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NAME : MUHAMMAD SYAFIQ BIN SUBRI
MATRIC NO : 047638
COURSE : ISMTM (INFORMATIK MEDIA)
SUPERVISOR : EN.MOHD SUFIAN BIN MAT DERIS
DYSLEXIA ALPHABET
VIA
AUGMENTED REALITY
PROJECT
BACKGROUND/
INTRODUCTION
• Augmented Reality is a technology that allow
user to interact with the environment especially
how to learn alphabet that using smartphone.
• The Augmented Reality is providing to help
dyslexia user to become more interested to
learn about alphabet and can learn it quickly.
• This Dyslexia Alphabet is 3D alphabet that can
be real in your mobile device
• Have more interactive element in board book
• Can learn more about alphabet using new way
which is using Augmented Reality
PROBLEM
STATEMENT
Manual Learning.
• Lack of fun elements in books such as
multimedia elements and only having static
images and less interaction with students
who have dyslexia.
Individual learning approach.
• Teachers are less focused on students who
have dyslexia and lack of support in their
learning process.
Less variation in learning.
• Learning should involve a variety of senses
such as seeing, hearing, talking, touching
and so on. This is because each student is
different and has a different way of learning.
OBJECTIVE
To study interactive augmented
reality technique towards
alphabets learning.
To develop a prototype of
augmented reality application
to alphabet learning.
To evaluate the functional of
alphabet learning using
augmented reality technique.
SCOPE
System scope.
Augmented reality technology
integrated in mobile application
for smartphone and allows the
Dyslexia students to learn more
about alphabet easily.
User scope.
Students : Can view the 3D
alphabet.
Admin : Control all the system and
maintaining the system. Besides
that, admin able to responses to the
feedback which comes from the
users.
LIMITATION
OF WORK
Only android user can use
this application.
The users need a smartphone
to start playing the
augmented reality.
This application needs
special marker in order to
make it work.
LITERATURE
REVIEW
KIDS
LEARNING
GAME
• The Kids Learning Game is an
alphabet learning app that teaches
children to learn alphabet by audio
and image in the process. Kids
learning game apps allows kids to
choose the alphabet they are
interested and learn on how to spell
an object that started with that
alphabet. It functionally just like
the ABC board, the only differences
is that Kids Learning its operate
using smartphone
KIDS LEARNING GAME
Platform Advantages Disadvantage
 Android OS  Have
multimedia
element
 Offline
 No Animation
 No AR
technology
ABC
ALPHABET
BOOK
• ABC Alphabet Book is a
children’s book geared
towards introducing the
alphabet, with beautiful and
modern illustrations, it
has13 page board book will
feature a different letter on
each page.
ABC ALPHABET BOOK
Platform Advantages Disadvantage
 Printed  Easily accessible  No animation
 No audio
ABC KIDS
• ABC Kids app is another application
that is used to teach children
alphabet. This application allows
children to learn alphabet which
they might already know yet, the
add-on of this application is it shows
the children the proper way to write
the alphabet. At the same time, this
app has exercise for them to revise
what they had learn from the
application. Through the exercise,
it’s certain that kids are going to be
able to learn faster.
ABC KIDS
Platform Advantages Disadvantage
 Android OS  Contain game
 Have level
 Has info how to
play
 No animation
 No audio visual
COMPARISON TABLE OF THE EXISTING PRODUCTS WITH 5
ELEMENT OF MULTIMEDIA
Product Text Image Video Audio Animation
Kids Learning Game
    
ABC Alphabet Book
    
ABC Kids
    
EXPECTED RESULT
• The application is expected to be implemented in
the mobile based and user be able to explore this
application augmented reality using board book.
• The user can choose any picture of object for pop
up 3D animation.
• Augmented reality with good interface in this
application.
