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AR FLASHCARD: LET’S LEARN MUSICAL INSTRUMENTS NUR HADHIRAH HUSNA BINTI HAMDAN BACHELOR OF INFORMATION TECHNOLOGY INFORMATICS MEDIA WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2021

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Page 1: AR FLASHCARD: LET’S LEARN MUSICAL INSTRUMENTS · 2021. 2. 3. · flashcard for helping children to learn the alphabets and developing their mind’s recognize and pronounce words

AR FLASHCARD: LET’S LEARN MUSICAL

INSTRUMENTS

NUR HADHIRAH HUSNA BINTI HAMDAN

BACHELOR OF INFORMATION TECHNOLOGY

INFORMATICS MEDIA WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2021

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AR FLASHCARD: LET’S LEARN MUSICAL INSTRUMENTS

NUR HADHIRAH HUSNA BINTI HAMDAN

BACHELOR OF INFORMATION TECHNOLOGY

INFORMATICS MEDIA WITH HONOURS

Universiti Sultan Zainal Abidin

2021

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i

DECLARATION

I hereby declare that the report is based on my original work except for quotations and

citations, which have been duly acknowledged. I also declare that it has not been

previously or concurrently submitted for any other degree at Universiti Sultan Zainal

Abidin or other institutions.

_______________________________

Name: Nur Hadhirah Husna

binti Hamdan

Date: 8 January 2021

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CONFIRMATION

This is to confirm that:

The research conducted and the writing of this report were under my supervision.

_______________________________

Name: Tolahah Bin Muda

Date: 8 January 2021

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DEDICATION

In the Name of Allah, the Most Gracious and the Most Merciful.

Firstly, I would like to express my sincere thanks and appreciation to my supervisor,

Encik Tolahah Muda, who guide me and providing me guidance throughout the

development of this project. Without this help, this project would not completed

smoothly.

Next, my gratitude goes to panels, fellow lecturers and friends who also had given me

some idea and guidance to develop the project.

Finally, I am most thankful to my parents for providing me with the best they could

throughout the course of my study, especially during the project development. Many

things wouldn’t be possible without their unconditional love, encouragement and

support.

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iv

ABSTRACT

AR FLASHCARD: LET’S LEARN MUSICAL INSTRUMENT are developed for

primary school students who learn music subjects. The flashcard will be based on

several types of musical instruments that known as percussion and blowing

instruments such as Tamborin, Kastanet, Kerincing, Kompang, Marakas and Rekorder

for helping user to visualizes the musical instruments, how the instruments sound and

video tutorial about the musical instruments. This applications will combine

multimedia elements such as 3D model object, audio and video for making the

studying way about musical instrument will be interesting and gain more

understandable. Multimedia Development LifeCycle (MDLC) methodology has been

used and discuss about the design process and development of the application. Also,

this application was invented for primary school students, teachers and other kids as

early as the age 5 – 6 years old for gaining knowledge in learning music using

Marker-Based Augmented Reality (AR) technique. This interactive application hoping

will be a great potential for helping teachers, students and kids for a better teaching

and learning session. This application method also will be useful for other subject

learning session.

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v

ABSTRAK

AR FLASHCARD: LET'S LEARN MUSICAL INSTRUMENT dibangunkan untuk

pelajar sekolah rendah yang belajar subjek muzik. Flashcard akan didasarkan pada

beberapa jenis alat muzik yang dikenali sebagai alat perkusi dan tiupan seperti

Tamborin, Kastanet, Kerincing, Kompang, Marakas dan Rekorder untuk membantu

pengguna memvisualisasikan alat muzik, bagaimana bunyi instrumen dan tutorial

video mengenai muzik instrumen. Aplikasi ini menggabungkan elemen multimedia

seperti objek model 3D, audio dan video untuk menjadikan kaedah belajar tentang

alat muzik menjadi menarik dan lebih difahami. Metodologi Multimedia Development

LifeCycle (MDLC) telah digunakan dan membincangkan mengenai proses reka

bentuk dan pengembangan aplikasi. Aplikasi ini dicipta untuk pelajar sekolah rendah,

guru SK dan kanak-kanak lain seawal usia 5 - 6 tahun untuk menimba pengetahuan

dalam mempelajari muzik menggunakan teknik Marker-Based Augmented Reality

(AR). Aplikasi interaktif ini berharap dapat menjadi potensi besar untuk membantu

guru, pelajar dan anak-anak untuk sesi pengajaran dan pembelajaran yang lebih

baik. Kaedah aplikasi ini juga akan berguna untuk sesi pembelajaran subjek lain.

