kemahiran hidup form 1:type of hand tool ......jenis alatan tangan menggunakan (augmented reality)...

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KEMAHIRAN HIDUP FORM 1:TYPE OF HAND TOOL USING AUGEMENTED REALITY MUHAMAD FIKHRUL EDHAM BIN JAMIL BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2020

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Page 1: KEMAHIRAN HIDUP FORM 1:TYPE OF HAND TOOL ......Jenis Alatan Tangan Menggunakan (Augmented Reality) telah dibangunkan untuk pelajar tingkatan satu dalam subjek Kemahiran Hidup supaya

KEMAHIRAN HIDUP FORM 1:TYPE OF HAND TOOL

USING AUGEMENTED REALITY

MUHAMAD FIKHRUL EDHAM BIN JAMIL

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH

HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2020

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KEMAHIRAN HIDUP FORM 1:TYPE OF HAND TOOL

USING AUGMENTED REALITY

MUHAMAD FIKHRUL EDHAM BIN JAMIL

BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)

WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN,TERENGGANU,MALAYSIA

JANUARY 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 Universiti Sultan Zainal

Abidin or other institutions.

____________________________

Name : Muhamad Fikhrul Edham Bin Jamil

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 Dr Yousef Abubaker

Mohamed Ahmed El-Ebiary

Date :

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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,Prof Madya Dr.Yousef

Abubaker Mohamed Ahmed El-Ebiary because with guidance, the advice and the

thoughtful ideas given g 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 support and motivated

me to prepare for this report for Final Year Project.

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.

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ABSTRACT

Type Of Hand tool using Augmented Reality(AR) was developed for student form 1

to learn Kemahiran Hidup subject and learning more efficiently in school.Existing

learning methods are changed by AR technologies and using smartphones. This app

may be able to help student form 1 to learn the type of hand tool more interactive and

fun. An addition, this application will uses interactive 3-dimensional(3D) objects,

sound and display info so that students are interested in using this application. ADDIE

method is divided into five main sections, namely the beginning of the analysis

phases, design phases, development phases, implementation phases and evaluation

phases. The use of the ADDIE method ensures that the development of the system

runs smoothly and according to planning.

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ABSTRAK

Jenis Alatan Tangan Menggunakan (Augmented Reality) telah dibangunkan untuk

pelajar tingkatan satu dalam subjek Kemahiran Hidup supaya dapat belajar dengan

lebih cekap dan berkesan.Kaedah pembelajaran sedia ada diubah oleh teknologi AR

dan menggunakan telefon pintar. Aplikasi ini mungkin dapat membantu pelajar

mempelajari jenis alatan tangan yang lebih interaktif dan menyeronokkan. Selain itu,

aplikasi ini menggunakan objek 3 dimensi interaktif, mengeluarkan bunyi dan

paparan maklumat supaya pelajar berminat menggunakan aplikasi ini. Kaedah

ADDIE dibahagikan kepada lima bahagian utama, iaitu permulaan fasa analisis, fasa

reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Penggunaan

kaedah ADDIE memastikan pembangunan sistem berjalan lancar dan mengikut

perancangan.

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CONTENTS

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENTS vi

LIST OF FIGURES ix

LIST OF TABLES x

LIST OF ABBREVIATIONS / TERMS / SYMBOLS xi

1

INTRODUCTION 1

1.1 Introduction 1

1.2 Background 2

1.3 Problem Statement 3

1.4 Objectives 3

1.5 Scopes 4

Application 4

User (Student) 4

1.6 Limitation of Work 5

1.7 Expected Result 5

1.8 Conclusion 5

6

LITERATURE REVIEW 6

2.1 Introduction for Chatbot 6

2.2 Explanation Technology Timeline 6

2.3 Related Technique 9

Marker based 9

Markerless 10

2.4 Related Product 12

AR Flashcard Animal 12

AR Flashcard Addition 13

AR Flashcard Space 14

2.5 Comparison table of existing product 15

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2.6 Comparison table of the existing products with 5 element of multimedia 16

