CAMPING GUIDE FOR BEGINNER WITH AUGMENTED REALITY (AR) · Matlamat projek ini adalah untuk...

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CAMPING GUIDE FOR BEGINNER WITH AUGMENTED REALITY (AR) WAN NURUL ‘ATIKAH BINTI WAN KHAIRULAZWA BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS FACULTY OF INFORMATICS AND COMPUTING UNIVERSITI SULTAN ZAINAL ABIDIN 2019

Transcript of CAMPING GUIDE FOR BEGINNER WITH AUGMENTED REALITY (AR) · Matlamat projek ini adalah untuk...

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CAMPING GUIDE FOR BEGINNER

WITH AUGMENTED REALITY (AR)

WAN NURUL ‘ATIKAH BINTI WAN KHAIRULAZWA

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

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DECLARATION

I hereby declare that this 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 University Sultan Zainal Abidin or other

institutions.

___________________________________________________

Name : WAN NURUL’ATIKAH BINTI WAN KHAIRULAZWA

Date : ……………………

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CONFIRMATION

This is to confirm that:

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

___________________________________________________

Name : DATIN DR. AZIM ZALIHA BINTI ABD AZIZ

Date : ……………………

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DEDICATION

Alhamdulillah.

Firstly, I am grateful to Allah SWT for giving me an opportunities and strength to

complete this proposal. I want to thanks to my parent, Mr. Wan Khairulazwa bin Wan Hamzah

and Mrs. Junaini binti Jusoh for supporting me financially and spiritually throughout the

process of writing this thesis and complete my final year project also my life in general.

Besides, I would like to express grateful to my supervisor, Datin Dr. Azim Zaliha binti

Abd Aziz for the continuous support in my research project, for her patience, motivation and

her knowledge. I also feel grateful because she is an expert in the field of information

technology and has a high level of achievement in her previous studies. and I hope that I can

keep learning something new from my supervisor. Lastly, I want to thanks to all my fellow

friends that helped me throughout this research and to who helped me indirectly or directly in

this research.

Thank You.

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ABSTRACT

The Camping Guide for Beginner with Augmented Reality (AR) is specifically

designed and developed for school students and youth. The aim of this project is to enhance

the learning method from traditional to a technology-based method. For instance, seeking basic

knowledge and guidelines about camping preparation by reading articles or books could be

boring and stressful. Without any proper imaginary, a student could lose their attention.

Therefore, Augmented Reality (AR) technique is chosen as the learning method. Technically,

AR offers an interactive learning environment with the addition of 3-D objects and sound.

Students are required to interact with the application by scanning objects or choose some

options. By engaging the student’s attention, the learning process will be more interesting and

effective.

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ABSTRAK

Panduan Berkemah untuk Pemula dengan Realiti Semula (AR) dirancang dan

dibangunkan khusus untuk pelajar sekolah dan remaja. Matlamat projek ini adalah untuk

meningkatkan kaedah pembelajaran dari kaedah tradisional kepada teknologi. Contohnya,

mencari pengetahuan asas dan garis panduan tentang persiapan perkhemahan dengan

membaca artikel atau buku boleh membosankan dan tertekan. Tanpa sebarang imaginasi yang

betul, pelajar boleh kehilangan perhatian mereka. Oleh itu, teknik Reality Semula (AR) dipilih

sebagai kaedah pembelajaran. Secara teknikal, AR menawarkan persekitaran pembelajaran

interaktif dengan penambahan objek 3-D dan bunyi. Pelajar dikehendaki berinteraksi dengan

aplikasi dengan mengimbas objek atau memilih beberapa pilihan. Dengan menarik perhatian

