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PHILIPPINE HistoRec: An augmented reality based tool for grade 5 students

Fiesta, Daniel A.
Technological Institute of the Philippines Quezon City

Buenaventura, Albert C.
Technological Institute of the Philippines Quezon City

Moncawe, Adolf Bernard A.


Technological Institute of the Philippines Quezon City

daniel04_fiesta@yahoo.com albert_buenaventura@rocketm adolf_moncawe@yahoo.com ail.com Tarol, Jay M.


Technological Institute of the Philippines Quezon City

09262904592

09358458571

09475789569

Santos, Carl John D.


Technological Institute of the Philippines Quezon City

Mrs. Fredilyn Calanda


Technological Institute of the Philippines Quezon City Adviser

jaytarol@rocketmail.com

09067175906

09355625121

cjsantos0695@gmail.com

Abstract The study focuses on the area of innovation of mobile learning particularly technology of augmented reality and cloud computing. The application aims to provide an alternative or replacement to the traditional method of learning like using books by utilizing mobile phones and tablets equipped with such capabilities to improve the way of learning. In order to increase the enthusiasm of students providing a cutting edge and interactive process of learning Philippine History. The application is capable of augmenting images of historical figures that is included on the book. The application is also able to display information about these historical figures in text and audio format. This study has been successful in fulfilling all the requirements seen possible by the developers and stakeholders of the project.

Categories and Subject Descriptors

With the help of the mobile application, the grade 5 students can adopt and learn their lessons using this application and also by recognizing the faces of the people that is part of the Philippine History. The main feature of the application is to provide information about the history of the Philippines for the grade 5 students and also to view the content of the grade 5 social studies book. The application is applicable to teachers of grade 5 students and also the grade 5 students.

General Terms
Mobile Application, Books

Keywords
Augmented Reality, User Interfaces

2. RELATED WORKS 1. INTRODUCTION


Innovations on mobile learning are defined as the application of new ideas, methods, systems, and functionality to mobile device and therefore improve its use and help it users in the process. To pursue this innovative idea and extend its functionality on the topic area of computer vision to incorporate the use of augmented reality. Books are knowledge, knowledge is wisdom, and wisdom is learning. Books can have a profound effect in the society and the world because books enable an individual to change the world. By books people can gain new insight and perspectives on issues that matter to the reader that helps them to have a new understanding of the world around them. Technologies have been developed in vast kinds of fields specifically Android phone/Smartphone, with these brilliant discoveries inluding its top features, myriad of application can now be installed on phone in just a nick of time. With these the users can have it whenever or however they want. Philippine HistoRec application provides information about different topic areas of Grade 5 History subject covering their 3rd and 4th grading period. The images of some of the presidents and other important people that is part of the history can be augmented by scanning their pictures. After recognizing the image you can click the button of the name of the image that has been scanned and will be providing its background information. To use this augmenting image you will make use of internet connection. The alternative way of searching topics and information about the history is by viewing the table of content and by clicking the topic/lessons that you are searching. This will run even if there is no internet connection. Also in providing information we make use of text to speech button for the student to be easily hear the all the information that is provided on that topic. This study is intended to help the grade 5 students in providing information using innovative ways such as utilizing augmented reality and use top notch, consistent and technically resourceful computer based image recognition. Also to showcase the capabilities of augmented reality and introduce it as catalyst to improve and transform the system of education it the country to a technologically advance system. Through this objectives we can increase the enthusiasm of students by providing a cutting edge and interactive process of learning Philippine History and therefore make them more comfortable in learning the subject. Android Mobile Augmented Reality Application Based on Different Learning Theories for Primary School Children, the application is used in order to build interest of students and young children to the study concepts with augmented reality. It used to model primary school science book. The students can open the augmented science book, and will be able to witness related supportive matter popping up on the screen of the mobile with 3D models, pictures and voiceovers. [2] Mobile augmented reality based interactive teaching & learning system with low computation approach, This paper presents a fast and efficient hand gesture based mobile augmented reality (MAR) system for interactive classroom. It provides a complex visual augmented layer over static slides to understand the concepts more clearly without touching the computer devices or using whiteboard. [3] User Evaluation of See-Through Vision for Mobile Outdoor Augmented Reality, The system provides users with seethrough vision, allowing visualization of occluded objects textured with real-time video information. We present a user study that evaluates the user's ability to view this information and understand the appearance of an outdoor area occluded by a building while using a mobile AR computer. [4] Social studies teachers' intention to use mobile phones as a support and tutorial tool for teaching, this paper attempts to determine social studies teacher's intention to use mobile phone as a support and tutorial tool, and also assess the influence of age, educational background and gender on the teacher's intention to use mobile phones. [5] An Augmented Reality Interface for Mobile Information Retrieval, AR user interface framework specifically designed to expose disparate data sources through a single application server. This proposed system uses multi-tier architecture to separate back-end data retrieval from front-end graphical presentation and UI event handling. [6]

