The document presents a final year project proposal to develop an augmented reality mobile application presenting the history of Malacca using 3D animations. The project aims to make history learning more engaging for students. It will develop a prototype AR storybook application containing 3D animated content based on a history textbook chapter. The application will be tested with primary school students and teachers. It will be created using Unity and Vuforia and contain marker-based AR. Literature on existing AR storybook apps and the use of AR in education is reviewed to inform the project design.
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Present proposal fyp1
1. BACHELOR IN INFORMATION TECHNOLOGY (INFORMATIC MEDIA)
FINAL YEAR PROJECT 1 (CSF 35104)
TITTLE : PRESENTING A HISTORY OF MALACCA NAME USING
AUGMENTED REALITY
SUPERVISOR NAME : ENCIK MAT ATAR BIN MAT AMIN
NAME : NAZIFAH BINTI KAMARUDDIN
MATRIC NO : 046627
3. BACKGROUND PROJECT
Story augmented reality mobile apps.
Content : 3D animation based on a textbook.
Sejarah Tahun 4, Chapter 5.
4. PROBLEM STATEMENT
a) Students nowadays hard to pay attention while learning process.
b) A big challenge for parents and teachers to teach the students.
c) Augmented reality storybook mobile app is not really well
practiced in Malaysia.
5. OBJECTIVE
a) To study the augmented reality approach Malacca history for students.
b) To develop a prototype augmented reality storybook for students.
c) To evaluate the functional of application.
6. SCOPE
a) Application Scope
i. A great story for a 10 year-old primary school student. (Text Book
Sejarah Tahun 4 , Chapter 5)
ii. Contain 3D animation contents based on textbook.
b) User Scope
i. Users: Parents, teachers and students (10 year old)
7. LIMITATION OF WORK
a) This app designated to be used with Android Operating System.
b) This application only for primary school student (year-4) and the
teacher who teach student in Sejarah.
c) Using Malay language.
8. EXPECTED RESULT
a) The user will be able to improve and gain their knowledge about
Augmented Reality technology.
b) Only android user can access this application.
11. AUGMENTED REALITY TECHNIQUE
a) Marker-Based
Marker-Based AR is technology uses the camera in AR device to
produce a result. QR and 2D are the examples of the visual marker. The
users get the result when camera reader senses the marker.
b) Marker-Less
Marker-Less AR is the only type of AR technology which does not
use any kind of recognition system and hence it does not require
augmentation.
12. LITERATURE REVIEW : RESEARCH STUDY
Title Author/Year Journal Technique Summary
Noah Book AR Anita Yasin,
Mohd Ali,
Nor Adora Endut
2015
Interactive prophet's
storybook using
augmented reality
Augmented Reality
Marker-Based
Attractive augmented
reality animation.
This app is only
available on the App
Store for iOS devices.
Learning Number
with the Thirsty Crow
Tomi, A.B,
Rambli, D.R.
2013
An Interactive
Mobile Augmented
Reality Magical
Playbook
Augmented Reality
Marker-Based
Children can read
and at same time can
play with animation
that content in apps.
Multimedia
Interactive Book
(miBook)
Sagaya Aurelia, Dr.
M. Durai Raj, Omer
Saleh 2014
A Survey on Mobile
Augmented Reality
Based Interactive
Storytelling
Augmented Reality
Marker-Based
Combination of a
printed book (or its
digital format) with
the respective
audiobook and its 3D
models.
13. LITERATURE REVIEW : RESEARCH STUDY
Title Author/Year Journal Technique Summary
E-Sejarah Melayu
Melaka KSSR
M.K Izzuddin 2017 CIKGU MK Application 4th year Primary
School Curriculum
(KSSR) students who
study the history of
Malacca history
subjects.
The Little Mermaid
In AR
Lacroix 2004 Book & Magic Application Classic story of The
Little Mermaid in a
new and magical
way. The magical
illustrations can be
found within the app
to be displayed on a
separate device
17. Requirement Planning
• Important information and theory about Augmented Reality was gathered.
• The theory is containing about the concept, hardware and software and
the types of AR with the applications that been applied in the many field
areas.
