Dyslexia Alphabet Using Augmented Reality
Dyslexia Alphabet Using Augmented Reality
Dyslexia Alphabet Using Augmented Reality
REALITY
JAN 2020
DECLARATION
I hereby declare that this report is based on my original work with helps getting information from
sources that I have confessing, except for quotations and citations, which have been duly
acknowledged. I also declare that it has not been previously or concurrently submitted for any
________________________________
Date : ____________________
i
CONFIRMATION
The research conducted and the writing of this report was under my supervision
__________________________________
Date : ____________________
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DEDICATION
I would like to take this opportunity to thank you all of those who concern and giving out
First of all, I would like to thank my family. They give me confidence and fully support to
Next, I would like to point my appreciation to my supervisor En Mohd Sufian Bin Mat
Deris for guiding me along the way to make this final year project into complete. He provides idea
for me when I cannot think of a proper idea for my project at the beginning and give me the
Besides, I would like to thank all my friends. Thank you for willing to help me when I am
In addition, I would also like to thank my beloved parents, Mr. Subri bin Shaari and Mrs.
Zaiton Bt Kamaruddin, family and friends for their full support, concern and encouragement that
give me a lot of strength, enthusiasm and confidence to complete this study. Last but not least,
thank you to anybody who had been directly or indirectly involved in this study.
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ABSTRACT
Technology is changing and growing so rapidly day by day, which are widespread throughout this
world. Technology makes people demand more in their life. One of the rising technologies
nowadays is the augmented reality. Augmented reality (AR) is an emerging form of experience in
which the real world is enhanced by computer-generated content tied to specific locations and/or
activities. AR applications have become portable and widely available on mobile devices. AR is
becoming visible in our audio-visual media and is beginning to enter other aspects of our lives in
tangible and exciting ways. In recent years, there has been an increasing interest in applying
Augmented Reality (AR) to create unique educational settings. Augmented Reality technology,
where interactive three-dimensional (3D) content was developed and combined with traditional
printed materials to enhance the visualization and understanding of technical information. There
are many factors to study on the implementation of augmented reality such as the uses, advantages,
is used to facilitate the learning whereas it enables students to access information provided through
various sources.
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ABSTRAK
Teknologi berubah dan berkembang pesat dan meluas setiap hari di seluruh dunia. Teknologi
membuat orang sentiasa mahukan pelbagai perkara dalam kehidupan mereka. Salah satu
teknologi yang semakin meningkat pada masa kini adalah Augmented Reality. Augmented Reality
AR) adalah satu perkara baru yang muncul di mana dunia nyata dipertingkatkan oleh kandungan
yang dijana komputer. Aplikasi AR boleh didapati secara meluas pada peranti mudah alih. AR
menjadi media audio-visual dan mulai memasuki kehidupan kita dengan cara yang nyata dan
menarik. Dalam tahun-tahun kebelakangan ini, terdapat minat yang semakin meningkat dalam
mengaplikasikan Augmented Reality (AR) untuk mewujudkan kaedah pendidikan yang unik.
Teknologi Augmented Reality diperkaya dengan kandungan tiga dimensi (3D) interaktif
visualisasi dan pemahaman maklumat teknikal. Terdapat banyak faktor untuk mengkaji mengenai
pelaksanaan realiti seperti kegunaan, kelebihan, batasan, keberkesanan, cabaran dan ciri realiti
sumber.
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TABLE OF CONTENT
1.1 Introduction 1
1.4 Objective
1.5 Scope 4
2.1 Introduction 8
2.4 Summary 14
CHAPTER III CONTENT PAGE
3.1 Introduction 15
3.2.2.1 Flowchart 23
3.2.2.2 Framework 24
3.2.2.3 Storyboard 25 - 33
3.4 Summary 38
REFERENCE 39
CHAPTER I
INTRODUCTION
1.1 INTRODUCTION
Chapter one consists of six section. This chapter presents about the project background,
problem statement, objectives, scope, limitation of work and expected result. This section is the
introduction to the report for developed application. It will provide a basic overview of the whole
app. Project Background of the application 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 system and what the user can do. Limitation
of work is discuss what problems and limitations in conducting this system. Expected result is
about what expected result when this system has been done.
This argument reality system is developing to provide the option for students who has Dyslexia
to learn more about alphabet. The teacher also can choose the right way to teach Dyslexia student
to become more effective in class with other friends and the system also allows Dyslexia student
to do more activities.