Android mobile augmented reality application based on different learning theories for primary school children, This research work is based on the understanding of different types of learning theories, concept of mobile learning and mobile augmented reality and discusses how applications using these advanced technologies can shape today's education systems. [7]

Paper-Based Augmented Reality, A new method for augmenting paper documents with electronic information is described that does not modify the format of the paper document in any way. Applicable to both commercially printed documents as well as documents that are output from PCs, the technique we call Paper-Based Augmented Reality substantially improves the utility of paper. [8] Mobile based learning: An integrated framework to support learning engagement through Augmented Reality environment, the innovation in e-learning technologies had generated the new platform; learning process through mobile environment. However, many of the concepts mobile based learning environments are currently lacking of engagement in creating the student's attention because the low of interactively the learning content. So this article highlights the survey of mobile learning through new emerging technology, Augmented Reality (AR) and the concept of learning engagement through mobile based AR are explained to find the integration of two platforms. [9]

Conjunctive Patches Subspace Learning with Side Information for Collaborative Image Retrieval, this paper proposes an interactive e-learning system using pattern recognition and augmented reality. The goal of proposed system is to provide students with realistic audio-visual contents when they are leaning. The proposed e-learning system consists of image recognition, color and polka-dot pattern recognition, and augmented reality engine with audio-visual contents. [14] Visual Interactive and Location Activated Mobile Learning, In this paper we proposed an application on smart phones for interactive mobile learning. Image recognition technology is used to link physical objects seen through the camera to relevant information. Through the built-in camera on the smart phone, visual interactive learning can be realized. [15]

1. THEORETICAL FRAMEWORK
Interactive and Virtual Experience

Development of an interactive book with Augmented Reality for mobile learning, this paper presents an Augmented Reality application for mobile devices that complements and supports learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations and other interactive elements, leap from its pages making learning more fun and exciting. [10] Multi-Object Oriented Augmented Reality for Locationbased Adaptive Mobile Learning, the approach used can stimulate mobile learners to learn motivation and create interest and eventually enhance their learning in the mobile learning environment. [11] An Augmented Reality 3D Pop-Up Book: the Development of a Multimedia Project for English Language Teaching, this AR 3D pop-up book is a multimedia curriculum material which has been developed based on learning objectives. The media has been designed to assist teachers in elementary schools. The developed media can be used as a teaching material in blended learning environment and as an education-entertainment media for individuals. Students involved in this experiment were very excited with the AR environment.[12] Interactive e-learning system using pattern recognition and augmented reality, this paper proposes an interactive e-learning system using pattern recognition and augmented reality. The goal of proposed system is to provide students with realistic audio-visual contents when they are learning.[13]

3rd-4th Grading HEKASI Lessons for Grade 5 students

+
Enhanced Learning Experience For Students AUGMENTED REALITY

MOBILE PHONE (RENDERING/AUGMENTATION)

Figure 1. Image Recognition Algorithm This is the representation of the conceptual framework of the application. The framework is consisted of 3 main components, the Mobile Camera, the Rendering Engine and the Cloud Server. The Mobile Camera is required as it needed for students to experience Augmented Reality. The aim of the application is to provide an interactive and technologically oriented method of presenting the lessons, particularly 3rd and 4TH grading lessons for Grade 5 students. With the utilization of technologies like Cloud Computing and Augmented Reality and Smartphones/Tables, the developers had been able to achieve this goal.