• Literature review, problem statement, objectives (chapter 1).
18. • What kind of project to develop?
• What is this project for?
• Who is the audience?
• What kind of development tool needed?
• What is the final product?
Idea
19. Storyboard
• A storyboard is a sequence of illustrations that showcase the digital story
in two dimensions.
Main Page Main Menu
20. PHASE 2 : PRODUCTION
• Layout
• Modelling
• Texturing
• Animation
• Database
• Language
• Unity
21. Layout
There are has one (1)
button in Main Page :
• Masuk
There are has five (5)
button in Main Menu :
• Cerita
• Cara bermain
• Kuiz
• Aplikasi
• Exit
Main Page Main Menu
22. User need choose any
image in textbook for
display 3D model
object. Scan one of the
pages in the textbook
which is consist of all
the markers.
• 5 questions based
on stories.
• Answers correctly,
the score will
automatically rise.
Story/Scan Quiz
Layout (cont.)
23. This app is developed
for students to learn
history of Malacca
name with 3D imagery.
With this app, learning
will be more fun
because it has
animation elements.
How to play (cara
bermain):
• Show that explain
how to use this
application.
About (Application) How to play
Layout (cont.)
26. Database
• Database which is admin need to upload the marker into Vuforia.
Language
• During this Visual Studio are defined to make an animation for the
modeling using JavaScript language. It has a hyperlink with Unity Software
to bring an interactive approach.
27. Unity
• To build the application that are combined from Vuforia and Java SDE.
• Modeling from Autodesk Maya and catch it in Unity to make it physically
appearance.
• Need to build it with Android Studio using APK file.
28. PHASE 3 : POST-PRODUCTION
• Built APK file
• Test run project
• Final output
29. Built APK file
• After compose all the application needed, next step is built the APK file
which is using software Android Studio to support android version.
Test run project
• Developer test and runs the project to ensure that the project can be used
and running accordingly.
• Given to other user for the test and feedback proposed and feedback are
taken to be implemented later on.
30. Final output
• Final output for this application is display the 3D model
• Application can play using the selected marker.
31. HARDWARE REQUIREMENT
Pendrive / Hardisk
To store the
backup file
Printer
To print out the
documentation
Laptop
To develop application using
software such as Maya,
Unity3D, Adobe, Vuforia.
Mobile Phone
To install and test the
application on the
phone.
32. SOFTWARE REQUIREMENT
Autodesk Maya
Unity 3D
Vuforia SDK
Adobe Illustrator
Used to create 3D
model.
To create Augmented
Reality.
Used to create the
Virtual Reality app
and overall project
and modelling 3D
object.
To integrate graphic
designs for interface.
38. PROOF OF CONCEPT (cont.)
Main Page
The button involved in this scene is only one :
Masuk
Main Menu
The button involved in this scene is :
Cerita, Cara Bermain, Kuiz, Applikasi
39. REFERENCES
a) Parhizkar, B. E. H. R. A. N. G., Shin, T. Y., Lashkari, A. H., & Nian, Y. S. (2011). Augmented
Reality Children Storybook (ARCS). In International Conference on Future Information
Technology (IPCSIT) (Vol. 13).
b) Rohaya, D., Rambli, A., Matcha, W., Sulaiman, S., & Nayan, M. Y. (2012). Design and
development of an interactive augmented reality edutainment storybook for preschool. IERI
Procedia, 2, 802-807.
c) Tomi, A.B., & Rambli, D.R. (2013). An Interactive Mobile Augmented Reality Magical Playbook:
Learning Number with the Thirsty Crow. VARE.
d) Andersen, H. C., & Andersen, H. C. (1964). The little mermaid. Forum.
e) Aurelia, S., Raj, M. D., & Saleh, O. (2014). A Survey on Mobile Augmented Reality Based
Interactive Storytelling. International journal of Emerging Trends in Science and Technology,
IJETST, 1(05), 567-578.
f) M.K Izzuddin (2017). Reuters(1.0.0) [Mobile application software]. Retrieved from
https://play.google.com/store/apps/details?id=air.AplikasiAnimasiSejarahMelayuMelaka&hl=en