2.7 Conclusion 16

17

METHODOLOGY 17

3.1 Introduction 17

3.2 Methodology Model 18

Analysis phases 19

Design Phase 21

Development phase 23

Implemetation phase 30

Evaluation phase 31

3.3 Framework Design 32

3.4 Hardware and Software Requirement 33

Hardware requirement 33

Software Requirement 34

3.5 Conclusion 34

35

IMPLEMENT AND RESULT 35

4.1 Introduction 35

4.2 Implementation 35

Main Menu Page 36

AR Camera Page 37

How To Play App Page 38

About Page 38

AR marker 39

3D model 39

Platform AR using Unity3D 40

Script Process 41

4.3 Testing 41

Usability Testing 42

4.4 Conclusion 43

44

5.1 Introduction 44

5.2 Project Achievement and Contribution 44

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5.3 Problem and Limitation 45

5.4 Future Work 45

5.5 Conclusion 46

REFERENCES 47

APPENDIX 48

APPENDIX I (GANTT CHART FYP 1) 48

APPENDIX II (GANTT CHART FYP 2) 49

APPENDIX III AR MARKER & FEATURES 50

APPENDIX IV SCRIPT PROCESS 56

APPENDIX V QUESTIONNAIRES TYPE OF HAND TOOLS 61

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LIST OF FIGURES

Figure Title Page

2.1 Marker Based 9

2.2 Markerless 10

2.3 AR Flashcard Animal 12

2.4 AR Flashcard Addition 13

2.5 AR Flashcard Addition 14

3.1 ADDIE Model 18

3.2 Analysis Phase 20

3.3 Storyboard application 21-23

3.4 Create Marker 24

3.5 Modeling 3D 25

3.6 Texturing 3D 26

3.7 Rendering 27

3.8 Create marker use Vuforia 28

3.9 Building using 3D Unity 29

3.10 Framework Design 32

4.1 Main Menu Page 36

4.2 AR Camera Button 36

4.3 How To Play Button 36

4.4 About Button 37

4.5 Exit Button 37

4.6 AR camera page 37

4.7 Sound Button 37

4.8 Home Button 38

4.9 How To Play page 38

4.10 About Page 38

4.11 Modeling 3D and key frame 40

4.12 Unity3D software 40

4.13 Line Graph 43

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LIST OF TABLES

Table Title Page

2.1 Comparison table of existing product 15

2.2 Comparison table of the existing

products with 5 element of multimedia

16

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LIST OF ABBREVIATIONS / TERMS / SYMBOLS

AR Augmented Reality

ADDIE Analysis, Design, Development, Implementation, and Evaluation

ISD Instructional System Design

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INTRODUCTION

1.1 Introduction

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

provide a basic overview of the whole system. This chapter presents about the project

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

the system discuss about basic information about this system. Problem statements

discuss about related issues of the system. Objectives state all main goal of this

system. The scope shows who are using the system and what the user can do.

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1.2 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.

Kemahiran Hidup Form 1:Type Of Hand Tool is a mobile application that will

helps the user to learn about types and functions of hand tool in Kemahiran Hidup

subject .This application will teachs the user and gives an information about the types

of hand tool by implementing the current technology which is Augmented Reality

(AR).This application will conducts the new students to know about types of hand tool

in Kemahiran Hidup subject in form 1.

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1.3 Problem Statement

Currently, students nowadays are currently get bored because a reference less

attractive and too much open with the technology so they may not interest too much

for reading a text book or curriculum book. Besides that, Student less understand

about something that they have to learn and know. Unfortunately,student are more

interested learning with technology rather than traditional learning using books.

1.4 Objectives

There are several goals in this project:

1. To study and identify current AR application and type of hand tool.

2. To design interface and to develop type of hand tool of application.

3. To test the effectiveness of mobile application that will help the student.

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1.5 Scopes

The scope will be explained about the actor who will involve in this system

and what function involved in this system. The main scopes of the system:

Application

The application will shows the object and its information of that tools.Besides

that,when the smartphone pointed to the flashcard,the object will appear in 3

dimensional (3D) with information.Then,the environment of the application is

Android paltform.

User (Student)

This interactive mobile apps can find out the all types of hand tools in form 1

using this application. User can point their smartphones and get information

type of hand tool in this Augmented Reality application. The students can use

this flashcard AR Technology to learn about type of hand tool with an

interesting way. They also can experience to see virtual object appear in real-

world with the animation.

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1.6 Limitation of Work

The application only available with flashcard of hand tools.Then,17 Flashcard

will be designed according to the Form 1 level curriculum. Besides that, Flashcards

needed for the application to be activited. The application needs a smartphone camera

to scan the flashcard.

