, all of that will be apply in the application

itself. In this phase, all steps in development of the project are collected, prepared and

created.

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a) Create Marker

i. Create Marker

Figure 3.10 : Create Marker Based

Before starting develop the 3D frog models, the flashcard must be created using

Adobe Photoshop. This flashcard used for markers which is user can scan the image

that created on the flashcard and its will pop out the 3D models at the smartphone

screen.

ii. Create Marker using Vuforia

Figure 3.11 : Create Marker using Vuforia

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The figure 3.11 show that Vuforia is able to recognize and track targets by

analyzing the contrast based features of the target that are visible to camera. The

developer can improve the performance of a target by improving the visibility of these

features through adjustments to the target's design, its rendering and scale, and how it's

printed. The star rating of a target ranges between 1 and 5 stars; although targets with

low rating (1 or 2 stars) can usually detect and track well. For best results, the developer

should aim for targets with 4 or 5 stars.

b) Animating 3D character

Next process in animating 3D frog models using Autodesk Maya broken down

into a few components which is generate a modelling, texturing, rigging, animation and

rendering process.

Figure 3.12 : Animation 3D character using Maya Software

i. Modelling: Everything that needs to be seen onscreen or rapid prototyped has to

be modelled. There are many techniques for creating 3D models.

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ii. Texturing: In the texturing component, the colour and the surface properties

being apply to the geometric models. The model surface should look like its

match the real-world counterpart. It is important to create the mood for the user

as they feeling they were in that place.

iii. Rigging: In this process, rig the 3D models of frog models in anatomy and life

cycle to make movement in the next process. Furthermore, joint controller,

skinning, enveloping, muscle system and floating GUI is involved.

iv. Animation: The movement of the frog is created. In this process, the physical

button will be added where the user can touch at the phone screen. Other features

like text, sound and video are being implemented during this process.

v. Rendering: This process is the last in animating 3D frog models. Rendering is

the process which is painting all component in the production stage to make

final output.

c) Building AR

Figure 3.13 : Building AR using Unity 3D software

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In this process, the 3D frog models of the anatomy and life cycle of frog will be

imported into Unity 3D software. Then, the developer can started building AR

experience using Unity 3D and Vuforia Platform.

d) Interaction Button

Adding virtual buttons provide by platform of Vuforia to the scene, which

simply means that we add buttons to AR world, which can touch in the real world.

e) Layout Design

An illustration for the homepage looks and illustration of the FrogAR for the

card is created. The image on the card as a basis for AR model during the scanning

process. While the homepage is crucial as the opening of the application before it goes

to the next steps.

f) Coding

The movement of object is created by coding the model using C# language to

desired outcome of the project based on the findings during the research phase.

3.2.4 Implementation

The implementation phase refers to the actual delivery of the instruction. This

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

user understanding of material, support the user achieve of objectives, and ensure the

users transfer of knowledge from the learning to setting to the job.

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a) Test Run Project

This is when the developer test and runs the project to ensure that the project

can be used and running accordingly.

b) User Test Run

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

presenting the final product. Criticisms and constructive feedback is taken to be

implemented later on.

3.2.5 Evaluation

This phase measures the effectiveness and efficiency of the instruction.

Evaluation should actually occur throughout the entire instructional design process-

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

formative or summative. The last phase is the evaluation phase which is the final

product will be judge and evaluate by the professional panel.

i) Debug

a) Identify Errors

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

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

developer to improve the project while also implementing the feedback

by the alpha and beta testers.

b) Find solutions

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

solve.

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ii) Final product

a) Presentation

All of steps in production stages are complete. The final output have

been done to be presented and launched for a large audience to use and

ready to perform.

3.3 Framework

Figure 3.14 : Framework of FrogAR application

Figure 3.14 above shows the framework design of FrogAR using with

Augmented Reality. The user can scan the any image of flashcard for display 3D

animation models. In addition, user can play with virtual button that implanted at the

image target. Vuforia platform is to create Augmented Reality for mobile based and the

database marker is save in there.

3.4 Software Requirement

Each software has its own function in order to do this research. The software

used during the FrogAR with Augmented Reality application development are:

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Software Use Figure

Unity 3D Used to create the

Augmented Reality app and

overall project.

