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LEARN WUDU’ FLASHCARD
USING AUGMENTED REALITY
WAN NUR NASIHA BINTI WAN MOHAMMAD GABERAN
BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA)
WITH HONOURS
UNIVERSITI SULTAN ZAINAL ABIDIN, TERENGGANU, MALAYSIA
MAY 2019
i
DECLARATION
I hereby declare that this report is based on my original work except for quotation and
citations, which have been duly acknowledged. I also declare that it has not been
previously or concurrently submitted for any other degree at University Sultan Zainal
Abidin or other institution.
NAME : WAN NUR NASIHA BINTI WAN
MOHAMMAD GABERAN
DATE: 7 MAY 2019
ii
CONFIRMATION
This is to confirm that:
The research conducted and the writing of this report was under my supervision.
________________________________
NAME: DR. ISMAHAFEZI BIN ISMAIL
DATE : 7 MAY 2019
iii
DEDICATION
I would like to dedicate my project to my beloved mother and father, who have
taught me to be patient and never give up in everything that we did and always told me
to be a hardworking person in every task we did. I would also like to dedicate this to
my friends who have inspired me and give me opinion and motivation to finish this
project. Not forget to my supervisor, Dr. Ismahafezi Bin Ismail and my fellow friends
from Bachelor of Information Technology (Informatic Media) who have help me
through a lot in my journey to finish this project.
iv
ABSTRACT
Nowadays, the use of technology is increasing and expanding in human life. The
use of technology has expanded into many fields including educational, doctoral and
others. The technology used in education especially in early education for children is to
add more knowledge and help educators to teach more effectively. However, many of
school still lacks of the learning aid tool that help student in their studies. Thus, learning
become boring and difficult. Furthermore, there are still children who abuse the existing
technology and cause their time wasted at home with unfortunate benefits. Therefore,
with the appearance of Learn Wudu’ Flashcard Using Augmented Reality, these
children can use technology properly. Additionally, this interactive flashcard also
provides an opportunity for these children to interact with technology in form of
Augmented Reality in two language. The objective of this project was to provide an
effective learning aid tool for student besides providing opportunities for these children
to study and use AR (Augmented Reality) technology in their early age. In addition,
this project can also benefit parents and teachers in teaching children more effectively.
A variety of multimedia elements are provided in this AR Application with the aim of
attracting children to learning. In conclusion, this project can help children learn more
effectively and become part of an IT-savvy child.
.
v
ABSTRAK
Pada masa kini, penggunaan teknologi semakin meningkat dan berkembang dalam
kehidupan manusia. Penggunaan teknologi telah berkembang menjadi banyak bidang
termasuk pendidikan, doktoral dan lain-lain. Teknologi yang digunakan dalam
pendidikan terutamanya dalam pendidikan awal untuk kanak-kanak adalah menambah
pengetahuan dan membantu pendidik mengajar dengan lebih berkesan. Walau
bagaimanapun, banyak sekolah masih kurang alat bantuan pembelajaran yang
membantu pelajar dalam pengajian mereka. Oleh itu, pembelajaran menjadi
membosankan dan sukar. Oleh itu, dengan kemunculan Flashdisk Belajar Wudu
Menggunakan Realiti Terimbuh, kanak-kanak ini boleh menggunakan teknologi dengan
betul. Di samping itu, flashcard interaktif ini juga memberi peluang kepada kanak-
kanak ini untuk berinteraksi dengan teknologi dalam bentuk Reality Augmented dalam
dua bahasa. Objektif projek ini adalah untuk menyediakan alat bantuan pembelajaran
yang berkesan untuk pelajar selain menyediakan peluang untuk kanak-kanak ini
mempelajari dan menggunakan teknologi AR (Augmented Reality) pada usia muda
mereka. Di samping itu, projek ini juga dapat memberi manfaat kepada ibu bapa dan
guru dalam mengajar kanak-kanak dengan lebih berkesan. Pelbagai unsur multimedia
disediakan dalam Aplikasi AR ini dengan tujuan menarik kanak-kanak untuk belajar.
