• Tidak ada hasil yang ditemukan

PDF MUHAMAD ALIFF ASHRAF BIN MUHAMAD AZLAN - Universiti Teknologi Petronas

N/A
N/A
Protected

Academic year: 2023

Membagikan "PDF MUHAMAD ALIFF ASHRAF BIN MUHAMAD AZLAN - Universiti Teknologi Petronas"

Copied!
82
0
0

Teks penuh

The idea of ​​the whole project is to create a completely new and better learning experience that would be able to attract students' interest in studying. Furthermore, the reason for choosing Geography as a subject is because it is one of the subjects taught to every student pursuing their studies in every secondary school located in Malaysia. The author also believed that the subject of Geography is very important as it provides us with knowledge about the world around us.

One of the objectives of the research is to improve traditional textbooks by implementing AR technology.

INTRODUCTION

  • BACKGROUND OF STUDY
  • THE RELEVANCY OF THE PROJECT
  • SCOPE OF STUDY
  • FEASIBILITY OF THE PROJECT WITHIN THE SCOPE & TIMEFRAME In summary, the target user for the application is a lower secondary school student at the

Furthermore, it is also believed that the ability to focus and concentrate will be the key to success in understanding what has been learned. Therefore, it is relevant to develop this AR geography textbook on smartphones using an Android platform. An Android (mobile) applications and interaction: The project aims to use mobile phone (smartphones) with the Android platform as it is much cheaper and easy to carry anywhere compared to using a computer with a camera installed.

Therefore, it is important for students to manage their time properly so that the project can be completed within the given time frame.

LITERATURE REVIEW

TEXTBOOK

CURRENT LEARNING APPROACHES

  • Non Information Technology Based Approaches
  • Information Technology Based

Perhaps because students cannot actively engage with the learning material, their focus on the subject can easily be lost. Although the textbook is now full of colors and attractive pictures to attract students to read, students today would happily spend their time at home on technological devices such as smartphones, tablets and laptops compared to the old plain textbooks. However, students can still view the entire content of the textbook if they choose not to purchase it.

It may simplify it enough for students to access it from anywhere, but it is still the same textbook that requires minimal interaction from the reader.

FIGURE 2.1  Form 1 Geography Textbooks
FIGURE 2.1 Form 1 Geography Textbooks

Augmented Reality (AR)

  • Augmented Reality (AR) Hardware
  • Augmented Reality (AR) Software
  • Application Area of Augmented Reality
  • Augmented Reality (AR) in Education

Popcode uses basically the same concept as augmented reality, but the user doesn't have to print a large black and white marker to use it. There are many technologies available that can be used in Augmented Reality rendering, such as monitors and others. We can see the implementation of AR in various entertainment areas such as cinematography and electronic games.

Apart from Iron Man, there are also several movies that use the concept of AR in their story, such as Kingsman: The Secret Service. One of the gadgets that introduced the concept of AR in movies is the Bulletproof AR Umbrella. As the name suggests, this is a bulletproof umbrella where the user can see through the umbrella.

In addition, Nintendo has also launched its own AR cards where the user can experience their games in the real world. It helps the learning process for the subject where students cannot gain first-hand real-world experience, such as Astronomy and Geography (Shelton&Hedley, 2002). In order for the book to appear on the screen, the user must have a PlayStation.

In addition, the user can also take their own photo using PlayStation Move as a camera on a photographic mission during the completion of the game. One of the features in the book is that the user can discover various kinds of animals, such as the incredible giant rainbow squid in the whole 3D animation. Moreover, the 3D globe model allows the user to see the movement of planet earth in space.

On the other hand, the user can also activate additional sequences just by using an additional key on his keyboard.

FIGURE 2.3  An Example of AR Using Visual Marker
FIGURE 2.3 An Example of AR Using Visual Marker

METHODOLOGY

  • RESEARCH METHODOLOGY
    • Requirement/ Planning
    • System/ User Design
    • Construction/ Implementation Phase
    • Cutover
  • TOOLS
    • Hardware & Equipment
    • Software, Platform & SDKs
  • PROJECT ACTIVITIES
    • Choosing the Textbook Application
    • Development in Unity3D
  • CHALLENGES AND ISSUES ENCOUNTERED

At this stage, the author must define the project problem, objectives, relevance and scope of the project. It is very important for the author to clearly understand all the concept and practice related to mobile application technology as well as the concept of Augmented Reality in the way it works and how it can be applied and used in the project. This should be done so that the author has a better understanding of AR technology, the concept of mobile application and others.

There are basically two types of databases that can be used by the author, which is an on-premise or cloud database. This is a step where the author has to build and develop the working prototype of his mobile application. The prototype shall be based on the author's system analysis and design developed during the early phase of this project.

Moreover, the author must ensure that every feature on his mobile application works successfully and is operational. Moreover, the author should also briefly explain and explain to the user how the mobile application works, with simple guidelines. Related to the author project, Unity 3D will help the author compile all SDK/.

