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GEOMETRY SHAPED MATH
USING AUGEMENTED REALITY
MUHAMAD SHUKRAN BIN ROSDI
BACHELOR OF INFORMATION TECHNOLOGY
(INFORMATICS MEDIA) WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN
JANUARY 2020
i
DECLARATION
I hereby declare that this report is based on my original work except for quotations and
citations, which have been duly acknowledged. I also declare that it has not been previously or
concurrently submitted for any other degree at Universiti Sultan Zainal Abidin or other
institutions.
________________________________
Name : Muhamad Shukran Bin Rosdi
Date : ..................................................
ii
CONFIRMATION
This project report titled Geometry shaped Math submitted by Muhamad Shukran Bin Rosdi
(Matric No: 046569) and has been found satisfactory in term of scope, quality and presentation
as partial fulfilment of the requirement for the Bachelor of Information Technology
(Informatics Media) in Universiti Sultan Zainal Abidin.
________________________________
Name : En. Wan Rizhan Bin Wan Idris
Date : ..................................................
iii
ABSTRACT
The purpose of AR Shape Math is focusing on standard 5 students in mathematics
subject to learn the perimeters, areas, and volumes of the square, rectangle, triangle, cube,
cuboid and triangle shapes. It can help student improve their skills and be more interested to
learn the geometry using Augmented Reality. Primary student is difficult to understand the
formula mathematics and to calculate the shape. This application also to help them dominate
subject mathematics while fun using the system. The project allows user use phone camera
point on flash card to interact with interactive 3D object. There are button info and button
calculate in this application. Button info will show the formula of shaped and button calculate
will show how to calculate in animation.
iv
ABSTRAK
Tujuan AR Bentuk Matematik adalah memberi tumpuan kepada pelajar tahun 5 dalam
matapelajaran matematik untuk mempelajari perimeter, kawasan, dan jumlah segi empat tepat,
segitiga, kiub, kuboid dan bentuk segitiga. Ini dapat membantu pelajar meningkatkan
kemahiran mereka dan lebih berminat untuk mempelajari geometri menggunakan Augmented
Reality (AR). Masalah utama pelajar ialah sukar memahami formula matematik dan untuk
mengira bentuknya. Aplikasi ini dapat membantu mereka menguasai matapelajaran matematik
sambil berseronok menggunakan sistem. Projek ini membolehkan pengguna menggunakan
kamera telefon pada kad flash untuk berinteraksi dengan objek 3D interaktif. Terdapat butang
maklumat dan butang mengira dalam aplikasi ini. Maklumat butang akan menunjukkan
formula perimeter, luas serta luas dan butang mengira akan menunjukkan bagaimana cara
mengira dalam animasi.
v
DECLARATION PAGE
CONFIRMATION i
DEDICATION
ii
ABSTRACT iii
ABSTRAK iv
CHAPTER 1 INTRODUCTION
1.1 Introduction 1
1.2 Background 2
1.3 Problement Statement 3
1.4 Objectives 4
1.5 Scopes 5
1.6 Expected result 6
1.7 Limitation of work 7
1.8 Activities, Milestones (Gantt Chart) 8
CHAPTER 2 LITERATURE REVIEW 9
2.1 Introduction 9
2.2 Related Product 10
2.2.1 AR Contract 3D geometry and math education 10
2.2.2 AR Spatial measurement for medical 11
2.2.3 AR learning geometry education 12
2.2.4 AR Cyberchase shape quest 13
CONTENTS
vi
Table 2. Comparison table of article 14
Table 3: Comparison table of existing application 17
2.3 Summary 19
CHAPTER 3 METHODOLOGY 20
3.1 Introduction 20
3.2 Addie model 21
3.3 Methodology phase 22
3.3.1 Analysis phase 22
3.3.2 Design phase 24
3.3.2.1 Flowchart 25
3.3.2.2 Storyboard 26
i. Storyboard of application 26
3.3.3 Development phase 29
3.3.4 Implementation phase 31
3.3.5 Evaluation phase 32
3.4 Framework 33
3.5 Hardware and Software 34
3.6 Conclusion 35
References 36
1
CHAPTER 1
INTRODUCTION
1.1 Introduction:
Augmented reality (AR) is the new technology that expands our physical world. It
brings digital information and virtual objects into the physical space. With AR the digital world
comes to life inside the view captured by phone camera. Unlike Virtual Reality (VR), AR does
not create the whole artificial environments to replace real with a virtual one. Augmented
reality allows us to create or put 3D object directly onto physical things or fused together in
real time using software. AR appears in direct view of an existing environment and
adds sounds, videos, graphics and animation to it.