Kesimpulannya, projek ini dapat membantu kanak-kanak belajar dengan lebih
berkesan dan menjadi sebahagian daripada anak yang bijak IT.
vi
CONTENTS
PAGE
DECLARATION i
CONFIRMATION ii
DEDICATION iii
ABSTRACT iv
ABSTRAK v
CONTENTS vi-vii
LIST OF TABLE viii
LIST OF FIGURES ix
LIST OF ABBREVIATION x
LIST OF APPENDICES xi
CHAPTER I INTRODUCTION
1.1 Introduction 1
1.2 Background 1-2
1.3 Problement Statement 2-3
1.4 Objectives 3
1.5 Scopes 4
1.6 Activities, Milestones (Gantt Chart) 5
1.7 Limitation of work 5
1.8 Expected Result 6
1.9 Conclusion 6
CHAPTER II LITERATURE REVIEW
2.1 Introduction 7
2.2 Explanation Technology Timeline 7-9
2.3 Related techniques 9
2.3.1 Marked Based 9-10
vii
2.3.2 Markerless
11
2.4 Related Product
12
2.4.1 AR Medical 12
2.4.2 Wiki Turtle 13
2.4.3 Interactive Book iSolar System AR 13
2.5 Comparison table of existing product 14
2.6 Comparison table of the existing product with
5 element of multimedia
15
2.7 Conclusion 15
CHAPTER III
METHODOLOGY
3.1 Introduction 16
3.2 Methodology Model 16
3.2.1 Analysis phase 17-18
3.2.2 Design phase 19-22
3.3.3 Development phase 23
3.3.4 Implementation phase 23
3.3.5 Evaluation phase 24
3.3 Framework Design 25
3.4 Hardware and Software Requirement 26-27
3.5.1 Hardware requirement 26
3.5.2 Software requirement 27
3.5 Conclusion 27
REFERENCES 28
viii
LIST OF TABLES
TABLE TITTLE
PAGE
1.1 Gantt Chart 5
2.1 Comparison table of existing product 14
2.2 Comparison table of the existing products with 5 element
of multimedia
15
ix
LIST OF FIGURES
FIGURE TITLE PAGE
2.1 Marker-based 9
2.2 Markerless 11
2.3 AR Medical 12
2.4 Wiki Turtle 13
2.5 Interactive Book iSolar System AR 13
3.1 ADDIE Model 17
3.2 Analysis Phases 18
3.3
3.4
Flashcard 1
Flashcard 2
19
20
3.5
3.6
3.7
3.8
3.9
Main Menu
How To Play
Credit
Scanner (Before)
Scanner (After)
20
21
21
22
22
3.10 Framework Design 25
x
LIST OF ABBREVIATIONS/TERMS/SYMBOLS
AR Argumented Reality
3D Three dimensional
FYP Final year project
xi
LIST OF APPENDICES
APPENDIX TITTLE
PAGE
A Appendix -
B Appendix -
C Appendix -
D Appendix -
1
CHAPTER I
INTRODUCTION
1.1 Introduction
This section is the introduction to the report for developed application. It will
provide a basic overview of the whole application. This chapter will show about the
project background, problem statement objectives, scope and project planning.
Background of the application will discuss about basic information about this
application. Problem statements discuss about related issues of the application.
Objectives state all main goal of this application. The scope shows who are using the
application and what the user can do.
1.2 Background
The use of Augmented Reality (AR) in education is increasing every year and
makes the process of learning easier, more eye-catching, and interesting. However, the
use of AR in Islamic Education is still minimal. Therefore, the initiative have be taken
so that Augmented Reality will be used extensively in Islamic Education.
However, the students were less interested in the Islamic Education because of
the way of teaching using book is so boring. Furthermore, most teaching aids based on
2
digital or electronic, only involve one-way communication and less effective for
students with IQs that differ from ordinary students.