1.7 Expected Result

The expected result following the development of the proposed project are the

user User friendly interface. Augmented reality with good interface in this application

that will be seay to use by user.Besides that,effective result in getting information in

using this mobile application.

1.8 Conclusion

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

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

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

increase student information with this AR.

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LITERATURE REVIEW

2.1 Introduction for Chatbot

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

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

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

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

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

the current product.

2.2 Explanation Technology Timeline

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

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

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

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

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

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

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

by Myron Krueger. The project was called, Videoplace, which combined a projection

system and video cameras that produced shadows on the screen. This setup made the

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user feel as though they were in an interactive environment.In 1990, a Boeing

researcher named Tom Caudell coined the term “Augmented Reality”.In 1992, Louis

Rosenburg from the USAF Armstrong’s Research Lab created the first real

operational augmented reality system, Virtual Fixtures. A robotic system places

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

could be thought of as an early version of what most AR systems currently do today.In

1994, the first theater production to use augmented reality was created. “Dancing in

Cyberspace” presented acrobats dancing in and around virtual objects on stage as a

piece of art was produced by Julie Martin.In 1998, Sportsvision uses the 1st and Ten

line computer system. This system showed the original virtual yellow first down

marker during a live NFL game. A variation of this virtual first down marker is now a

norm in all televised football games today and is a big part of the augmented reality

history.In 1999, NASA uses a hybrid synthetic vision system that integrated

augmented reality in their X-38 spacecraft. The augmented reality technology was

used to help improve navigation during their test flights.An important advancement in

the augmented reality technology happened in 2000 when Hirokazu Kato from the

Nara Institute of Science and Technology in Japan created and released software

called ARToolKit. Through this software, one could capture real-world actions and

combine it with interactions of virtual objects.

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Through the use of a camera and the Internet, users experience this augmented reality.

Like many of these inventions from the past, this heavily influenced what we

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

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

down marker.In 2009, Esquire magazine, in collaboration with Robert Downey Jr.,

uses augmented reality in their print media. By using their software on one’s computer

to scan the barcode on the magazine, the readers can experience augmented reality

content.In this same year, ARToolKit makes augmented reality available to Internet

browsers.Augmented reality has come a long way since its early conception, and the

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

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2.3 Related Technique

Related techniques refer techniques of Augmented Reality already existing and

used until now. This is example of techniques:

Marker based

Figure 2.1 Marker Based

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.This form of tracking was introduced in AR approximately a

decade or so ago. The marker tracking allows the use of a digital image to identify

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

optical square marker usually consists of a black square within a white box of a

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predefined size. It is the black square which is encoded with the ID of the marker. A

variety of techniques is used which decode the marker by cross-matching with it.

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

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

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

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

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

device you are using to deploy the augmented reality app on the specified markers, the

app is able to retrieve the information stored to display the three-dimensional virtual

object accurately.

Markerless

Figure 2.2 Markerless

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

recent introduction of markerless augmented reality. This approach eliminated the

need for 3D object tracking systems, overcoming the interactivity limitations marker-

based augmented reality placed on the range of images encapsulated within the

markers.Markerless augmented reality technique allows the use of any and all parts of

the physical environment as the target or base for the placement of superimposed

virtual objects. Markerless AR depends on the natural features of a surrounding rather

than the fiducial identifying markers. What’s more, some markerless systems have the

ability to extract and store information and characteristics about the environments they

are used on for later usage. When used in smartphones and other digital devices, the

markerless AR system typically makes use of the GPS feature in-built in the device in

order to locate and interact with the available augmented reality resources.Completely

non-invasive, lighter and with a larger capacity for images, the markerless augmented

reality system is now much preferred method of image recognition as compared to the

marker-based counterpart.

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2.4 Related Product

Related products refer a system already existing and used until now. This is

example of system:

AR Flashcard Animal

AR Flashcards Animal are a new way to interact and make Flashcards more

entertaining for toddlers and preschoolers. This application will rendered 3D animal

and will pop up on the screen. Tap the animal to hear the letter and animal name.

Figure 2.3 AR Flashcard Animal

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AR Flashcard Addition

AR Flashcard Addition is the application that will Beautiful 3d numbers and

animals that help students solve the equations.Then it also have three different timed

quizzes based on difficulty to test a user or student.User can Tap the screenshot button

to save your pics of the beautiful AR equations.

Figure 2.4 AR Flashcard Addition

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AR Flashcard Space

AR Flashcard Space is a apllication that can appear planet and solar system.