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CONTENTS

PAGE

CONFIRMATION ii DEDICATION iii ABSTRACT iv ABSTRAK v

CONTENTS vi LIST OF TABLES vii LIST OF FIGURES viii LIST OF ABBREVIATIONS ix CHAPTER 1 INTRODUCTION 10

1.1 Project Background 10 1.2 Problem Statement 13 1.3 Objectives 14

1.4 Scope 14 1.5 Limitation of Work 16 1.6 Activities, Milestones (Gantt Chart) 17 1.7 Expected Result 18

1.8 Summary of the Chapter 18

CHAPTER 2 LITERATURE REVIEW 19 2.1 Introduction 19

2.2 Technique 19 Marker Based AR 20

Markerless AR 21

2.3 Related Products 22

Comparison of Related Products 25 2.4 Research Comparison 26

2.5 Chapter of Summary 28

CHAPTER 3 METHODOLOGY 29 3.1 Introduction 29

3.2 Methodology Model 29 Concept Phases 30

Design Phase 32 3.2.1.1 DESIGN AR FLASHCARD 32 3.2.1.2 DESIGN INTERFACE IN THE AR APPLICATION34

Material collecting 41 Pictures 42

Assembly 43 Testing 44

Distribution 45 Conclusion 46

REFERENCES 47

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LIST OF TABLES

Table No. Title Page

Table 1.1 Gantt Chart FYP I 17

Table 2.1 Summary Related Products 25

Table 2.2 Summary Research Comparison 26

Table 3.1 Description of Application Concept 30

Table 3.2 Software Requirement 43

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LIST OF FIGURES

Figure No. Title Page

Figure 2.1 Marker-Based AR 20

Figure 2.2 Markerless AR 21

Figure 3.1 Multimedia Development Life Cycle (MDLC) model 30

Figure 3.2 FRONT FLASHCARD 33

Figure 3.3 BACK 33

Figure 3.4 MAIN MENU 34

Figure 3.5 HOW TO PLAY 35

Figure 3.6 VIDEO GUIDANCE 36

Figure 3.7 AR VIEW BEFORE 37

Figure 3.8 AR VIEW AFTER 38

Figure 3.9 AR VIEW (VIDEO) 39

Figure 3.10 CREDIT 40

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LIST OF ABBREVIATIONS

AR Augmented Reality

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CHAPTER 1

INTRODUCTION

This chapter present the problem statement found from research, background and

objective of the project and proposed approach to achieve the goal of project

1.1 Project Background

Malaysian Music Curriculum for primary school has been implemented since 1983. In

addition, the music lesson has been introduced in Malaysian Higher Institution more

than 30 years and above. From there, there’s lot of higher institution such as

universities out there do offer music courses for the students to pursue their interest in

music whether in education field or music industry. Several results have been showed

that students who take music as an elective subject had shown good performance in

the national exam conducted by Malaysian Ministry of Education on 2004. In

additions, there are a lot of benefits by learning music which enable a person to

achieve success in their life-time.

In general, music education in Malaysia for primary school cover on topic learning

music percussion that is hammered, tapped or shaken to produce sound such as

kompang, kerincing, castanet, maracas and tambourine. The primary school syllabus

also do cover on students to identify music from music collections which consists of

recognizing types of string musical instruments such as guitars and blowing

instrument such as recorders. Therefore, music education in Malaysia consists of

traditional Malay music and as well as classical western music. Unfortunately, lack of

learning experience to study the musical instruments become one of the challenging

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scenarios in the Malaysian music education. The current trend music education

content can be experienced through a wide variety of media ranging from non-

interactive to interactive digital experience such as e-books with multimedia,

simulation that are more interactive and immersive among the students as most of

learning method nowadays are proven through digital experience such as AR

flashcard for helping children to learn the alphabets and developing their mind’s

recognize and pronounce words appropriately.

