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FINAL YEAR PROJECT CSF35104
INTERACTIVE BOOK
FOR MUKJIZAT
RASULULLAH via AR
NAME: NUR SYUHADA BINTI MOHD ZAIDI
MATRIC NO: 047901
COURSE : ISMTM (INFORMATIC MEDIA)
SUPERVISOR: DR. ISMAHAFEZI ISMAIL
INTRODUCTION
• Augmented Reality (AR) can be define as an interactive experience of a real-
world environment where the objects that reside in the real-world are
“augmented” by computer-generated perceptual information, sometimes across
multiple sensory modalities.
BACKGROUND PROJECT
• Interactive Book for Mukjizat Rasulullah via AR is develop for user ages between
10 to 12 years old that interested in finding information about our Mukjizat
Rasulullah.
• The potential users can just use mobile application using AR technology to read
about Mukjizat Rasulullah.
• By having this application users also can get a interactive views because it is not
a just a simple video but it is a animation
PROBLEM
STATEMENT
Users found that
reading in traditional
way is dull and not
interactive because
people nowadays more
interested in something
that related with
technology.
Currently, existing
materials such as
book, website,
blogs and so on is
less interactive.
Innovation product
based on latest or
suitable technology
is needed to replace
a present method.
OBJECTIVE
To study how to
represent an
interactive
animation of
Mukjizat
Rasulullah SAW
stories
To develop
Mobile
application
using AR
technology in
order to allow
users to view
interactive
animation using
their mobile
device
To test
functionality of
mobile
application using
AR
SCOPE
User mm Device
Admin Application
LIMITATION OF WORK
Android platform only Language
TECHNIQUE IN AUGMENTED REALITY (AR)
Marker-Less Marker-Based
Marker-less 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. Marker-less is also known
as position based AR and GPS based
Augmented Technology.
Marker-based is also called Image
Recognition or Recognition based AR. In
simple words, this technology uses the
camera in AR device to produce a result.
QR and 2D are the examples of the visual
marker. The users get the result when
camera reader senses the marker.
LITERATURE REVIEW
Title Year Domain Explanation Platform Features
Android iOS Interactive Out of
Marker
Effectiveness Video
Nabi Muhammad
Storybook using
AR
2015
Education
Allow users to view the
real world at the same
time as virtual imagery
attached to real locations
and objects.
/ X / X / X
The Little
Mermaid – AR
book
2016
Entertain
ment
Explore scenes from the
classic story of The Little
Mermaid in a new and
magical way.
/ / / X / X
In My Socks:
Children's Story
Book with 3D
Augmented
Reality Activities
2012 Entertain
ment
Rocks In My Socks,
features Gracie, an
adorable pint-sized pink
triceratops, who learns
about acceptance
through some
unexpected visitors that
show up in her favorite
pink and white striped
socks.
/ X / X / X
Jack Hunter: The
French
Connection
2012 Entertain
ment
Twelve-year-old Jack
Hunter's life couldn't get
any better - he's a local
celebrity, captain of the
school football team and
is getting ready for his
first holiday abroad with
/ X / X / X
EXPECTED RESULT
• Mobile Application based on using Augmented Reality.
• Innovation of product using AR technology.
GANT CHART
CONCLUSION
• As a conclusion this project is focuses on development of interactive animation
and mobile application using AR technology.
• This innovation is hopefully can attract users to know about Mukjizat Rasulullah
SAW.
CHAPTER 3: METHODOLOGY
METHOD: ADDIE
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.
2. DESIGN
STORYBOARD: StoryBook
STORYBOARD: Homepage
There is 2 Button in Homepage
which is :
 Click Here button to go to Main Menu
page.
STORYBOARD: Main Menu
There is 4 Button in Main Menu
which is :
Click Here
Credit
Info
Exit
STORYBOARD: Credit Page
Credit for this application :
This app is has a brief about of
developer of this project and the
supervisor of this project
development
STORYBOARD: Info Page
 Info for this application
Interactive Book for Mukjizat
Rasulullah via AR is develop for user
ages between 10 to 12 years old that
interested in finding information
about our Mukjizat Rasulullah
3. DEVELOPMENT
For the development of this app, the previous two phases which are Analysis
and Design can guide user on how the app look like. Home page, AR
camera/scan page and Help page are the three pages in this app.
n develope to prototype
4. IMPLEMENTATION
Test run the project
 Getting user feedback
5. EVALUATION
Final output
To evaluate the usability studies
6. PLATFORM
 Using the mobile phone platform.
 Only for Android.
SOFTWARE
REQUIREMENT
HARDWARE
REQUIREMENT
PROOF THE CONCEPT
REFERENCES
• Darmawiguna, I Gede Mahendra & Sunarya, i made gede & Kesiman, Made Windu Antara & Arthana, Ketut &
Crisnapati, Padma. (2015). The Augmented Reality Story Book Project: A Collection of Balinese Miths and Legends.
9254. 71-88. 10.1007/978-3-319-22888-4_7.
• Corrêa, Ana Grasielle & Tahira, A. & Ribeir, J.B. & Kitamura, R.K. & Inoue, T.Y. & Ficheman, Irene. (2013). Development
of an interactive book with Augmented Reality for mobile learning. 1-7.
• Yasin, Anita & Isa, Ali & Endut, Adora. (2015). Interactive Prophet's Storybook using Augmented Reality.
