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FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
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CHAPTER 1: INTRODUCTION
1.0 Brief Introduction
The project title is Augmented Reality an Interactive: Story Book of PAK
PANDIR. This application is an interactive storybook to preserve the Malay epic
story of Pak Pandir for the younger generation. Augmented Reality (AR) is used in
the storybook to combine the real world with 3D figures in order to deliver an
immersive experience to the users.
Compare to the current storybook, this application is attractive and allows user to
interact with the characters. This application using 3D animation and sound
techniques that would interest the reader and this interactive storybook also using a
comic style visual, so that the children can easily understand and retract the children
in reading the storybook.
Pak Pandir is the poor and very stupid man. Developer chooses one title of Pak
Pandir Story book namely “Pak Pandir pergi Memancing Ikan”. Synopsis of the story
is Mak Andeh, wife of Pak Pandir, requested him for fishing. However, Pak Pandir
doesn’t know how to fish. Therefore, he asked Mak Andeh to guide him how to
fishing. Mak Andeh told him to find “Belalang Rusa” for the fishing baits, so Pak
Pandir misheard of Mak Andeh words and he search for “Rusa” rather than
“Belalang Rusa” for fishing baits. That’s where are the story begins.
1.1 Objective
The objectives of the project are:
• To preserve the Malaysian folklore by creating an interactive storybook.
• To encourage Malaysian people in reading books by creating storybook using
AR application.
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1.2 Purpose
The purpose of the this application is to develop a new method of
learning PAK PANDIR storybook comic style by using augmented reality
which will include all multimedia element, such as, 3D animation, sound and
graphic to attract the interest of the kids. It’s also for developed a new way of
learning methods by using AR and to expose the new learning technology
kids. In other word, is to find out the best way in learning PAK PANDIR
storybook comic style. It is also to give a good lesson for future generation
from the “PAK PANDIR” story. Furthermore, it will be able to provide an
entertainment for young generation, because developer used an interactive
way to tell the story. Last but not least, with AR, it will be able to inform for
the next generation about Malay epic story so that they will not forget about
the story.
1.3 Project Scope/Target User
• Kids from 7 to 12 years old
• Teachers
• Parents
1.4 Problem Statement.
Malaysian Folklore has been forgotten by younger generation. This is supported
by a stunt from Ali Badron Sabor. Based on our pilot survey last semester on we had
done to 20 children, we found out that 70% of children were not aware of Malaysian
folklore especially Pak Pandir. This is statement is also supported by Sabor, 2011.
Augmented Reality is used as a medium to deliver the storybook, since Rusmin, 2011
state that it is compatible with the younger generations because they tense to choose
light reading materials, according to performance figures storytellers and Orang
Hidup Malaysia, Ali Badron Sabor during his performance of Poetry Night Riong
BH-UTHM said that “There are only two people only expert storytellers that remain
in Malaysia and one of them is me. Loss if the younger generation do not recognize
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and explore the folklore storytellers presented with the purpose of providing
entertainment to the audience. Storytellers also convey messages and information
through the stories”. (Ali Badron Sabor, 2011)
Although Malaysian folklore can be found in books, most of the Malaysian
peoples are very lack in reading. This is based on Senior psychologist Universiti
Teknologi Mara (UiTM) Puncak Alam, Sulaiman Selamat said, the tendency of
students and young people choosing light reading materials because of they are
exposed to the culture of the new generation that born in easy, luxurious, fast and
comfortable world. He said this culture makes the generation lazy to think, less
knowledgeable, and just strictly focus on academic and examination. “This is the
response from the modern world and the transition period, which saw all the aspects
to be addressed just as easily and without initiative. As a result, many must be
sacrificed, including knowledge”. (Ruhaiza Rusmin,Harian Metro, 2012)
1.5 Rational of problem Solving
The interactive storybook include so many interesting way of explaining
information. In a way of creating an interactive storybook is because storybook has a
good message to deliver. There have good values that will explain in the storybook
and also storybook will create in interesting way that will make young generation
attracted.
Interactive storybook will created by using AR. AR will attracts kids learn to read
books. The storybook will include popup 3D graphic for the characters and animated
visual. The learning environment will become less tense to the kids also to the
teachers because the storybook will include 3D graphic.
1.6 Limitation of The Project
The limitation of the project is developer use the application on iPad IOS or
Android only. The application needs to be installed first before using it. This
application using an interactive iPad, scan by iPad camera and cannot be using PC or
laptop. The developer also not using navigation button to go on the next page and
make one of the Pak Pandir story only.
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CHAPTER 2: LITERATURE REVIEW
2.0 Introduction
2.0.1 Augmented Reality Definition
Augmented Reality Definition is "A field of computer research which deals with
the combination of real-world and computer-generated data. At present, most AR
research is concerned with the use of live video imagery which is digitally processed
and "augmented" by the addition of computer-generated graphics". (Wikipedia,
2008).
2.0.2 Malay Folklore story Definition
Folklore is the literature of the people who shaped the story or telling the story
orally. Folklore is very popular among the Malay community and passed down orally
from one generation to the next generation. Folklore usually grows in the oral
tradition, handed orally from mouth to mouth by the artisans of professional story in
a story to the audience, in the presentation special occasions such as weddings,
celebrations, and so forth. Folk tales told by the grandmother / grandfather to
grandson or by someone who knows storytelling as entertainment in spare time.
(Dewan Bahasa Dan Pustaka, 1993)
Among the functions of folklore are:
1. An entertainment tool.
2. As a tool to deliver teaching and educating the public.
3. Public art expression platform using beautiful words.
4. The policy of the modern literary creation.
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2.1 Pak Pandir Story
2.1.1 Pak Pandir: “Memancing Ikan”
Synopsis of the story is Mak Andeh, wife of Pak Pandir, requested him for
fishing. However, Pak Pandir doesn’t know how to fish. Therefore, he asked Mak
Andeh to guide him how to fishing. Mak Andeh told him to find “Belalang Rusa”
for the fishing baits, so Pak Pandir misheard of Mak Andeh words and he search
for “Rusa” rather than “Belalang Rusa” for fishing baits. That’s where are the
story begins.
2.1.2 Pak Pandir: “Pak Pandir dan Anak”
Synopsis of the story is their daughter are sick so Mak Andeh is going to buy
the medicine, in the mean time Mak Andeh told Pak Pandir to bathe the child. After
Mak Andeh gone to shop, Pak Pandir boiling water on the fire that is burning, after
that he put his daughter in that boiling water. That’s where are the story begins.
2.1.3 Pak Pandir: “Pak Pandir dengan Gergasi”
The story is about after their daughter died, Mak Andeh wanted to make
“Kenduri Doa Selamat” for their late daughter. Mak Andeh ordered Pak Pandir to
invites “Tok Imam” for their “Kenduri”. On his way in inviting “Tok Imam”, Pak
Pandir lost his way and found the giant’s house. With his mistakenly assume that the
giant is “Tok Imam”, so he invites that giant to his house for their feast. From here
the story begins.