Therefore, teaching aids based on Augmented reality technology was introduced
to enhance student motivation in learning especially for Islamic subjects. Augmented
reality is the integration of digital information with the user's environment in real time.
Unlike virtual reality, which creates a totally artificial environment, augmented reality
uses the existing environment and overlays new information on top of it. The solution
to the problem is with the Learn Wudu’ Flashcard Using Augmented Reality to learn
the basic of Islamic Education how to take wudu’ properly. It is also suitable to be used
as the first home teaching aid tool for children as early as 5 years old because it has
interesting multimedia elements such as animation, image, audio, text and video yet it
is very simple and useful.
1.3 Problem Statement
There are various mobile applications of Learn Wudu’ that have been developed to
attract children Islamic Education. But its lacking in lot of aspect. For example, the
application are develop not using Augmented Reality that can attract the users.
However, lot of information still are not available in the application. Besides, it’s does
not have additional features that very interactive and the function is limited. So, this
kind of application is not practical anymore. In this section, the main purpose of problem
statement is to focus the attention of solution to the problems. There are three main
problems currently.
i. Learn using book Is less interactive.
3
ii. Children are not exposed to more interactive learning aids tool in their
school or home.
iii. The kids do not focus when the teacher make demonstration because at
their age they just want to have fun.
Without the effective learning aid tool, the learning process become less interesting and
difficult to them to understand about the certain topic. As we know an early exposure
through the effective learning aid tool in studies is very important to increase their
interest in a certain subject. Concise descriptions of the issues stated need to be
addressed to deal with the problem.
1.4 Objectives
There are the following objectives of Learn Wudu’ Flashcard Using Augmented Reality
are:
I. To study the augmented reality technology to create Learn Wudu’
Flashcard.
II. To design and develop Learn Wudu’ Flashcard that allow users
leaning with augmented reality.
III. To test the functionality of Learn Wudu’ Flashcard using augmented
reality.
4
1.5 Scopes
The scope of this study is divided into:
i. Technology. This card using Augmented Reality technology with 3D modelling
technique using Maya software and unity 3D software to model the character in
the application. For the character illustration in the flashcard is by using adobe
photoshop and adobe Illustrator. For the AR features by using Vuforia
Augmented Reality SDK to detect and track the target, marker-based technique
is used for this AR application. C# language as the program language.
ii. Module. The module in this AR card include language selection, scanning image
on the card, knows the step by step of how to take Wudu’.
iii. Age. This project age scope is focused on kindergarten student.
5
1.6 Activities, Milestones (Gantt Chart)
Based on the table 1.1 below, show the details of the gantt chart.
Table 1.1 Gantt Chart
1.7 Limitation of work
A limitation is any aspect that hinders a study and its findings. This Learn Wudu’
Flashcard Using Augmented Reality is limited by three aspect:
i. This Application is applicable only for android user which is not
supported in websites and IOS operating system
ii. This Application implement physical button only for the
interaction between user and the application.
iii. This application need special marker to make it work.
6
1.8 Expected Result
At the end of the project, the expected outcome of the proposed project
development is as follows:
i. This application providing a complete step by step of how to take wudu’
properly for kindergarten children.
ii. This application as an interactive tool for kids in learning process about
Islamic Education in order to attract their interest toward how take wudu’
properly.
1.9 Conclusion
With the technological advances of today’s increasingly fast-growing, it is hoped
that this project will help to learn for a student to get gain knowledge.I hope that this
mobile application can help student to learn about type of hand tool and increase student
information with this AR.
7
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
A literature review is a process of identifying; evaluating and summarizing the
existing body of a complete research that done by a researcher. It can be guideline to
develop a new product so that the new product can provide a better functionality
compared to the existing product. Besides, the research comparison between the current
product and the new developed product is done to overcome the weakness of the current
product.