pelajar, proses pembelajaran akan menjadi lebih menarik dan afektif

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CONTENT

DECLARATION i

CONFIRMATION ii

DEDICATION iii

ABSTRACT iv

ABSTRAK v

CONTENT vi

LIST OF TABLES viii

LIST OF FIGURES ix

LIST OF APPENDICES x

CHAPTER 1 1

CHAPTER 2 10

CHAPTER 3 19

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CHAPTER 4 41

4.1 Introduction…………………………………………………………..41

4.2 Interface Design………………………………………………….…...42

4.3 AR Marker……………………………………………………………47

4.4 3D Model…………………………………………………………..…50

4.5 Testing………………………………………………………..………51

4.6 Test Case………………………………………………………..……51

4.7 Results………………………………………………………..………54

4.8 Summary……………………………………………………..………54

CHAPTER 5 55

REFERENCES 58

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LIST OF TABLES

Table 4. 1 Interface and Button in Main Menu Page 42

Table 4. 2 Interface and Button in How to Explore Page 44

Table 4. 3 Interface and Button in About Us View 46

Table 4. 4 Marker detail for pamphlet image 48

Table 4. 5 Open Application Test Case 52

Table 4. 6 Home Page Test Case 52

Table 4. 7 Let's Explore via AR Camera Test Case 53

Table 4. 8 About Us Test Case 53

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LIST OF FIGURES

Figure 2. 1 Marker-based AR 11

Figure 2. 2 Marker-less AR 12

Figure 2. 3 Projection-based AR 13

Figure 2. 4 Superimposition-based AR 14

Figure 2. 5 Mountain Hardware AR 15

Figure 2. 6 Camping Checklist 16

Figure 2. 7 Camping Guide 17

Figure 3. 1 ADDIE Model 20

Figure 3. 2 Analysis Phase 22

Figure 3. 3 Flowchart of Pamphlet Pictures AR 24

Figure 3. 4 Landing Page 25

Figure 3. 5 Main page 26

Figure 3. 6 About us page 27

Figure 3. 7 AR interface camera 28

Figure 3. 8 Create Marker 29

Figure 3. 9 Modelling 3D 30

Figure 3. 10 Create marker use Vuforia 31

Figure 3. 11 Building AR with Unity 32

Figure 3. 12 Framework Design 35

Figure 3. 13 Hardware for development requirement 36

Figure 3. 14 Software for development project 37

Figure 4. 1 View of Tent 3D Model in Autodesk 3D Maya software 50

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LIST OF APPENDICES

APPENDIX TITLE PAGE

A Coding Audio 3D Models Popup 59

B Coding Button Using Event Trigger System 65

C Poster Final Year Project 70

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CHAPTER 1

PROJECT INTRODUCTION

1.1 Introduction

Nowadays, not many people care about outdoor activities. Especially for school

students and youth. During the school lesson in the curriculum, activities bring great benefits

to students. One of the curriculum activities is camping. In camping activities, students will be

taught self-reliance such as cooking, cleaning dishes, search for firewood, and more. In

addition, discipline also can be formed through camping activities. The spirit of cooperation

can be formed during the camp activities where they will work together to do something in the

group. All members will be trained to practice the same weight principles and be lightweight.

In addition, understanding is also formed in the students. Responsibility is also taught in the

students. During camp, students will make sure that the area used is cleaned after use. Of

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course, there are many benefits to be gained through camping activities. Curriculum learning

in schools is increasingly active. However, they are less exposed to safety and some guidelines

that should be applied before and after camp activities. Nowadays, they are only involved in

the activity but do not do so with their environment that could endanger their safety due to their

own carelessness. As we grow older, camping activities are rare. Of course, recreational

activities such as camping are no longer a priority in one's life. As individuals change as they

grow older, it means that their responsibilities and commitments will increase. When we reflect

on our school life background regardless of primary, secondary or higher education, we are

often exposed and invited to participate in camping activities. Especially for those who can join

the uniformed team because camping is one of their top priorities. However, there are many

videos on tips and safety for beginners from professionals when camping. Most users do not

practice what they learn and understand. This is because the source of the references they find

is unattractive and much more factual than theory.

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1.2 Project Background

Augmented Reality (AR) is a type of interactive, reality-based display environment

that takes the capabilities of computer-generated display, sound, text, and effects to enhance

the user’s real-world experience. AR combines real and computer-based scenes and images to

deliver a unified but enhanced view of the world. AR has many different implementation

models and applications, but it is a primary objective is to provide a rich audio-visual

experience. AR 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.

The pamphlet containing illustrative objects with texts to help develop school students

and youth mind to recognize and understand the object and message delivered. This pamphlet

is suitable for a school student or youth as a reference for understanding the camping guideline

as a beginner. It is suitable for beginners who want to start camping and easy to bring anywhere.

For this application, the author will develop the application using the AR technology

in a pamphlet. This pamphlet contains a tent, animal, and a few objects as a model included.

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1.3 Problem Statement

There are a few problem statements for Camping Guideline for Beginner with

Augmented Reality (AR):

1. School students even youth nowadays are too much open with technology, so they

may not have interested too much in outdoor activities like camping. Besides, they

will feel like it is a boring activity, they only troublesome and burdensome. The

younger generation is less interested in outdoor activities such as recreation, sports,

or camping.

2. There are many video reference applications and resources that provide a variety

of information on camping guidelines. However, most users do not practice what

they learn and understand. This is because the source of the references they find is

unattractive and much more factual than theory. Also, they only go camping during

the seasons. This shows that many users do not understand the camping guidelines

to keep an eye.

3. There are many applications for beginners regarding understand the guidelines for

camping in theory but there are no applications that animate the guideline more

interestingly using AR. Users nowadays prefer animated sources because they are more

engaging and easy to understand.

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1.4 Objectives

There are a few purposes in developing the Augmented Reality (AR) for Camping

Guideline for Beginner which is:

1. To study the technology AR can use in pamphlet.

2. To design and develop a pamphlet and mobile application that enable users to learn

with AR technology and the 3D model.

3. To evaluate function AR of pamphlet markers and mobile applications that will be

created can be used smoothly by the user on the android platform and provide

benefits to the user.

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1.5 Scopes

The scopes for this project are identified to make the application development process

easier. The scope is divided into two, which are application scope and user scope admin.

1.5.1 User

• The admin can make maintenance on the application and update a new version.

Besides, the admin can be able to view the responses to the feedback which

comes from the users.

• The school students and youth are the main users of this application.

1.5.2 Application

• AR technology integrated into a mobile application for smartphones.

• Featuring a 3D model for character and object.

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1.6 Limitation of Work

Some several limitations and constraints occurred throughout the development of this

pamphlet marker. These problems and limitations in conducting this study are:

a. The users need a smartphone to start playing the AR.

b. Only Android users can use this application.

c. This application needs a special marker as a marker based to make it work.

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1.7 Expected Result

The expected result following the development of the proposed project as follows:

a. The user can choose any picture of object to pop up as 3D animation.

b. AR with a good interface in this application.

c. User can press button sound for pop up a word.

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1.8 Activities, Milestones (Gant Chart)

This table 1.1 shown the project schedule is to show the flow of development and

activities in developing the application. The table below shows the activities for FYP 1.

Table 1. 1 Milestones

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CHAPTER 2

LITERATURE REVIEW

1.

Introduction

This chapter will explain about literature review that related to the mobile application

Camping Guideline for Beginner with Augmented Reality (AR) that will be develop.

Explanation in this chapter is about the existing application such as mobile application, browser

and others that related to the Camping Guideline for Beginner with Augmented Reality (AR)

and the technology of AR. This literature is made for identifying the weakness or lacking to

related literature review sources.