2.2 Example of Current/Existing Application
2.2.1 Augmented Reality Book
Below is a screen shot of Augmented reality book. This AR video showed
about Interactive Print Media with 3D “Aliens and UFOs” by arsEdition. This AR
explains how Aliens came to earth and landing at it. It’s also including background
sound. This AR is different from the project because it is not an AR storybook. It
just shows pictures of earth, UFO and an explanation about it.
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2.2.2 Storybook Augmented Reality
This picture showed the video about storybook AR, but the application is
using IPAD. The output is after it scans by webcam a video about animal will come
out. It is different from our project, because the project are develop an application
using pc/laptop and when it scans by a webcam the storybook environment will come
out and telling the video story.
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2.2.3 Augmented Reality Storytelling
Below the picture showed the video about AR storytelling. The application
almost same with the project but the different is the project will not set up by the
user. This environment of AR is set up by user itself, it is like the user is telling a
story by himself. It is also include sound and music background.
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2.3 Selective Review
The Reasons
The developer chooses AR storytelling above is because the environment that
the developer want to develop is almost same. Our project will include 3D character
and environment. Using a storybook, it scans by a webcam and the screen will show
an interactive storybook of Pak Pandir including voice and background music. It also
includes dialog bubble like a comic book style. Using this style will make a
storybook interesting and attracts the kids to read it.
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2.4 Selective Story
From the many story of Pak Pandir, the story chosen was “Pak Pandir Dan
Gergasi” title. The story is about Pak Pandir mistakenly invited giants come to his
house for “kenduri doa selamat” of his late daughter. While giants eating at Pak
Pandir house, they ordered Pak Pandir to cooks more foods and deliver to their son at
their house. After Mak Andeh finished provide the meal, Pak Pandir takes the meal
and send to giant’s son. After Pak Pandir reach at giant’s house, he meet with giant’s
son. In mean time the giant’s son saw Pak Pandir he automatically open his mouth to
eat Pak Pandir. In fear, Pak Pandir make a reaction by clog in the foods in giant’s son
mouth. Giant’s son died because of Pak Pandir also include the buffalo bones in his
mouth. Pak Pandir came back home and suggest Mak Andeh to run. After that, giants
find out about their son’s death they search Pak Pandir and Mak Andeh to eat them.
Giant found out that they at the river, and calling Pak Pandir and Mak Andeh. To
across the river, Pak Pandir and Mak Andeh, trick the giant to take crock and get in
the crock so that the giant can across the river. After that the crock had cracked and
giants died. End of story, Pak Pandir and Mak Andeh saved from the giant and they
go back to their home.
The reasons
From the story above, the developer chosed this title because this title is
unique compared from the other title. It tells about human being and the giants make
the whole story interesting. From the story also have a lot of lesson that teach human
to distinguish between good and bad before make a decision. Think before make
some decision. This story book has been documented again by Daud Ibrahim in
1970. The developer want to remind our new generation about this story is very old
story that has been told from one generation to another.
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2.5 Results from the review
• Lack of ability in animation to attract audience to understand the application.
• In Malaysia, learning by using Augmented Reality still not expands on
market education in Augmented Reality (AR) storybook.
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CHAPTER 3: METHODOLOGY
3.0 Introduction
3.0.1 Gathering Information
Most of the information about Malay folklore was gathered from the journal
and article about augmented reality to develop the interactive storybook. Other than
that, do a research about augmented reality via the Internet to make the comparison
every each AR from the result had found and do the revision about AR, sound and
interaction. Then, the interview session was held with kids that aged between 7-12
years old. The information is gained about the new platform of storybook in AR
whether it will give benefit or not. Other than, the observation was held with the
kids via testing them whether can read or not. Then, analyze the data and compared
it to come out with the best solution for the problem.
3.0.2 Flowchart
Figure 1: Flowchart of the design
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From the Figure 1 above, the model design of the project will come out with
the book, iPad camera and interactive iPad. The camera will scan the book and it will
appear on the iPad screen. The image or visual of Pak Pandir will appear on the
screen and come out with the voice and background music. After that the 3D
animation cartoon will explain about the story of Pak Pandir, with 3D environment.
3.1 Research Methodology
From the project above are using “ADDIE Methodology”. This methodology will
develop in the application. The reason is because it can be used to develop this interactive
application and can understand more on methodology itself. It consists of step by step of
what will be done through out the development of the application. If there is any problem in
certain stage, it definitely can go back to their previous stage and start again. The example is
on Figure 2 below.
Figure 2: ADDIE Model
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3.2 Project Phase
3.2.1 Phase 1: Analyze
After gather all the data needed, the developer will analyzing the data that received
from the interviewing and observation. After analyzing, the developer realizes that the most
of the kids do not know about the Malay folklore, which is Pak Pandir. They only knew Pak
Belalang and other old story like Puteri Gunung ledang. The kids also mention that they
boring reading an ordinary storybook, because there is no interest in the storybook that
includes so many texts. They love reading in new technology such as Ipads and personal
computer.
3.2.2 Phase 2: Design
The developer will produce storyboard design of interface background,
environment and characters of the application as the detailed. The storyboard will
contain the story of Pak Pandir and other character such as Pak Pandir’s wife Mak
Andeh, Giant and his Son. The character will be design in 3D character, including the
background environment is also in 3D.
3.2.3 Phase 3: Development
Content and tools must be organizing to consistent all level models. In this
phase, graphics are designed 3D modeling, programming, animation, functionality
are involved in the development phase. Need complete at least 80% complete
prototype.
The tool or software that will use is, art Tool Kit for AR software. 3D max or 3D
Maya for create the 3D character and background. Sony Sound Forge is for the audio or
music background. For the program part will be using a script to mix the 3D environment
and AR application. There are also some other software used, such as, adobe Photoshop and
illustrator.
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3.2.4 Phase 4: Implement
For the implementation, this is the phase where the entire implement is
conduct. An implement phase is the phase where the error is to be eliminated. So
that, the quality of the application will reaches its goal. There two types of
implement should be conduct in this phase.
First, the alpha testing, alpha testing is conduct in house. This is meant that,
the alpha testing will be conduct during the development process within the
developers of the project. In this process, the project does not have to be completed.
It is just a process of eliminated the error step by step. As example, after completing
the character, you will run the alpha testing to check the quality of the character
according to the multimedia element, whether it have achieve the standard
requirement of it.
Second is the beta testing, in this testing, there should be no minor error and
the quality of the application have achieve the higher standard. Here the testing is
conduct with the user or the audience of the application. In this context the kids that
we have chooses as our client and audiences. To check the result of the testing, the
developer will produce an observation along with it. By analyzing at the data gather
in the observation, the developer will know is the application has achieved its own
goals.
