A PROTOTYPE OF AUGMENTED REALITY COLOURING MOBILE APPLICATION FOR DENGUE AWARENESS - BAZILAH A. TALIP MOHD AMIN BIN CHE MOHD SHABRI ZAHIDAH ABD ...
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A PROTOTYPE OF AUGMENTED REALITY COLOURING MOBILE APPLICATION FOR DENGUE AWARENESS BAZILAH A. TALIP MOHD AMIN BIN CHE MOHD SHABRI ZAHIDAH ABD KADIR NURUL SHUHADAH ROSNI ZALIZAH AWANG LONG i
First Publication 2021 ©Copyright by Universiti Kuala Lumpur Publishing 2021 All rights reserved. No part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written consent of Universiti Kuala Lumpur Publishing Unit, including in any network or other electronic storage or transmission, or broadcast for distance learning Published by UNIVERSITI KUALA LUMPUR PUBLISHING 1016, Jalan Sultan Ismail, 50250 Kuala Lumpur, MALAYSIA ii
PREFACE This research book aims to determine the benefits of use of Augmented Reality (AR) technology for educational and awareness purposes. This research focuses on the development of AR colouring of Aedes mosquitoes and its natural predators. This empirical study has found that the use of AR technology has increased the motivation and improve knowledge sharing approach for awareness in community. The development of AR colouring mobile application has transformed the awareness program from one way to two-way engagement and make the learning process more entertaining and engaging. This prototype was the outcome of the final year project. iii
TABLE OF CONTENTS Preface ................................................................................................................................................... iii Table of Contents .................................................................................................................................. iv List of Figures ......................................................................................................................................... vi List of Tables ......................................................................................................................................... vii Abstract ............................................................................................................................................... viii Chapter 1 : Introduction ...................................................................................................................... 10 1.0 Introduction ............................................................................................................................... 10 1.1 Background of Study .................................................................................................................. 11 1.2 Problem Statement.................................................................................................................... 12 1.3 Research Questions ................................................................................................................... 13 1.4 Research Objectives................................................................................................................... 13 1.5 Significance of the Study............................................................................................................ 13 1.6 Limitations of the Study ............................................................................................................. 14 Chapter 2 : Literature Review .............................................................................................................. 15 2.0 Introduction ............................................................................................................................... 15 2.1 Overview of Dengue Virus ......................................................................................................... 15 2.1.1 Types of Dengue Virus ........................................................................................................ 15 2.1.2 Mosquito Vector ................................................................................................................. 16 2.2 Mosquito Lifecycle ..................................................................................................................... 16 2.3 Augmented Reality (AR) in Education ........................................................................................ 17 2.3.1 Importance of Early Education ........................................................................................... 19 2.4 Existing Dengue Awareness Games ........................................................................................... 20 Chapter 3: Research Methodology ...................................................................................................... 21 3.0 Introduction ............................................................................................................................... 21 3.1 Overview of ADDIE..................................................................................................................... 21 3.1.1 Phase 1: Analyse ................................................................................................................. 21 3.1.2 Phase 2: Design ................................................................................................................... 23 3.1.3 Phase 3: Development ........................................................................................................ 23 3.1.4 Phase 4: Implementation.................................................................................................... 23 3.1.5 Phase 5: Evaluation ............................................................................................................. 24 3.2 Pilot Study .................................................................................................................................. 24 Chapter 4 : Product Design and Development .................................................................................... 26 4.0 Introduction ............................................................................................................................... 26 iv