2. METHODS
Investigation

4.1. Development Tools In the developing of the application, the researchers used a lot of software for them to develop the application. The tolls of software that they are used are listed below.
Analysis

Maintenance

Implementation Design Investigation


BUILD 1

Maintenance Analysis

Unity 3D Unity is a game development ecosystem: a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D content; easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store and a knowledge-sharing Community. Adobe Photoshop C5 Using Adobe Photoshop C5 they can create and manage their own artwork, exactly in our own taste and perception of making their own design to suit in our application. Using Adobe Photoshop C5 in creating Frame Markers brought proficient work to the developers because of all its features are user friendly. In this software the developers create the GUI of our application to became interesting in the perception of the intended users. Vuforia SDK Vuforia is an Augmented Reality Software Development Kit for mobile devices that enables the creation of Augmented Reality. This software is use for the augmenting of the pictures that are being stored in their database. Autodesk Maya Maya is a 3D computer graphics software that runs on Windows, Mac OS and Linux, originally developed by Alias Systems Corporation (formerly Alias| Wave front) and currently owned and developed by Autodesk, Inc. It is used to create interactive 3D applications, including video games, animated film, TV series, or visual effects. In the use of this software they create an animation for the 3D text of the images that is being augmented. Natural Reader 9 NaturalReader is Text to Speech software with natural sounding voices. This easy to use software can convert any written text such as MS Word, Webpage, PDF files, and Emails into spoken words. NaturalReader can also convert any written text into audio files such as MP3 or WAV for your CD player or iPod. This software help them in converting text to speech to add some spice in their application to prevent user of being bored by reading the entire text only. Monodevelop MonoDevelop is a cross-platform IDE primarily designed for C# and other .NET languages. MonoDevelop enables developers to quickly write desktop and ASP.NET Web applications on Linux, Windows and Mac OSX. MonoDevelop makes it easy for developers to port .NET applications created with Visual Studio to Linux and Mac OSX maintaining a single code base for all platforms. This helps them in programming for their application to run and execute every task.

Implementation Design
BUILD 2

Investigation

Maintenance Analysis

Implementation Design
BUILD N

Figure 2. Waterfall and Incremental Development Initial Planning deals with; The Planning of scope of the project; Specify all the Requirements and possible risks; Analysis and Design delivers working architecture and satisfies the nonfunctional requirements; Implementation is establishing the development of the project; then Testing of functional requirements; Evaluating the project whether it is ready to be used in the operating environment The developers decide to use a hybrid, the waterfall method and incremental development because it can be easily adopting changes on the analysis or plan in step by step; Waterfall method is a sequential development approach, in which development is seen as flowing steadily downwards (like a waterfall) through the phases of requirements analysis, design, implementation, testing (validation), integration, and maintenance. In this kind of method the study will plan all the activities from the beginning till the end. The developers plan to had a user friendly GUI. After that first phase, the developers will start coding for the application. First the developers will code for the camera scanning for the images and will develop a database for the augmented images. Second the developers will code for the functionalities and non-functionalities requirements of the application. Lastly the developers will add more details for the application. Incremental development is a staging and scheduling strategy in which various parts of the application are developed at different times or rates, and integrated as they are completed. It allows the developers to adjust in every changes that are being encountered in the developing the application. For this method the developers will adopt the changes in the GUI and for the functionalities of the application as the developers conduct a peer testing. For the GUI the developers will change the buttons of the application and to add more functionalities of the application. The developers will add a flash and auto focus function for the application. Lastly the developers will change the information for the augmented images.

5. DESIGN
5.1. System Architecture

MOBILE PHONE (ONLINE)

MOBILE PHONE (OFFLINE)


KEYWORD

CAMERA IMAGE FEED AUGMENTED REALITY ENGINE(UNITY) IMAGE SCAN IMAGE RENDERING ENGINE MATCH RESPONSE COMMUNICATION LAYER(INTERNET)