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Augmented Reality (AR) Platform

AR platform is adding digital elements to a live view often by using the camera on

a smartphone. AR is one of the biggest technology trends right now, and it is only going to get

bigger as AR ready smartphones and other devices become more accessible around the world.

AR let us see the real-life environment right in front of us with a digital augmentation overlaid

on it. AR applications typically connect digital animation to a special ‘marker’, or with the help

of GPS in phones pinpoint the location. Augmentation is happening in real time and within the

context of the environment, for example, overlaying scores to a live feed sport events.

Examples of AR experiences include Snapchat lenses and the game Pokemon Go. Example

AR platform is:

Marker-based AR

Some also call it to image recognition, as it requires a special visual object

and a camera to scan it. It may be anything, from a printed QR code to special signs.

As shown in figure 2.1, the AR device also calculates the position and orientation of

a marker to position the content, in some cases. Thus, a marker initiates digital

animations for users to view, and so images in a magazine may turn into 3D models.

Figure 2. 1 Marker-based AR

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Marker-less AR

Marker-less based AR or location-based or position-based AR, that

utilizes a GPS, a compass, a gyroscope, and an accelerometer to provide data based

on user’s location. This data then determines what AR content you find or get in a

certain area. As shown in figure 2.2, with the availability of smartphones, this type

of AR typically produces maps and directions also nearby businesses information,

applications include events and information, business advertisements pop-

ups, navigation support.

Figure 2. 2 Marker-less AR

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Projection-based AR

As figure 2.3 shown the projecting synthetic light to physical surfaces, and

in some cases allows to interact with it. These are the holograms we have all seen in

sci-fi movies like Star Wars. It detects user interaction with a projection by its

alterations.

Figure 2. 3 Projection-based AR

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Superimposition-based AR

Replaces the original view with an augmented, fully or partially. As seen

in figure 2.4, the object recognition plays a key role, without it the whole concept is

simply impossible. We have all seen the example of superimposed AR in IKEA

Catalogue application, that allows users to place virtual items of their furniture

catalogue in their rooms.

Figure 2. 4 Superimposition-based AR

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Related Products

2.3.1 Mountain Hardware AR

The Mountain Hardware AR was developed by Mountain Hardware Inc.

in May 2019. As shown in figure 2.5, the application uses iOS devices only and

does use internet connection to access. This application does use AR technology

with marker less based and have multimedia element. This application also helps

user shopping through online. However, this application does not provide sound or

audio based and not user friendly. The user must have full internet connection to

access this application.

Figure 2. 5 Mountain Hardware AR

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2.3.2 Camping Checklist

The Camping Checklist was developed by MM Productions in

September 2019. As seen in figure 2.6, this mobile application is used for android

devices only and need full internet connection to access. This application is good

for user to upload their own personal checklist and the user must sign in as a

member first. However, this application does not have multimedia element.

Figure 2. 6 Camping Checklist

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2.3.3 Camping Guide

The Camping Guide was developed by Beginner Dance Tips in October

2019. As shown in figure 2.7, this mobile application uses android devices only

and does use full internet connection to access. This application does have

multimedia element. It also provides many tips about camping through video.

However, this application need full internet connection for user to access and

received data.

Figure 2. 7 Camping Guide

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Summary

In this whole chapter, this chapter discusses a product for Camping Guideline for

Beginner with Augmented Reality (AR) to develop an AR mobile application. This chapter

also discussed the technique used in the new system and mobile application also the technique

that used in the previous research articles. The comparison with the previous research is done

so that the right choice will be selected.

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CHAPTER 3

METHODOLOGY

Introduction

This chapter is an explanation about the methodology that will be used to develop the

application Camping Guideline for Beginner with Augmented Reality (AR) feature. In

addition, there also have the explanation of some software that will be used to build this project.

In this chapter, the author should systematically solve all the problems arise in the system

analysis to make sure this project complete and working well. It is an important step of

development since it will guide researcher through software development. After the application

has been completely developed. It should be tested for make sure all the objective of the project

achieved.

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Methodology Model

The model that the author will used in this system is ADDIE model. The ADDIE

model is important to understand if a developer want to develop a successful project. The

ADDIE model has five phase and it is acronyms to analysis, design, development,

implementation, and evaluation. The ADDIE model is an extremely effective tool in training

development that addresses instruction. Therefore, the ADDIE model might be helpful 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 AR education development, careful planning is

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, development,

implementation, and evaluation as shown in figure 3.1.

ANALYSIS DESIGN DEVELOPMENT

IIMPLEMENTATION EVALUATION

Figure 3. 1 ADDIE Model

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3.2.1 Analysis Phase

As shown in figure 3.4, the analysis phase is the early stage for all other

phases of instructional design. During this phase, it must define the problem, identify

the source of the problem and determine possible solutions that related to the

development of the Camping Guideline for Beginner with AR. The phase may include

specific research techniques such as needs analysis, job analysis, and task analysis.

The outputs of this phase often include the instructional goals, and a list of tasks to be

instructed. These outputs will be the inputs for the design phase.

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Analysis

Problem Statement

1. Not Interaction

2. Not have multimedia element

3. Not user friendly

Objectives

1. To study the technology AR can use in pamphlet.

2.To design and develop a pamphlet and mobile application that enable users to learn with AR technology and the 3D model.

3. To evaluate function AR of pamphlet markers and mobile applications that will be created can be used smoothly by the user on the android platform and provide benefits to the user.