Dyslexia Alphabet Augmented Reality (AR) allow to help student who has dyslexia to write
an alphabet they see and pronounce correctly and learn more about alphabet and help dyslexia
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Until now, there are still schools that adopt a teaching method is very difficult way. In addition,
student that has dyslexia will get complicate to adopt and learn quickly because their style.
Augmented Reality (AR) is a type of interactive, reality based display environment that takes
the capabilities of computer generated display, text and effects to enhance the user’s real-world
experience. Augmented reality combines real and computer-based scenes and images to deliver a
unified but enhanced view of the world. Augmented Reality works by employing computerized
simulation and techniques such as image and speech recognition, animation, head-mounted and
hand-held devices and powered display environments to add a virtual display on top of real images
and surroundings.
This Board Book will containing illustrative objects with words to help develop a child to
recognize objects and alphabet words appropriately. This Board Book it suitable for kindergarten-
level children or primary school children who has dyslexia as the reference for learning. This
For this application, I am developing the application using the AR technology in Board Book.
This Board Book contains object as model included with every alphabet character.
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1.3 PROBLEM STATEMENT
i. Manual Learning.
Lack of fun elements in books such as multimedia elements and only having static
Teachers are less focused on students who have dyslexia and lack of support in the
learning process.
touching and so on. This is because each student is different and has a different way of
learning.
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1.4 OBJECTIVE
iii. To evaluate the functional of alphabet learning using augmented reality technique.
1.5 SCOPE
In this study, this project can determine how children react with augmented reality technology
in learning. The effectiveness and the usefulness of this learning activities play a vital role in this
project. Therefore, children from six to eight years old are the main user of this project. This study
will only involve research on alphabet learning using augmented reality. This project will be
created using Adobe Photoshop, Unity3D and Autodesk Maya to incorporate the augmented reality
technology.
ii. Admin: Control all the system and maintaining the system. Besides that, admin able
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1.6 LIMITATION OF WORK
There are several limitations and constraint that occurred throughout the development of
this board book picture. These problems and limitations in conducting this study are:
ii. The users need a smartphone to start playing the augmented reality.
The expected result following the development of the proposed project as follows:
i. The application is expected to be implemented in the mobile based and user be able to
iii. The user can choose any picture of object for pop up 3D animation.
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1.8 MILESTONES
6
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CHAPTER II
LITERATURE REVIEW
2.1 INTRODUCTION
To learn how to read, the importance thing before read is it must memorize all the alphabets
first. If the first step is not being fulfilled properly, it will not be able to read properly for the rest
of his life. It will be an unfortunate event as inability to read will restrict a major portion of the
self-development of the individual physically or mentally. This literature review section will
discuss about the current learning method for alphabet and this research will comparison between
the current product and the new developed product is done to overcome the weakness of the current
product. The aim is to find a proper mixture of all the elements to produce augmented reality
software that will be able to teach children on alphabets. It can be guideline to develop a new
product so that the new product can provide a better functionality compared to the existing product.
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2.2 RELATED PRODUCTS
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.
• Offline • No AR technology
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2.2.2 ABC Alphabet Book
ABC Alphabet Book refer figure 2.2 is a children’s book geared towards
introducing the alphabet, with beautiful and modern illustrations. The 10x9 cm with 13
page board book will feature a different letter on each page. There are advantages and
accessible
• No audio
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2.2.3 AR Flashcards Animal-Alphabet - AR Flashcards
2013. Refer figure 2.1 The app uses an android devices and does not use full internet connection
OS multimedia
element
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2.2.4 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 enhance and revise what they had learn from the application. Through
the exercise, it’s certain that kids are going to be able to learn faster.