SEARCH ENGINE SEARCH RESULTS

RENDER ENGINE FEED

3D TEXT

PROVIDE INFORMATION

REQUEST IMAGE IN CLOUD DATABASE

FEED MATCH RESPONSE

REQUEST IMAGE

VUFORIA CLOUD SERVER


MATCH RESPONSE

VIRTUAL OBJECTS MANAGER QUERY SCANNED IMAGE VIRTUAL OBJECTS DATABSE

Figure 3. System Architecture The figure 3 shows the HistoRec mobile application is based on the Vuforia Cloud Recognition System which enables our application to see or recognize images using cloud database. Vuforia is a software platform that uses top-notch, consistent, and technically resourceful computer vision-based image recognition and offers a wide set of features and capabilities, giving developers the freedom to extend their visions without technical limitations. The application utilizes the mobile phones camera to scan the target image which will be then rendered using Unity Engine. Through the internet the, the application will connect to the Vuforia Cloud Server to find a match in the database. If a match is found, the server will send a response and command the engine to render an active 3d text which will serve as an interaction cue for the users. Upon touching/clicking the 3d text, the application will now display all the related information on the image. On the instance that there is no network connection available, the application has a search engine that can be used to manually search for names of historical figures.

5.2. Use Case Diagram

Figure 4. Use Case Diagram of HistoRec

Figure 4. Shows the Use Case Diagram of Philippine HistoRec application. The user access the main menu of the application to read lectures. Ones the user click the start button it will redirect to scan an image and augment it. Ones the image is rendered it will click the button of the name that appeared on the screen. After this it will provide information or historical background about the image that is rendered by the application. If the user doesnt prefer to read the user will click the button of play to hear the audio version of the content but the process of

augmenting image is only available if there is internet connection. The user will have a choice to view the table of contents via offline and click on a certain topic to view the lectures. Also it will have a text to speech option if the user doesnt want to read the content. If the user open the help button it will provide informative description of the application and also video tutorial on how to use the application. The expected user of the application will be the grade 5 students and also the teachers who is teaching social studies on grade 5 students.

5.3. Interface Design

Figure 7. Help Screen Figure 5. Loading Screen

Figure 6. Main Menu Screen

Figure 8. Camera Recognition (No Internet Connection)

Figure 9. Camera Recognition (With Connection)

Figure 11. Content/Lesson Menu

Figure 10. Table of Contents Menu

Figure 12. Content Menu (Text to Speech On)

6. EVALUATION AND RESULTS


6.1 Frequency Distribution

6.4 Summary of Results

Summary of Evaluation Criteria IT Professionals 3.72 4.33 4.06 4.89 5 4.4 Interpretations Agree Agree Agree Strongly Agree Strongly Agree Agree

FREQUENCY DISTRIBUTION Respondents Number of Respondents 3 2 Percentage Functionality Reliability Usability Interface Portability Total

IT professional 10% Social Studies 6.67% Teacher Students 25 83.33% Total 30 100% Table 1.Frequency Distribution As shown in Table 1, the respondents are divided into 4 classes. The IT professional has a percentage of 10%, Social Studies teacher has 6.67% as its percentage and the students which has the most number of respondents with a percentage of 83.33% with an overall of 100%. 6.2 Evaluation Tool A. Functionality The application provides a sufficient service, features and enables the user to have set of capabilities. B. Reliability The application provides accurate information from reliable resources. C. Usability The application is easy to use, easy to manipulate and easy to understand. Interface The structure of the application is attractive and fully manages. The content is readable, clear and concise. E. Portability The application can be installed in any high version of Android phones. 6.3 Decision Criteria

Table 3.Summary Result of IT Professionals The Table 3 shows that the IT professionals are Agree base on the total average of the evaluation. Summary of Evaluation Criteria Social Studies Teacher 3.92 5 4.2 4.5 4.5 4.42 Interpretations

Functionality Reliability Usability Interface Portability Total

Agree Strongly Agree Agree Strongly Agree Strongly Agree Agree

Table 4.Summary Result of Social Studies Teacher The Table 4 shows that the Social Studies Teachers are Agree base on the total average of the evaluation. Summary of Evaluation Criteria Functionality Reliability Usability Interface Portability Total Target User (Students) 3.53 3.88 3.98 4.11 4.28 3.96 Interpretations Agree Agree Agree Agree Agree Agree

D.

Scale 1 2 3 4 5

Rating

Interpretation

1.00 1.44 Strongly Disagree 1.45 2.44 Disagree 2.45 3.44 Neutral 3.45 4.44 Agree 4.45 5.00 Strongly Agree Table 2.Likert Scale

Table 5.Summary Result of Students The Table 5 shows that the students are Agree base on the total average of the evaluation.