• Shetty M, Lasrado V, Mohammed R. Marker based application in augmented reality using android. The International
Journal of Innovative Research in Computer and Communication Engineering. 2015;3(7):146-151

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Interactive book for mukjizat rasulullah via ar

  • 1. FINAL YEAR PROJECT CSF35104 INTERACTIVE BOOK FOR MUKJIZAT RASULULLAH via AR NAME: NUR SYUHADA BINTI MOHD ZAIDI MATRIC NO: 047901 COURSE : ISMTM (INFORMATIC MEDIA) SUPERVISOR: DR. ISMAHAFEZI ISMAIL
  • 2. INTRODUCTION • Augmented Reality (AR) can be define as an interactive experience of a real- world environment where the objects that reside in the real-world are “augmented” by computer-generated perceptual information, sometimes across multiple sensory modalities.
  • 3. BACKGROUND PROJECT • Interactive Book for Mukjizat Rasulullah via AR is develop for user ages between 10 to 12 years old that interested in finding information about our Mukjizat Rasulullah. • The potential users can just use mobile application using AR technology to read about Mukjizat Rasulullah. • By having this application users also can get a interactive views because it is not a just a simple video but it is a animation
  • 4. PROBLEM STATEMENT Users found that reading in traditional way is dull and not interactive because people nowadays more interested in something that related with technology. Currently, existing materials such as book, website, blogs and so on is less interactive. Innovation product based on latest or suitable technology is needed to replace a present method.
  • 5. OBJECTIVE To study how to represent an interactive animation of Mukjizat Rasulullah SAW stories To develop Mobile application using AR technology in order to allow users to view interactive animation using their mobile device To test functionality of mobile application using AR
  • 7. LIMITATION OF WORK Android platform only Language
  • 8. TECHNIQUE IN AUGMENTED REALITY (AR) Marker-Less Marker-Based Marker-less 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. Marker-less is also known as position based AR and GPS based Augmented Technology. Marker-based is also called Image Recognition or Recognition based AR. In simple words, this technology uses the camera in AR device to produce a result. QR and 2D are the examples of the visual marker. The users get the result when camera reader senses the marker.
  • 9. LITERATURE REVIEW Title Year Domain Explanation Platform Features Android iOS Interactive Out of Marker Effectiveness Video Nabi Muhammad Storybook using AR 2015 Education Allow users to view the real world at the same time as virtual imagery attached to real locations and objects. / X / X / X The Little Mermaid – AR book 2016 Entertain ment Explore scenes from the classic story of The Little Mermaid in a new and magical way. / / / X / X In My Socks: Children's Story Book with 3D Augmented Reality Activities 2012 Entertain ment Rocks In My Socks, features Gracie, an adorable pint-sized pink triceratops, who learns about acceptance through some unexpected visitors that show up in her favorite pink and white striped socks. / X / X / X Jack Hunter: The French Connection 2012 Entertain ment Twelve-year-old Jack Hunter's life couldn't get any better - he's a local celebrity, captain of the school football team and is getting ready for his first holiday abroad with / X / X / X
  • 10. EXPECTED RESULT • Mobile Application based on using Augmented Reality. • Innovation of product using AR technology.
  • 12. CONCLUSION • As a conclusion this project is focuses on development of interactive animation and mobile application using AR technology. • This innovation is hopefully can attract users to know about Mukjizat Rasulullah SAW.
  • 15. 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.
  • 18. STORYBOARD: Homepage There is 2 Button in Homepage which is :  Click Here button to go to Main Menu page.
  • 19. STORYBOARD: Main Menu There is 4 Button in Main Menu which is : Click Here Credit Info Exit
  • 20. STORYBOARD: Credit Page Credit for this application : This app is has a brief about of developer of this project and the supervisor of this project development
  • 21. STORYBOARD: Info Page  Info for this application Interactive Book for Mukjizat Rasulullah via AR is develop for user ages between 10 to 12 years old that interested in finding information about our Mukjizat Rasulullah
  • 22. 3. DEVELOPMENT For the development of this app, the previous two phases which are Analysis and Design can guide user on how the app look like. Home page, AR camera/scan page and Help page are the three pages in this app. n develope to prototype
  • 23. 4. IMPLEMENTATION Test run the project  Getting user feedback
  • 24. 5. EVALUATION Final output To evaluate the usability studies
  • 25. 6. PLATFORM  Using the mobile phone platform.  Only for Android.
  • 29. REFERENCES • Darmawiguna, I Gede Mahendra & Sunarya, i made gede & Kesiman, Made Windu Antara & Arthana, Ketut & Crisnapati, Padma. (2015). The Augmented Reality Story Book Project: A Collection of Balinese Miths and Legends. 9254. 71-88. 10.1007/978-3-319-22888-4_7. • Corrêa, Ana Grasielle & Tahira, A. & Ribeir, J.B. & Kitamura, R.K. & Inoue, T.Y. & Ficheman, Irene. (2013). Development of an interactive book with Augmented Reality for mobile learning. 1-7. • Yasin, Anita & Isa, Ali & Endut, Adora. (2015). Interactive Prophet's Storybook using Augmented Reality. • Shetty M, Lasrado V, Mohammed R. Marker based application in augmented reality using android. The International Journal of Innovative Research in Computer and Communication Engineering. 2015;3(7):146-151