OS
• Have level • No audio visual
to play
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2.3 COMPARISON TABLE OF THE EXISTING PRODUCTS WITH 5 ELEMENT OF
MULTIMEDIA
✓ ✓ ✓
Kids Learning
Game
✓ ✓
ABC Alphabet
Book
✓ ✓
AR Flashcards
Animal-Alphabet
- AR Flashcards
✓ ✓
ABC Kids
Table 2.5 Comparison table of the existing products with 5 element of multimedia
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2.4 SUMMARY
In this whole chapter, this chapter discusses a product for learning Alphabet to develop an
augmented reality. This chapter also discussed the technique used in the new system and the
technique used in the previous research articles and journal. The comparison with the previous
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CHAPTER III
METHODOLOGY
3.1 Introduction
In this chapter, it about methodology and the process of developing Dyslexia Alphabet
book board using AR Technology. By the way, the methodology that has been used to develop
this interactive book board is described. The methodology will guide the system to solve the
problem smoothly and complete the project within the given time. There are many types of
methodology that can be applied and used in the development of AR technology. The approach
must be chosen correctly for the project. It is important to guide the researcher to manage the given
task. Hence, the ADDIE model is used for this project. Furthermore, every details about each phase
that involve in the development of this project will be explained later in this chapter. Besides that,
also rates this chapter describes the software and hardware requirement that will be used for
development process.
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3.2 Project Methodology
It is important to know and understand the ADDIE model if a developer want to develop a
successful project. The ADDIE model has five phase acronyms is Analysis, Design, 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 could be quite 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 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,
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Figure 3.1 ADDIE Model
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3.2.1 Analysis phases
In this phase, analysis was done to identify the need to develop the mobile AR application.
The activities involved are identifying the problem statement, establishing the goals and
objectives, the users’ need, existing knowledge and any other relevant characteristics and also the
content of mobile AR application. The content of mobile AR application can be referred to figure
3.2 below and for analysis phase can be referred to figure 3.3 below.
Dyslexia alphabet
using AR technology Mobile AR
Application:
“Dyslexia alphabet Scan Board Book
using AR Digital
technology” Picture
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Analysis Problem 1. Manual learning
Statement 2. Individual learning approach
3. Less variation in learning
Target 1. System
Audience 2. User :
- Student
- Admin
1. Software
- Unity3D
Requirement
- Vuforia
- Autodesk Maya
2. Hardware
- Laptop
- Mobile phone (Android)
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Problem statement
i. Manual Learning.
Lack of fun elements in books such as multimedia elements and only having static
Teachers are less focused on students who have dyslexia and lack of support in the
learning process.
touching and so on. This is because each student is different and has a different way of
learning.
Objective
iii. To evaluate the functional of alphabet learning using augmented reality technique.
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Target audience
In this study, this project can determine how children react with augmented reality technology
in learning. The effectiveness and the usefulness of this learning activities play a vital role in this
project. Therefore, children from six to eight years old are the main user of this project. This study
will only involve research on alphabet learning using augmented reality. This project will be
created using Adobe Photoshop, Unity3D and Autodesk Maya to incorporate the augmented reality
technology.
System scope.
• Augmented reality technology integrated in mobile application for smartphone and allows
User scope.
• Admin : Control all the system and maintaining the system. Besides that, admin able to
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3.2.2 Design phase
This phase should be systematic and specific. Flowchart, framework and storyboard were
developed in order to know more detail about the flow of this mobile AR application. The simple
interfaces also can be sketched in this phase. Lastly, the draft of the AR book that is required to
3.2.2.1 Flowchart
Flowchart is a diagram that shows the progress flow of system. The application starts by
providing users to click scan button from homepage. Next, on the main page the users providing
to choose start button, how to play/information button, credit button and exit button. The start
button is the most important button for this application. This button will automatically turn on the
camera on user’s mobile phone. The scan button will give the opportunities to the users to choose
any image object. The user needs to scan an image that created on the page using the mobile phone
camera. In a few second, a 3D model will pop out automatically at the mobile phone screen. Next,
the user needs to touch the physical button that provided on the page. Then, the home button will
bring users directly to the homepage which is making the optional to the users either to click scan
or exit button. The technology used is augmented reality that combined the reality and virtual
environment together to make a learning process become more interesting. The content of
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Start
Homepage
Yes
Yes Choose
SCAN Flashcards 3D model of
object
Picture AR object
No
Exit
Yes
End
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3.2.2.2 Frame work
Figure 3.5 shows the framework for Dyslexia Alphabet with AR application. Admin of this
application is able to do all the activities by the users and more importantly, admin can update the
For users, they can scan the marker available in AR book which is using their mobile phone
camera. Then, their mobile phone camera screen will view content which are AR element such as
3D model.
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3.2.2.3 Storyboard
Storyboarding is also a part of multimedia design process. The storyboard shows the look
and feel of the application that will be developed. Some of the storyboard can be seen in picture
below.