4.1 Development of AR Aedes Alert Application ............................................................................. 26 4.1.1 Analysis ............................................................................................................................... 26 4.1.2 Design ................................................................................................................................. 26 4.1.3 Development ...................................................................................................................... 27 4.1.4 Implementation .................................................................................................................. 30 4.1.5 Evaluation ........................................................................................................................... 32 4.2 Design of AR Aedes Alert ........................................................................................................... 33 4.3 Interface .................................................................................................................................... 34 4.4 User Testing ............................................................................................................................... 35 4.4.1 Preliminary Test .................................................................................................................. 35 4.4.2 Primary Test ........................................................................................................................ 35 Chapter 5 : Results and Discussion ...................................................................................................... 37 5.0 Introduction ............................................................................................................................... 37 5.1 The Influence of Use of AR Colouring Mobile Application for Awareness ................................. 37 Chapter 6 : Conclusion ......................................................................................................................... 45 6.0 Introduction ............................................................................................................................... 45 6.1 Augmented Reality Technology as Educational Tool ................................................................. 45 6.2 Augmented Reality Application on Mosquito Lifecycle ............................................................. 45 6.3 Evaluation of Augmented Reality Colouring Mobile Application .............................................. 45 6.4 Future Recommendation ........................................................................................................... 46 6.4.1 Simultaneous Localization and Mapping (SLAM)................................................................ 46 6.4.2 Realistic models of mosquitoes .......................................................................................... 46 6.4.3 Inclusion of different types of Aedes variants and Countermeasures ................................ 46 6.4.4 Pseudo Virtual Reality ......................................................................................................... 47 6.4.5 Hybrid AR core and Vuforia ................................................................................................ 47 6.5 Summary .................................................................................................................................... 47 References ........................................................................................................................................... 48 v
LIST OF FIGURES Figure 1.1 Dengue case and death in Malaysia from 1995 to 2017 (National Crisis Preparedness and Response Centre, 2017)(National Crisis Preparedness and Response Centre, 2017) ......................... 12 Figure 2.2 ARA in Practice.................................................................................................................... 18 Figure 2.1 Sherlock Dengue ................................................................................................................. 20 Figure 3.1 AR Games in GooglePlay ..................................................................................................... 22 Figure 3.2 Prototype of AR colouring .................................................................................................. 22 Figure 4.1 Application Flowchart ......................................................................................................... 27 Figure 4.2 Reference Sketch (Photograph by James Gathany, CDC Public Health Image Library) ...... 28 Figure 4.3 Wireframe and Bone .......................................................................................................... 28 Figure 4.4 Default and Colouring UVW................................................................................................ 28 Figure 4.5 Assets imported into Unity ................................................................................................. 29 Figure 4.6 Pilot Test ............................................................................................................................. 30 Figure 4.7 Product Field Test ............................................................................................................... 31 Figure 4.8 Product Introduction during Field Test ............................................................................... 32 Figure 4.9 Comparison of Models........................................................................................................ 32 Figure 4.10 Booklet Cover and Marker Sheet ...................................................................................... 33 Figure 4.11Home Scene and AR Aedes Mosquito ............................................................................... 34 Figure 4.12 AR Colouring Feature ........................................................................................................ 34 Figure 5.1 Distribution of Answers per Item........................................................................................ 37 Figure 5.2 Scale Definition (Team UEQ, 2018) ..................................................................................... 39 Figure 5.3 UEQ Graph Chart ................................................................................................................ 40 Figure 5.4 UEQ Scale ............................................................................................................................ 40 Figure 5.5 UEQ Scale Range of -2 to +2 ............................................................................................... 41 Figure 5.6 Mean Value Per Item .......................................................................................................... 42 vi