GANTT CHART
METHOD : ADDIE
ANALYSIS DESIGN
EVALUATION IMPLEMENTATION
DEVELOPMENT
1. ANALYSIS
• Create project background, Solve problem statement, Find objective,
Find Scope, Limitation of work & Arrange timeline in Gantt Chart.
• Research on related topic in Literature Review and make the
comparisons on each other.
PROBLEM
STATEMENT
OBJECTIVE
• Manual Learning.
• Individual learning approach.
• Less variation in learning.
• To study interactive AR technique towards
alphabets learning.
• To develop a prototype of augmented reality
application to alphabet learning.
• To evaluate the functional of alphabet reality
technology.
CONTENT
STRATEGY
REQUIREMENT
TARGET
APPLICATION
• Identify and display augmented reality
• Animation augmented reality of model
• Board book picture using AR technology
• Used 3D model
• Augmented reality technology
• Software
• Hardware
2. DESIGN
• Make a prototype of the application.
• Design and developed the storyboard.
STORYBOARD : FLASHCARD
STORYBOARD : HOME PAGE
• There has 4 button in Home page,
which is :
Play
Credit
How To Play
Exit
Information
STORYBOARD : ALPHABET TABLE
• Alphabet table page :
 User need choose any alphabet in
table.
STORYBOARD : AR PAGE
• AR Scan page :
 Then, the user can scan image in
flashcard for display 3D model object.
STORYBOARD : INFORMATION
• Information page :
 This app is developed for Dyslexia
students to learn the alphabet with 3D
imagery. With this app, learning will
be more fun because it has animation
elements.
STORYBOARD : HOW TO PLAY
• How to play page :
 Show that explain how to use this
application.
STORYBOARD : CREDIT
• Credit for this application :
 This page will brief about of developer
of this project and the supervisor of
this project development
3. DEVELOPMENT
LAYOUT CODING MODELLING
TEXTURERENDERINGFINAL
OUTPUT
4. IMPLEMENTATION
• TEST RUN PROJECT
• USER TEST RUN
5. EVALUATION
• FINAL OUTPUT
• TO EVALUATE THE USABILITY STUDIES
PLATFORM
• Using the mobile phone platform
• Only android Kit Kat and above version
Hardware Requirement
To develop
system
NAME SPECIFICATION
Laptop Acer
Processor Intel I5-3317U CPU @ 1.70GHz 1.7GHz
RAM 8GB
System type 64-bit Operating System, x64-based processor
Operating System Window 8 (64-bit)
Graphic Card NVIDIA GEFORCE GT 620M – 1GB
Used to run and testing the
application
NAME SPECIFICATION
Mobile Phone Xiaomi MI A1
Android Version Android 9.0 (Pie)
RAM 4 GB
ROM 6 4GB
Resolution 1080 x 1920 pixels, 16:9 ratio (~403 ppi density)
Camera 12 Megapixel
Used to store data and
backup file
Used to print out documentation
Software Requirement
Used to create 3D model
Used to create augmented
reality
Used to create the Virtual
Reality app and overall
project and modelling 3D
object.
Used to integrate graphic
designs on scan cards as AR
markersAndroid SDK is a platform to
developers to run and test
applications through
smartphones.
USER DEVICE MARKE
R
DEVICE CLOUD
PLATFORM :
MOBILE
LANGUAGE : C# ENVIRONMENT :
3D
MARKER BASED
PHYSICAL
BUTTON
MODELLING
FLASHCARD
UNITY
MAIN PAGE
ALPHABET TABLE PAGE
ALPHABET PAGE
AR CAMERA PAGE
INFORMATION PAGE
CREDIT PAGE
REFERENCES
• Salman, A. G., & Antonius, C. (2017). Interactive educational game, an android
mobile app for children learning alphabets. Library Hi Tech News, 34(5), 20-22.
• Castellanos, A., & Pérez, C. (2017). New challenge in education: enhancing student’s
knowledge through augmented reality. Augmented reality, 273.