Start page
At this page application there is 2 button on this page which is ‘Start’ button and
‘Information’ button. ‘Information’ button function is user can get information about this
application and ‘start’ button allow user go to main page which is the page user can navigate all
of the activities in this application. The content of logical interface for start page can be referred
INFO 2
DYSLEXIA ALPHABET
START 1
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NO Type Name Function
Home page
At the home page is the main page of this app there is 5 button on this page which is ‘Play’
button, ‘Credit’ button, ‘How to play’ button, ‘Information’ button and ‘Exit’ button, ‘Play’ button
function is user can get through to Alphabet Table. ‘Credit’ button function is user can see the developer
dan supervisor who create this application. On ‘How to play’ button function is user can get knowledge
how to play this application before user can use it. The content of logical interface for home page
INFO 5 6 QUIT
DYSLEXIA ALPHABET
1
2 PLAY
CREDIT 3
4 HOW TO PLAY
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NO Type Name Function
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Alphabet table page
At this page, it will show the list of alphabet in table type, user can choose the alphabet to
learn. ‘Home’ button provided to able user return to Home Page. ‘Next’ button provide to able
user go through to all alphabet that has been arrange. The content of logical interface for alphabet
2 HOME
Table 1.2 : The detail of logical interface for alphabet table page
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Alphabet page
At this page, it will appear when user has been choosing the alphabet that they want learn.
At this page, it has 4 button which is ‘home’ button, ‘alphabet table’ button and ‘next’ button.
‘Home’ button provided to able user return to Home Page. ‘Alphabet table’ button provided to
able user return to Alphabet table page and ‘Next’ button provide to able user go through to all
alphabet that has been arrange. The content of logical interface for alphabet page can be referred
AR HOME
3 2
1
A
4
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NO Type Name Function
AR camera page
At this page, phone camera on, then user can scan the marker that provided in ‘Dyslexia
Alphabet’ book and display the AR element on screen. it has 3 button which is ‘home’ button,
‘alphabet table’ button and ‘next’ button. ‘Home’ button provided to able user return to Home
Page. ‘Alphabet table’ button provided to able user return to Alphabet table page and ‘Next’ button
provide to able user go through to all alphabet that has been arrange. The content of logical
AR HOME
3 2
1
A 4
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Table 1.4 : The detail of logical interface for AR camera
page
At this page, before user start to play with this Dyslexia Alphabet AR application. user
easily can learn how to use this application with learning from page how to play in this application.
‘Home’ and ‘back’ button provided to able user return to Home Page. The content of logical
interface for how to play page can be referred to figure 3.11 below.
2 HOME
BACK
3
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Table 1.5 : The detail of logical interface for How to play page
Credit page
At this credit page, this page have a brief about of the developer of this project and the
supervisor of this project development. ‘Home’ and ‘back’ button provided to able user return to
Home Page. The content of logical interface for credit page can be referred to figure 3.12 below.
HOME
2
3 BACK
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Table 1.6 : The detail of logical interface for Credit page
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3.2.3 Development Phase
This is the phase where development of this project start based on two phases before.
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 How to play page
2. Development of AR book
For the development of AR book, the book was created based on the draft at design phase.
Completed application is presented to test its effectiveness and see problems that have
never been realized when at the design and development stage possible. Testing will be conducted
to find out the available weaknesses and to detect any unnecessary errors during the authorization
Evaluation involves the process of getting feedback from users on this application. This
action is taken to ensure that it is appropriate or not within the scope of the user set. Evaluation
was made first by supervisors and lecturers. In the event of a feedback stating that it does not
conform to the requirements of the user, the modification process will be implemented to ensure
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3.3 System 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
• RAM : 4 GB
• ROM : 6 GB
• Storage : 500 GB
• Model : HP Deskjet
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3.3.2 Software requirement
applications
real time.
• Unity 2018
• Maya 2018
• Adobe Illustrator
as AR marker
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3.4 Summary
Methodology is very important in a system development. It helps to make sure the system
develop correctly from phases to phases. In this system, Iterative 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
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REFERENCE
1. Piasta SB, Wagner RK. Learning letter names and sounds: effects of instruction, letter
type and phonological processing skill. Journal of experimental Child Psychology 2010;
105(4): 324-344.
4. https://thinkmobiles.com/blog/what-is-augmented-reality/
5. http://www.duluth.umn.edu/~hrallis/guides/researching/litreview.html
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