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SUPERVISOR : EN MOHD SUFIAN BIN MAT DERIS
NAME : AINA SYAFIQAH BINTI AZMI
MATRIC NO : BTDL17047933
PROGRAMME: BACHELOR IN INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
 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
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.
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.
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
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
 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
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
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.
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.
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).
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
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
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
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.
MAIN MENU
INTERFACE
HOW TO PLAY
INTERFACE
MARKER FLASHCARD
DESIGN
DATA MODEL -
STORYBOARD
SCAN FLASHCARD 3D ENVIRONMENT
OF MODEL
VIRTUAL BUTTON
DATA MODEL -
STORYBOARD
SOLUTION
COMPLEXITY
(MARKED BASED TECHNIQUE)
MARKED BASED
VIRTUAL BUTTON
LANGUANGE:
C#
ENVIRONMENT:3DPLATFORM:MOBILE
1
2
3
4
5
SOFTWARE
HARDWARE
TECHNIQUE
 MARKED BASED TECHNIQUE
 FLASHCARD AS A MARKED
 FOR EXAMPLE CARD OF YELLOW
COLOR AND CONE SHAPES FOR
FLASH CARD
PROOF OF
CONCEPT
UNITY MAYA 3D
Learn Colors and Shapes for Toddler (AR)

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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.
  • 19. MAIN MENU INTERFACE HOW TO PLAY INTERFACE MARKER FLASHCARD DESIGN DATA MODEL - STORYBOARD
  • 20. SCAN FLASHCARD 3D ENVIRONMENT OF MODEL VIRTUAL BUTTON DATA MODEL - STORYBOARD
  • 21. SOLUTION COMPLEXITY (MARKED BASED TECHNIQUE) MARKED BASED VIRTUAL BUTTON LANGUANGE: C# ENVIRONMENT:3DPLATFORM:MOBILE 1 2 3 4 5
  • 24. TECHNIQUE  MARKED BASED TECHNIQUE  FLASHCARD AS A MARKED  FOR EXAMPLE CARD OF YELLOW COLOR AND CONE SHAPES FOR FLASH CARD