It will appear on the mobile screen when the object or flashcard is scan with this

application.Virtual button that can play in this application.

Figure 2.5 AR Flashcard Addition

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2.5 Comparison table of existing product

Table 2.1 Comparison table of existing product

The Table 2.1 describes about comparison of the existing product with

platform, function, method, advantage and disadvantages. This table we will know

comparison each of product.

Product Platform Function Method Advantage Disadvantages

AR Flashcard Animal

Android

/ IOS

phone

Help to

learn type of

animal

Marker

based

Method

The writing

use is easy to

read and clear.

Design not

interactive

Simple

interface

and not

interesting

theme.

AR Flashcard Addition

Android

/ IOS

phone

Help to

increase

addition in

math subject

Creative

learning

with 3D

Augmented

Reality

Marker

based

Method

Easily to read

Interactive

animation

Beautiful 3D

number and

animal.

Button is

to small

and similar

colour.

AR

Flashcar

d

Space

Android

/ IOS

phone

Help build

vocabulary

Display orbit and planet

Marker

based

Method

Easily to read

The model or

object used is

clear and

interesting.

Simple

interface

to attract

user.nclear

sound.

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

Table 2.2 Comparison table of the existing products with 5 element of multimedia

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

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

we will know comparison each of product.

2.7 Conclusion

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

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

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

project or application that have develop by other.

Product Text Image Video Audio Animation

AR Flashcard

Animal

AR

Flashcard

Addition

AR

Flashcard

Space

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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 system has been completely developed. It should be tested for

make sure all the objective of the project achieved.

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3.2 Methodology Model

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

important understand if a developer want to develop a successful project. The ADDIE

model has five phase acronyms is Analysis, Design, Development, Implementation,

and Evaluation. ADDIE is an extremely effective tool in training development that

addresses instruction. Most employees have a significant amount of information to

learn in order to become more proficient at their jobs. Therefore, the ADDIE model

should be helpful for many in planning a course of action that would lead to the

successful implementation of a project. When dealing with projects that involve

instruction or steps, the approach fits nicely. In order to ensure effective learning

outcomes from augmented reality (AR) education development, careful planning are

required before the development process begins. ADDIE Instructional Design Model

is used in this mobile AR application development methodology. The ADDIE model

for instructional system design (ISD) is a basic model that can be applied to any kind

of learning solution. The ADDIE model has five steps processes which is analysis,

design, development, implementation, and evaluation.

ANALYSIS

DESIGN

DEVELOPMENT

IMPLEMENTATION

EVALUATION

Figure 3.1 ADDIE Model

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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. 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. All information gathered was used to develop goals

and objective of developing mobile AR application.

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Analysis Problem

Statement

1. Not interaction

2. Traditional method causes student easily

bored

Objectives 1. To study and identify current AR

application and type of hand tool.

2. To design interface and to develop

type of hand tool application.

3. To test the effectiveness of the

mobile application that will help the

students.

4.

Target

Audience

1. Student form 1 User(Student)

2. Kemahiran Hidup teacher form 1

Content

This project included:

1. Flashcard Of Hand tool

-contains images picture with name of

tool

-used as a marker based for AR

2. Flashcard Of Hand Tool using AR

technology.

-A mobile apps contains 3D model

-Sound

Strategy

Requirement

1. Use 3D model

2. Augmented reality technology

1. Software

-Unity3D

-Vuforia

-Maya3D

2. Hardware

-Laptop

-Mobile phone (Android)

Figure 3.2 Analysis Phase

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Design Phase

The design phase deals with learning objectives, assessment instruments,

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

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

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

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

instructional design plan needs to be executed with attention to details. The developer

need make storyboard book design and application for create a visual map of

application. This can help the developer shape the vision and flow of application.

i. Storyboard Application

Home Page

-User need to click button start to

play.

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Tutorial Page

-Show the explanation how to use

this application.

About Page

-This page is for thank to who

participated toward the complete

this application.

AR Camera (Before)

-The user need to scan a flashcard

using a camera.

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AR Camera (After)

-The object will appear in 3D and

user can touch sound button to hear

a sound.

Development phase

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

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

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

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

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

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

the design phase. The Development phase is the actual production and assembly of the

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

include whoever is responsible for which elements, time schedules, and deadlines. In

this phase, all steps in development of the project are collected, prepared, created and

ready to be tested. In the development phase, instructional designers and developers

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

designers create storyboards and graphics. The project is reviewed and revised

according to feedback.