In today’s education role of computing and ICT is becoming more various as new
technological methods can be used in the classroom as a tool to learn and gathering information,
as well as for communication and interaction between the students and teachers.
2
1.2 Project Background
At this moment there are many educational Augmented Reality (AR) focuses on
different field which are AR are designed for learning subject. This application will display the
formula of perimeter, area and volume of certain shapes such as square, rectangle, triangle,
cube, cuboid and triangle. The augmented reality will show the step by step of how to calculate
for each consecutive perimeter, area and volume. For an example, for the perimeter of square
is P= 4 x sides and for volume of cuboid is length x breadth x height. This formula will display
while the students use this augmented reality system. For school and classroom, Augmented
reality can be useful because it allows student to interact easily with virtual content and develop
real-world skills. Therefore, the application was chosen to intrigue and help students use phone
camera to learn object shapes.
This software mainly focused for primary school students which is mathematics to be
precise. This software focus on calculation of the perimeter, area and volume of the shape using
Augmented Reality (AR).
3
1.3 Problem Statements:
1. Mathematics textbook is not interesting because it contains graphical and textual
elements.
2. Teachers implements traditional method while teaching mathematics in class.
3. Primary school students are difficult to understand formula of mathematics especially
area, perimeter and volume because the formula is complex.
4
1.4 Objective:
1. To study application for calculating perimeter, area and volume of square, triangle and
circle.
2. To design and develop augmented reality system for calculating perimeter, area and
volume of shapes.
3. To evaluate the functionality of augmented reality system for student performance can
use the formula onto real world.
5
1.5 Scope:
This study may determine the student’s interest in learning with a new technology
Augmented Reality (AR). In this task, the efficacy and skill of this learning activity is
significant. This project focused on standard five primary student for learning with Augmented
Reality by the main user.
System Scope:
1) Focuses on mobile device and platform using android only.
2) To calculate area, perimeter and volume in 2D and 3D geometrical shapes of triangle,
square and circle based on standard five mathematics textbook.
User Scope:
1) The target user is primary student standard five.
2) Admin is to control all the system maintenance and will be able to response feedback
from the user.
6
1.6 Limitation of work:
There are several limitations and constraints that have arisen during this project development:
1) Marked based application are used to mark the object.
2) Only android user can use the application and unsuitable for IOS.
3) This application needs special marker to make it work.
4) Limit for shape of square, triangle, rectangle, cube, pyramid and cuboid only.
7
1.7 Expected Result:
The expected results of the proposed project are as follows:
1) Augmented reality system clearly displays the formula of perimeter area and volume.
2) Users can use the system to learn how to calculate perimeter, area, and volume the
shape.
3) This augmented reality system provides an interesting method of learning Mathematics
to students.
8
1.8 Activities and Milestones/Gant Chart
Table 1: Gant Chart table
WEEK 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1 Topic Discussion with
Supervisor
2 Project Title Proposal
3 Proposal Writing
(Introduction)
4 Proposal Writing
(Literature Review)
5 Proposal Progress
Presentation And
Evaluation
6 Discussion and
correction proposal and
proposed solution
methodology
7 Proposed Solution
Methodology
8 Proof of Concept
9 Drafting Report of the
proposal
10 Submit draft of report
to supervisor
11 Preparation for Final
Presentation
12 Seminar Presentation
13 Final report
submission
9
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
Literature review should enumerate, described, summarize, objectively evaluate and
clarify of previous research. This will survey scholarly articles, books, and other sources
relevant to area of search. The research comparison between the product to know the
advantages and disadvantages from data collection study theories, design, methods and
research finding. The purpose of literature review is giving full understanding of the
development field.