3.2.5 Phase 5: Evaluation
This is the last phase of the process. In this phase, the product now will be
distributed to the target audience or market. In this case, it will be distributed to the
kids as the new method of learning and entertaining process. The developer will
gather the children in between 7-12 years old and give them to use this application
and later will get the feedback from the user. The user will test our application and
after that will collect the information about how the application will help the children
to improve their reading skills. The developer also makes a questionnaire to the
teachers for recommendations.
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3.3 Budget Costing
ITEMS PRICE (RM)
HARDWARE
Laptop 2, 400
External Hard Disk
Headphone
Mouse
Webcam
250
60
25
100
SOFTWARE
Microsoft Office Professional 800
Adobe Flash CS3 Professional 1, 550
Adobe Illustrator CS3 600
Adobe Photoshop CS3
3D Maxs 2011
Adobe Premier
Adobe sound forge
600
1, 000
1, 000
1, 000
STATIONERIES
Box card 200
Printing 500
TOTAL RM10085.00
Table 1: Budget Costing
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3.4 Time Plan
Figure 3: Time Plan Chart
From the Figure 3 above is the chart of time plan of this project. Time plan is
important to developer to develop the project within the due date, if there is unlimited
time in the certain project, the product will not complete until end. The time plan to
develop this project is about one year. Until that, the prototype will be developed and
user can test the product. For the detailed of the time plan will display in the
(APPENDIX I.)
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CHAPTER 4: PROTOTYPE/PRODUCT DEVELOPMENT
4.0 Introduction
The researchers use ADIE methodology in developing Augmented Reality:
Story Book Of Pak Pandir prototype. This chapter will describe the development
phase of Augmented Reality: Story Book Of Pak Pandir prototype in details starting
from information and all data’s analyzing, including designing 3D characters,
designing 3D background, developing the application, recording narrator’s voice, and
evaluate finished prototype.
For this semester, the development group was instructed and given each
group member the specific tasks when developing the prototype. Normaira Ramli
was responsible for develop the 3D character, render the video and animation, while
Hamizah Mohammed Bukhary was responsible for the flowchart, 3D background,
story book design, and audio/video.
4.1 Storyboard
After completing analysis phase, the next step start with briefing the whole
concept and idea to design and develop the Augmented Reality: Story Book Of Pak
Pandir. All ideas were interpreted in sketching storyboard and implement sketches.
(See APPENDIX II)
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4.2 Scenes
Augmented Reality: Story Book Of Pak Pandir divided into nine scenes.
Each scene will be have a picture where the users must scanned it by using IOS
or Android tablet camera to view the content of the storybook. The pictures will
be a marker to preview a Pak Pandir 3D animation story.
(See APPENDIX III)
4.2.1 Scene 1
The beginning where introduce Pak Pandir and Mak Andeh character.
4.2.2 Scene 2
Mak Andeh give an order to Pak Pandir to invite ‘Tok Imam and Tok Haji’
for the banquet at their house.
4.2.3 Scene 3
Pak Pandir is going to search for the house with cheerful expression.
4.2.4 Scene 4
Pak Pandir has arrived at the giant’s house that he thought the house was Tok
Haji’s house.
4.2.5 Scene 5
Pak Pandir meets with the big giant and invites him to eat banquet at his house,
due he was afraid that the big giant would eat him alive.
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4.2.6 Scene 6
Because of the giant love the foods, he give a command to Pak Pandir for
deliver the foods to his kid at home.
4.2.7 Scene 7
Then Pak Pandir heading to the giant house again and give the foods to his
child, but unfortunately Pak Pandir has killed his son.
4.2.8 Scene 8
The giant was really angry when he knew his son already dead, so he decide
to kill Pak Pandir and Mak Andeh.
4.2.9 Scene 9
At the end because of Mak Andeh brilliant idea, they successfully killed the
big giant and get through with happy life.
4.3 Storybook Cover Page Design
The developer and team member decided to design a simple storybook
so that it is easier for the children to scan and read the storybook at the same
time.
Figure 4: A sample of storybook cover page.
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4.4 Content Design
Below is a sample of a content design for the storybook: (See Appendix F for more)
Figure 5 : Scene 1/Words
The user has to open the Aurasma Lite application and direct the iPad camera to the
marker/pictures so that the video of Pak Pandir will be appear on iPad screen. There
are also including the words, telling the story of Pak Pandir.
4.5 3D Modeling and Animation
The developer created 4 characters in this storybook, which are Pak Pandir,
Mak Andeh, Big Giant and Little Giant. The story will tell how Pak Pandir and Mak
Andeh will be deal with Giant. Below is Pak Pandir 3D modeling character that has
been creating using 3D max 2013.
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Figure 6: 3D Character of Pak Pandir
4.6 Audio and video
The developer had to render the 3D animation into video format which is .avi
then convert it to .mp4 to make it easy uploading via Aurasma Lite website
(www.aurasma.com/) since this project were run with Aurasma Lite application. The
audio that been using is Music Instrumental to make it sound interesting and also
have voice narrator so that the children will understand the story.
4.7 Unforeseen Limitation
Throughout the development of the product, developers have been facing
some difficulties in creating the application because Augmented Reality and
application via interactive iPad was never being taught as a subject at the institute. The
developer also has to learn and explore more about 3D animation because institute
only taught the basic in creating 3D character. It was a learning curve, which the
developer had to take time.
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4.7.1 Software
The main software to develop this application is 3D Max 2013 that is
the new version of 3D Max. The new version of this software is more users
friendly. It is really easy when rendering rather than the old version. The
developer also has to learn more about the biped, movement and animation
through video tutorial from You Tube and Internet.
Figure 7: Unforeseen Limitation: Software 3D Max
4.7.2 Application
This Augmented Reality Storybook of Pak Pandir was developing
using Aurasma Lite application that need high speed Internet connection while
uploading the contents. Even though this application is free, but the developer
has to sign up as a member and taking 6 month to get approval from Aurasma
Lite website. The developer needs to do some research all over the Internet
about Aurasma Lite and how to use it.
Figure 8: Aurasma Lite Application Icon
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4.7.3 Content/Information
The stage for the application is rather limited which made it difficult to
develop for the navigation button, and that is why the developers decided to
develop for only scanning the image/marker. Additionally, the information
and the research paper about the Augmented Reality is rather limited to get
and difficult to research in the worldwide.
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CHAPTER 5: TESTING AND RESULT
5.0 Introduction
In this chapter will be discuss the testing method used in test finished
prototype application and describes the testing results. The method used covered both
hardware and software. The results are presented in pie chart. In addition, all the
testing results will be compared with initial planning and objectives.
5.1 Stage of prototype development
In this stage of prototype development, there are many types of method can
be used to test a certain product application. When all the design and development
phase has been completed, the developer tested the application by using a
questionnaire and user also given the chance to try the application. The testing phase
when the users were given the chance to try out the application was called Beta
testing.