Figure 3.3 Storyboard application

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i. Create Marker

Figure 3.4 Create Marker

This is the first step before start build 3d animation models. I must create

markers using Adobe Photoshop CS64. So, the users are need to scan images or

markers on the picture and the 3D animation models automatically pop out on the

mobile phone screen.

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ii. Modeling 3D

Figure 3.5 Modeling 3D

Figure 3.5 show the developer making the process of modeling 3D animation

models using Autodesk Maya software. The image of the table show as reference to

create 3D animation.

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iii. Texturing 3D

Figure 3.6 Texturing 3D

Figure 3.6 shows the next process in animating 3d characters which is

texturing. Texturing is the next phase involved while creating 3d animation. It

includes creating a texture from the base, editing an existing texture for reuse. Shading

intensity is to be decided during the texturing phase and textures are developed like

maps and then assigned to a particular scene or model. After finish modeling the

models, the developer needs to find the right texture to wrap the models.

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iv. Rendering

Figure 3.7 Rendering

Figure 3.7 shows the next process in animating 3d characters which is

rendering. Rendering is the final step in the animating 3d character process. Rendering

is the process of creating an image or sequence of images from a scene.

During rendering, Maya generates a two-dimensional image, or series of images, from

a specific view of a three-dimensional scene, and saves it as an image file.

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v. Create marker use Vuforia

Figure 3.8 Create marker use Vuforia

The figure 3.8 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.

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vi. Building environment AR use 3D Unity

The Figure 3.9 shows the unity 3D software. The developer need to setup the

Unity 3D before start using it. This is the platform where to begin build AR

experiences. Next, developer need to create project and create the scenes which is

Navigation, Camera & Light, 3D Object, Physics, Material and Scripts.

Figure 3.9 Building using 3D Unity

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Implemetation phase

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.

i) Test Run Project

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

can be used and is running accordingly.

ii) User Test Run

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

the presenting the final product. Criticisms and constructive feedback is

taken to be implemented later on.

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Evaluation phase

This phase measures the effectiveness and efficiency of the instruction.

Evaluation should actually occur throughout the entire instructional design process-

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

formative or summative.

i) Debug

a) Identify Errors

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

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

for developer to improve the project while also implementing the

feedback by the alpha and beta testers.

b) Find solutions

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

solve.

ii) Final product

a) Presentation

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

to use.

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3.3 Framework Design

Figure 3.10 above shows the framework design of Type Of Hand Tools.User

able to choose any button in this application.The users need scan any image object for

display 3D object and also press button for display sound of tools.For Admin, Admin

able to update the application for make new design.Admin also able view the response

feedback. The 3DUnity used to create the Augmented Reality application and overall

project and modelling 3D objects.The Vuforia use to create augmented reality. The

Vuforia detects and tracks the features that are naturally found in the image itself by

comparing these natural features against a known target resource database. Once the

Image Target is detected, Vuforia Engine will track the image as long as it is at least

partially in the camera’s field of view.For the best results,you should aim for targets

with 4 or 5 starts.

Figure 3.10 Framework Design

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3.4 Hardware and Software Requirement

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

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

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

Hardware requirement

i. Laptop HP Pavilion

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

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

Processor : Intel Core i5-7200U CPU @ 2.50GHz UP TO 3.10 GHz

Operating System : Windows 10 Pro – 64 bit

Memory : 4GB RAM

ii. Mouse

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

iii. Pen drive

To store the backup file

Storage : 16GB

iv. Printer Canon MP287

To print out the documentation

To print picture dictionary

vi. Android Mobile Phone: Oppo

Used to run and testing the application

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Software Requirement

i.Unity3D

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

object

ii. Autodesk Maya

Used to create 3D object,animation,texture and rendering.

To create augmented reality.

3.5 Conclusion

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.

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IMPLEMENT AND RESULT

4.1 Introduction

Implementation and testing are executed for ensuring that system developed

according to user requirement. The process that carried out in this phase involved

building system interface so that the system can function completely and user-friendly

with the help of complete user manual. This phase also a process of defining how the

information system can achieve main objectives of the system before it can be

delivered to user.

In order to achieve the objective of the system, a few of the testing approaches

have been carried out which include unit testing, integration testing and system

testing.