10
2.2 Related product from Article
Related products article refer a system already existing and used until now. This is
example of system.
2.2.1 Construct3D: An Augmented Reality application for Mathematics and geometry
education
Contsruct3D is a three-dimensional geometry construction tool specifically for
mathematics and geometry education. It is based on the mobile collaborative augmented reality
system. This software uses see-through HMD capable of overlaying compute-generated images
onto the real world.
Figure 2.1 The image is generated as live video capture with computer overlays
11
2.2.2 Spatial Measurements for Medical Augmented Reality
This paper presents a set of Augmented Reality (AR) based interaction techniques for
spatial analysis of medical datasets. It can measure of distances, volumes and angles. This
system develops a spatial measurement possibility for the virtual liver surgery planning.
System aims at assisting teams of surgeons and radiologist in making decisions regarding the
surgical treatment of liver cancer. The measurement tools are used for spatial analysis of
medical data sets (Figure 2).
Figure 2.2 Many tools are used for Measurements
12
2.2.3 Learning geometry with augmented reality to enhance spatial ability
From this study have shown that providing students with geometry learning activities
would help student develop spatial ability using augmented reality (AR).They are two purpose
based on this project is to develop an augmented reality system to assist student solve the
Rubrik’s cube and learn the geometry concepts of volume and surface area and to examine the
effects of using the system in terms of students improvement on spatial ability, geometry
achievement, and attitudes towards learning. 3D view allows student to use tablet to scan an
object from specified viewing degrees and to subsequently display a three-dimensional view
of the object on a screen tablet.
Figure 2.3.1 AR to colour on the originally no-existed surface area
Figure 2.3.2 AR to magnify the changed volume and surface area with overlaid colour
13
2.2.4 Cyberchase Shape Quest: Pushing Geometry Education Boundaries with
Augmented Reality
Cyberchase Shape Quest is an augmented reality math app from kids and thirteen that exposes
elementary-school children to three-dimensional immersive puzzle worlds, teaching geometry
and engaging spatial cognition skills use of augmented reality (AR) technology. Designed for
children six to eight years old, the app features three games, Patch the Path, Feed the Critters
and Hide & Seek. In Patch the Path, players to use a tablet device’s camera and a printable
game board to interact with 3D puzzles within five different virtual environments, over thirty
different levels include in this application.
Figure 2.4 Game play of Cyberchase shaped quest
14
15
16
17
18
19
2.3 Summary
In this chapter discuss a product develop to help children learn the shaped add with
elements of mathematics. Besides that, to know and learn their techniques used to develop the
project through the research based on acticle. In this chapter also need to compare some of
similar project or application that develop by other. The comparison used to making right
decision will be selected.
20
CHAPTER 3
METHODOLOGY
3.1 INTRODUCTION
This chapter will explain the details of the methodology being used in this project. The
project methodology should systematically solve all the problems appear in the system analysis
to make sure this project complete excellently and working smoothly. It is an important step of
development since it will guide the researcher through software development. After the system
has been completely develop, it should be tested to make sure all the objective requirement of
the project achieved. Then, the ADDIE model method has been used for AR Shaped Math apps
based on phase for each development process.
21
3.2 ADDIE Model
In order to achieve the objective of the project, good planning and methodology must
be done before the later stage of the process begin. This system has been choosing ADDIE
model as a methodology to develop this project. ADDIE has been almost a standard for
professionally developed, high quality distance education programs, whether print-based or
online. ADDIE is an acronym for the five stage of a development process: Analysis, Design,
Development, Implementation, and Evaluation. Each step has an outcome that feeds into
subsequent step. The ADDIE model relies in each stage being done in the given order but with
a focus on reflection and interaction. Instructional system design (ISD) is a systematic process
for the assessment and development which mean the basic model that can applied to any kind
of learning solution.
