LEARNING ABOUT HUMAN ANATOMY USING MOBILE … · bahagian anatomi manusia dimana pengguna boleh...

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LEARNING ABOUT HUMAN ANATOMY USING MOBILE

APPLICATION(MYBODY)

MUHAMAD HAKIMI BIN ALIAS

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) HONS

UNIVERSITI SULTAN ZAINAL ABIDIN

2018

1

DECLARATION

I hereby declare that this report is based on my original work except for the 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 : Muhamad Hakimi Bin Alias

Date : 23rd December 2018

2

CONFIRMATION

This is to confirm that:

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

_______________________________________

Name : Puan Nor Surayati Binti Mohamad Usop

Date : 23rd December 2018

3

DEDICATION

Alhamdulillah and all praise to the Allah for giving me chance to carry out this

project and ease me in everything. Without His blessing I would not be able to carry

out this work even start it.

Not to forget, I dedicate my dissertation work to my family. A special feeling

of gratitude goes to my loving parents who always stressed the importance of education.

They gave me moral and emotional support from the start. They also teach me on how

to be persistent and always work in ethic.

I also dedicate this dissertation to my supervisor who have guided me

throughout this process. Her patience towards me is appreciated.

Last but not least to my fellow friends, who have helped me when I am in need.

May their works also done in excellence.

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ABSTRAK

Pada era globalisasi ini, teknologi semakin berkembang dan menghasilkan

pelbagai perkara yang memudahkan manusia. Begitu juga alat jalur pembelajaran yang

telah berkembang seiring dgn teknologi dimana buku tidak lg diperlukan untuk belajar.

Semua perkara boleh diakses dihujung jari sekaligus menghasilkan aplikasi

pembelajaran di dalam telefon pintar iaitu MyBody. Aplikasi ini mengandungi

bahagian anatomi manusia dimana pengguna boleh mengenal dan belajar secara

interaktif. Paparan tiga dimensi digunakan disamping dua dimensi untuk memudahkan

pengguna. Permainan juga ditambah di dalam aplikasi supaya pengguna dapat belajar

sambil bermain dan memudahkan mereka mengingati apa yang dipelajari.

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ABSTRACT

In this era of globalisation, technology has flourished and has created many

things that simplify the daily work. Likewise the medium of learning that has evolve

from book to e-book. Everything can be accessed literally at the tips of the finger

and at once MyBody for mobile apps is developed. This application contains upper

human anatomy which is user can identify and learn interactively. Three-dimension and

two-dimension interfaces are used to ease the user. The games also added so that user

can learn while playing and strengthen their memory.

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CONTENTS

Contents DECLARATION ............................................................................................................................ 1

CONFIRMATION ......................................................................................................................... 2

DEDICATION ............................................................................................................................... 3

ABSTRAK ..................................................................................................................................... 4

ABSTRACT ................................................................................................................................... 5

CONTENTS .................................................................................................................................. 6

CHAPTER 1.................................................................................................................................. 7

Introduction ........................................................................................................................... 7

1.2 Problem Statements .................................................................................................... 8

1.3 Objectives ..................................................................................................................... 8

1.4 Scopes .......................................................................................................................... 8

1.5 Limitation ..................................................................................................................... 8

1.6 Expected Result ............................................................................................................ 9

1.7 Milestone and Activity ................................................................................................. 9

LITERATURE REVIEW ............................................................................................................ 10

2.1 Introduction ............................................................................................................... 10

2.2 Kids Learning Process ..................................................................................................... 10

2.3 Existing Apps .............................................................................................................. 10

2.4 Learning Style ............................................................................................................. 12

2.5 Comparison Between Journal And Existing Apps....................................................... 13

CHAPTER 3................................................................................................................................ 14

METHODOLOGY ................................................................................................................... 14

3.1 Introduction ............................................................................................................... 14

3.1.1 IDEA & STORY .......................................................................................................... 15

3.2 SOFTWARE AND HARDWARE REQUIREMENT ............................................................ 18

3.3 PROOF OF CONCEPT ................................................................................................... 19

3.4 NAVIGATION MAP ...................................................................................................... 22

3.5 ENTITY RELATIONSHIP DIAGRAM ............................................................................... 23

REFERENCE ............................................................................................................................... 24

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CHAPTER 1

Introduction

1.1 Project Background

Final year project is a subject that has to be taken by every students in order to

graduate. Hence, all skills and knowledge have to be applied by students theoretically

and practically.