Downloading and installing the software (Unity3D) was one of the earliest problems the author encountered during the development of this project. Many times it happens that the author failed to install the software due to slowness. It is difficult for anyone, including the author himself, to implement the concept of augmented reality in a mobile application without first having basic knowledge about it.

For the current progress, the author has successfully provided several videos related to the application in the textbook.

FIGURE 3.2  Task of The Requirement Planning
FIGURE 3.2 Task of The Requirement Planning

RESULTS & DISCUSSION

PROTOTYPE

  • User Perception Survey

When the user points the camera at the target of the image, an animated 3D model appears. In the image above, the Earth and Sun were modeled, textured and animated using Blender software and then imported into Unity3D. The author has used a virtual button function as a method to obtain the user interaction based on the displayed query. Once the user has responded and clicked the 'YA' button, a 3D animation showing the Earth's rotation will appear.

Meanwhile, a 21-second full-screen video will be displayed if the user has clicked on the 'TIDAK' button. The user testing process started with the author explaining and demonstrating how to use the application in front of the students. In general, the students who tested the application liked it and would love to use such an application.

Additionally, those who tested the prototype app were initially surprised to see pop-up 3-D models on the tab screen above the book. Some of them praise that the app was wonderful as they were able to see 360 ​​degrees of 3-D objects, and some even mentioned that it was "magical". i) Others tried to hit the book where they thought the 3-D model was. ii) Sometimes the user also tries to touch the screen and waits for interaction, but I explained that he will focus on the next stage of development. However, this event validates the next step to make the application interactive. iii) Users were excited when the 3-D models appeared on the screen and began to move (animate). iv).

One of the users even argues with his counterpart so that he can play with the app longer. Results showed that majority 7 of the respondents rated scale 5 and 3 parents/teachers rated scale 4.

Figure 4.2: Form 1 Geography Textbooks Cover and Pages
Figure 4.2: Form 1 Geography Textbooks Cover and Pages

I think the product can assist students in learning from the textbooks

Each question is scaled from 1 to 5, with 1 indicating the least agreement and 5 indicating the most agreement. The users were asked about their perception of whether the product can help students learn from the textbooks. The results showed that six of the respondents rated scale 5, while another four of them rated scale 4.

This shows that most respondents agree that the product is easy to use. The graph shows that five respondents rate the product on a scale of five and the rest on a scale of 4. The result shows that all respondents agree and most agree that the product is fun and attractive.

I think the product are easy to be used

I think the product is fun and engaging

The graph shows that the majority of respondents rated it at scale 5, meaning they most agreed that their friends would love the product, while the remaining 4 rated it at scale 4. The graph shows that the majority of respondents rated scale 5, meaning most likely to buy the product, and the remaining 4 rated scale 4, meaning most likely to buy.

I think my friends would love this product

I think I would purchase this product

CONCLUSION

  • FUTURE EXPANSION

The scope of education especially in Malaysia has reached a new level where it has been expanded by the advancement in computer and information technology. From traditional based learning environment to electronic and mobile learning environment, then upgrade to the new way of learning using the augmented reality technology. This statement has been supported by Dede (2008), who stated industry experts have predicted that the development of handheld devices that use AR technology to deliver content and experiences to the user will continue to escalate.

Furthermore, Augmented Reality has also already shown the potential to bring improvement in various areas; and it specifically had a positive impact on the education sector. According to Saenz (2010), the combination of AR simulation and training exercise, combined with tactile feedback interfaces such as the textbooks, has been shown to improve individuals' performance in learning something. In other words, the author believed with augmented reality, learning session can be quite interactive and immersive, so it can increase students' interest in learning both in class and at home.

Retrieved March 15, 2015 from http://singularityhub.com augmented-reality-to-help-military-mechanics-fix-vehicles-video. Retrieved January 27, 2015 from http://www.nbcnews.com/technology/studentscant-resist-distraction-two-minutes-neither-can-you-1C9984270. Computer and Information Sciences: Using Marker Augmented Reality Technology for Spatial Understanding in Computer Graphics”, Communications in Computer and Information Sciences, 2011.

Gambar

FIGURE 2.2  Form 1 Geography eBook
FIGURE 2.3  An Example of AR Using Visual Marker
FIGURE 2.5  Example of Popcode AR Robot
FIGURE 2.6  Example of Google Goggle  (ii) Marker-less
+7

Referensi

Dokumen terkait

The cases used in this paper are Southeast Asian parliaments, notably Indonesia, Malaysia, and Singapore, notably from four parliamentary gatherings: the World Parliamentary Forum on

2013, 14, 19230-19244; doi:10.3390/ijms140919230 International Journal of Molecular Sciences ISSN 1422-0067 www.mdpi.com/journal/ijms Article Analysis of Gln223Agr Polymorphism