Figure 3.1 ADDIE Model
22
3.3 METHODOLGY PHASE
Five phases in ADDIE model are described as below:
3.3.1 Analysis
This is where the process of analysis begins can considered as the “Goal-setting stage”.
In this phase the developer must identify the problems encountered as a whole and state
objective of project. To identify the problems, the developer can do with some methods such
as observation in article or etc. The problem statement, objective and existing application on
any of the standards platforms are searched to compare several current applications about using
shaped in mathematics learning to get information. Through this phase the application will help
the project working excellently (Figure 3.2).
23
Figure 3.2 ADDIE model
• Primary student standard five.
• Admin.
ANALYSIS
PROBLEM
• Mathematics textbook is not interesting because it contains
graphical and textual elements.
• Primary school students are difficult to understand formula of
mathematics.
OBJECTIVES
• To design and develop augmented reality system for
calculating perimeter, area and volume of shapes.
• To evaluate the functionality of augmented reality system for
student performance can use the formula onto real world.
TARGET
USER
CONTENT
Shaped Math Marker
• Images shaped picture.
• Used as marker based for augmented reality.
Image Shaped use to Augmented reality technology
• Contains 3D images to mobile phone.
• Have sound and information of formula math
STRATEGY • Used 3D modelling to create the object
• Used Augmented Reality technology
Software
• Unity3D
• Vuforia
• Autodesk Maya
Hardware
• Laptop (ACER)
• Mobile phone (Android)
REQUIREMENT
24
3.3.2 Design
In this phase, the idea for the Shaped Math AR project is the output from the analysis
phase to plan strategy for developing the instruction. Flowchart and storyboard were developed
to explain clearly about this project. The feasibility of developing the application on all mobile
platforms determined based on information gathered during the analysis phase is reviewed and
compiled.
3.3.2.1 Flowchart
Flowchart is a diagram that show workflow of the system process. The purpose is to
provide user with a common language or reference point when dealing with a project. Start
with main page that user will choose the play button, about button and exit button. The play
button conducted an important role to automatically direct to user camera phone. The users will
scan an image in the AR book. Then, it will detect to user camera and 3D object and sound
were appears automatically. Users allow to touch and move the object on screen.
25
Homepage
Read marker in AR
book
Detect
marke
r
3D object appears
include sound
Camera phone
detected
End
Start
NO
Figure 3.3 Flowchart
26
3.3.2.2 Storyboard
Storyboarding is also a part of multimedia design process. The storyboard shows the
look and feel of the application that will be developed.
i. Storyboard of application
Homepage
-This is homepage of the system
-There are four buttons in this
interface.
-User have to press play button to
start.
How to Play
-Tutorial page will explain to user
how to use this apps
27
About
-This page will show introduction,
objective and credit.
-Introduction will explain the purpose
of the project.
Marker
-AR marker for this project.
-This marker has to scan from camera.
28
Info AR
-Info page will explain about the
shaped after press info button.
CALCULATE
-This is page after user press calculate
button and show how to calculate
shaped.
Figure 3.4 Storyboard application
29
3.3.3 Development
In the development phase all the modules that have designed will be develop and are
used as a guide to authorizing process. Multimedia elements have to be applied in the design
phase. This design refers to the software and hardware development process using several
applications ready to building 3D model, animation, button and others authorizing into Shaped
Math project. A successful development phase uses the information collected in the analysis
phase and the decisions made in this phase. All steps in development of the project are
collected, prepared, created and ready to be tested.
i) Create maker
Figure 3.5 Create Marker
This is the first step before start build 3D animation models. Markers created Adobe
Photoshop CS6. Users can scan the images and the 3D models will display use mobile phone.
30
i) Modelling 3D
Figure 3.6 Modeling 3D
That figure shows the making process of modeling 3D animation models using
Autodesk Maya software. It includes rigging, animation, texturing and rendering process are
created in this software.
ii) Store Markers Database with Vuforia
Figure 3.7 Store marker database with Vuforia
31
The figure 3.7 show the homepage of Vuforia development tool. Developer store makers
database in this engine. Vuforia is able to recognize and track targets by analyzing the contrast
based feature of the target that are visible to camera.
ii) Building Environment AR use 3D Unity
Figure 3.8 Building environment AR use 3D Unity
That figure shows the unity 3D software. The developer needs to setup before start
using it. This is the platform where to begin build AR experiences. Next, developer need to
create project and create by scenes which is navigation, camera & light, 3D object, physics,
material and scripts.