Target1. Admin

2. User: Youth

Content

This project included :

1. Pamphlet

- contain images pictures

- using marker-based for AR

2. Pamphlet using aumented reality technology

Strategy1. Use 3D Model

2. AR technology

Requirement

1. Hardware

- Laptop

2. Software

- Unity 3D, Vuforia,Maya 3D

Figure 3. 2 Analysis Phase

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3.2.2 Design Phase

In design phase, conceptual model, flowchart and storyboard were

developed. The design phase involves the development of the conceptual model for

the mobile AR application which is involves the learning theory, the medium and AR

technology to be used in the application; the teaching and learning approach to be

implemented and the components involve in this mobile AR application.

Flowchart

Flowchart is a diagram that shows the progress flow of system.

As shown in figure 3.3, the application starts by providing users to click

instruction button, AR camera scan button, about us button and exit button

from homepage. The information button will show the user step by step

how to explore the pamphlet using AR camera. Next, the AR camera scan

button is the most important for this application. This button will

automatically turn on the camera on user’s mobile phone. The scan button

will give the opportunities to users to choose any image object. The user

needs to scan an image that created on the page using mobile phone camera.

In a few second, a 3D model will pop out automatically at the mobile phone

screen. The users can touch that 3D model at the screen to make it move.

Then the home button will bring users directly to the homepage which is

making the optional to the users either to click or scan or exit button. The

technology used is AR that combined the reality and virtual environment

together to make a learning process become more interesting.

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Figure 3. 3 Flowchart of Pamphlet Pictures AR

Start

Start

Exit

Exit

End

End

Yes

Yes

Yes

Yes

Homepage

Homepage

Instruction

Instruction

AR camera

scan

AR camera

scan

Pamphlet

Picture/Marker AR

Pamphlet

Picture/Marker AR Information

Information

About us

About us

Yes

Yes

Yes

Yes

No

No

No

No

No

No

No

No

3D model object

popup

3D model object

popup

Yes

Yes

Instruction

Instruction

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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;

i. Landing Page

Figure 3.4 shown the landing page of the first page that user

will see when they open the application. User need to wait for the

loading bar to fill up before it goes to the home page automatically.

Figure 3. 4 Landing Page

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ii. Home Page

Figure 3.5 shown the home page of the main page of this

application. There are three buttons on this page. Which is, How

to Explore button, Let’s Play button, About Us button and Exit

button. User can navigate all the button assign on this page.

Figure 3. 5 Main page

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iii. About Us Page

Figure 3.6 shows the about us page. This page has a brief

about the developer and the supervisor of this project development.

Figure 3. 6 About us page

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iv. Augmented Reality Camera Page

Figure 3.7 shows camera page. This camera page is the main

activity of this application. Where it has most of the engagement

happen between user and the AR function.

Figure 3. 7 AR interface camera

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3.2.3 Development Phase

The develop phase builds on both the analysis phase and design phases. The

purpose of this phase is to generate the lesson plans and lesson materials. This phase

will develop the instruction, all media that will be used in the instruction, and any

supporting documentation. This may include hardware and software.

i. Create Marker

This is the first step before start builds 3D animation models. Create

markers using Adobe Photoshop CS64. On the picture, there are pictures of

the object. So, the users are willing to scan images or markers on the picture

and the 3D animation models automatically pop out on the phone screen.

Figure 3. 8 Create Marker

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ii. Modelling 3D

Figure 3.9 shows the developer making the process of modelling 3D

animation models using Autodesk Maya software. The image of the table

shows a reference to create 3D animation. Next process in animating 3D

characters which are texturing. Texturing is the next phase involved while

creating 3D animation. It includes creating a texture from the base, editing

an existing texture for reuse. Shading intensity is to be decided during the

texturing phase and textures are developed like maps and then assigned to

a particular scene or model. After finish modelling the models, the

developer needs to find the right texture to wrap the models.

Figure 3. 9 Modelling 3D

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iii. Create Marker use Vuforia

Figure 3.10 shows that Vuforia can recognize and track targets

by analysing the contrast - based features of the target that are visible to the

camera. The developer can improve the performance of a target by

improving the visibility of these features through adjustments to the target's

design, its rendering and scale, and how it's printed. The star rating of a

target ranges between 1 and 5 stars; although targets with a low rating (1 or

2 stars) can usually detect and track well. For best results, the developer

should aim for targets with 4 or 5 stars.

Figure 3. 10 Create marker use Vuforia

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iv. Building Environment AR with Unity

Figure 3.11 shows the unity 3D software. The developer needs to set

up the Unity 3D before start using it. This is the platform where to begin

building AR experiences. Next, a developer needs to create a project and

create the scenes which are Navigation, Camera & Light, 3D Object,

Physics, Material, and Scripts.

Figure 3. 11 Building AR with Unity

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3.2.4 Implementation Phase

The Implementation phase refers to the actual delivery of the instruction,

whether it's classroom-based, lab-based, or computer-based. The purpose of this phase

is the effective and efficient delivery of instruction. This phase must promote the

students 'understanding of the material, support the students' mastery of objectives,

and ensure the students' transfer of knowledge from the instructional setting to the job.

a. Test Run Project

The developer test runs the project herself. This is to ensure that

the project can be used and is running accordingly.

b. User Test Run

Developer gives to the user to test the project and give the feedback

before presenting the final product. Criticisms and constructive feedback

is taken to be implemented later on.

3.2.5 Evaluation Phase

This phase measures the effectiveness and efficiency of the instruction.

Evaluation should actually occur throughout the entire instructional design process-

within phases, between phases, and after implementation. Evaluation phases may be

formative or summative.