LIST OF TABLES Table 3-1 Game Comparison ............................................................................................................... 21 Table 5-1 Scales Representation (Team UEQ, 2018) ........................................................................... 39 Table 5-2 UEQ Results ......................................................................................................................... 40 Table 5-3 Item Mean Value ................................................................................................................. 43 Table 5-4 Inconsistent Answers Scale .................................................................................................. 44 vii
ABSTRACT Dengue is a virus transmitted by the commonly known mosquito variant; Aedes aegypti and Aedes albopictus. To date, many prevention programs have been organised by COMBI in Malaysia and digital advertisements have been published. Yet, no attractive tool has been used to educate children on Dengue awareness. The lack of awareness on the dangers of dengue virus and the ecology of the mosquito is one of the many factors commonly stressed in dengue prevention campaigns. This study has adopted Augmented Reality (AR) technology to enhance learning experience related to Dengue awareness. A colouring application utilizing Augmented Reality (AR) technology has been developed to understand the experience of use of AR for dengue awareness among primary school students. Keywords: Augmented Reality, edutainment, Dengue virus awareness, mosquito life cycle viii
CHAPTER 1 : INTRODUCTION 1.0 Introduction In 2019, the dengue case in Malaysia has increased to 61.4% compared to 2018, which accumulative total of 130,101 cases have been reported (iDengue, 2020). The increased number of the dengue cases in Malaysia has a significant impact on the number of deaths (iDengue, 2020). Total number of deaths have also increased to 23.8% compared to 2018 (iDengue, 2020). It indicates 35 deaths only in 2019, which accumulative of 182 deaths (iDengue, 2020). Many actions have been taken by the government and community, to combat the diseases such as media campaign and other activities. Ministry of Health has initiated Communication for Behavioural Impact (COMBI). COMBI aims to establish community mobilization, public relation, interpersonal and point-of-service promotion. Every year, COMBI have done “gotong royong” activities with communities. However, current community engagement is lack of knowledge transfer programme on understanding the Aedes mosquito lifecycle and breeding has as significant impact on dengue prevention. Surprisingly, school-aged children did not know the different type of mosquitoes (Kadir et al., 2020) and how to destroy mosquito eggs (Kularatne et al., 2015). Thus, it is essential to educate people with the proper knowledge, so that we can control the mosquitoes breeding and prevent the disease from spreading at the early stage. This prototype is an invention for creating dengue awareness. No, educational and awareness AR mobile game for dengue awareness available in the market. Thus, this proposes product has a potential for commercialisation beneficial for education and awareness purposes. This AR colouring mobile application is not limited to Malaysia market, it can be used by ASEAN countries as well. This study emphasised that use of AR can create a new dimension in educating locals on dengue awareness. The innovation of this product can be transferable to other industry or knowledge transfer program apart of dengue. 10
1.1 Background of Study Augmented Reality (AR) is a technology that allows users’ interaction between virtual and the real world in real time, where they become engage with the learning. AR allows virtual information to be overlaid onto user’s natural environment, enables them to view the information in the real world (Kadir et al., 2020). It has created an interesting way in bridging the real within virtual worlds. AR has been used in many disciplines and not limited to fields such as education, health and marketing (Attaran & Morfin-Manibo, 2018). Compared to the traditional way in raising awareness through radios, handheld displays or campaign, AR provides more meaningful method to create personal awareness of the surrounding context (Alrowaily & Kavakli, 2018). AR has also widely been used as a learning for teaching and learning. The technology allows students’ interaction between virtual and real worlds in real time, where they become engaged with the learning. AR technology creates a magical feeling to capture the student’s attention during learning. The use of AR technology has shown the enormous potential in enabling students to construct new understanding. The capability in layering digital displays over real-world environment is able to provide scaffolds for students to experience the learning as well as to perceive virtual elements as part of their present world (Yoon et al., 2017) Taking the advantages of AR technology, which will be able to facilitate the visualisation and integration of information by displaying it directly to the user’s view (Kadir et al., 2020). A mobile AR colouring sheets has successfully developed for dengue awareness. This product helps to educate school aged children about the mosquito breeding as a complimentary to printed booklet information. Whilst reading the printed materials, user is enabled to view a dynamic visualisation using the AR application and assists their understanding to support the comprehension, meanwhile the colouring features creates the enjoyment feeling (Loy Rodas et al., 2017). It enables the user to view 3D animation of the colouring objects covered by the painted colours. Hence, the dynamic 3D viewing, and colouring features are able to create awareness in the early prevention of dengue as well as enable them to interact with the booklet content for knowledge information. 11
Mobile AR with marker-based use trigger such as 2D image with visual features for object recognition and object tracking. Using the available AR SDKs in market such as Vuforia, a particular algorithm is applied to extract features from the marker and recognise it (Cheng et al., 2017). With the rapid development in AR technology, features such as real time rendering is able to capture elements such as painted colours on the 2D image where it can be viewed in 3D animation on the mobile screen (Kadir et al., 2020). Thus, create an enjoyment feeling and engage them with the learning. Creating an education topic particularly for raising awareness not only requires providing visual that can stimulate content but also requires students to interact, create and express themselves. 1.2 Problem Statement In 2015, Malaysia was recorded having the highest ever cases of dengue as shown in Figure 1.1; a drastic increase from the years before compared to decade ago when the year 2008 was the placeholder. Last two years, Malaysia has seen improvement but the numbers however implied that the situation was still in critical state. Figure 1.1 Dengue case and death in Malaysia from 1995 to 2017 (National Crisis Preparedness and Response Centre, 2017)(National Crisis Preparedness and Response Centre, 2017) Lack of knowledge on dengue epidemiology and prevention among the public and in particular the younger generations has influenced on the rise of dengue cases (Suwanbamrung et al., 2013). Bakhsh et al., (2018) highlighted that awareness campaign helps people to understand the nature of Aedes mosquito and the danger of 12