3.3.4 Implementation
The implementation phase is the process strategies and plan of project into action in
order to accomplish strategic instruction. It also known as testing phase. When the application
is ready it will be test developer. Testing performed is ensure that the project can be used and
running accordingly and to understanding of material and objectives to gain knowledge.
❖ Test Run Project
❖ User Test Run
32
3.3.5 Evaluation
Final stage of ADDIE model is phase, the main goal is to determine if the goals have
been met, and the required have through instruction efficiency and success rate of the project.
Evaluation is done throughout the implementation phase with the aid of supervisor. It is the
process of getting feedback from supervisor on content, audio, graphics, animation and
interface. It because to ensure that the application is in line with the needs of the users. After
all process test the project will be released to end user.
i) Debug
a) Identify Errors
After done test run, errors and bugs that were found by users should be
identified. Errors and mistakes should be highlight for developer to improve the
project while also implementing the feedback.
b) Find solutions
If once errors have been identified, solutions the bugs must be completely solve.
ii) Final product
a) Presentation
The system is ready to be presented and launched for end user to use the system.
33
3.4 Framework
Figure 3.9 Framework Design
Figure 3.9 above show the framework design of project. User must use android smart
phone to install the application and able to choose any button in application. The user
needs to scan any image object from marker book for display 3D object and press info
button to show the description of object. For admin can update the application for make
new design. Admin also available view the response feedback. Unity 3D used to create
Augmented Reality application and overall project environment. Vuforia use to create
image marker. The Vuforia detects and tracks the features that are naturally found in
the image itself by comparing these natural against a known target resource database.
Once the Image Target is detected, Vuforia engine will track the image as long as it is
at least partially in the camera field of view.
34
3.5 Hardware and Software
This section will show the list of all software and hardware that involve in the
development process. These elements are important in the process of the development of the
application. List of hardware and software are shown as below:
3.5.1 Hardware
a) Laptop : Acer
Model : Aspire E 14
Processor : Intel® core ™ i5-7200U 2.5GHz
Ram : 8 GB
Hard Disk : SSD 240 GB
Operating System: Window 10
System Type : 64-bit
3.5.2 Software
▪ Unity3D
▪ Autodesk Maya
▪ Vuforia
▪ Adobe Photoshop
35
1.4 Conclusion
Methodology is very important in app development, to make sure the app is in correct
path during development, methodology will play the role. If the system methodology is
wrongly chosen, the app might have probability to preserve. System methodology also will
make sure the system will meet all the objectives listed. Hardware and software compatibility
are also play important role to ensure performance is working well.
36
REFRENCES
1. Kaufmann, H. (2002, December). Construct3D: an augmented reality application for
mathematics and geometry education. In Proceedings of the tenth ACM international
conference on Multimedia (pp. 656-657). ACM.
2. Bernhard Reitinger, Pascal Werlberger, Alexander Bornik, Reinhard Beichel and Dieter
Schmalstieg (Article 2005) “Spatial measurements for medical augmented reality
“Institute for Computer Graphics and Vision Graz University of Technology A-8010
Graz, Austria. (pp. 132-134). IEEE.
3. Liao, Y. T., Yu, C. H., & Wu, C. C. (2015, April). Learning geometry with augmented
reality to enhance spatial ability. In 2015 International Conference on Learning and
Teaching in Computing and Engineering (pp. 221-222). IEEE
4. Radu, I., Doherty, E., DiQuollo, K., McCarthy, B., & Tiu, M. (2015, June). Cyberchase
shape quest: pushing geometry education boundaries with augmented reality.
In Proceedings of the 14th international conference on interaction design and
children (pp. 430-433). ACM.