Meanwhile, kids have multiple way of learning and some of it tend to learn it

by eyes which is watch it, ears which is hear it and touch which it practically do it

physically. Furthermore, kids are fast learning and they like to do something that

attractively and fun. They learned by playing. As we reach to the age where technology

keeps evolving. Children are exposed to technology like tab, phone and computer. We

know the overuse of technology would harm the children. The harm would affect their

cognitive, social interaction and brain development. Thus, parents should monitor the

uses of technology. Besides, there are also benefits on using the technology controlled

because the purpose of technology is to connect, learn and ease the work on daily basis.

As a result, the app MyBody is created for children to learn what is inside their bodies.

MyBody is an app that interactively shows anatomy of a human body. Kids can

learn what is inside of human body interactively. Kids will know the shapes, colours

and sizes of the organs in human body. At the same time, they will love their bodies

even more. This app will has information about organs and body. Plus, the game will

be added to maximize the usage of the app.

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1.2 Problem Statements

Kids nowadays don’t like to learn something new conventionally. Some of them

prefer other method of learning and more interactive. By that, they can maximised their

learning. Furthermore the existing apps are less likely interactive and it cannot delivers

the purpose of the apps.

1.3 Objectives

Objective of this MyBody:

To create interactive interface in the application.

To teach the human body part to kids.

To test the delivery of content of the app to the user.

1.4 Scopes

Scopes of this project is highlighted to make the development process easier.

The scopes are divided into three.

1.4.1 Admin Scope(App Developer)

Admin collect data and contents of existing apps.

Design the interface and contents.

1.4.2 System Scope(MyBody)

Mobile developer software.

Must compatible with smartphones and tablet.

1.4.3 User Scope(Children)

Children interact and view the app.

1.5 Limitation

There are a few limitation which is the platform used for android only. The

developer needs to do deep research about mobile application development. Time taken

to develop maybe a bit longer.

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1.6 Expected Result

The app will has an interactive interface at the same time attract children to use

it. The app also will has improvement from existing app and hassle free. The contents

of the MyBody will successfully be delivered to the end user.

1.7 Milestone and Activity

Figure 1.1 Gant Chart

Task name

SEPTEMBER OCTOBER NOVEMBER DECEMBER

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Idea & Story

-Topic Discussion and

Determination

- Project Title Proposal

Conceptualize & Design

- Proposal writing

- Proposal writing –Literature

Review

- Proposal Progress

Presentation & Evaluation

- Discussion

- Correction Proposal

Technical Analysis - Proposed Solution

Methodology

- Proof of Concept

- Drafting Report of the

Proposal

- Submit draft of report to

supervisor

- Seminar presentation

Development

-Build the application

-Combining skills

Testing

-Test the app

-Fix the bugs

Deployment

-Release to public

Final Report Submission

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LITERATURE REVIEW

2.1 Introduction

This chapter there will be discussion and overview about the articles or books.

There also will be analysis about the application, research and precious work that has

been done in the relevant field.

2.2 Kids Learning Process

Understanding how kids learn are crucial. There are a few learning styles which

is visual, aural, verbal, physical, and etc. Visual style is using pictures, images and

music. While aural is using sound and music. Verbal and physical are using words and

body movement. How kids think and the way they sense and perceive their

surroundings often affect the way they learn. All these the way of teaching and learning

are combined into one to maximised learning potential

.

2.3 Existing Apps

Visual Anatomy Lite is an app that was developed by Education Mobile. It has

variety of anatomy from muscles to internal organs. This app using 2D and 3D approach

for anatomy elements. Basically the app is for educational purpose and it contains 130

high resolution images plus add-on image from Gray’s Anatomy chapter 6. Overall,

this app has simple and outdated interface and it is not for kids. Second is 3D Bones

and Organs developed by Education Mobile. It has variety of information but it hard to

control the angle. It is too detailed and only suitable for medical students.

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Figure 2.1 Visual Anatomy Lite Application

Figure 2.2 3D Bones and Organs

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2.4 Learning Style

According to the research by Abbas Pourhossein Gilakjani and Seyedeh

Masoumeh Ahmadi,”The Effect of Visual,Auditory, and Kinaesthetic Leaning Style on

Language Teaching” the learning style can increase educational experience. The

research has been conducted to students of Universiti Sains Malaysia(USM) and the

results were documented. According to them, there are general learning styles which is

visual, auditory and kinaesthetic. For visual, the student thing in picture and learn best

in visual images. They tend to take descriptive note over the presented material.