Augmented Reality (AR) has increased popularity in both industry and education field

since its introduction because AR is about the experience where it combines the real

world with virtual world and it can be presented through various channels such as

smartphones as well as personal computers and laptops. The display presentation

could contain video, 3D modelling, images, animations and sound elements where

they are suitable for the development of educational material. AR technology allows

users to visualize virtual objects in the real world.

The AR flashcard: let’s learn musical instruments is an interactive flashcard

containing musical instruments to help the students learn information and recognizes

the musical instruments with sounds. This interactive flashcard is suitable for primary

school students as the reference for learning. The flashcard also create for kids as

early as the age 6 years old to learn musical instruments in more engaging way as it

comes with multimedia elements. Plus, the flashcard also will be useful for primary

school teachers as a teaching and learning aid in the classroom especially for those

who are not in the field of music but have to teach the subject. The AR flashcard focus

on 6 types of musical instruments such as kompang, kerincing, castanet, tambourine,

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marakas and recorder. The users need to scan the image of musical instruments using

their mobile phone and 3D models of the musical instruments will appear on the

mobile phone automatically.

For this application, I develop the AR application for learning musical instruments

that will available with musical instruments information, sounds and video tutorials of

the musical instruments learned. Perhaps, this project would receive user’s

satisfactions and receive good words to improve learning method quality.

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1.2 Problem Statement

1) Most students and kids nowadays need interactive learning methods with

multimedia elements such as sounds to make it more understandable, easier to

remember and interesting.

2) There are some teachers who have no idea for music subject teaching materials

that make the learning environment different so that students are interested in

learning music and pay more attention during class time.

3) Most of education field do implements their lessons materials in Augmented

Reality (AR) technology, so why not to apply this method of learning to cover

musical instrument topic in music subject.

4) The learning methods using books and slide only are less interactive as it’s

provide students to read and observe the content only. Meanwhile, with AR

application students tends to have interaction while getting information during

the lessons.

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1.3 Objectives

There are several goals in this project:

1) To study AR mobile application for helping students learn and recognizes

about musical instruments in music subject better with multimedia element.

2) To develop an interactive learning for assist teachers and students as reference

material for teaching materials.

3) To develop AR flashcard about musical instruments that helping teachers who

are not music options teach music subjects better.

4) To test as added value for learning music subjects by providing knowledge

about the types of musical instruments and information in digital form among

the children.

5) To test the new way learning for getting information with augmented reality

technology is functional in music education field among primary school

students.

1.4 Scope

The main scopes of the project:

1. Application Scope

The scope for this project focuses on 6 types of musical instruments that cover

lesson in music subjects for primary school students and teachers. It is intended for

them to visualize and recognizes the 3D model musical instruments. This applications

provides guidance on usage during the lessons. At the end of the project, the user

would be visualizes while observing with information about musical instruments,

sounds and video tutorial. Then, the students will be able to recognize musical

instruments they learn so, they will become familiar and easier to remember.

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2. User Scope

Besides, this project also aimed to students and other kids to learn about musical

instruments interestingly. The project also aimed to primary school teachers as the

added material during the class. This augmented reality project comes with coloured

flashcard. They will learn by scan the AR flashcard and get information type of

musical instruments in this Augmented Reality application. The sound will be

available for every musical instruments to enhance user experience and the

applications will be in Android platform.

In order to develop this project, several properties such as hardware, software and

technology are required. The specs of laptop used to develop project available with

Intel core i5, 12 gb DDR4 for faster speed performance and SSD storage. The mobile

phone also be needed to run and testing the project and it is used for the android

version mobile applications. Meanwhile, software requirement intended into this

project are Adobe Photoshop CC to create graphic design on marker. Autodesk Maya

used to modelling the 3D environment, Unity to create virtual reality app, overall

project and modelling the 3D environment too. The technology applicable in this

project are in form augmented reality in android platform.