4.2 Implementation

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

purpose of this phase is the effective and effective delivery of instruction. This project

is implemented as an Android application by using Unity3D which is integrated with

vuforia developer. Furthermore, this will help developer design, code, test, debug and

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Figure 4.2: AR Camera Button

execute the main process of the project. This project also used C# language for writing

a script.

Main Menu Page

Figure 4.2 shows the home page for the user. At there is navigation such as AR

Camera, How To Play App, About and Exit. Figure 4.3 show AR Camera button for

go to AR Camera page. Figure 4.4 shows How To Play App button to go to About

App page. Figure 4.5 shows the About button to go to the Credit page. Figure 4.6

shows the Exit button to leave this application.

Figure 4.1: Main Menu Page

Figure 4.3: How To Play Button

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AR Camera Page

Figure 4.7 shows the AR camera page for the user to play and learn the AR

used. User needs to get a maarket which is flashcard of hand tool. Next, the user can

scan the image using AR Camera and the 3D models will pop out automatically on the

mobile phone screen.AR camera page. In figure 4.8 and 4.9 are a sound and home

button.The button will detect the marker and produce the sound of the object name.

Besides that, figure 4.10 is a Home button for users to back to the home page.

Figure 4.5: Exit Button

Figure 4.7: Sound Button

Figure 4.4: About Button

Figure 4.6: AR camera page

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How To Play App Page

Figure 4.10 shows the How To Play App page for the user.User can go to the

next page . User can back to the home page when press button back.

About Page

Figure 4.11 shows the About page for the user. User can read a info. User can

back to the home page when press button Home.

Figure 4.10: About Page

Figure 4.8: Home Button

Figure 4.9: How To Play page

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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 the

colorful element using Adobe Photoshop. The image of the object at the center, and

the name of the object so that users can play while spelling the name of the object

correctly. Besides that, Vuforia developer is a website that let the 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 the image, and verify that the details create a non-repeating pattern. There

are 17 markers based as shown in Appendix III.

3D model

3D modelling 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 a 3D model using Autodesk

Maya included with the animation and texture as shown in figure 4.13. Furthermore,

some models also download from website page name Free 3D model. The 3D model

was built with texture and animation.

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Platform AR using Unity3D

This module is an application development process of Type Of Hand Tools

with AR and it uses Unity3D software and it uses C # language.

Figure 4.11: Modeling 3D and key frame

Figure 4.12: Unity3D software

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Script Process

The next setting is some of the programs that play a role in this application.

Among of them are DefaultTrackableEventHandler, Ar Camera,Click Sound,Data

Target and Rotate Object which are all done in Microsoft Visual Studio 2017

software. All the programs have been developed to set up the Type Of Hand Tools

with AR application process to make a decision in terms of menu switching, the

choice of markers that will display 3D objects. Because using the Unity3D app as a

platform in this development process, the program must be done using Microsoft

Visual Studio software before it will be enclosed in the work file that has been

created.Firstly,DefaultTrackableEventHandler is interfaced for handling trackable

state changes.Secondly,Ar camera script to load a scene to open a camera to scan an

image.Then,Click sound script is for mange sound button of application. Besides that,

DataTarget are enable display visual graphic button and add sound to each button.

Lastly, RotateObject are enabled object to rotate automatically when scanning

marked. The script process as shown in Appendix IV.

4.3 Testing

Testing is one of an 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 is three types of testing to test the application which is unit testing,

integrate testing and system testing. Unit testing is carried out to verify the

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

application interfaces and interaction between module.

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Usability Testing

Usability testing is a way to see how easy to use something is by testing it with

real users. Users are asked to complete tasks, typically while they are being observed

by a researcher, to see where they encounter problems and experience confusion. If

more people encounter similar problems, recommendations will be made to overcome

these usability issues. Therefore, usability testing is a method used to evaluate how

easy an application is to use. The tests take place with real users to measure how

usable or intuitive an application is and how easy it is for users to reach their goals.

There are 5 questions for the user as shown example question in Appendix IV. The

following are the results of the survey calculated as shown in Figure 4.15. Figure 4.15

shows the line graph of the questionnaire that provided 5 responses from users.

Question 1 to 5 is at the average level. It can be seen the question 5 has the highest

level, which application can help a student to gain knowledge. Furthermore, the

responses give good feedback about the website but as we can see the lowest level is

about question 3 which this application gives beneficial to student especially form 1.