Kinaesthetic learner learn their best with their active “hands-on” approach. These

learners favour interaction with physical word and most of the time they will have the

time where the out of focus and have difficulty to stay on target. According to Journal

of Education and Practice,” Impact of Visual Aids in Enhancing Learning Process

Case” stated that visual learning style is learning process by using visual aids such as

pictures, animation video, projectors and films. These become motivational tool in

enhancing students’ attention in reading literary texts. Furthermore the visual aids are

the devices that help the teacher to clarify, establish, and correlate and co-ordinate

precise conceptions, understandings and appreciations and support the teacher to make

learning more interactive, encouraging and significant.

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2.5 Comparison Between Journal And Existing Apps

Learning

style

Author Overview Method

Visual Ghulam

Shabiralyani

Visual aids are tools that

make an issue or lesson

clearer or easier to

understand.

Pictures, models, charts, maps,

videos, slides, real object etc.

Aural

Abbas

Pourhossein

Gilakjani,

Seyedeh

Masoumeh

Ahmadi.

Discover information

through listening and

interpreting information

by means of pitch,

emphasis and speed.

Narrators and music.

Verbal Prasanthi

Pallapu

Verbal learners get more

out of word-written and

spoken application.

Write, speaks.

Physical

Abbas

Pourhossein

Gilakjani,

Seyedeh

Masoumeh

Ahmadi.

Individual with

kinaesthetic learn best

with and active ‘hands-

on’ approach

Interaction with the physical

world.

Application Developer Overview Function Advantages Disadvantages

Visual

Anatomy

Lite

Education

Mobile

A simple

app that

contains

human

anatomy

from

muscles

to internal

organs.

Using 2D

and 3D

elements.

Complete

and contains

130 high

resolution

images.

The interface

is not up to

date and not

suitable for

kids. The

details is not

complete.

3D Bones

And Organs

Education

Mobile

(YiangLiang

Ma)

A 3D

apps

about

organs

and

bones.

2D and 3D

elements.

Has a

multiple

region of

body to study

and details

description.

The UI seems

simple and not

really friendly.

Has variety

choices that

unnecessary,.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

Methodology is a set of practice to guide the development of software or system to meet

the guidelines and requirements. Hence specific methods or procedures are used to

solve problems. It is important to have or use the correct methodology as it is an outlines

the way in which research is to be undertaken. There are a few methodology that can

be used as a framework of the project. As an example Software Development Life

Cycle(SDLC) is a method that commonly used by developer as a guideline. Somehow

SDLC is used for developing system or software that does not require much artwork

such as visual, 3D, animation or anything related to game. Hence, Game Development

Life Cycle(GDLC) is needed because it is more accurate for developing application like

game. The application development is complex and it requires skills to build the

product. Basically there are 6 stages for GDLC which is idea, design, analysis,

development, testing and deployment. All these stages require thorough research and a

lot of times to complete.

Figure 3.1 Software Development Life Cycle

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Figure 3.2 Game Development Life Cycle Waterfall Method

3.1.1 IDEA & STORY

This is the first step of a cycle. Every project or development needs an idea and

concept of the application. All information are gathered by making some research about

the related application. The weaknesses in the existing apps are listed in order to fix and

improve in this app.

3.1.2 CONCEPTUALIZE & DESIGN

This is the second stage where the design and the concept of the app is roughly

sketch. Everything that needed is written and listed. Moreover, the weaknesses and

flaws that listed at the first stage are used to make an improvement of the design and

concept of the app. The concept comprise all the visual elements such as graphic, text,

animation and art. Every details need to be planned before proceed to the next stage.

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3.1.3 TECHNICAL ANALYSIS

Before starting the development process, every framework of the application

must be written. For example, the framework of the software used which is Unity 3D

engine. Next is UI system, the framework is that what is the format will be used. 2D

graphic jpeg, png, svd or anything that related to create the UI. the format need to be

lock and must be dynamic because everything is crucial as it going to impact many

factores like FPS, quality, size or resolution of the UI.

3.1.4 DEVELOPMENT

After heavy brainstorming and critical decision, this is the stage where we

combine all programming and visual creativity to create a perfect application.

Furthermore game development requires OOP skills and good design. All the last stages

information and date are implemented in this stage. A lot of times and patience are

required at this stage because everything needs to be created from scratch until it

becomes an application. Not just the visual, audio also plays important element in this

stage where the suitable background music or button music need to be chose.