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1.5 Limitation of Work

This flashcard only available for 6 types of musical instruments for percussion and

blowing instruments only such as tambourine, maracas, kompang, kerincing,

castanet and recorder. Perhaps it may covers as a guidance for them to learn basic

musical instruments. Also, this project is only build for android version mobile

application. But still, the user able to get the lessons through AR flashcard to learn

musical instrument. The application is built and only suitable for kids at the age 6-12

years old and primary school music teachers.

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1.6 Activities, Milestones (Gantt Chart)

Table 1.1 Gantt Chart FYP I

Task

Week

1 2 3 4 5 6 7 8 9 10 11 12 13 14

Discussion with supervisor

Research the project

Topic Discussion and

Determination

Project Title Proposal

Proposal Writing -

Introduction

Proposal Writing –

Literature Review

Proposal Progress

Presentation and Evaluation

Correction Proposal

Proposed Solution

Methodology

Proof of Concept

Final Year Project Format

Writing Workshop

Drafting Report of the

Proposal

Submit Draft of Report of

the Proposal

Preparation for Final

Presentation

Final Presentation and

Panel’s Evaluation

Final Report Submission

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1.7 Expected Result

This project is expected as advanced existing methods of mobile based-learning, to

view popup 3D model musical instruments and informative from the flashcard. Thus,

this project will bring about an immersive experience for students, kids to become

familiar and have a better understand in learning. In addition, this project also support

with Augmented Reality technology, 3D modelling and flashcard so it will be

different experience for users to learn musical instruments using AR mobile

application. User also will also be able to test their knowledge after by answering

questions such as recognizing the musical instruments with name, sound etc. after

ended the lesson.

1.8 Summary of the Chapter

This chapter discussed about the project’s background, problem statement, project

objective, scope, limitations of works and expected results.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

In this chapter, a survey of some existing works to answer the related problems in

chapter 1 are introduced. This chapter describe and explain literature review that have

been carried out on the application that will be used as references in developing this

application. Previous researches or existing application will be discussed in this

section and make a comparison between each research with the proposed project.

Besides that, review on research papers will also help to improve the proposed project

through reviewing the strengths, weaknesses and solution author had provided in the

paper

2.2 Technique

Related techniques refer techniques of Augmented Reality that already existing and

used until now. Two types of augmented reality are known which marker-based AR

and markerless.

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Marker Based AR

The marker based AR is also called as location-based AR which uses cameras and

visual prompts. Marker-based AR typically uses the camera feature of mobile devices

or computer to analyze and capture the markers. Users can observe different view of

the real objects (3D model) by pointing the camera to the markers. For example, QR

codes are mostly used in the type of AR. This study will focus on Marker-Based AR

as the project will develop in Marker-Based method. Usually, 2D images are used to

be the visual markers. Users can get the result marker in 3D virtual model when point

the camera to the marker and need to move the markers during scan to view the 3D

virtual model in different angle.

Figure 2.1 Marker-Based AR

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Markerless AR

Same goes functioning with Marker-Based AR but the Markerless AR are different

because this technology are not require a marker to retrieve the 3D content. The

markerless AR will places virtual 3D objects in the physical environment on location-

based. Markerless AR will detect objects when points the camera to a scene in

environment such as walls or any points until the 3D object appear on the user phone

screen. The markerless systems used a device’s location services, sensors and camera

systems to enable AR application to detect location and orientation virtual objects in

real world environments. Markerless AR helps the user to see wider AR view. The

Markerless AR has given a significant impact in gaming evolution such as Pokemon

Go that enables the user to interact with their surroundings and it feels comes alive

based on where they look. This game has reach more than 1 billion users worldwide.

Markerless AR are also possible in interior design industries. For example, IKEA has

enable their customers to simulate furnitures and virtually place household items to

design inside their homes.