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3.2.5.1 Debug

a. Identify Errors

After done the test run, errors that were found by the users

should be identified. Example, glitches, and mistakes should be

brought to light for developer to improve the project while also

implementing the feedback by the alpha and beta testers.

b. Find solutions

If once errors have been identified, solutions the error must be

done to solve.

3.2.5.2 Final product

a. Presentation

The system is ready to be presented and launched for a large

audience to use.

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Figure 3. 12 Framework Design

Framework Design

Figure 3.12 above shows the framework design of Camping Guide for Beginner with

AR. User can choose any button in this application. The users need to scan any object on

pamphlet for display 3D object. The 3D Unity used to create the Virtual Reality application

and overall project and modelling 3D objects. The Vuforia use to create augmented reality. The

Vuforia detects and tracks the features that are naturally found in the image itself by comparing

these natural features against a known target resource database. Once the Image Target is

detected, Vuforia Engine will track the image as long as it is at least partially in the camera’s

field of view. For the best results, you should aim for targets with 4 or 5 starts.

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Hardware and Software Requirements

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 hardware and software that the author used are shown as below:

3.4.1 Hardware Requirement

Hardware is another thing that important to have to make the application

work. Without hardware, the software cannot be use. As seen in figure 3.13, the

hardware that use is a high spec laptop because it need more power when it comes to

work with 3D and animation. Next one is, android phone, it is using to test the

application whether it work fine on the device or not.

i. Laptop (Lenovo Ideapad 330)

• Processor: AMD Ryzen3 2200U with Radeon Vega Mobile Gfx 2.50 GHz.

• Operating System: Windows 10 Home Single Language – 64-bit.

• Memory: 8GB RAM.

Figure 3. 13 Hardware for development requirement

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ii. Printer Brother DCP-J100

• To print out documentation.

iii. Android Mobile Phone (Oppo A3s)

• Used to run and testing the application.

3.4.2 Software Requirement

As shown in figure 3.14, the software used during the Camping Guide for

Beginner with AR application development is Unity 3D – Game Engine; this will be

the main software that should gather and combine the element that will have on the

application Autodesk Maya 3D; this software is used to make a 3D model of anything

such as object mode. Microsoft Visual Code; this software is used for code the

function in the application such as to make the button functioning when the user

presses the button. Vuforia; this is the platform that allows the Camping Guide for

Beginner with AR application to have the feature of AR on the devices.

Figure 3. 14 Software for development project

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i. Unity 3D

• Unity 3D is a powerful cross-platform 3D engine and a user-friendly

development environment. The Unity application is a complete 3D

environment, suitable to create application for mobile, desktop, the web

and consoles. The Vuforia Unity Extension provides:

a. Vuforia Prefabs and Script Components for authoring Vuforia

applications in Unity.

b. Vuforia API Libraries that expose the Vuforia APIs in C#.

c. Support for all Vuforia features and Trackable types.

d. High-level access to device hardware, such as the device camera.

ii. Autodesk Maya 3D

• A platform for creating 3D animation contents start from modelling,

texturing, rigging, animation and rendering to the final output.

iii. Vuforia

• Vuforia uses computer vision to recognize and track planar images

(Image Targets) and simple 3D objects, such as boxes, in real-time.

You also get to grips with some additional features, including: virtual

buttons, background effects, occlusion management, which lets

Vuforia find even partially hidden objects. It implements the following

functionalities: recognition of the different types of visual objects (a

box, cylinder, plane), text and environments recognition, VuMark (a

combination of picture and QR-code).

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• Also, using Vuforia Object Scanner, you can scan and create object

targets. The recognition process can be implemented using the database

(local or cloud storage). Unity plugin is simple to integrate and very

powerful. World-famous applications like BMW Individual 7,

MANGO MNG and Nikola Tesla are Vuforia-based.

• Vuforia, another well-known SDK (software development kit) you can

use for AR application development. This SDK allows you to create a

standalone AR application. It also utilizes image recognition

technology to identify tracker (AR-Marker) from the actual view being

seen through device camera. Once recognized, the AR application

places the virtual object at the same position and orientation of the AR-

Marker.

iv. Adobe Photoshop

• Used to create sketches of background, pamphlet and characters for

application.

v. Adobe InDesign

• Used to create and design layout for pamphlet.

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Summary

Methodology is very important in a system development. It helps the author to make

sure that the system develops correctly from phases to phases. In this system, Iterative and

Incremental Model had been chosen as a guide to build a system. It also helps to ensure all the

objectives of this project to be achieved. Besides, this chapter also explained the hardware and

software requirements for this application.

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CHAPTER 4

IMPLEMENTATION AND TESTING

4.1 Introduction

In this chapter, will be discussing the implementation of the methodology discussed

in the previous chapter and testing to obtain the result of each implementation. Implementation

is executed to ensure this application is developed according to the main objectives of the

project. Testing will be executed so that the developer will recognize the defects as soon as

possible and repair it immediately.

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4.2 Interface Design

User interface (UI) design is the process of making interfaces in software or

computerized devices with a focus on looks or style (Dix, 2012). This will make the application

more interactive and attractive to user.

4.2.1 Main Menu View

Table 4. 1 Interface and Button in Main Menu Page

Interface Main Menu Button in Interface Main Menu

Interface Main Menu

How to Explore button

Let’s Explore button

About Us button

Exit button

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Table 4.1 above shows the whole interface for the home page. There are

several choices buttons such as a button for let’s start, how to explore button, about

us button, and exit button. The interface used an element of tree, tent, nature view to

decorate a home page. The explanation is on Let’s Explore button which is to guide

users on how to use the application smoothly. In Table 4.1 has a Let’s Explore button

for the user to make confirmation to exit from the application. There have some

instructions and technique fingers to use and the application works well.