3.1.5 TESTING

This stage is not the time to play with the finished application yet it is time to

test whether the application is works accordingly or not. If the application is having

some flaws then it needs to be check thoroughly to find the cause of it. The check has

to be detailed. Starting from the input of the user to the output of the application. In

games development, this stage is also known as Beta where it is under testing for bugs

and defects before officially release as a stable version.

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3.1.6 DEPLOYMENT

Lastly the application is ready to be officially release to public. To make user

aware of this application, ads is created and spread to the user. However, the content of

the ads must be appealing for them. Developer only receive feedbacks from the users

about graphic, audio or interface at the same time fixing the bug on different platform.

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3.2 SOFTWARE AND HARDWARE REQUIREMENT

This section will show the list of software and hardware involve in development

process.

3.2.1 HARDWARE REQUIREMENTS

Hardware is the important component to develop a project. The Table shows the

list of the hardware used.

HARDWARE DESCRIPTION

Personal Computer Processor : Intel Pentium G4560 @

3.50GHz

Ram : 8 GB

OS : Windows 10 Pro

GPU : Nvidia GTX 1050Ti

Printer Brother DCP-J315W

Smartphone Xiaomi A1

3.2.2 SOFTWARE REQUIREMENTS

Software is the important platform to create a mobile apps or anything related

to it. There are many choice of software but only the best is chosen. The table shows

the list of software used.

SOFTWARE DESCRIPTION

UNITY 2018 Main platform to create a mobile app.

Mozilla Firefox As a tool to do research and finding

materials online.

Microsoft Office 2016 As a platform for documentation and

presentation.

Adobe Illustrator A software use to create visual elements.

Autodesk Maya 2018 Act as a 3D modeller and animator.

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3.3 PROOF OF CONCEPT

This is the proof of concept MyBody application. It uses animation and

graphical elements for interface. The animation needs to be developed using Autodesk

Maya, the model then get rigged to create movement and every model need to be

detailed. Combination of software is used to create a perfect mobile app. For games, it

might be the hardest as it needs algorithm to scramble words and random the

arrangement of crossword.

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3.4 NAVIGATION MAP

Main Menu

Login

Explore

3D anatomy

Play

Level 2

Level 1

Level 3

Score

Quit Setting

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3.5 ENTITY RELATIONSHIP DIAGRAM

Entity Relationship Diagram Of MyBody

An entitiy relationship diagram(ERD) is a graphic that illustrate the connection

between entities and database. The figure above shows relationship between user and

the game database.

User Game

Level

Login

Has

Score idScore

idquestion

idlevel

24

REFERENCE

1. Ana Homayoun. (2018). Is Your Child Phone ‘Addict’? NewYork: The New

York Times

2. Time4Learning.(2018). Learning Styles.

3. Ghulam Shabiralyani.(2015). Impact of Visual Aids in Enhancing the Learning

Process. District Dera Ghazi Khan: Journal of Education and Practice.

4. Abbas Pourhossein Gilakjani. (2011). The Effect of Visual, Auditory,

Kinaesthetic Learning Styles on Language Teaching. Malaysia : School of

Educational Studies.

5. Seyedeh Masoumeh Ahmadi. (2011). The Effect of Visual, Auditory,

Kinaesthetic Learning Styles on Language Teaching. Malaysia : School of

Language, Literacy and Translation.

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Task name

SEPTEMBER OCTOBER NOVEMBER DECEMBER

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Idea & Story

-Topic Discussion and

Determination

- Project Title Proposal

Conceptualize & Design

- Proposal writing

- Proposal writing –Literature

Review

- Proposal Progress

Presentation & Evaluation

- Discussion

- Correction Proposal

Technical Analysis - Proposed Solution

Methodology

- Proof of Concept

- Drafting Report of the

Proposal

- Submit draft of report to

supervisor

- Seminar presentation

Development

-Build the application

-Combining skills

Testing

-Test the app

-Fix the bugs

Deployment

-Release to public

Final Report Submission

26

Task name

SEPTEMBER OCTOBER NOVEMBER DECEMBER

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Topic Discussion and

Determination

Project Title Proposal

Proposal writing

Proposal writing –Literature

Review

Proposal Progress

Presentation & Evaluation

Discussion

Correction Proposal

Proposed Solution

Methodology

Proof of Concept

Drafting Report of the

Proposal

Submit draft of report to

supervisor

Seminar Presentation

Correction Report

Final Report Submission