2.2 Explanation Technology Timeline
In 1968, a Harvard professor and computer scientist by the name of Ivan Sutherland
invented what he called The Sword of Damocles. He invented this first sort of
augmented reality device with his student, Bob Sproull. The Sword of Damocles
featured a head-mounted display that hung from the ceiling. The user would experience
computer graphics, which made him or her feel as though they were in an alternate
reality. This technology may be considered closer to virtual reality than augmented
reality. One of the next big developments in augmented reality was in 1974 by Myron
Krueger. The project was called, Videoplace, which combined a projection system and
8
video cameras that produced shadows on the screen. This setup made the user feel as
though they were in an interactive environment.
In 1990, a Boeing researcher named Tom Caudell coined the term “Augmented
Reality”. In 1992, Louis Rosenburg from the USAF Armstrong’s Research Lab created
the first real operational augmented reality system, Virtual Fixtures. A robotic system
places information on top the workers work environment to help with efficiency. This
system could be thought of as an early version of what most AR systems currently do
today. In 1994, the first theater production to use augmented reality was created.
“Dancing in Cyberspace” presented acrobats dancing in and around virtual objects on
stage as a piece of art was produced by Julie Martin. In 1998, Sportsvision uses the 1st
and Ten line computer system. This system showed the original virtual yellow first
down marker during a live NFL game.
A variation of this virtual first down marker is now a norm in all televised football
games today and is a big part of the augmented reality history. In 1999, NASA uses a
hybrid synthetic vision system that integrated augmented reality in their X-38
spacecraft. The augmented reality technology was used to help improve navigation
during their test flights. An important advancement in the augmented reality technology
happened in 2000 when Hirokazu Kato from the Nara Institute of Science and
Technology in Japan created and released software called ARToolKit. Through this
software, one could capture real-world actions and combine it with interactions of
virtual objects. Through the use of a camera and the Internet, users experience this
augmented reality. Like many of these inventions from the past, this heavily influenced
what we experience today in all flash-based augmented reality apps. In 2003, the NFL
used the popular Skycam, which was used for aerial views of the field to insert the
9
virtual first down marker. In 2009, Esquire magazine, in collaboration with Robert
Downey Jr., uses augmented reality in their print media. By using their software on
one’s computer to scan the barcode on the magazine, the readers can experience
augmented reality content. In this same year, ARToolKit makes augmented reality
available to Internet browsers. Augmented reality has come a long way since its early
conception, and the advancements in the past five years have been even more promising.
2.3 Related techniques
Related techniques refer techniques of Augmented Reality already existing and
used until now. This is example of techniques:
2.3.1 Marker-based
Based on the figure 2.1 below, image recognition is an imperative component of
augmented reality systems. By use of identifying visual markers already embedded
within the system, physical world objects are detected for superimposition of virtual
elements.
Figure 2.1 Marker-based
10
The marker tracking allows the use of a digital image to identify optical squares
or markers and gauge their relative orientation to the camera itself. The optical square
marker usually consists of a black square within a white box of a predefined size. It is
the black square which is encoded with the ID of the marker. A variety of techniques is
used which decode the marker by cross-matching with it.
Once you begin using the marker-based augmented reality system with a digital
device, the image of the physical world captured by your camera is converted into a
grayscale image to expedite the image processing algorithm. The algorithm then uses
the image of the camera as well as the decoded marker ID to augment the virtual object
onto the physical world model. By focusing the camera of whichever digital device you
are using to deploy the augmented reality app on the specified markers, the app is able
to retrieve the information stored to display the three-dimensional virtual object
accurately.
11
2.3.2 Markerless
Based on figure 2.2 below, ew advances in the mobile hardware and software
technologies led to the recent introduction of markerless augmented reality.
Figure 2.2 Markerless
This approach eliminated the need for 3D object tracking systems, overcoming
the interactivity limitations marker-based augmented reality placed on the range of
images encapsulated within the markers. Markerless augmented reality technique
allows the use of any and all parts of the physical environment as the target or base for
the placement of superimposed virtual objects. Markerless AR depends on the natural
features of a surrounding rather than the fiducial identifying markers.