Figure 2.2 Markerless AR

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2.3 Related Products

Learning the Malay Traditional Musical Instruments by using Augmented

Reality Application

This application uses a book as a marker to help user visualizes about Malay

traditional musical instruments. The application also do helps the user learn the

history behind of every musical instrument and how the intruments sounds. The AR

application in this project is expecting to be a tool for promoting traditional musical

for the new young generation that is consist of musical instrument belong to 3 national

races in this country Malay, Chinese, Indians and other ethnics. For the application

content, 3D model will display with its history information and instruments sound.

The application do provide the book that consist of 4 types of Malay musical

instrument such as rebana, gong, gambus and seruling. In this AR application, there

will be 2 parts for the user to interact, the user may scan the book marker to view 3d

model, click at the ‘Rotate’ button and ‘Sound’ button in the applicaton during the

exploration. The book marker design will be content with name and history of the

musical instruments.

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AR Malaysian Traditional Instrument Demo

This AR application are intended for the users to learn on Malaysian cultures by

promoting Malaysian Traditional Musical Instruments. Besides, the AR application

are created to encourage our younger generation to appreciate and know the origin of

the musical instruments. The instruments application are pairing with flashcard for

user to view the 3D appearance of beautiful color and texture of traditional musical

instruments. The AR view in the application also allows the user to listen every

instrument sounds and melody. The marker in this application contain information for

every instruments which are the height, creator and origin about the instruments. This

application are content with 15 types of traditional musical intruments which is good

to assist in encourage our generation to know about Malaysian culture.

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X Drum – 3D & AR

This application is an app playing 3D Drumkit App and Piano. In this application, the

user are able to learn and play 3d Drum and Piano by tapping onto the instruments

drum pad and piano keyboard following the flying notes with color as a guidance. The

user also will play real 3D drum kit and a double keyboard based on Garage and Club

Stage scene. This application do has features such as play over hundred of drum loops

in different genres, 8 studio quality drum sets and electronic beat sounds, play dual

row piano keyboard with 8 sound effect and user also able to project real drum kit in

room with AR Technology. This application is actually for helping user playing and

practicing to play drum in impressive way by following the flying notes as guidance

for the starter to play instruments with the tempo.

Space 4D+

The Space 4D+ is a Marker Based-AR in form of flashcard for user to learn about

space. It is a very convenience app as it brings the enjoy learning surrounding with

flashcard. The Space 4D+ is a fast and lightweight app that allows the user to scan

colourful oriented space cards and then witness how the space alive. The Space 4D+

gives the user learn with interesting and informative facts content about Solar System,

Planet, Space objects, Satellites, Rovers, Space Mission and many more in

Augmented Reality. This mobile application do compatible with all devices.

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Comparison of Related Products

Table 2.1 Summary Related Products

Learning the

Malay

Traditional

Musical

Instruments

by using

Augmented

reality

Application.

X Drum –

3D & AR

Space

4D+

AR

Malaysian

Traditional

Instrument

Demo.

AR

Flashcard :

Let’s

Learn

Musical

Instruments

Image Yes Yes Yes Yes Yes

Animation

/

Video

No Yes Yes No Yes

Audio Yes Yes Yes Yes Yes

Text No Yes Yes No Yes

AR-

Method

Book Marker

Based AR

Markerless

AR as user

able to

project

own AR.

Flashcard

Marker

Based

AR

Flashcard

Marker

Based AR

Flashcard

Marker

Based AR

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2.4 Research Comparison

Table 2.2 Summary Research Comparison

Paper Method/

Model/

Technique

Descriptions Advantages Disadvantages

Teaching

Children

Musical

Perception

With MUSIC

AR

Music -

Augmented

Reality

technology for

teaching

sound

properties.

Music-AR

allows the

children to

manipulate

virtual objects

sounds and

focus on the

concept of

sound

intensity.

Children feel

motivated and

could

understand

music with

Augmented

Reality.

Lack of

activity games

in the

application.

Applying

Augmented

Reality

Technology to

Promote

Traditional

Thai Folk

Musical

Instruments on

Postcards

To promote

the traditional

folk musical

instruments.

The method

allows the

users view the

media or

music

instrument in

2D modelling

provide with

sound when

scan image in

a postcard.