Autodesk Maya

2018

Used to make 3D character

model of anything such as

frog model and more.

Adobe

Photoshop

Used for create design of

flashcard and mobile

application interface.

Adobe

Illustrator

Used for create design of

flashcard and mobile

application interface.

Vuforia The platform that allow

FrogAR application to have

the feature of Augmented

Reality on the devices.

Use computer vision

technology to recognize and

track Image target and

simple 3D objects, such as

boxes in a real time.

Table 3.2 : Software Requirement

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3.5 Hardware Requirement

Hardware is another thing that important to have in order to make the application

work. Each hardware has its own function in order to do this research. The hardware

used during the FrogAR with Augmented Reality application development are:

Hardware Use Figure

Laptop

Used a high spec laptop to create

the sketches for the storyboard,

flashcard design and create some

info related to FrogAR using AR

Technology.

Used for on the coding and 3D

modelling.

Smartphone

(Android)

Used to test the application

whether it work fine on the

device or not.

Used to play with AR

experiences using mobile

application.

The camera also used to scan the

image at the flashcard.

The speaker used to give the

sound.

Table 3.3 : Hardware Requirement

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3.6 Conclusion

As a whole, this chapter describes about the project methodology towards the

application development and also the analysis on the requirement that related to the

purpose of the project in order to complete the final product of the FrogAR with

Augmented Reality interactive mobile application.

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CHAPTER IV

IMPLEMENTATION AND TESTING

4.1 Introduction

In this chapter described the implementation of the methodology discussed in the

previous chapter and testing to obtain the result of each implementation. Implementation

is executed to ensure the application is developed according to the main objectives of the

project and fulfill the user requirement. Testing will be executed the developer will

recognize the defects as soon as possible and repair it immediately.

4.2 Implementation

The implementation phase refers to the actual delivery of the instruction. The

purpose of this phase is to give the effective and efficient delivery of a fully functional

application. This project is to develop and implement as an android application by using

the main software which is Unity 3D that integrated with Vuforia. Furthermore, this

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project use C# as the programming language for the coding purpose.

4.2.1 FrogAR Application Interface

Figure 4.1 : FrogAR Home Page

Figure 4.1 above show the whole interface for home page. There is the logo

of the application on the top side of the screen. It have 4 buttons which are Start,

Guideline, About and Exit. For the Start button, when user click button, it brings the

user to the AR Camera interface that allows to scan the marker. Meanwhile, the

Guideline button will allow the user to see how to use the application wisely. In addition,

About button is explain and describe the details of this application and Exit button to

exit from application.

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Figure 4.2 : Start Button

Figure 4.3 : Guideline Button

Figure 4.4 : About Button

Figure 4.5 : Exit Button

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Figure 4.6 : Guideline Page 1

Figure 4.6 above show guideline as an instruction how to use the application of

FrogAR. There are two button which are Next button to move next page of guideline

and Exit button directed to the homepage of the application.

Figure 4.7 : Guideline Page 2

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Figure 4.7 above show guideline as an instruction how to use the application of

FrogAR. There are three button which are Next button to move next guideline, previous

button to return page guideline, and Exit button directed to the homepage of the

application.

Figure 4.8 : Guideline Page 3

Figure 4.8 above show guideline as an instruction how to use the application of

FrogAR. There are two button which are previous button to return page of guideline and

Exit button directed to the homepage of the application.

Figure 4.9 : Exit Button

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Figure 4.10 : Next Button

Figure 4.11 : Previous Button

Figure 4.12 : About Page

Figure 4.12 above show the about page describes the details of the application.

On this screen, there are Exit button to direct the homepage of this application.

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4.2.2 AR Camera

Figure 4.13 : AR Marker Page (Egg)

Figure 4.14 : AR Marker Page (Tadpole)

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Figure 4.15 : AR Marker Page (Adult Frog)

Figure 4.16 : AR Marker Page (Muscular)

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Figure 4.17 : AR Marker Page (Respiration)

Figure 4.18 : AR Marker Page (Skeleton)

Figure 4.13 until figure 4.18 show the scene of AR camera page for user to scan

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the flashcard marker. On this screen, there are three button which are Sound, Camera

and Exit button. When user scan the flashcard, the 3D model will automatically pop out

on the screen with the information. When user click the Sound button, the sound will be

display. Then when user click the camera, the page will be screenshot and save into the

gallery. Lastly, Exit button to direct move to the homepage of the application.