What’s more, some markerless systems have the ability to extract and store
information and characteristics about the environments they are used on for later usage.
When used in smartphones and other digital devices, the markerless AR system
typically makes use of the GPS feature in-built in the device in order to locate and
interact with the available augmented reality resources.
12
2.4 Related Product
Related products refer to application that already exist and used until now. This
is example of application:
2.4.1 AR Medical
Based on figure 2.3 below, AR Flashcards Medical Let you explore organs in
augmented reality technology. You can also touch one of the organs to start an
animation to see how the heart is pounding and the lungs are pumping.
Figure 2.3 AR Medical
13
2.4.2 Wiki Turtle
Based on figure 2.4 below, AR Wiki Turtle Using this simple application, you
can see a turtle that swims around you in AR. Using Wiki Turtle’s Augmented
Reality, you can instantly 3D map your surroundings and place a sea turtle that
will swim around the area.
2.4.3 Interactive Book iSolar System AR
Based on figure 2.5 below, Interactive Book iSolar System AR is a colourful and
informative book, together with the application, allows children to experience how the
solar system works.
Figure 2.4 Wiki Turtle
Figure 2.5 Interactive Book iSolar System AR
14
2.5 Comparison table of existing product
Based on the Table 2.1 below, describes about comparison of the existing product
with technique, method, advantage and disadvantages. Through this table we will
know the comparison of each product.
Table 2.1 Comparison table of existing product
15
2.6 Comparison table of the existing products with 5 element of multimedia
The Table 2.2 below describes about comparison of the existing product with 5 element
of multimedia such as Text, Image, Video, Audio and Animation. This table we will
know comparison each of product.
Table 2.2 Comparison table of the existing products with 5 elements of
multimedia
Product Text Image Video Audio Animation
AR Medical
✓ ✓ ✓ ✓
Wiki Turtle
✓ ✓ ✓ ✓
Interactive
Book iSolar
System AR
✓ ✓ ✓ ✓
2.7 Conclusion
In this whole chapter, this chapter discusses a product that uses a flashcard in
Augmented Reality. The comparison with the previous research is done so that the right
choice will be selected. In this chapter also is need to compare some of a similar project
or application that have develop by other.
16
CHAPTER 3
METHODOLOGY
3.1 Introduction
This chapter will explain the details of methodology being used in this project.
The project methodology should systematically solve all the problems arise in the
system analysis to make sure this project complete and working well. It is an important
step of development since it will guide researcher through application development.
After application has been completely developed. It should be tested for make sure all
the objective of the project achieved.
3.2 Methodology Model
The model that I will use this application is ADDIE model. The ADDIE model
is important understand if a developer want to develop a successful project. Based on
figure 3.1 ADDIE Model below, the ADDIE model has five phase acronyms is
Analysis, Design, Development, Implementation, and Evaluation. ADDIE is an
extremely effective tool in training development that addresses instruction. Most
employees have a significant amount of information to learn in order to become more
proficient at their jobs. Therefore, the ADDIE model should be helpful for many in
planning a course of action that would lead to the successful implementation of a
project. When dealing with projects that involve instruction or steps, the approach fits
17
nicely. In order to ensure effective learning outcomes from augmented reality (AR)
education development, careful planning are required before the development process
begins. ADDIE Instructional Design Model is used in this mobile AR application
development methodology. The ADDIE model for instructional system design (ISD) is
a basic model that can be applied to any kind of learning solution. The ADDIE model
has five steps processes which is analysis, design, development, implementation, and
evaluation.
3.2.1 Analysis phase
The Analysis phase is the foundation for all other phases of instructional design.