• Abdullah, M. H. L., Hisham, S., & Parumo, S. (2009). MyLexics: an assistive
courseware for Dyslexic children to learn basic Malay language. ACM SIGACCESS
Accessibility and Computing, (95), 3-9.

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Dyslexia Alphabet using Augmented Reality

  • 1. NAME : MUHAMMAD SYAFIQ BIN SUBRI MATRIC NO : 047638 COURSE : ISMTM (INFORMATIK MEDIA) SUPERVISOR : EN.MOHD SUFIAN BIN MAT DERIS
  • 3. PROJECT BACKGROUND/ INTRODUCTION • Augmented Reality is a technology that allow user to interact with the environment especially how to learn alphabet that using smartphone. • The Augmented Reality is providing to help dyslexia user to become more interested to learn about alphabet and can learn it quickly. • This Dyslexia Alphabet is 3D alphabet that can be real in your mobile device • Have more interactive element in board book • Can learn more about alphabet using new way which is using Augmented Reality
  • 4. PROBLEM STATEMENT Manual Learning. • Lack of fun elements in books such as multimedia elements and only having static images and less interaction with students who have dyslexia. Individual learning approach. • Teachers are less focused on students who have dyslexia and lack of support in their learning process. Less variation in learning. • Learning should involve a variety of senses such as seeing, hearing, talking, touching and so on. This is because each student is different and has a different way of learning.
  • 5. OBJECTIVE To study interactive augmented reality technique towards alphabets learning. To develop a prototype of augmented reality application to alphabet learning. To evaluate the functional of alphabet learning using augmented reality technique.
  • 6. SCOPE System scope. Augmented reality technology integrated in mobile application for smartphone and allows the Dyslexia students to learn more about alphabet easily. User scope. Students : Can view the 3D alphabet. Admin : Control all the system and maintaining the system. Besides that, admin able to responses to the feedback which comes from the users.
  • 7. LIMITATION OF WORK Only android user can use this application. The users need a smartphone to start playing the augmented reality. This application needs special marker in order to make it work.
  • 9. KIDS LEARNING GAME • The Kids Learning Game is an alphabet learning app that teaches children to learn alphabet by audio and image in the process. Kids learning game apps allows kids to choose the alphabet they are interested and learn on how to spell an object that started with that alphabet. It functionally just like the ABC board, the only differences is that Kids Learning its operate using smartphone
  • 10. KIDS LEARNING GAME Platform Advantages Disadvantage  Android OS  Have multimedia element  Offline  No Animation  No AR technology
  • 11. ABC ALPHABET BOOK • ABC Alphabet Book is a children’s book geared towards introducing the alphabet, with beautiful and modern illustrations, it has13 page board book will feature a different letter on each page.
  • 12. ABC ALPHABET BOOK Platform Advantages Disadvantage  Printed  Easily accessible  No animation  No audio
  • 13. ABC KIDS • ABC Kids app is another application that is used to teach children alphabet. This application allows children to learn alphabet which they might already know yet, the add-on of this application is it shows the children the proper way to write the alphabet. At the same time, this app has exercise for them to revise what they had learn from the application. Through the exercise, it’s certain that kids are going to be able to learn faster.
  • 14. ABC KIDS Platform Advantages Disadvantage  Android OS  Contain game  Have level  Has info how to play  No animation  No audio visual
  • 15. COMPARISON TABLE OF THE EXISTING PRODUCTS WITH 5 ELEMENT OF MULTIMEDIA Product Text Image Video Audio Animation Kids Learning Game      ABC Alphabet Book      ABC Kids     
  • 16. EXPECTED RESULT • The application is expected to be implemented in the mobile based and user be able to explore this application augmented reality using board book. • The user can choose any picture of object for pop up 3D animation. • Augmented reality with good interface in this application.
  • 18.
  • 19.