The beta testing is was held at the Sekolah Rendah Kebangsaan Sek.6 Kota
Damansara, Petaling Jaya Selangor, in order to get the response for the target users
for the prototype that has been developed. The target users for the prototype are
children between 7-12 years old and 20 respondent answers the questionnaire. The
developer also gives the questionnaire to the teachers.
5.2 Testing Method
In the testing method, to gather the result for get the feedback on the
prototype, we prepared a set of 7 questions that relate to the prototype for the target
users. Polar questions is chosen because to make it understanding and comprehension
on the question. The developer conducted the test individually with the target. The
example of the question can be seeing at the APPENDIX IV.
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5.3 Finished Prototype Comparison with Initial Planning
By developing the storybook of Pak Pandir as a Malaysian folklore story with
Augmented Reality it can make the storybook more attractive and interactive. The
prototype will help the users to know more about the Pak Pandir stories with the
printed storybook and pictures that can help the users to clearly view and feel the
animated things that have in the prototype which is telling the story of Pak Pandir.
5.4 The Behavior of the Finished Prototype and the Functionality and
Output
About the prototype, the picture on the storybook was used as the main tools
on the smartphone and tablet that supported IOS and Android 2.2 and above to
interact with the prototype. Bahasa Malaysia as the primary language in the prototype
and the voice narrator that being used in the application is simple and easy to
understand. The animations are design according to the target users. Using the 3D
design to attract the users and interesting sound that the children will having fun
when hearing the music.
5.5 Testing Result
The Augmented Reality Storybook of Pak Pandir is the story telling
Multimedia application that can be viewed in the smartphone and tablet that
supported IOS and Android 2.2 and above. It covered more about the story of Pak
Pandir. After the testing phase is complete, it found that 98% of the overall users did
not really know well about Malaysian Folklore story of Pak Pandir.
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Figure 9: Chart shows the result in terms of “users knowledgeable about Pak
Pandir”
Other than that, it also finds out that 100% users agree that they are all not familiar
with Augmented Reality application.
Figure 10: Chart shows the result in terms of “Experience with AR application”
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From the charts below, most of the respondents agreed that this Multimedia
application is interactive.
Figure 11: Chart shows the result in terms of “interactivity”
From the charts below, most of the respondents agreed that this Multimedia
application is interactive.
Figure 12: Chart shows the result in terms of “Help to attract people about Pak
Pandir Storybook”
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5.6 Functionality of the Augmented Reality Application
For the functionality and performance of Augmented Reality of the product is
among the most important factor to consider when developing a certain application.
Below are few characteristics of the completed application.
5.6.1 Attractive multimedia application to suites the mood of users.
For the attractive, it used the Augmented Reality multimedia
application to deliver the information about Malaysian folklore story
of Pak Pandir, since the old method to deliver the info about the story
was too old version and not too interactive. By using this multimedia
application users can absorb the information clearly
5.6.2 Interactive Multimedia
It is essential for an application or project to have interactive
multimedia element so that user will get interesting while using it. For
this, developers create many interesting scene.
5.7 Beta Testing results
This is the beta testing that provides the questionnaire about the questionnaire
to gain feedback from potential user who can use the interactive iPad. The sources of
the user testing are about 20 people. The results of Beta Testing are stated as below:
FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
_____________________________________________________________________________________________________________________
____________________________________________________________________
30
Question 1 - What is your current age? Please (select one).
Figure 13: Beta Testing result – Question 1
Question 2 – What is your gender? Please (select one).
Figure 14: Beta Testing result – Question 2
FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
_____________________________________________________________________________________________________________________
____________________________________________________________________
31
Question 3 – Have you ever-heard Traditional of ‘Pak Pandir’ story before? Please
tick Yes or No in the provided box.
Figure 15: Beta Testing result – Question 3
Question 4 – Do you think this AR storybook of Pak Pandir is user friendly? Please
tick Yes or No in the provided box.
Figure 16: Beta Testing result – Question 4
FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
_____________________________________________________________________________________________________________________
____________________________________________________________________
32
Question 5 – Do you understand well about the storybook of Pak Pandir application?
Please tick Yes or No in the provided box.
Figure 17: Beta Testing result – Question 5
Question 6 – Does the text suitable and easy to understand? Please tick Yes or No in
the provided box.
Figure 18: Beta Testing result – Question 6
FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
_____________________________________________________________________________________________________________________
____________________________________________________________________
33
Question 7 – Does the character design of Pak Pandir suit the overall concept?
Please tick Yes or No in the provided box.
0"
5"
10"
15"
20"
Yes" No"
Character(Design(
Character"
Design"
Figure 19: Beta Testing result – Question 7
Question 8 – Do you agree that the AR storybook should be implemental as a media
technology for users gains the information about the Pak Pandir story? Please tick
Yes or No in the provided box.
Figure 20: Beta Testing result – Question 8
FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
_____________________________________________________________________________________________________________________
____________________________________________________________________
34
CHAPTER 6: CONCLUSION
6.0 Conclusion
For the conclusion, after nearly a year, developers finally managed to finish
the project and successful to produce the Augmented Reality: Storybook Of Pak
Pandir. In the research and development, developers learned how to scope and
manage problems that often occur in completing this Final Year Project. While
working as a team, teamwork is essential as an important thing to gain the objectives.
Cooperation between team members was needed to ensure the project runs smoothly
and was able to complete the project within the given time.
Despite many obstacles and problems, which have confronted them,
developers have managed successfully. Developers managed to improve skills in
communicating with public relations and 3D designers. In addition, developers
gained new knowledge during the development of this Augmented Reality
Application and experiences using the interactive iPad to play in the device central.
The project proponent should start from the scope of product analysis, character
sketches and background, the overall interface design, develop projects, and assess
the final outcome.
The project taught the developers to think creative and to act smart. From the
beginning, developers needed to think outside the box to gain fresh idea, which the
developers and advisor sat down discussing therefore conduct a brainstorming
session to achieve the best idea for Augmented Reality: Storybook Of Pak Pandir.
6.1 Future Enhancement
For the future enhancement, the developers took into consideration from the
feedback given from the questionnaire in Beta Testing, where the developers gained
idea on how to improve the application in the future. The First is, put the truly
environment of Malaysian folklore story. Secondly, add navigation button in the
application, which is that make the user become easier to push a back and next for
viewing the story. By adding the bilingual, it would certainly attract the Malaysian
FINAL YEAR REPORT 2012
Augmented Reality: An Interactive Story Book Of Pak Pandir
_____________________________________________________________________________________________________________________
____________________________________________________________________
35
youths more. Thirdly, add more navigation button, such play, stop and pause button
so that the children can review and more understanding for the story.