Based on figure 3.2 Analysis Phase, during this phase, it must define the problem,
identify the source of the problem and determine possible solutions. The phase may
include specific research techniques such as needs analysis, job analysis and task
analysis. The outputs of this phase often include the instructional goals, and a list of
tasks to be instructed. These outputs will be the inputs for the Design phase. In this
phase, analysis phase needs to develop the mobile AR application. The analysis phase
involves are requirement analysis, task analysis and instructional analysis. Then, the
Figure 3.1 ADDIE Model
ANALYSIS
DESIGN
DEVELOPMENT
IMPLEMENTATION
EVALUATION
18
activities involve are identifying the problem statement, the goals and objectives of the
mobile AR application. This is very important because to developed the users need,
existing knowledge and any other relevant characteristics and also the content of mobile
AR application.
Figure 3.2 Analysis Phase
Analysis Problem 1. Learn using book Is less interactive.
2. Not have 3D animation.
Objectives
1. To study the augmented reality
technology to create Learn Wudu’
Flashcard.
2. To design and develop Learn Wudu’
Flashcard that allow users leaning with
augmented reality.
3. To test the functionality of Learn Wudu’
Flashcard using augmented reality.
Target
Audience
1. Kindergarten Children
Content This project included:
• Learn wudu’ flashcard contains image
of step by step of wudu’s steps.
• Learn wudu’ flashcard using augmented
reality technology.
Strategy
Requirement
1. Use 3D model
2. Augmented reality technology
1. Software
-Unity3D
-Vuforia
-Maya3D
2. Hardware
-Laptop
-Mobile phone (Android)
19
3.2.2 Design phase
The design phase deals with learning objectives, assessment instruments,
exercises, content, subject matter analysis, and lesson planning and media selection.
The design phase should be systematic and specific. Systematic means a logical, orderly
method of identifying, developing and evaluating a set of planned strategies targeted
for attaining the project’s goals. Specific means each element of the instructional design
plan needs to be executed with attention to details. The developer need make storyboard
book design and application for create a visual map of application. This can help the
developer shape the vision and flow of application.
i. Storyboard Flashcard
Based on the figure 3.3 below, show the flashcard for step 2 in wudu’.
Figure 3.3 Flashcard 1
20
Based on the figure 3.4 below, show the flashcard for step 3 in Wudu’.
Figure 3.4 Flashcard 2
ii. Storyboard Application
Based on the figure 3.5 below is the main menu for the application. User need
to click button start to play.
Figure 3.5 Main Menu
21
Based on the figure 3.6 How To Play below show the page for How To Play. It show
the explanation how to use this application.
Figure 3.6 How To Play
Based on figure 3.7 Credit, this page is for thank to who participated toward the
complete this application.
Figure 3.7 Credit
22
In the figure 3.8 below, the user need to scan a flashcard using a camera.
Figure 3.8 Scanner (Before)
In the figure 3.9, the object will appear in 3D and user can touch sound button to hear
a sound.
Figure 3.9 Scanner (After)
23
3.3.3 Development phase
The Development phase builds on both the Analysis and Design phase. The
purpose of this phase is to generate the lesson plans and lesson materials. This phase
will develop the instruction, all media that will be used in the instruction, and any
supporting documentation. This may include hardware and software. During the
development phase, the actual course materials are created. A successful development
phase uses the information collected in the analysis phase and the decisions made in the
design phase.
The Development phase is the actual production and assembly of the materials
that were developed in the design phase. At this point it is important to include whoever
is responsible for which elements, time schedules, and deadlines. In this phase, all steps
in development of the project are collected, prepared, created and ready to be tested. In
the development phase, instructional designers and developers create and assemble
content assets blueprinted in the design phase. In this phase, the designers create
storyboards and graphics. The project is reviewed and revised according to feedback.
In this phase have three stages include pre-production, production and post production.
3.3.4 Implementation phases
The Implementation phase refers to the actual delivery of the instruction,
whether it's classroom-based, lab-based, or computer-based. The purpose of this phase
is the effective and efficient delivery of instruction. This phase must promote the
students 'understanding of material, support the students' mastery of objectives, and
ensure the students' transfer of knowledge from the instructional setting to the job.