The method

get

engagement in

the classrooms

so the students

are eager to

learn during

the class and

encourage

them to have

knowledge

1.Required to

use internet

connection.

2.Graphic is

only in 2D

modelling.

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about their

own culture.

Motivation

Measurement

of an

Augmented

Reality

Traditional

Musical

Instruments

System

Presented an

Augmented

Reality to

introduce

traditional

musical

instruments

among the

children in

order to grow

back their

interest in

learning their

own culture.

The purpose

of the project

is to gain

interest and

motivation of

children in

learning

traditional

musical

instruments in

Bangka area.

The

application

was build in

android based

and content

with

traditional

Bangka music

instruments.

System built

on markers

using vuforia

and unity

tools about

Bangka

traditional

music

instruments.

1.AR could be

used to attract

the interest

and

motivation of

users to get to

know music

instruments.

2.Results from

respondents

shows that

motivation in

arousing the

interest of

children to

learn their

culture music

instruments in

Bangka region

are influence

them.

3.AR can be

used to

increase

motivation in

learning

something.

1.The elements

in application

are only in

form of 3D

model.

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2.5 Chapter of Summary

In this chapter, discussed about the literature review as a reference for the project

development. The literature review helps developer to discover the problem of

previous research, applications that can improve the flow on-going-project. Besides, it

is also gain understanding about the application during the development process.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

This chapter will briefly explain the details of the methodologies and procedures to

develop the whole application. The project methodology should systematically solve

all the problems arise in the system analysis to make sure this project complete and

working well. There are many types of methodology that can be applied and used in

the development of AR technology. The approach chosen is important since it will

guide researcher to manage the given task. Hence, the system structure will plan and

develop according to the Multimedia Development Life Cycle (MDLC) method.

Every details abot each phase that involve in the development will be explain in this

chapter.

3.2 Methodology Model

Multimedia Development Life Cycle is used in this research, which is developed by

Luther-Sutopo. Multimedia Development was chosen based on steps of the method

where each stage will be explained in detail. According to Luther-Sutopo (2003),

argues that Multimedia Development Life Cycle consists 6 (six) steps process used, i.e

concept, design, material collecting, assembly, testing, distribution and

implementation.

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Figure 3.1 Multimedia Development Life Cycle (MDLC) model

Concept Phases

Based on the introduction it can be identified that utilization of Augmented Reality

technology provides a positive impact to the understanding of learning materials for

user. This is underlying development application based on the Augmented Reality as

an alternative learning media.

Table 3.1 Description of Application Concept

Title AR Flashcard : Let’s Learn Musical Instruments

Types of

Applications

1.AR-based learning application

2. Use 3D model

Target Audience The user of the application is intended for primary

school students that learn music subject, kids as early as 6

years old and school teachers.

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Content This project included:

1.Flashcard of 6 types Musical Instrument

- Contain images images picture with name.

- Used as a marker based for AR

2. Activities

- mobile applications contain 3D model

- sound of musical instrument

- video tutorial at the back of flashcard

- True or False Question / Multiple choice question

Limitation of

works

1. Application only built for kids aged 6 years and

above, primary school students and teachers.

2. Only available on android mobile.

Requirement 1. Software

- Autodesk MAYA, Unity 3D, Vuforia

2. Hardware

- Laptop & android mobile phone

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Design Phase

Design phases will be explained on the design of the application that will be

developed. In this phases, the content for the application need to be designed and

visualized so it will be easy for user to reach the information. The developer will make

storyboard book design to create a visual map of application. Design process then

done by created a marker design, interface of the application and 3D model

description in application interface which will be used as the AR Flashcard: Let’s

Learn Musical Instrument.

3.2.1.1 DESIGN AR FLASHCARD

Marker Based AR

To design the marker will use several image of the musical instruments that are

consist 6 types musical instrument known as percussion instruments and blowing

instrument such as tamborin, marakas, kerincing, kastanet, kompang and recorder

that used in musical subjects for the skill of playing percussion instruments with

tempo and playing recorders. The marker is edited using Adobe Photoshop and will

print in form of a Flashcard. The marker design consist with instrument names and at

the back of marker will be a medium to scan for video tutorial (how to play the

musical instruments).