6.2 Future benefits
This interactive Augmented Reality: Storybook of Pak Pandir where the main
targets are the children. The content of this application is very interesting yet
attractive and hopefully user can get entertained by watching on it. At the same time,
children can learn in reading the storybook. Developers hope that this application
would become the benchmark for future development so that it would become
references for future research. Hopefully the accessibility to the application via iPad
would make it easier for users to access, also the functionality to all of age and
people who use the touch screen tablet.

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Main report

  • 1. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 1 CHAPTER 1: INTRODUCTION 1.0 Brief Introduction The project title is Augmented Reality an Interactive: Story Book of PAK PANDIR. This application is an interactive storybook to preserve the Malay epic story of Pak Pandir for the younger generation. Augmented Reality (AR) is used in the storybook to combine the real world with 3D figures in order to deliver an immersive experience to the users. Compare to the current storybook, this application is attractive and allows user to interact with the characters. This application using 3D animation and sound techniques that would interest the reader and this interactive storybook also using a comic style visual, so that the children can easily understand and retract the children in reading the storybook. Pak Pandir is the poor and very stupid man. Developer chooses one title of Pak Pandir Story book namely “Pak Pandir pergi Memancing Ikan”. Synopsis of the story is Mak Andeh, wife of Pak Pandir, requested him for fishing. However, Pak Pandir doesn’t know how to fish. Therefore, he asked Mak Andeh to guide him how to fishing. Mak Andeh told him to find “Belalang Rusa” for the fishing baits, so Pak Pandir misheard of Mak Andeh words and he search for “Rusa” rather than “Belalang Rusa” for fishing baits. That’s where are the story begins. 1.1 Objective The objectives of the project are: • To preserve the Malaysian folklore by creating an interactive storybook. • To encourage Malaysian people in reading books by creating storybook using AR application.
  • 2. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 2 1.2 Purpose The purpose of the this application is to develop a new method of learning PAK PANDIR storybook comic style by using augmented reality which will include all multimedia element, such as, 3D animation, sound and graphic to attract the interest of the kids. It’s also for developed a new way of learning methods by using AR and to expose the new learning technology kids. In other word, is to find out the best way in learning PAK PANDIR storybook comic style. It is also to give a good lesson for future generation from the “PAK PANDIR” story. Furthermore, it will be able to provide an entertainment for young generation, because developer used an interactive way to tell the story. Last but not least, with AR, it will be able to inform for the next generation about Malay epic story so that they will not forget about the story. 1.3 Project Scope/Target User • Kids from 7 to 12 years old • Teachers • Parents 1.4 Problem Statement. Malaysian Folklore has been forgotten by younger generation. This is supported by a stunt from Ali Badron Sabor. Based on our pilot survey last semester on we had done to 20 children, we found out that 70% of children were not aware of Malaysian folklore especially Pak Pandir. This is statement is also supported by Sabor, 2011. Augmented Reality is used as a medium to deliver the storybook, since Rusmin, 2011 state that it is compatible with the younger generations because they tense to choose light reading materials, according to performance figures storytellers and Orang Hidup Malaysia, Ali Badron Sabor during his performance of Poetry Night Riong BH-UTHM said that “There are only two people only expert storytellers that remain in Malaysia and one of them is me. Loss if the younger generation do not recognize
  • 3. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 3 and explore the folklore storytellers presented with the purpose of providing entertainment to the audience. Storytellers also convey messages and information through the stories”. (Ali Badron Sabor, 2011) Although Malaysian folklore can be found in books, most of the Malaysian peoples are very lack in reading. This is based on Senior psychologist Universiti Teknologi Mara (UiTM) Puncak Alam, Sulaiman Selamat said, the tendency of students and young people choosing light reading materials because of they are exposed to the culture of the new generation that born in easy, luxurious, fast and comfortable world. He said this culture makes the generation lazy to think, less knowledgeable, and just strictly focus on academic and examination. “This is the response from the modern world and the transition period, which saw all the aspects to be addressed just as easily and without initiative. As a result, many must be sacrificed, including knowledge”. (Ruhaiza Rusmin,Harian Metro, 2012) 1.5 Rational of problem Solving The interactive storybook include so many interesting way of explaining information. In a way of creating an interactive storybook is because storybook has a good message to deliver. There have good values that will explain in the storybook and also storybook will create in interesting way that will make young generation attracted. Interactive storybook will created by using AR. AR will attracts kids learn to read books. The storybook will include popup 3D graphic for the characters and animated visual. The learning environment will become less tense to the kids also to the teachers because the storybook will include 3D graphic. 1.6 Limitation of The Project The limitation of the project is developer use the application on iPad IOS or Android only. The application needs to be installed first before using it. This application using an interactive iPad, scan by iPad camera and cannot be using PC or laptop. The developer also not using navigation button to go on the next page and make one of the Pak Pandir story only.
  • 4. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 4 CHAPTER 2: LITERATURE REVIEW 2.0 Introduction 2.0.1 Augmented Reality Definition Augmented Reality Definition is "A field of computer research which deals with the combination of real-world and computer-generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer-generated graphics". (Wikipedia, 2008). 2.0.2 Malay Folklore story Definition Folklore is the literature of the people who shaped the story or telling the story orally. Folklore is very popular among the Malay community and passed down orally from one generation to the next generation. Folklore usually grows in the oral tradition, handed orally from mouth to mouth by the artisans of professional story in a story to the audience, in the presentation special occasions such as weddings, celebrations, and so forth. Folk tales told by the grandmother / grandfather to grandson or by someone who knows storytelling as entertainment in spare time. (Dewan Bahasa Dan Pustaka, 1993) Among the functions of folklore are: 1. An entertainment tool. 2. As a tool to deliver teaching and educating the public. 3. Public art expression platform using beautiful words. 4. The policy of the modern literary creation.
  • 5. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 5 2.1 Pak Pandir Story 2.1.1 Pak Pandir: “Memancing Ikan” Synopsis of the story is Mak Andeh, wife of Pak Pandir, requested him for fishing. However, Pak Pandir doesn’t know how to fish. Therefore, he asked Mak Andeh to guide him how to fishing. Mak Andeh told him to find “Belalang Rusa” for the fishing baits, so Pak Pandir misheard of Mak Andeh words and he search for “Rusa” rather than “Belalang Rusa” for fishing baits. That’s where are the story begins. 2.1.2 Pak Pandir: “Pak Pandir dan Anak” Synopsis of the story is their daughter are sick so Mak Andeh is going to buy the medicine, in the mean time Mak Andeh told Pak Pandir to bathe the child. After Mak Andeh gone to shop, Pak Pandir boiling water on the fire that is burning, after that he put his daughter in that boiling water. That’s where are the story begins. 2.1.3 Pak Pandir: “Pak Pandir dengan Gergasi” The story is about after their daughter died, Mak Andeh wanted to make “Kenduri Doa Selamat” for their late daughter. Mak Andeh ordered Pak Pandir to invites “Tok Imam” for their “Kenduri”. On his way in inviting “Tok Imam”, Pak Pandir lost his way and found the giant’s house. With his mistakenly assume that the giant is “Tok Imam”, so he invites that giant to his house for their feast. From here the story begins. 2.2 Example of Current/Existing Application 2.2.1 Augmented Reality Book Below is a screen shot of Augmented reality book. This AR video showed about Interactive Print Media with 3D “Aliens and UFOs” by arsEdition. This AR explains how Aliens came to earth and landing at it. It’s also including background sound. This AR is different from the project because it is not an AR storybook. It just shows pictures of earth, UFO and an explanation about it.