dengue virus to society. Thus, this research focused on the use of Augmented Reality (AR) for dengue awareness purposes and its impact to society. 1.3 Research Questions The main research question for this study is how effective use of augmented reality for edutainment in creating dengue awareness? To answer the main question, this study answered the following sub-questions. 1. What is the level of awareness among the primary school students regarding the mosquito vector for Aedes? 2. Do they know the Aedes mosquito’s life cycle? 1.4 Research Objectives 1. To investigate the benefits of use of augmented reality for dengue awareness. 2. To design and develop augmented reality application about mosquito life cycle. 3. To evaluate the augmented reality application about mosquito life cycle among secondary level students. 1.5 Significance of the Study This study utilized AR technology to develop application with contents catered to the education about the Aedes variant mosquitoes as the vector control for Dengue. The contents developed for this study has a significant impact on education and awareness as it enables the educator or instructor use this application for educational tool. This study is also a step forward to the exploration of application of AR technology in experienced-learning approach. 13
1.6 Limitations of the Study The study only covered the Aedes mosquito but not the in-depth details of Dengue virus. The area of study conducted was limited to primary school students in Malaysia. Further research is required to investigate the effectiveness of this AR colouring mobile application. 14
CHAPTER 2 : LITERATURE REVIEW 2.0 Introduction This chapter discusses on the overview of dengue virus, use of AR in education, and existing Dengue Game. This literature review enables the researcher to identify the key elements to develop a new AR mobile application for educational and awareness purposes. 2.1 Overview of Dengue Virus Dengue virus is transmitted by arthropods and has high rate of mortality throughout the world if not treated early. Other known virus transmitted by the mosquito are the yellow fever, Japanese encephalitis, West Nile virus, and zika virus (Dengue Virus Net, 2021b). Dengue virus is primarily found in tropical countries due to the mosquito thriving in warm climate. The first recorded dengue epidemic is in the year 1779 to year 1780 occurring in Asia, Africa and North America and in the 1950s, the first severe dengue fever was recorded during the epidemics in the Philippines and Thailand (Ng & Yong, 2000). Dengue virus results in flu-like illness with high fever and either combination of severe headache, muscle, joint and bone pain, swollen glands or rash with red spots, pain behind the eyes, nausea and vomiting (International Association for Medical Assistance to Travellers, 2020). The symptoms would persist from 2 to 7 days which may lead to other complications that can result in severe dengue. 2.1.1 Types of Dengue Virus The dengue virus has four similar yet different serotypes which categorized each strains of dengue virus based on the antibodies’ response encountering the virus in which certain level of immunity is granted to an infected towards a serotype for certain period ranging from 2 months to 1 year although the infected would be more susceptible to different serotype dengue virus due to the immune system developing non-neutralizing antibodies (Gubler et al., 2014). 15
Dengue virus can develop into Dengue Haemorrhagic Fever (DHF) or also known as severe dengue fever with worse complications than the classic dengue fever should the initial illness persists. The symptoms for DHF involves complications such as difficulty in breathing, uncontrolled bleeding, organ failure, or diarrhoea (Ng & Yong, 2000). Sudden drop in temperature and circulatory failure can cause the infected to go into critical state of shock. This deterioration in condition is known as Dengue Shock Syndrome and can be fatal if no treatment is applied within the next 12 to 24 hours (Dengue Virus Net, 2021a). 2.1.2 Mosquito Vector The virus is transmitted only by the female mosquito through feeding on an infected person’s blood where the virus is incubated within the mosquito for a period of 3 to 14 days in the midgut and then spread to other cells or the salivary gland which is then transmitted to a host during feeding time (Ng & Yong, 2000; World Health Organization, 2020). The virus infection lasts throughout the entirety of the mosquito’s life. Aedes aegypti (yellow fever mosquito) and Aedes albopictus (Asian tiger mosquito) are the two main vectors in transmitting dengue virus among several other viruses. Both species are diuturnal, peaking just after sunrise and right before sunset (Mohd Pozi et al., 2015). Aedes aegypti mainly feeds indoors while Aedes Albopictus can feed both indoors and outdoors and the flight radius of both species is 200 metres and depending on the wind, people and other external factors, the flight radius can expand to an average of 400 metres (World Health Organization, 2020) 2.2 Mosquito Lifecycle The lifecycle of a mosquito consists of four phases starting from egg which is laid generally around 100 eggs at a time. The eggs are commonly found near the surface of water or the sides of the container and hatch generally from a few minutes to 1 day in optimum condition and can survive up to 6-8 months in non-optimum environment such as the water drying (Centers for Disease Control and Prevention, 2019). 16
