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Learn Colors and Shapes for Toddler (AR)

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Augmented Reality of learn colors and shapes

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Learn Colors and Shapes for Toddler (AR)

  1. 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. 2.  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
  3. 3. 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.
  4. 4. 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.
  5. 5. 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
  6. 6. 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
  7. 7.  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
  8. 8. 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
  9. 9. 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.
  10. 10. 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.
  11. 11. 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).
  12. 12. 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
  13. 13. 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
  14. 14. 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
  15. 15. 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.
  16. 16. MAIN MENU INTERFACE HOW TO PLAY INTERFACE MARKER FLASHCARD DESIGN DATA MODEL - STORYBOARD
  17. 17. SCAN FLASHCARD 3D ENVIRONMENT OF MODEL VIRTUAL BUTTON DATA MODEL - STORYBOARD
  18. 18. SOLUTION COMPLEXITY (MARKED BASED TECHNIQUE) MARKED BASED VIRTUAL BUTTON LANGUANGE: C# ENVIRONMENT:3DPLATFORM:MOBILE 1 2 3 4 5
  19. 19. SOFTWARE
  20. 20. HARDWARE
  21. 21. TECHNIQUE  MARKED BASED TECHNIQUE  FLASHCARD AS A MARKED  FOR EXAMPLE CARD OF YELLOW COLOR AND CONE SHAPES FOR FLASH CARD
  22. 22. PROOF OF CONCEPT UNITY MAYA 3D

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