  • 6. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 6 2.2.2 Storybook Augmented Reality This picture showed the video about storybook AR, but the application is using IPAD. The output is after it scans by webcam a video about animal will come out. It is different from our project, because the project are develop an application using pc/laptop and when it scans by a webcam the storybook environment will come out and telling the video story.
  • 7. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 7 2.2.3 Augmented Reality Storytelling Below the picture showed the video about AR storytelling. The application almost same with the project but the different is the project will not set up by the user. This environment of AR is set up by user itself, it is like the user is telling a story by himself. It is also include sound and music background.
  • 8. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 8
  • 9. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 9 2.3 Selective Review The Reasons The developer chooses AR storytelling above is because the environment that the developer want to develop is almost same. Our project will include 3D character and environment. Using a storybook, it scans by a webcam and the screen will show an interactive storybook of Pak Pandir including voice and background music. It also includes dialog bubble like a comic book style. Using this style will make a storybook interesting and attracts the kids to read it.
  • 10. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 10 2.4 Selective Story From the many story of Pak Pandir, the story chosen was “Pak Pandir Dan Gergasi” title. The story is about Pak Pandir mistakenly invited giants come to his house for “kenduri doa selamat” of his late daughter. While giants eating at Pak Pandir house, they ordered Pak Pandir to cooks more foods and deliver to their son at their house. After Mak Andeh finished provide the meal, Pak Pandir takes the meal and send to giant’s son. After Pak Pandir reach at giant’s house, he meet with giant’s son. In mean time the giant’s son saw Pak Pandir he automatically open his mouth to eat Pak Pandir. In fear, Pak Pandir make a reaction by clog in the foods in giant’s son mouth. Giant’s son died because of Pak Pandir also include the buffalo bones in his mouth. Pak Pandir came back home and suggest Mak Andeh to run. After that, giants find out about their son’s death they search Pak Pandir and Mak Andeh to eat them. Giant found out that they at the river, and calling Pak Pandir and Mak Andeh. To across the river, Pak Pandir and Mak Andeh, trick the giant to take crock and get in the crock so that the giant can across the river. After that the crock had cracked and giants died. End of story, Pak Pandir and Mak Andeh saved from the giant and they go back to their home. The reasons From the story above, the developer chosed this title because this title is unique compared from the other title. It tells about human being and the giants make the whole story interesting. From the story also have a lot of lesson that teach human to distinguish between good and bad before make a decision. Think before make some decision. This story book has been documented again by Daud Ibrahim in 1970. The developer want to remind our new generation about this story is very old story that has been told from one generation to another.
  • 11. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 11 2.5 Results from the review • Lack of ability in animation to attract audience to understand the application. • In Malaysia, learning by using Augmented Reality still not expands on market education in Augmented Reality (AR) storybook.
  • 12. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 12 CHAPTER 3: METHODOLOGY 3.0 Introduction 3.0.1 Gathering Information Most of the information about Malay folklore was gathered from the journal and article about augmented reality to develop the interactive storybook. Other than that, do a research about augmented reality via the Internet to make the comparison every each AR from the result had found and do the revision about AR, sound and interaction. Then, the interview session was held with kids that aged between 7-12 years old. The information is gained about the new platform of storybook in AR whether it will give benefit or not. Other than, the observation was held with the kids via testing them whether can read or not. Then, analyze the data and compared it to come out with the best solution for the problem. 3.0.2 Flowchart Figure 1: Flowchart of the design
  • 13. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 13 From the Figure 1 above, the model design of the project will come out with the book, iPad camera and interactive iPad. The camera will scan the book and it will appear on the iPad screen. The image or visual of Pak Pandir will appear on the screen and come out with the voice and background music. After that the 3D animation cartoon will explain about the story of Pak Pandir, with 3D environment. 3.1 Research Methodology From the project above are using “ADDIE Methodology”. This methodology will develop in the application. The reason is because it can be used to develop this interactive application and can understand more on methodology itself. It consists of step by step of what will be done through out the development of the application. If there is any problem in certain stage, it definitely can go back to their previous stage and start again. The example is on Figure 2 below. Figure 2: ADDIE Model
  • 14. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 14 3.2 Project Phase 3.2.1 Phase 1: Analyze After gather all the data needed, the developer will analyzing the data that received from the interviewing and observation. After analyzing, the developer realizes that the most of the kids do not know about the Malay folklore, which is Pak Pandir. They only knew Pak Belalang and other old story like Puteri Gunung ledang. The kids also mention that they boring reading an ordinary storybook, because there is no interest in the storybook that includes so many texts. They love reading in new technology such as Ipads and personal computer. 3.2.2 Phase 2: Design The developer will produce storyboard design of interface background, environment and characters of the application as the detailed. The storyboard will contain the story of Pak Pandir and other character such as Pak Pandir’s wife Mak Andeh, Giant and his Son. The character will be design in 3D character, including the background environment is also in 3D. 3.2.3 Phase 3: Development Content and tools must be organizing to consistent all level models. In this phase, graphics are designed 3D modeling, programming, animation, functionality are involved in the development phase. Need complete at least 80% complete prototype. The tool or software that will use is, art Tool Kit for AR software. 3D max or 3D Maya for create the 3D character and background. Sony Sound Forge is for the audio or music background. For the program part will be using a script to mix the 3D environment and AR application. There are also some other software used, such as, adobe Photoshop and illustrator.
  • 15. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 15 3.2.4 Phase 4: Implement For the implementation, this is the phase where the entire implement is conduct. An implement phase is the phase where the error is to be eliminated. So that, the quality of the application will reaches its goal. There two types of implement should be conduct in this phase. First, the alpha testing, alpha testing is conduct in house. This is meant that, the alpha testing will be conduct during the development process within the developers of the project. In this process, the project does not have to be completed. It is just a process of eliminated the error step by step. As example, after completing the character, you will run the alpha testing to check the quality of the character according to the multimedia element, whether it have achieve the standard requirement of it. Second is the beta testing, in this testing, there should be no minor error and the quality of the application have achieve the higher standard. Here the testing is conduct with the user or the audience of the application. In this context the kids that we have chooses as our client and audiences. To check the result of the testing, the developer will produce an observation along with it. By analyzing at the data gather in the observation, the developer will know is the application has achieved its own goals. 3.2.5 Phase 5: Evaluation This is the last phase of the process. In this phase, the product now will be distributed to the target audience or market. In this case, it will be distributed to the kids as the new method of learning and entertaining process. The developer will gather the children in between 7-12 years old and give them to use this application and later will get the feedback from the user. The user will test our application and after that will collect the information about how the application will help the children to improve their reading skills. The developer also makes a questionnaire to the teachers for recommendations.