24
i) Test Run Project
The developer test runs the project herself. This is to ensure that the project
can be used and is running accordingly.
ii) User Test Run
Developer give to the user to test the project and give the feedback before
the presenting the final product. Criticisms and constructive feedback is
taken to be implemented later on.
3.3.5 Evaluation phases
This phase measures the effectiveness and efficiency of the instruction.
Evaluation should actually occur throughout the entire instructional design process-
within phases, between phases, and after implementation. Evaluation phases may be
formative or summative.
i) Debug
a) Identify Errors
After done test run, errors that were found by the users should be
identified. Example, glitches and mistakes should be brought to light for
developer to improve the project while also implementing the feedback
by the alpha and beta testers.
b) Find solutions
If once errors have been identified, solutions the error must be done to
solve.
25
ii) Final product
a) Presentation
The system is ready to be presented and launched for a large audience to
use.
3.4 Framework Design
Figure 3.10 below shows the framework design of Learn Wudu’ Flashcard Using
Augmented Reality. User able to choose any button in this application.
The users need scan any image object for display 3D object and also press button
for display language sound. For Admin, Admin able to update the application for make
new design. Admin also able view the response feedback. The 3D Unity used to create
the Virtual Reality application and overall project and modelling 3D objects. The
Vuforia use to create augmented reality. The Vuforia detects and tracks the features that
are naturally found in the image itself by comparing these natural features against a
known target resource database. Once the Image Target is detected, Vuforia Engine will
Figure 3.10 Framework Design
26
track the image as long as it is at least partially in the camera’s field of view. For the
best results,you should aim for targets with 4 or 5 starts.
3.5 Hardware and Software Requirement
This section will show that the all hardware and software that involve in the
development process. All of these elements are important in the process of development
of the system. List of hardware and software are shown as below:
3.5.1 Hardware requirement
i. Laptop Lenovo
• To create the sketches for the characters, background and create scripts and
also used for on the go coding and 3D modelling.
• Processor : AMD A8-6410 APU with AMD Radeon R5 Graphcs 2.00 GHz
• Operating System : Windows 10 Pro – 64 bit
• Memory : 4GB RAM
ii. Mouse
• For make easy task and faster to click when developing project.
iii. Pen drive
• To store the backup file
• Storage : 32GB
iv. Printer Canon MP287
• To print out the documentation
27
• To print picture dictionary
vi. Android Mobile Phone: Xiomi Redmi 7
• Used to run and testing the application
3.5.2 Software requirement
i.Unity3D
• Used to create the Virtual Reality app and overall project and modelling 3D
object
ii. Autodesk Maya
• Used to create 3D object or tool.
• To create augmented reality.
3.6 Conclusion
Methodology is very important in a system development. It helps to make sure
the system developed correctly from phases to phases. In this system, Iterative and
Incremental Model had been chosen as a guide to build system. It also helps to ensure
all the objectives can be achieved. Besides, this chapter also explains the hardware and
software requirements for this system.
28
Reference
1. Dewan Bahasa dan Pustaka. (2017). Buku Teks Pendidikan Islam Tahun 1.
Kuala Lumpur:Dewan Bahasa dan Pustaka.
2. YETi CGI. (21 August, 2018). Wiki Turtle. Retrieved from.
https://play.google.com/store/apps/details?id=com.yeticgi.wikitudebeta
3. Next Reality GmbH. (29 November, 2018). Ar Medical. Retrieved from.
https://play.google.com/store/apps/details?id=de.nextreality.medicalcube
4. Islamic world.(5 June, 2015). Learning Wudu. Retrieved from.
https://play.google.com/store/apps/details?id=com.islam.learn.step.by.step.wu
du
5. Carlton Books. (23 September, 2015). Interactive Book iSolarSystem AR.
Retrieved from https://www.amazon.com/iSolar-System-iExplore-Carlton-
Books/dp/1783120800