Figure 4.19 : Sound Button

Figure 4.20 : Camera Button

Figure 4.21 : Exit Button

4.2.3 AR Marker

Marker or image target can be anything, as long as it has unique visual point.

Image with lots of corners and edges will work without any problem. Vuforia Developer

is the website that the user must upload the image target and check whether the image

have been uploaded is suitable as a marker or not.

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Figure 4.22 : Egg Marker and Features

Figure 4.23 : Tadpole Marker and Features

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Figure 4.24 : Adult Frog Marker and Features

Figure 4.25 : Muscular Marker and Features

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Figure 4.26 : Respiration Marker and Features

Figure 4.27 : Skeleton Marker and Features

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4.2.4 3D Model

Augmented Reality is a combination of 2D objects or 3D objects in real 3D

environment and present them into virtual objects in a real time.3D modeling is the

process of developing a mathematical representation of any surface of an object (either

inanimate or living) in three dimensions via specialized software. The product is called

as a 3D model. It can be displayed as at two-dimensional image through a process called

3D rendering or used in a computer simulation of physical phenomena. This project

created 3D model using Autodesk Maya. The 3D model was built with texture. When

users scan the marker, the 3D model will appear at the mobile phone screen based on

the marker.

Figure 4.28 : Egg 3D Model

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Figure 4.29 : Tadpole 3D Model

Figure 4.30 : Adult Frog 3D Model

Figure 4.31 : Muscular 3D Model

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Figure 4.32 : Respiration 3D Model

Figure 4.33 : Skeleton 3D Model

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4.2.5 Unity 3D

Unity 3D is a platform to create application especially the AR contents. All the

interface of this application is created here and the 3D animation contents then imported

from Maya into Unity 3D.

Figure 4.35 : Unity 3D Workspace 1

Figure 4.36 : Unity 3D Workspace 2

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4.3 Testing

Testing is one of an important phase in the development of the project. System

testing is a technique to evaluate the performance measures of this application whether

it fully function or vice versa. The system testing is to investigate the testing phase where

the test of the design and set requirement. Testing is needed to test system full function

and free error. In this phase, there are three types of testing to test the application which

are unit testing, integrate testing and system testing. Unit testing is carried out to verify

the functionality of a specific section code. Integration testing is to exposed defect in the

application interfaces and interaction between modules. End-to-testing or system tests

a complete integrated system to verify that it meets its requirements.

4.4 Test Case

A test case is a set of condition or variables under where the tester will determine

if the requirement upon an application is partially or fully satisfied. Test case also can

be defined as a sequence of steps to test the correct behavior of functionality or feature

of an application. There is a list of steps, test, procedure and expected outcomes would

be stated in the test case.

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Open Application Test Case

Step Test Procedure Expected Output Result

1

Open the application

Loading Screen will appear

before jump into the

homepage.

Success

There are 4 buttons which are

Start, About, Guideline and

Exit button.

Success

Background sound will be play Success

Table 4.1 : Open Application Test Case

Home Page Test Case

Step Test Procedure Expected Output Result

1 Tap the Start button Redirect to AR Camera

interface.

Success

2 Tap the Guideline Button Open and view the Guideline

Interface and information.

Success

3 Tap the About Button Open and view the About

Interface and information.

Success

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4 Tap the Exit Button Open and view the Exit

Interface.

Success

Table 4.2 : Home Page Test Case

AR Camera Test Case

Step Test Procedure Expected Output Result

1 User enter the AR Camera

interface

There are 3 buttons which are

Sound, Camera and Exit

button.

Success

2

User scans the marker

The 3D model will appears

automatically on the screen

and display information with

model.

Success

3

User touch and move 3D

model with two finger

3D model will move to the

right and left smoothly

according to the user.

Success

4

User scale the 3D model

with two finger

The 3D model will resize into

large or small size which are

zoom in and zoom out the

model.