Overall, we can see a clear upward trend of the new widely used technologies that can

reflect the effectiveness of education for the interactive learning concept children.

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Figure 4.13: Line Graph

4.4 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

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 optimized.

4.63

5 5

4.4

4.7

4.1

4.2

4.3

4.4

4.5

4.6

4.7

4.8

4.9

5

5.1

The interface in thisapplicationinteresting?

All button in thisapplicationfunction?

This applicationgives beneficial to

student?

This application canhelp student learnand know about

type of hand tools?

This application canhelp student gainmore knowledge?

Questionaire Type Of Hand Tools

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CONCLUSION

5.1 Introduction

In this chapter, the contribution of Type Of Hand Tools 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 Achievement and Contribution

Type Of Hand Tools with Augmented Reality is an application for learning.

By using this application, user having fun with scanning display interactive 3D model

with animation.Furthermore, it is very convenient to use because the user only just

needs to be download on the play store and can use them without any internet

connection.

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5.3 Problem and Limitation

There are a few problems and limitations that occur throughout the

development of this project. Firstly, this application scanning one image only. It

cannot make two or more scanning and it will not be working. This application must

need light source when scanning an image. It c. Furthermore, the user needs the latest

smartphone to play this application. Besides that, the limitation is this application only

available on the Android platform only.

5.4 Future Work

Type Of Hand Tools with Augmented Reality still need an improvement and

upgrade in the future. There is some suggestion that can be made in order to upgrade

the application to be more efficient in the future. The suggestion is adding more

flashcard type of hand tools and other related topics. Besides that, this application can

be installed in Android only so the user can play their smartphone. I hope that this

application may help student and teacher to learn about type of hand tool.

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5.5 Conclusion

As a conclusion, Type Of Hand Tools with Augmented Reality is the application that

focuses on a recommendation about know words each image inside the house to teach

for the student. ADDIE model has been used in this application to analysis, design,

development, implementation and evaluation of the suitable category or type of

mobile devices for user’s daily life. The storyboard interface design that included in

this report can also act as a guideline for a user.

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REFERENCES

Serin, H. (2017). Augmented Technologies in the education: AR apps. Journal of

Educational Sciences & Psychology, 7(2).

Rambli, D. R. A., Matcha, W., & Sulaiman, S. (2013). Fun learning with AR

alphabet book for preschool children. Procedia computer science, 25, 211-219.

Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning.

In Handbook of research on educational communications and technology (pp.

735-745). Springer, New York, NY.

Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995, December).

Augmented reality: A class of displays on the reality-virtuality continuum.

In Telemanipulator and telepresence technologies (Vol. 2351, pp. 282-293).

International Society for Optics and Photonics.

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APPENDIX

APPENDIX I (GANTT CHART FYP 1)

ACTIVITY

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

Proposal writing –

Literature Review

Proposal Progress

Presentation &

Evaluation

Discussion

Correction Proposal

Proposed Solution

Methodology

Proof of Concept

Drafting Report of

the Proposal

Submit a draft of the

report to supervisor

Seminar Presentation

Correction Report

Final Report

Submission

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APPENDIX II (GANTT CHART FYP 2)

ACTIVITY WEEK

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

Project Meeting

with Supervisor

Project Development

Proposal Progress

Presentation & Evaluation

Project

Development

Project Testing

Final Year Project

Format Writing Workshop

Project Testing

(continued)

Submit Draft

Report and

Documentation of the project

Preparation for

Final Presentation

Final Presentation

and Panel's

Evaluation

Final Thesis

Submission and

Supervisor's Evaluation

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APPENDIX III AR MARKER & FEATURES

Marker Features

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APPENDIX IV SCRIPT PROCESS

i) Trackable EventHandler

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ii) AR Camera

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iii) Click Sound

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iv) dataTarget

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v) RotateObject

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APPENDIX V QUESTIONNAIRES TYPE OF HAND TOOLS

No Question Strongly

Disagree

Disagree Neither Agree

Nor Disagree

Agree Strongly

Agree

1 The interface in this

application

interesting?

1 2 3 4 5

2 All button in this

application function?

1 2 3 4 5

3 This application gives

beneficial to student?

1 2 3 4 5

4 This application can

help student learn and

know about type of

hand tools?

1 2 3 4 5

5 This application can

help student gain

more knowledge?

1 2 3 4 5