The main button in this application is a Let’s Explore button and How to

Explore button. The Let’s Explore button is functioned to go to the next scene which

is the user able to scan the flyer provided to show the 3D object and make interaction

on it as Table 4.1 shown above. How to Explore button contains an instruction for

user to follow.

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4.2.2 How to Explore View

Table 4. 2 Interface and Button in How to Explore Page

Interface How to Explore Button in Interface How to Explore

Interface How to Explore 1

Next button

Interface How to Explore 2

Next button

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Interface How to Explore 3

Next button

Interface How to Explore 4

Main Page button

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4.2.3 About Us View

Table 4. 3 Interface and Button in About Us View

Interface About Us Button in Interface About Us

Interface About Us

Main Page button

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4.3 AR Marker

Image recognition is an imperative component of augmented reality (AR) systems. By

use of identifying visual markers already embedded within the system, physical world objects

are detected for superimposition of virtual elements. In order for an AR application to estimate

the orientation and position of a camera with respect to the real-world frame, most applications

employ a tracking technique known as marker based augmented reality.

Once you begin using the marker-based augmented reality system with a digital

device, the image of the physical world captured by your camera is converted into a grayscale

image to expedite the image processing algorithm. The algorithm then uses the image of the

camera as well as the decoded marker ID to augment the virtual object onto the physical world

model. By focusing the camera of whichever digital devices, you are using to deploy the AR

application on the specified markers, the application is able to retrieve the information stored

to display the three-dimensional virtual object accurately.

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Table 4. 4 Marker detail for pamphlet image

Flashcard Image Marker Feature Marker Detail

Type: Single

Image Status: Active

Target ID:

33bc1d5c0db942e0912a19b61acd6e5b

Augmentable: 4

Type: Single

Image Status: Active

Target ID:

6b50b4d6f01b4396a27c536c4ca8ebab

Augmentable: 4

Type: Single

Image Status: Active

Target ID:

5f4d209c714c412d8a2ea2e9bb10df1a

Augmentable: 5

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Type: Single

Image Status: Active

Target ID:

674a528cf11e458db938bc18bb156e26

Augmentable: 5

Type: Single

Image Status: Active

Target ID:

e1f094d399264d9eaf80b884d7cde85c

Augmentable: 4

Type: Single

Image Status: Active

Target ID:

87dd3b6f545a4162bfcdc5636cd357a8

Augmentable: 3

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4.4 3D Model

3D modelling is the creation of a computer-generated representation of an object or

character in 3D space. A 3D modeler has to build models before they can be animated or VFX

can be applied. Depending on the end goal, they may be working from scratch, concept art,

other 3D designs or even optimizing scan data to create models. A modeler will also work on

the topology of the model, or the way vertices and edges are arranged, to ensure the model is

ready for the next steps in the pipeline. Successful modelers will have creative ways of getting

the job done in the time allotted while ensuring the accuracy of the final product.

Figure 4. 1 View of Tent 3D Model in Autodesk 3D Maya software

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4.5 Testing

Testing is needed to test application full function. These is three type of testing in the

application. Those are unit testing, integrate testing and system testing. Unit testing is carried

out to verify the functionality of specific section code and integration testing works to exposed

defects in the interface and interaction between modules. End-to-end testing or system tests a

complete integrated system to verify that it meets its requirements.

4.6 Test Case

Test case is a set of condition or variables under where the tester will determine if the

requirement upon an application is partially or fully satisfied. Test case also can be defined as

a sequence of steps to test the correct behaviour of functionality or feature of an application.

There is a list of steps, test, procedure and expected outcomes would be stated in the testcase.

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Table 4. 5 Open Application Test Case

Step Test Procedure Expected Output Result

1 Open the application.

The logo of the Camping Guide for

Beginner with AR will appear as a

landing page before the home page.

Success

Home page interface with four buttons

which are How to Explore, Let’s

Explore, About Us and Exit button

will appear on the screen.

Success

Background sound will be play. Success

Table 4. 6 Home Page Test Case

Step Test Procedure Expected Output Result

1

Click How to Explore

button

Open and view the tutorial interface

and information.

Success

2

Click Let’s Explore

button

Open and view the AR Camera

interface.

Success

3

Click About Us

button

Open and view the information of

developer and supervisor interface.

Success

4 Click Exit button

Open and exit from the application

and smartphone home will be appear.

Success

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Table 4. 7 Let's Explore via AR Camera Test Case

Step Test Procedure Expected Output Result

1

User enter the AR

camera interface

A camera view will open Success

2

User scans the

pamphlet (Camping

Guide for Beginner

with AR marker)

The 3D model of 3D objects will

automatically appear automatically

and the user can listen the audio

information of each 3D model object.

Success

3

User touch the home

button

Go and view the homepage interface. Success

Table 4. 8 About Us Test Case

Step Test Procedure Expected Output Result

1

Click About Us

button

Open and view the about us interface

of supervisor and developer

information.

Success

2

Click homepage

button

Go and view the homepage interface. Success

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4.7 Results

The expected result after releasing of the application Camping Guide for Beginner

with AR is user should be able to get the interactive way for beginner to learn some tips during

camping. The user also can reduce their imagination for furniture from a piece of paper. The

benefit of Camping Guide for Beginner with AR application is does not use an internet

connection but can imagine physically the model 3D appearance. The developer also expected

that the system could function well and fulfil the user requirement standard especially for

campers.