  • 20. METHOD : ADDIE ANALYSIS DESIGN EVALUATION IMPLEMENTATION DEVELOPMENT
  • 21. 1. ANALYSIS • Create project background, Solve problem statement, Find objective, Find Scope, Limitation of work & Arrange timeline in Gantt Chart. • Research on related topic in Literature Review and make the comparisons on each other.
  • 22. PROBLEM STATEMENT OBJECTIVE • Manual Learning. • Individual learning approach. • Less variation in learning. • To study interactive AR technique towards alphabets learning. • To develop a prototype of augmented reality application to alphabet learning. • To evaluate the functional of alphabet reality technology.
  • 23. CONTENT STRATEGY REQUIREMENT TARGET APPLICATION • Identify and display augmented reality • Animation augmented reality of model • Board book picture using AR technology • Used 3D model • Augmented reality technology • Software • Hardware
  • 24. 2. DESIGN • Make a prototype of the application. • Design and developed the storyboard.
  • 26. STORYBOARD : HOME PAGE • There has 4 button in Home page, which is : Play Credit How To Play Exit Information
  • 27. STORYBOARD : ALPHABET TABLE • Alphabet table page :  User need choose any alphabet in table.
  • 28. STORYBOARD : AR PAGE • AR Scan page :  Then, the user can scan image in flashcard for display 3D model object.
  • 29. STORYBOARD : INFORMATION • Information page :  This app is developed for Dyslexia students to learn the alphabet with 3D imagery. With this app, learning will be more fun because it has animation elements.
  • 30. STORYBOARD : HOW TO PLAY • How to play page :  Show that explain how to use this application.
  • 31. STORYBOARD : CREDIT • Credit for this application :  This page will brief about of developer of this project and the supervisor of this project development
  • 32. 3. DEVELOPMENT LAYOUT CODING MODELLING TEXTURERENDERINGFINAL OUTPUT
  • 33. 4. IMPLEMENTATION • TEST RUN PROJECT • USER TEST RUN
  • 34. 5. EVALUATION • FINAL OUTPUT • TO EVALUATE THE USABILITY STUDIES
  • 35. PLATFORM • Using the mobile phone platform • Only android Kit Kat and above version
  • 36.
  • 37. Hardware Requirement To develop system NAME SPECIFICATION Laptop Acer Processor Intel I5-3317U CPU @ 1.70GHz 1.7GHz RAM 8GB System type 64-bit Operating System, x64-based processor Operating System Window 8 (64-bit) Graphic Card NVIDIA GEFORCE GT 620M – 1GB
  • 38. Used to run and testing the application NAME SPECIFICATION Mobile Phone Xiaomi MI A1 Android Version Android 9.0 (Pie) RAM 4 GB ROM 6 4GB Resolution 1080 x 1920 pixels, 16:9 ratio (~403 ppi density) Camera 12 Megapixel
  • 39. Used to store data and backup file Used to print out documentation
  • 40. Software Requirement Used to create 3D model Used to create augmented reality Used to create the Virtual Reality app and overall project and modelling 3D object.
  • 41. Used to integrate graphic designs on scan cards as AR markersAndroid SDK is a platform to developers to run and test applications through smartphones.
  • 43.
  • 44. PLATFORM : MOBILE LANGUAGE : C# ENVIRONMENT : 3D MARKER BASED PHYSICAL BUTTON
  • 45.
  • 48. UNITY
  • 55.
  • 56. REFERENCES • Salman, A. G., & Antonius, C. (2017). Interactive educational game, an android mobile app for children learning alphabets. Library Hi Tech News, 34(5), 20-22. • Castellanos, A., & Pérez, C. (2017). New challenge in education: enhancing student’s knowledge through augmented reality. Augmented reality, 273. • Abdullah, M. H. L., Hisham, S., & Parumo, S. (2009). MyLexics: an assistive courseware for Dyslexic children to learn basic Malay language. ACM SIGACCESS Accessibility and Computing, (95), 3-9.