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Figure 3.2 FRONT FLASHCARD

Figure 3.3 BACK

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3.2.1.2 DESIGN INTERFACE IN THE AR APPLICATION

To develop the interface will start with design some functions that will be apply in the

AR mobile application. The interface that will be in the application consist of the

MAIN MENU with musical instruments element as the background to show that

application domain about learning musical instruments. In MAIN MENU, there are

several button provided to connect with other interfaces. Every buttons are consist of

function for AR CAMERA, user guidance that known as HOW TO PLAY, another

user guidance for playing video named ABOUT VIDEO at the button and lastly there

will be CREDIT button to connect with CREDIT interface.

MAIN MENU is the main home page in this application. User will explore in this

application through button they choose at the main menu. On main menu, user only

need to click AR CAMERA button to start play.

Figure 3.4 MAIN MENU

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Interface HOW TO PLAY is as user guidance page for the use of this application.

Page will display 2 steps as a user guide. Step 1 instructs the user to scan the camera

on the flashcard and step 2 informs the output produced after the user scans the

flashcard.

Figure 3.5 HOW TO PLAY

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Next, the ABOUT VIDEO page is a continuation of step guide to users. Step 3

informs the user to scan the back of the flashcard to view the interactive video of the

musical instrument.

Figure 3.6 VIDEO GUIDANCE

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After the user clicks on the AR CAMERA button, the application will go to the AR

VIEW page. Page AR VIEW is for users to scan the flashcard of a musical instrument.

Figure 3.7 AR VIEW BEFORE

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After the user scans the flashcard, then the output will be produced on their phone

screen in the form of a 3D model. The AR VIEW display, user can click on the voice

icon button to say the name of the musical instrument in english or the sound of a

musical instrument. On the AR VIEW page display there is also a question mark

button for users to click and go to the HOW TO PLAY page.

Figure 3.8 AR VIEW AFTER

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This display is for users to scan the flashcard section to play videos. Users just need to

click on the AR CAMERA button in the main menu / home page to play a video

tutorial of musical instruments.

Figure 3.9 AR VIEW (VIDEO)

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Credit page is to display the developers involved in the production of this application.

Figure 3.10 CREDIT

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Material collecting

The materials needed in the making of this application are obtained from several

sources on the Internet with some modifications.

Various resources that have been used as a reference for the development of this

project. Among them is a reference for the types of musical instruments that will be

placed in this application. Reference sources for the content of musical instruments in

this application have been obtained from internet sources such as referring to the

standard curriculum slides of music subjects for primary school students. In addition,

several interview sessions were conducted online with a primary school teacher

teaching music subjects. According to the interview session, students at the primary

school level were exposed to musical instruments that produce percussion sounds such

as percussion instruments and blowing skills, namely recorders.

After the research is done. The content that has been set in this application is as

follows:

Content

6 types of musical instruments have been selected which consist of percussion

and wind instruments namely tambourine, marakas, kerincing, kastanet and

rekorder.

Information such as musical instruments in Malay and English.

Video tutorial for each musical instrument.

Finally, questions in the form of correct or incorrect form and answer choices

will be made as a measure of their memory after using this application.

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Pictures

The collection of project materials such as pictures has been obtained from several

reference sources on the internet for free on freepik and pngwing with some

modification and appropriate to the project. These images have been taken for the use

of flashcard generation and application interface. For example, a 2D model musical

instruments will be obtain from freepik for designing the interface of the mobile

application. The 3D model development will be needed the real picture of the musical

instrument for modelling. For application interface, all the picture will be downloaded

and then processed for design in Adobe Photoshop CC 2017.

Youtube

Youtube tutorial is essential as the main reference for developing the 3D modelling of

each musical intruments. The audio and video material for video tutorial on how to

play the musical instrument will also refer to Youtube resources. The audio and video

obtain then will be saved in MP4 file format for developing the mobile application.