In Table 2, shows Scale, Rating and its equivalent interpretation

7. CONCLUSION
After the assessment of data gathered from the evaluation forms handed out to the Grade Student, social studies teachers, and IT professionals the team concludes that the application have successfully met all of its defined functionality and requirements the data from the evaluation also proved that the application provides quality, concise and clear information. The respondents also agreed that the application performs the entire task well and has well designed & structured user interface and also on the compatibility to the other version of its platform.

[9] Dionisio Correa, A.G. 2013; Fac. de Comput. e Inf. (FCI), Mobile based learning: An integrated framework to support learning engagement through Augmented Reality environment, Univ. Presbiteriana Mackezie (UPM), Sao Paulo,Brazil.DOI=http://ieeexplore.ieee.org/xpl/articleDeta ils.jsp?tp=&arnumber=6716718&queryText%3Dmobilelear ning+augmented+reality [10] Dionisio Correa, A.G. 2013; Fac. de Comput. e Inf. (FCI), Univ. Presbiteriana Mackenzie (UPM), Sao Paulo, Brazil. DOI=http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&a rnumber=6615833&queryText%3Dmobile+learning+augm ented+reality [11] Chang, W. 2010; Multi-Object Oriented Augmented Reality for Location-based Adaptive Mobile Learning, AdvancedLearningTechnologies(ICALT); DOI=http://ieeex plore.ieee.org/xpl/articleDetails.jsp?arnumber=5573236 [12] Vate-U-Lan, P. 2012; An Augmented Reality 3D Pop-Up Book: The Development of a Multimedia Project for English Language Teaching; Multimedia and Expo (ICME), IEEE International, Conference.DOI=http://ieeexplore.ieee.org/xpl/articleDetail s.jsp?tp=&arnumber=6298515 [13] Sang Hwa Lee 2009 ; Interactive e-learning system using pattern recognition and augmented reality Consumer Electronics, IEEE Transactions on (Volume:55, Issue: 2 ) DOI=http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&a rnumber=5174470&queryText%3Daugmented+reality+ima ge+recognition [14] Lining Zhang , 2012; Conjunctive Patches Subspace Learning With Side Information for Collaborative Image Retrieval, Image Processing, IEEE Transactions on (Volume:21, Issue:8).DOI=http://ieeexplore.ieee.org/xpl /login.jsp?tp=&arnumber=6185675&url=http%3A%2F%2 Fieeexplore.ieee.org%2Fiel5%2F83%2F4358840%2F0618 5675.pdf%3Farnumber%3D6185675

8. FUTURE WORKS
In reference for future works, this study will be most likely improved by completely augmenting the whole book itself to satisfy the users need.

REFERENCES
[2] Parhizkar, B. 2012 ; Android mobile augmented reality application based on different learning theories for primary school children; Multimedia Computing and Systems (ICMCS). DOI=http://ieeexplore.ieee.org/xpl/articleetails.js p?arnumber=6320114 [3] Prasad, S. ; Mobile augmented reality based interactive teaching & learning system with low computation approach; Dept. of Electron. & Comput. Eng., Indian Inst. of Technol. Roorkee, Haridwar, India. DOI=http://ieeexplore.ieee.org/xpl/abstractAuthors.jsp?arn umber=6611669 [5] Adedoja, G. 2010; Social studies teachers' intention to use mobile phones as a support and tutorial tool for teaching, Univ. of Ibadan, Ibadan, Nigeria. DOI=http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&a rnumber=6701755&queryText%3Dmobile+learning+social +studies [6] Balint, Z. 2012; an Augmented Reality Interface for Mobile Information Retrieval, Comput. Sci. Dept., Babes Bolyai,Univ.,ClujNapoca,Romania.DOI=,http://ieeexplore.i eee.org/xpl/articleDetails.jsp?arnumber=6339504 [7] Parhizkar, B. 2012; Android mobile augmented reality application based on different learning theories for primary school children Fac. of Inf. & Commun. Technol., LIMKOKWING Univ., Cyberjaya,Malaysia DOI= http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6 320114

[15] Yiqun Li 2012; Visual Interactive and Location Activated Mobile Learning Wireless, Mobile and Ubiquitous Technology in Education (WMUTE). DOI=http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&a rnumber=6185038&queryText%3Dcamera+recognition+m obile+learning

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