  • 16. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 16 3.3 Budget Costing ITEMS PRICE (RM) HARDWARE Laptop 2, 400 External Hard Disk Headphone Mouse Webcam 250 60 25 100 SOFTWARE Microsoft Office Professional 800 Adobe Flash CS3 Professional 1, 550 Adobe Illustrator CS3 600 Adobe Photoshop CS3 3D Maxs 2011 Adobe Premier Adobe sound forge 600 1, 000 1, 000 1, 000 STATIONERIES Box card 200 Printing 500 TOTAL RM10085.00 Table 1: Budget Costing
  • 17. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 17 3.4 Time Plan Figure 3: Time Plan Chart From the Figure 3 above is the chart of time plan of this project. Time plan is important to developer to develop the project within the due date, if there is unlimited time in the certain project, the product will not complete until end. The time plan to develop this project is about one year. Until that, the prototype will be developed and user can test the product. For the detailed of the time plan will display in the (APPENDIX I.)
  • 18. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 18 CHAPTER 4: PROTOTYPE/PRODUCT DEVELOPMENT 4.0 Introduction The researchers use ADIE methodology in developing Augmented Reality: Story Book Of Pak Pandir prototype. This chapter will describe the development phase of Augmented Reality: Story Book Of Pak Pandir prototype in details starting from information and all data’s analyzing, including designing 3D characters, designing 3D background, developing the application, recording narrator’s voice, and evaluate finished prototype. For this semester, the development group was instructed and given each group member the specific tasks when developing the prototype. Normaira Ramli was responsible for develop the 3D character, render the video and animation, while Hamizah Mohammed Bukhary was responsible for the flowchart, 3D background, story book design, and audio/video. 4.1 Storyboard After completing analysis phase, the next step start with briefing the whole concept and idea to design and develop the Augmented Reality: Story Book Of Pak Pandir. All ideas were interpreted in sketching storyboard and implement sketches. (See APPENDIX II)
  • 19. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 19 4.2 Scenes Augmented Reality: Story Book Of Pak Pandir divided into nine scenes. Each scene will be have a picture where the users must scanned it by using IOS or Android tablet camera to view the content of the storybook. The pictures will be a marker to preview a Pak Pandir 3D animation story. (See APPENDIX III) 4.2.1 Scene 1 The beginning where introduce Pak Pandir and Mak Andeh character. 4.2.2 Scene 2 Mak Andeh give an order to Pak Pandir to invite ‘Tok Imam and Tok Haji’ for the banquet at their house. 4.2.3 Scene 3 Pak Pandir is going to search for the house with cheerful expression. 4.2.4 Scene 4 Pak Pandir has arrived at the giant’s house that he thought the house was Tok Haji’s house. 4.2.5 Scene 5 Pak Pandir meets with the big giant and invites him to eat banquet at his house, due he was afraid that the big giant would eat him alive.
  • 20. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 20 4.2.6 Scene 6 Because of the giant love the foods, he give a command to Pak Pandir for deliver the foods to his kid at home. 4.2.7 Scene 7 Then Pak Pandir heading to the giant house again and give the foods to his child, but unfortunately Pak Pandir has killed his son. 4.2.8 Scene 8 The giant was really angry when he knew his son already dead, so he decide to kill Pak Pandir and Mak Andeh. 4.2.9 Scene 9 At the end because of Mak Andeh brilliant idea, they successfully killed the big giant and get through with happy life. 4.3 Storybook Cover Page Design The developer and team member decided to design a simple storybook so that it is easier for the children to scan and read the storybook at the same time. Figure 4: A sample of storybook cover page.
  • 21. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 21 4.4 Content Design Below is a sample of a content design for the storybook: (See Appendix F for more) Figure 5 : Scene 1/Words The user has to open the Aurasma Lite application and direct the iPad camera to the marker/pictures so that the video of Pak Pandir will be appear on iPad screen. There are also including the words, telling the story of Pak Pandir. 4.5 3D Modeling and Animation The developer created 4 characters in this storybook, which are Pak Pandir, Mak Andeh, Big Giant and Little Giant. The story will tell how Pak Pandir and Mak Andeh will be deal with Giant. Below is Pak Pandir 3D modeling character that has been creating using 3D max 2013.
  • 22. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 22 Figure 6: 3D Character of Pak Pandir 4.6 Audio and video The developer had to render the 3D animation into video format which is .avi then convert it to .mp4 to make it easy uploading via Aurasma Lite website (www.aurasma.com/) since this project were run with Aurasma Lite application. The audio that been using is Music Instrumental to make it sound interesting and also have voice narrator so that the children will understand the story. 4.7 Unforeseen Limitation Throughout the development of the product, developers have been facing some difficulties in creating the application because Augmented Reality and application via interactive iPad was never being taught as a subject at the institute. The developer also has to learn and explore more about 3D animation because institute only taught the basic in creating 3D character. It was a learning curve, which the developer had to take time.
  • 23. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 23 4.7.1 Software The main software to develop this application is 3D Max 2013 that is the new version of 3D Max. The new version of this software is more users friendly. It is really easy when rendering rather than the old version. The developer also has to learn more about the biped, movement and animation through video tutorial from You Tube and Internet. Figure 7: Unforeseen Limitation: Software 3D Max 4.7.2 Application This Augmented Reality Storybook of Pak Pandir was developing using Aurasma Lite application that need high speed Internet connection while uploading the contents. Even though this application is free, but the developer has to sign up as a member and taking 6 month to get approval from Aurasma Lite website. The developer needs to do some research all over the Internet about Aurasma Lite and how to use it. Figure 8: Aurasma Lite Application Icon
  • 24. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 24 4.7.3 Content/Information The stage for the application is rather limited which made it difficult to develop for the navigation button, and that is why the developers decided to develop for only scanning the image/marker. Additionally, the information and the research paper about the Augmented Reality is rather limited to get and difficult to research in the worldwide.
