AI+A11Y 11MAY2024 HYDERBAD GAAD 2024 - HelloA11Y (11 May 2024)
Learn Colors and Shapes for Toddler (AR)
1. SUPERVISOR : EN MOHD SUFIAN BIN MAT DERIS
NAME : AINA SYAFIQAH BINTI AZMI
MATRIC NO : BTDL17047933
PROGRAMME: BACHELOR IN INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
2.
3. Probably the most common
AR type in the market currently.
It uses a camera and a visual
marker to determine the center,
orientation and range of its
spherical coordinate system.
MARKERLESS
Currently the best technology for tracking.
Augments real world environments without
the need of specially placed markers.
Allows more complex applications of AR.
MARKER BASED
Augmented Reality(AR) system generates
a composite view for the user.
It’s a combination of the real scene viewed
by the user and a virtual scene generated by
the computer that augments the scene with a
dditional information.
Augmented Reality (AR)
INTRODUCTIO
N
4. PROJECT
BACKGROUND
Colors and Shapes for
Toddlers learning using
Augmented
Reality (AR) is an
application that will help
toddler to
learn in interactive way.
Learning Colors and Shapes
for Toddlers via AR is
the best app to teach
toddler.
Toddler can learn with the
real environment and
interactive apps
something different from
others.
5. PROBLEM
STATEMENT
Toddlers easily bored when study using traditional
approach because not use interactive learning tool.
Parents difficult to identify whether their children are
has vision impairments (like color blindness).
Toddlers maybe difficult to learn mathematics and
writing if their not recognize the whole shapes.
6. To develop a smartphone application with
augmented reality concept.
To produce an interesting learning colors
and shapes with assistant of augmented
reality concept to teach toddlers.
To evaluate the efficiency of the implementa
tion of augmented reality into learning for
toddlers.
OBJECTIV
E
7. Target
user
•The target user for
this project are
toddlers which refer
to the kids among
3-6 years old.
•Reason to set the
age range until 6
years old is
because the
contents develop
through this
project are simple,
there could have
higher level of
content for
children above the
age range.
System
• Focuses on mobile device
only.
• Platform using android only
• To show 3D virtual
graphical image and teach
toddlers learn colors and
shapes with the example
given.
SCOPE
8. Need install
application in
smartphone.
1
The users need a
device to use it.
2
An android based
application for now.
3
Marker based
technique using AR
.
4
9.
10. LITERATURE
REVIEW
TITTLE AUTHOR/YEAR TECHNIQUE ADVANTAGES DISADVANTAGES
Learning Using
Augmented Reality
Technology:
Multiple Means of
Interaction for
Teaching Children
the Theory of
Colours
Giuliana Ucelli ,
Giuseppe Conti ,
Raffaele De Amicis
, and
Rocco Servidio
(2005)
Virtual and
Augmented Reality.
(marker based)
- Provides a blend of
manipulation and
visualization through
the overlay of synthetic
environments over
real ones.
- Can raise a student's
curiosity such that they
actively participate
- Can interact and
observe the visual
feedback from
3-Dimension virtual
character.
- Does not
guarantee the
survival of an AR
application,
focusing on the
hedonic nature of
AR mobile
application users
may explain the
failure.
- Poor design
interfaces in AR
11. LITERATURE
REVIEW
TITTLE AUTHOR/YEAR TECHNIQUE ADVANTAGES DISADVANTAGES
Fun Learning with
AR Alphabet Book
for Preschool
Children
Dayang Rohaya
Awang Rambli,
Wannisa Matcha*,
and
Suziah Sulaiman
(2013)
Virtual and
Augmented Reality
Using books
- User can work and
interact simultaneously
with the real world and
virtual objects in a
natural way.
- Used as an alternative
interesting educational
delivery method as it
will not only led to high
motivationin student
- Interesting elements
such as animation,
virtual objects, sound
and video can be
integrated while having
the physical book
itself.
- However, some
students found
that the AR
marker is not easy
to use since it
developed based
on marker
recognition, when
the student flip the
marker, the model
disappear.
- Sometimes the
virtual objects do
not appear on the
pattern marker.
12. LITERATURE
REVIEW
TITTLE AUTHOR/YEAR TECHNIQUE ADVANTAGES DISADVANTAGES
The Current Trends
Of Augmented
Reality In Early
Childhood
Education
Masyarah Zulhaida
Masmuzidin
and
Nor Azah Abdul
Aziz
(2018)
Augmented Reality.
(marker based)
- Fun learning
- Increase
achievement/
performance/
understanding,
- Enhance motivation.
- Develop positive
attitudes and
behavior.
- Enhance social skills.
- Willingness to learn.
- Satisfaction.
- The effects of
mobile devices in
young children
learning and health
condition.
- Not much
exploration in other
subject.
13. LITERATURE
REVIEW
TITTLE AUTHOR/YEAR TECHNIQUE ADVANTAGES DISADVANTAGES
Scaffolding A
Conceptual
Support For
Personalized
Arabic Vocabulary
Learning Using
Augmented Reality
(AR) Enhanced
Flashcards
Zainuddin, N.,
Sahrir, M. S., Idrus,
R. M.,
and
Jaafar, M. N.
(2016)
Augmented Reality
using flashcard
(Marker based)
- Application in a
personalized
learning platform
in order to help
them in the
memorization and
retention of Arabic
vocabulary
theoretically and
practically.
- Learning gains,
motivation,
interaction and
collaboration.
- To help in
scaffolding the
knowledge and
memorization of
the students.
- User must
downloaded Aurasma
from Google play or
App Store. Aurasma
used image and object
recognition to link
content (Auras).
14. EXPECTED RESULT
The application is expected to be
implement in the mobile based and
user able to explore this application
using technique marker of AR
Hope this application can
give new experience of AR
technique for toddlers to
learn colors and shapes
15. GANTT CHART
WEEK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Topic Discussion with Supervisor
Project Title Proposal
Proposal Writing (Introduction)
Proposal Writing (Literature Review)
Proposal Progress Presentation & Evaluation
Discussion & Correction proposal & Proposed Solution
Methodology
Proposed Solution Methodology
Proof of Concept
Drafting Report of the Proposal
Submit draft of report to supervisor
Preparation for Final Presentation
Seminar Presentation
Final Report Submission
16.
17. METHODOLOGY - ADDIE
MODEL
Learning Objective,
Delivery Format, Storyboard
DESIGN
Test Run Project, User Test Run
IMPLEMENT
Content, Target Audience,
Strategic, Requirement
ANALYSIS
Pre-Production, Production,
Post-Production
DEVELOP
Result, Debug,
Final Output
EVALUATE
18. FRAMEWORK
• Used to create the Augmented
Reality app and overall project
•The users can choose any button in this
app.
•The users need scan any image object for
display 3D object.
•The users can play with virtual button.
• Create augmented reality
database.