Design and Layout interface

The design and layout process for mobile application musical instrument also do

obtain from other mobile applications and dissertation. The reference of the interface

design also refer to pinterest so the interface application will looks appealing and suits

with the domain of the application. As this project will be about musical instruments,

so the element of musical instrument will be apply as the background of the interface

mobile application.

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Assembly

Assembly phase is a process for development all the items discuss in the design

phases. The development will be follow as the storyboard designed or timeline of the

interface designed. During this phase, the actual course materials are created. At this

phases, all the information collected in the concept and storyboard design phases will

be follow to ensure the successful of the development AR mobile application. In this

phase, all the 3D modelling musical instrument and developing the storyboard will be

done here. There are several hardware and software will be used during the

development process. The main software will be used is unity 3D for development the

augmented reality view using C# programming language in Visual Studio. The

programming language C# used to give command for augmented reality to work when

scan. For 3D modelling musical instrument will be used Autodesk MAYA to create

3D model of tamborin, kastanet, kerincing, marakas, kompang and rekorder.

Table 3.2 Software Requirement

PROCESS

DEVELOPMENT

DESCRIPTION FIGURE

Create marker

The musical instrument flashcard

that is used as a marker is created

using Adobe Photoshop CC 2017.

Adobe Photoshop

3D Modelling

To create the 3D model of the 6

types musical instruments which is

Autodesk MAYA

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tamborin,kastanet, kerincing,

makaraks, kompang

and rekorder.

Create marker in

Vuforia SDK.

The Vuforia use to recognize and

track marker and 3D objects so the

3D model will be appear on AR

view when scan flashcard.

Vuforia SDK

Building 3D

environment in

Unity 3D.

The Unity 3D use to develop the

augmented reality app and overall

interface project.

Unity 3D

Testing

Testing phases is done after the assembly phases completed. Testing process is done

by running the application to see if there are any errors or inconsistencies with the

concept phase. Testing are conducted for every interface and button functions. There

will be 2 test conduct during the testing phases.

a) Alpha Testing:

During Alpha Testing, the developers test runs the project by herself to ensure that the

project can be used and running accordingly.

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b) Betha Testing:

On Betha Testing, the developer will give user to test the project and give feedback.

The target audience will leave feedback to be taken to improve to detect error and

improve the project. In this part of testing, several kids and primary school students

will be interview to test this application and receive their feedback through

questionnaire paper.

Distribution

This phases is the final phases in the Multimedia Development LifeCycle

methodology. At this phases, the implementation and evaluation of the final results of

the multimedia application is done. This phases is also called the evaluation phases for

application development. At the end of this project, the final product Augmented

Reality application material then will print on paper in form of Flashcard. Then, it is

ready to use as material for learning musical instruments for large audience. But

before that, all of the interface, storyboard, flashcard and prototype in this project will

be evaluate in detail. In order to measure the effectiveness and achieved goals of

mobile application, final testing in Alpha and Betha testing will be done throughout

the application to identify error, problem and receive feedback in order to improve the

project.

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Conclusion

In this chapter, the methodology use in this project development discuss the

application development, hardware and software specification that are required for

developing the project. Every phases in the development will get along with the

phases in methodology mentioned in this chapter. This chapter chose Multimedia

Development LifeCycle (MDLC) as a guideline to ensure the complete final product

of the AR Flashcard: Let’s Learn Musical Instrument in Augmented Reality mobile

application.

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REFERENCES

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International Conference on Computer Graphics, Multimedia and Image

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Farinazzo Martins, Valéria Gomez, Letícia Dionísio Corrêa, Ana Grasielle. (2015).

Teaching Children Musical Perception with MUSIC-AR. EAI Endorsed Transactions

on e-Learning

Lemos, Bruno Corrêa, Ana G. D. Nascimento, Marilena Lopes, Roseli D.( 2017).

Augmented Reality Musical App to Support Children's Musical Education. Computer

Science and Information Technology.

Chow, Jonathan Feng, Haoyang Amor, Robert Wünsche, Burkhard C.( 2013). Music

education using augmented reality with a head mounted display. Conferences in

Research and Practice in Information Technology Series

Pradibta, Hendra.( 2018). Augmented reality: Daily prayers for preschooler student.

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