  • 25. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 25 CHAPTER 5: TESTING AND RESULT 5.0 Introduction In this chapter will be discuss the testing method used in test finished prototype application and describes the testing results. The method used covered both hardware and software. The results are presented in pie chart. In addition, all the testing results will be compared with initial planning and objectives. 5.1 Stage of prototype development In this stage of prototype development, there are many types of method can be used to test a certain product application. When all the design and development phase has been completed, the developer tested the application by using a questionnaire and user also given the chance to try the application. The testing phase when the users were given the chance to try out the application was called Beta testing. The beta testing is was held at the Sekolah Rendah Kebangsaan Sek.6 Kota Damansara, Petaling Jaya Selangor, in order to get the response for the target users for the prototype that has been developed. The target users for the prototype are children between 7-12 years old and 20 respondent answers the questionnaire. The developer also gives the questionnaire to the teachers. 5.2 Testing Method In the testing method, to gather the result for get the feedback on the prototype, we prepared a set of 7 questions that relate to the prototype for the target users. Polar questions is chosen because to make it understanding and comprehension on the question. The developer conducted the test individually with the target. The example of the question can be seeing at the APPENDIX IV.
  • 26. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 26 5.3 Finished Prototype Comparison with Initial Planning By developing the storybook of Pak Pandir as a Malaysian folklore story with Augmented Reality it can make the storybook more attractive and interactive. The prototype will help the users to know more about the Pak Pandir stories with the printed storybook and pictures that can help the users to clearly view and feel the animated things that have in the prototype which is telling the story of Pak Pandir. 5.4 The Behavior of the Finished Prototype and the Functionality and Output About the prototype, the picture on the storybook was used as the main tools on the smartphone and tablet that supported IOS and Android 2.2 and above to interact with the prototype. Bahasa Malaysia as the primary language in the prototype and the voice narrator that being used in the application is simple and easy to understand. The animations are design according to the target users. Using the 3D design to attract the users and interesting sound that the children will having fun when hearing the music. 5.5 Testing Result The Augmented Reality Storybook of Pak Pandir is the story telling Multimedia application that can be viewed in the smartphone and tablet that supported IOS and Android 2.2 and above. It covered more about the story of Pak Pandir. After the testing phase is complete, it found that 98% of the overall users did not really know well about Malaysian Folklore story of Pak Pandir.
  • 27. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 27 Figure 9: Chart shows the result in terms of “users knowledgeable about Pak Pandir” Other than that, it also finds out that 100% users agree that they are all not familiar with Augmented Reality application. Figure 10: Chart shows the result in terms of “Experience with AR application”
  • 28. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 28 From the charts below, most of the respondents agreed that this Multimedia application is interactive. Figure 11: Chart shows the result in terms of “interactivity” From the charts below, most of the respondents agreed that this Multimedia application is interactive. Figure 12: Chart shows the result in terms of “Help to attract people about Pak Pandir Storybook”
  • 29. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 29 5.6 Functionality of the Augmented Reality Application For the functionality and performance of Augmented Reality of the product is among the most important factor to consider when developing a certain application. Below are few characteristics of the completed application. 5.6.1 Attractive multimedia application to suites the mood of users. For the attractive, it used the Augmented Reality multimedia application to deliver the information about Malaysian folklore story of Pak Pandir, since the old method to deliver the info about the story was too old version and not too interactive. By using this multimedia application users can absorb the information clearly 5.6.2 Interactive Multimedia It is essential for an application or project to have interactive multimedia element so that user will get interesting while using it. For this, developers create many interesting scene. 5.7 Beta Testing results This is the beta testing that provides the questionnaire about the questionnaire to gain feedback from potential user who can use the interactive iPad. The sources of the user testing are about 20 people. The results of Beta Testing are stated as below:
  • 30. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 30 Question 1 - What is your current age? Please (select one). Figure 13: Beta Testing result – Question 1 Question 2 – What is your gender? Please (select one). Figure 14: Beta Testing result – Question 2
  • 31. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 31 Question 3 – Have you ever-heard Traditional of ‘Pak Pandir’ story before? Please tick Yes or No in the provided box. Figure 15: Beta Testing result – Question 3 Question 4 – Do you think this AR storybook of Pak Pandir is user friendly? Please tick Yes or No in the provided box. Figure 16: Beta Testing result – Question 4
  • 32. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 32 Question 5 – Do you understand well about the storybook of Pak Pandir application? Please tick Yes or No in the provided box. Figure 17: Beta Testing result – Question 5 Question 6 – Does the text suitable and easy to understand? Please tick Yes or No in the provided box. Figure 18: Beta Testing result – Question 6
  • 33. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 33 Question 7 – Does the character design of Pak Pandir suit the overall concept? Please tick Yes or No in the provided box. 0" 5" 10" 15" 20" Yes" No" Character(Design( Character" Design" Figure 19: Beta Testing result – Question 7 Question 8 – Do you agree that the AR storybook should be implemental as a media technology for users gains the information about the Pak Pandir story? Please tick Yes or No in the provided box. Figure 20: Beta Testing result – Question 8
  • 34. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 34 CHAPTER 6: CONCLUSION 6.0 Conclusion For the conclusion, after nearly a year, developers finally managed to finish the project and successful to produce the Augmented Reality: Storybook Of Pak Pandir. In the research and development, developers learned how to scope and manage problems that often occur in completing this Final Year Project. While working as a team, teamwork is essential as an important thing to gain the objectives. Cooperation between team members was needed to ensure the project runs smoothly and was able to complete the project within the given time. Despite many obstacles and problems, which have confronted them, developers have managed successfully. Developers managed to improve skills in communicating with public relations and 3D designers. In addition, developers gained new knowledge during the development of this Augmented Reality Application and experiences using the interactive iPad to play in the device central. The project proponent should start from the scope of product analysis, character sketches and background, the overall interface design, develop projects, and assess the final outcome. The project taught the developers to think creative and to act smart. From the beginning, developers needed to think outside the box to gain fresh idea, which the developers and advisor sat down discussing therefore conduct a brainstorming session to achieve the best idea for Augmented Reality: Storybook Of Pak Pandir. 6.1 Future Enhancement For the future enhancement, the developers took into consideration from the feedback given from the questionnaire in Beta Testing, where the developers gained idea on how to improve the application in the future. The First is, put the truly environment of Malaysian folklore story. Secondly, add navigation button in the application, which is that make the user become easier to push a back and next for viewing the story. By adding the bilingual, it would certainly attract the Malaysian
  • 35. FINAL YEAR REPORT 2012 Augmented Reality: An Interactive Story Book Of Pak Pandir _____________________________________________________________________________________________________________________ ____________________________________________________________________ 35 youths more. Thirdly, add more navigation button, such play, stop and pause button so that the children can review and more understanding for the story. 6.2 Future benefits This interactive Augmented Reality: Storybook of Pak Pandir where the main targets are the children. The content of this application is very interesting yet attractive and hopefully user can get entertained by watching on it. At the same time, children can learn in reading the storybook. Developers hope that this application would become the benchmark for future development so that it would become references for future research. Hopefully the accessibility to the application via iPad would make it easier for users to access, also the functionality to all of age and people who use the touch screen tablet.