4.8 Summary

In a nut shell for this chapter, the AR developer shows the interface those developed

for the Camping Guide for Beginner application using AR. The AR developer also put a few

audio information after the 3D model popup on the pamphlet. Next, testing phase did by the

AR developer by testing the application. This phase also important because to optimize the

application for the high level a few error scans be identifying, and the AR developer fixed to

improve functionality of the application. The AR developer does test to the student and youth

of sees the process of camping guide for beginner with AR. If there have any feedback, AR

developer will be improved it immediately. Finally, the test case necessary to guide the tester

to test the application. The application will repeatedly to be tested to minimize deficiency.

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CHAPTER 5

CONCLUSION

5.1 Introduction

In this chapter, the contribution of Camping Guide for Beginner with Augmented

Reality, problem, and limitation during project development as well as the future work in order

to improve the application itself will be discussed.

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5.2 Project Contribution

Camping Guide for Beginner with Augmented Reality (AR) developed based on

ADDIE method mainly aims to give the user to experience the new way to explore the library

and also to provide the user with the information of the library in this application. Meanwhile,

the other aim is to give the user exposure and education about AR technology. Furthermore, it

is very convenient to use because the user only just needs to be download on the Google Play

Store and can use them without any internet connection.

5.3 Problem and Limitation

The major problem and limitation during the project development are to find the way

to optimize the application and stabilize the 3D model to ensure it can be shown without any

failures. Besides that, the limitation is this application only available on the Android platform

only.

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5.4 Future Work

Although the application operates in properly and follow the milestone respectively, there

exist some changes can be taken for better performance. The constraint as described before this can

be corrected and improve the quality for the future. Camping Guide for Beginner still has a lot of

to be improved. There is some suggestion that can be made in order to upgrade the application

to be more efficient in the future. The suggestion is adding an interactive design map. Then,

improve the information of 3D model on marker card for better sight. I hope this application

will be very useful for the user to keep their interest in exploring the nature.

5.5 Summary

Camping Guide for Beginner with AR will help user to explore in interactive way.

This application with AR features developed for user to learn about the simple guide and step

of camping. The framework and user interface design that included in this report can also act

as a guideline for the user to use this application and also for research in their work.

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REFERENCES

1. Feiner, S., Macintyre, B., & Seligmann, D. (1993). Knowledge-based augmented

reality. Communications of the ACM, 36(7), 53-62.

2. Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001).

Recent advances in augmented reality. IEEE computer graphics and

applications, 21(6), 34-47.

3. Billinghurst, M. (2002). Augmented reality in education. New horizons for

learning, 12(5), 1-5.

4. Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality

technologies, applications and limitations. International journal of virtual reality, 9(2),

1-20.

5. Brooker, E., & Joppe, M. (2013). Trends in camping and outdoor hospitality—An

international review. Journal of Outdoor Recreation and Tourism, 3, 1-6.

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APPENDIX A: CODING AUDIO 3D MODELS POPUP

using UnityEngine;

using UnityEngine.UI;

using Vuforia;

using System.Collections;

using System.Collections.Generic;

/// <summary>

/// A custom handler that implements the ITrackableEventHandler interface.

///

/// Changes made to this file could be overwritten when upgrading the Vuforia version.

/// When implementing custom event handler behavior, consider inheriting from this

class instead.

/// </summary>

public class DefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler

{

public AudioSource aSource;

public AudioClip aClip;

#region PROTECTED_MEMBER_VARIABLES

protected TrackableBehaviour mTrackableBehaviour;

protected TrackableBehaviour.Status m_PreviousStatus;

protected TrackableBehaviour.Status m_NewStatus;

#endregion // PROTECTED_MEMBER_VARIABLES

#region UNITY_MONOBEHAVIOUR_METHODS

protected virtual void Start()

{

mTrackableBehaviour = GetComponent<TrackableBehaviour>();

if (mTrackableBehaviour)

mTrackableBehaviour.RegisterTrackableEventHandler(this);

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{

//Register / add the AudioSource as object

aSource = (AudioSource)gameObject.AddComponent<AudioSource>();

}

}

protected virtual void OnDestroy()

{

if (mTrackableBehaviour)

mTrackableBehaviour.UnregisterTrackableEventHandler(this);

}

#endregion // UNITY_MONOBEHAVIOUR_METHODS

#region PUBLIC_METHODS

/// <summary>

/// Implementation of the ITrackableEventHandler function called when the

/// tracking state changes.

/// </summary>

public void OnTrackableStateChanged(

TrackableBehaviour.Status previousStatus,

TrackableBehaviour.Status newStatus)

{

m_PreviousStatus = previousStatus;

m_NewStatus = newStatus;

if (newStatus == TrackableBehaviour.Status.DETECTED ||

newStatus == TrackableBehaviour.Status.TRACKED ||

newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)

{

Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");

OnTrackingFound();

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if (mTrackableBehaviour.TrackableName == "house")

{

aSource.PlayOneShot(aClip);

}

if (mTrackableBehaviour.TrackableName == "tiger")

{

aSource.PlayOneShot(aClip);

}

if (mTrackableBehaviour.TrackableName == "snake")

{

aSource.PlayOneShot(aClip);

}

if (mTrackableBehaviour.TrackableName == "bear")

{

aSource.PlayOneShot(aClip);

}

if (mTrackableBehaviour.TrackableName == "tent")

{

aSource.PlayOneShot(aClip);

}

}

else if (previousStatus == TrackableBehaviour.Status.TRACKED &&

newStatus == TrackableBehaviour.Status.NO_POSE)

{

Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");

OnTrackingLost();

if (mTrackableBehaviour.TrackableName == "house")

{

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62

aSource.Stop();

}

if (mTrackableBehaviour.TrackableName == "tiger")

{

aSource.Stop();

}

if (mTrackableBehaviour.TrackableName == "snake")