Success

5 User tap sound button The sound will be display. Success

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6 User tap camera button The page will be screenshot

and save data into phone

gallery.

Success

7 User touch the back button Redirected and view the

homepage

Success

Table 4.3 : AR Camera test case

Guideline Page Test Case

Step Test Procedure Expected Output Result

1 User enter the Guideline

Page

There 3 buttons which are

Next, Previous, Exit Button

Success

2 User tap Next and Previous

button

The information on how to use

the application will change

whenever the user clicks the

button

Success

2 User touch the Exit button Redirected and view the

homepage

Success

Table 4.4 : Guideline page test case

About Page Test Case

Step Test Procedure Expected Output Result

1 User enter the About Page There is Exit Button Success

2 User tap the Exit button Redirected and view the Success

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homepage

Table 4.5 : About page test case

Exit Page Test Case

Step Test Procedure Expected Output Result

1 User enter the Exit Page There are 2 button which are

Yes and No Button

Success

2 User tap the Yes button Redirected to exit the

application

Success

3 User tap the No button Redirected and view the

homepage

Success

Table 4.6 : Exit page test case

4.5 Conclusion

In this chapter of implementation and testing, it is been describe and show all

the user interfaces in the application. It can act as a guide for the new user about how

they can 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 optimized.

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CHAPTER V

CONCLUSION

5.1 Introduction

In this chapter, the contribution of FrogAR with Augmented Reality, problem, and

limitation during project development as well as the future work in order to improve the

application itself will be discussed.

5.2 Project Contribution

FrogAR with Augmented Reality developed based on ADDIE method mainly

aims to give the user to experience the new way to explore the life cycle and anatomical

details and also to provide the user with the information of the scientific’s name in this

application. Meanwhile, the other aim is to give the user exposure and education about

AR technology. Furthermore, it is very convenient to use because the user only just needs

to be download on the Google Play Store and can use them with offline internet

connection.

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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 shown

without any failures. Besides that, the limitation is this application only available on the

Android platform only.

5.4 Future Work

FrogAR with Augmented Reality still need to improve a lot but it will take a lot

of time. In the current version of the application, it only available for little type of life

cycle and anatomy, so for next planning is to add the more model and Scientific’s name

information that available. Moreover, we can add on new modules such as activity, quiz

or games might help more student in their understanding about the subject they study

and the outcomes will be the learning that is most interactive and suitable for teachers

and parents’ usage to teach their student or children. In addition, this application can

also be added a video of the anatomy of frog in a linear presentation with subtitles for

student to enhance learning process.

5.5 Conclusion

FrogAR with Augmented Reality helps the target user to explore the life cycle

and anatomy of frog in a 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 a

guideline for the user to use this application and also for research in their work.

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REFERENCES

Chien, C. H., Chen, C. H., & Jeng, T. S. (2010, March). An interactive augmented

reality system for learning anatomy structure. In proceedings of the international

multiconference of engineers and computer scientists (Vol. 1, pp. 17-19). Hong Kong,

China: International Association of Engineers.

Jamali, S. S., Shiratuddin, M. F., Wong, K. W., & Oskam, C. L. (2015). Utilising

mobile-augmented reality for learning human anatomy. Procedia-Social and Behavioral

Sciences, 197, 659-668.

Yeom, S. J. (2011). Augmented reality for learning anatomy. Changing Demands,

Changing Directions. Proceedings ascilite Hobart, 1377-1383.

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APPENDIX

TASK NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Topic Discussion

Project Tittle Proposal

Proposal Writing

Proposal Writing-

Literature Review

Proposal Progress

Presentation and

Evaluation

Discussion

Correction Proposal

Proposed Solution

Methodology

Proof of Concept

Drafting Report of the

Proposal

Submit Draft of Report

to Supervisor

Seminar Presentation

Correction Report

Final Report

Submission

Appendix A Gantt Chart FYP I

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TASK NAME 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Project Meeting with

Supervisor

Project Development

Progress Presentation

and Evaluation

Project Development

Project Testing

Submit Draft Report

and Documentation of

the project

Seminar Presentation

Correction Report

Final Thesis

Submission

Appendix B Gantt Chart FYP II

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Appendix C Poster FrogAR of Augmented Reality