{

aSource.Stop();

}

if (mTrackableBehaviour.TrackableName == "bear")

{

aSource.Stop();

}

if (mTrackableBehaviour.TrackableName == "tent")

{

aSource.Stop();

}

}

else

{

// For combo of previousStatus=UNKNOWN +

newStatus=UNKNOWN|NOT_FOUND

// Vuforia is starting, but tracking has not been lost or found yet

// Call OnTrackingLost() to hide the augmentations

OnTrackingLost();

}

}

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63

#endregion // PUBLIC_METHODS

#region PROTECTED_METHODS

protected virtual void OnTrackingFound()

{

var rendererComponents = GetComponentsInChildren<Renderer>(true);

var colliderComponents = GetComponentsInChildren<Collider>(true);

var canvasComponents = GetComponentsInChildren<Canvas>(true);

// Enable rendering:

foreach (var component in rendererComponents)

component.enabled = true;

// Enable colliders:

foreach (var component in colliderComponents)

component.enabled = true;

// Enable canvas':

foreach (var component in canvasComponents)

component.enabled = true;

}

protected virtual void OnTrackingLost()

{

var rendererComponents = GetComponentsInChildren<Renderer>(true);

var colliderComponents = GetComponentsInChildren<Collider>(true);

var canvasComponents = GetComponentsInChildren<Canvas>(true);

// Disable rendering:

foreach (var component in rendererComponents)

component.enabled = false;

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// Disable colliders:

foreach (var component in colliderComponents)

component.enabled = false;

// Disable canvas':

foreach (var component in canvasComponents)

component.enabled = false;

}

#endregion // PROTECTED_METHODS

}

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65

APPENDIX B: CODING BUTTON USING EVENT TRIGGER SYSTEM

using UnityEngine;

using UnityEngine.UI;

using Vuforia;

using System.Collections;

using System.Collections.Generic;

/// <summary>

/// A custom handler that implements the ITrackableEventHandler interface.

///

/// Changes made to this file could be overwritten when upgrading the Vuforia version.

/// When implementing custom event handler behavior, consider inheriting from this

class instead.

/// </summary>

public class DefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler

{

public AudioSource aSource;

public AudioClip aClip;

#region PROTECTED_MEMBER_VARIABLES

protected TrackableBehaviour mTrackableBehaviour;

protected TrackableBehaviour.Status m_PreviousStatus;

protected TrackableBehaviour.Status m_NewStatus;

#endregion // PROTECTED_MEMBER_VARIABLES

#region UNITY_MONOBEHAVIOUR_METHODS

protected virtual void Start()

{

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66

mTrackableBehaviour = GetComponent<TrackableBehaviour>();

if (mTrackableBehaviour)

mTrackableBehaviour.RegisterTrackableEventHandler(this);

}

protected virtual void OnDestroy()

{

if (mTrackableBehaviour)

mTrackableBehaviour.UnregisterTrackableEventHandler(this);

}

#endregion // UNITY_MONOBEHAVIOUR_METHODS

#region PUBLIC_METHODS

/// <summary>

/// Implementation of the ITrackableEventHandler function called when the

/// tracking state changes.

/// </summary>

public void OnTrackableStateChanged(

TrackableBehaviour.Status previousStatus,

TrackableBehaviour.Status newStatus)

{

m_PreviousStatus = previousStatus;

m_NewStatus = newStatus;

if (newStatus == TrackableBehaviour.Status.DETECTED ||

newStatus == TrackableBehaviour.Status.TRACKED ||

newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)

{

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67

Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");

OnTrackingFound();

if (mTrackableBehaviour.TrackableName == "CardA")

{

aSource.PlayOneShot(aClip);

}

if (mTrackableBehaviour.TrackableName == "CardF")

{

aSource.PlayOneShot(aClip);

}

}

else if (previousStatus == TrackableBehaviour.Status.TRACKED &&

newStatus == TrackableBehaviour.Status.NO_POSE)

{

Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");

OnTrackingLost();

if (mTrackableBehaviour.TrackableName == "CardA")

{

aSource.Stop();

}

if (mTrackableBehaviour.TrackableName == "CardF")

{

aSource.Stop();

}

}

else

{

// For combo of previousStatus=UNKNOWN +

newStatus=UNKNOWN|NOT_FOUND

// Vuforia is starting, but tracking has not been lost or found yet

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68

// Call OnTrackingLost() to hide the augmentations

OnTrackingLost();

}

}

#endregion // PUBLIC_METHODS

#region PROTECTED_METHODS

protected virtual void OnTrackingFound()

{

var rendererComponents = GetComponentsInChildren<Renderer>(true);

var colliderComponents = GetComponentsInChildren<Collider>(true);

var canvasComponents = GetComponentsInChildren<Canvas>(true);

// Enable rendering:

foreach (var component in rendererComponents)

component.enabled = true;

// Enable colliders:

foreach (var component in colliderComponents)

component.enabled = true;

// Enable canvas':

foreach (var component in canvasComponents)

component.enabled = true;

}

protected virtual void OnTrackingLost()

{

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var rendererComponents = GetComponentsInChildren<Renderer>(true);

var colliderComponents = GetComponentsInChildren<Collider>(true);

var canvasComponents = GetComponentsInChildren<Canvas>(true);

// Disable rendering:

foreach (var component in rendererComponents)

component.enabled = false;

// Disable colliders:

foreach (var component in colliderComponents)

component.enabled = false;

// Disable canvas':

foreach (var component in canvasComponents)

component.enabled = false;

}

#endregion // PROTECTED_METHODS

}

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APPENDIX C: POSTER FINAL YEAR PROJECT