The larvae will emerge from the eggs and consists of 4 instars of growth starting from the first stage being the smallest in size and having weak frame and then from the second to third stage having stronger frame with the size of at least 7mm depending on its intake of food which consists of microorganisms and nutrients in the water with the last stage being the transformation into pupae. The larvae breathe through a spiracular opening at the end of its tail by sticking at the surface of the water and swim in a particular “S” motion (Mohd Pozi et al., 2015). The pupa stage can liken to a cocoon stage since the pupa does not feed in this stage and only rest for 2-3 days until adult mosquito emerges by intaking air, expanding the body and splitting the pupa skin. At this stage, the pupa is still capable of moving when detecting light changes that indicate danger by flipping the tail to swim towards the bottom of the water or protective area (Mohd Pozi et al., 2015). The emerging adult mosquito would rest on the surface of the water to dry off water and hardening its exoskeleton since its wings must be spread and dry before it is capable of flight. The male mosquitoes emerge the fastest but will linger around to wait for the female counterpart where mating would occur early due to high mortality. The males can last up to 6 or 7 days on average while the females can last up to 6 weeks and depending on its food supply, the lifespan can be extended to 5 months or more (Mosquito Biology, 2021). 2.3 Augmented Reality (AR) in Education The interactivity provided by AR technology opens new possibilities in the educational field to enhance the learning experience. According to Radu (2014), the increasing integration of digital media in the classroom has changed the manner of interaction for the students from the traditional keyboard and mice into full body interaction with educational object supplemented onto the physical world; made possible through the use of AR technology. Martin et al. (2011) highlighted that AR technology has not reached the maturity required to create the expected impact in education in the early years (2008-2010) but will show prominent influence in the future due to the increasing research has been conducted on AR. AR technologies have been more accessible due to technological advancements and research committed into improving AR, thus increasing the supply of AR 17
technologies and making the devices affordable to the public. This allows AR technology to see greater applications in various fields from the previous limitations where entertainment and marketing were the focus of AR development. Chiang et al., (2014) have argued that computer technology can assist educators in teaching and learning as it helps to increase motivational level among the students. Lee (2012) has emphasised that AR technologies is useful in capitalizing on the realism- based practices by utilising augmented and virtual reality in teaching and learning. AR technology is beneficial as an educational tool because it helps to motivate the learners. AR technology can create interactive features that make the learning experience more engaging and encouraging for the students. Figure 2.1 ARA in Practice Figure 2.2 is an example of the study conducted by Calderón and Arbesú (2015) focused on the mobile devices available to the students where the Augmented Reality in Automation (ARA) was incorporated in a lab activity. The activity had the student developed their designs on their mobile devices and then implemented the design in the lab to see the effectiveness of their design by using AR to simulate the cause and effect of the students’ design. The study concluded with positive result to the enhanced learning experience. Iftene and Trandabăț (2018) have emphasised that use of AR can increase the interest and motivation to learn. This study aimed to extend this niche area in the content of use of AR technology for awareness. 18
2.3.1 Importance of Early Education Early education on dengue mosquito vector recognition is important as it is a basic knowledge for the students to learn and understand the epidemiology of the mosquito. Suwanbamrung et al., (2013) highlighted that 306 students with age ranging from primary educations in levels 4 to 6 were participated in the survey found that they knew mosquitoes are present in their environment, but they are unaware the risk of Dengue virus. According to Bakhsh et al., (2018) the participants who have had experienced dengue understand the danger of the dengue virus, which they believe prevention must be undertaken. It is vital to educate people at young age so they will understand the situation while others had revealed only basic awareness and not taking prevention methods under serious consideration. In this study, the researchers had also emphasized that despite other factors such as income influencing the public in adopting the prevention method more widely, improving the knowledge, perception and adaptation must be prioritized in order to increase the awareness of dengue. In another study carried out by Suwanbamrung et al., (2013) in their paper titled “Risk factors related to dengue infections in primary school students: Exploring students' basic knowledge of dengue and examining the larval indices in southern Thailand”, the results obtained from their study had indicated that of 15 items included in the questionnaire, only 5 were answered correctly by 80% or more of the students with data on the answers collected showing significant different distribution of correct, incorrect and unknown answers. The sample size of the study was a total of 43 participants. 19
2.4 Existing Dengue Awareness Games Due to the epidemic risk of dengue being a global scale issue, there has been several studies conducted in order to implement gaming as a medium of educational tool to contribute to the dengue awareness campaign. Figure 2.2 Sherlock Dengue Figure 2.1 is an example of gameplay for a study carried out by Buchinger et al., (2014) from Santa Catarina State University utilizing gaming as teaching tools which was titled “Sherlock Dengue” which has 8 versions of the game available after reviewing and revising the design and gameplay. The game utilized the technology of virtual reality and a gameplay of roleplaying as the virtual dengue inspector investigating the game stage for clues and facts to pinpoint the dengue mosquitoes and earn scores through quiz presented in the game. Lennon and Coombs (2005) had conducted study to understand and research the influence of gaming on the learning process of dengue virus. Although the game differs from other genre of gaming; being physical educational board games with interactive cards and not a videogame, the concept of mixing game with education was still present and thus served as another reference of work. 20
CHAPTER 3: RESEARCH METHODOLOGY 3.0 Introduction This study has adopted Analysis, Design, Development, Implement, and Evaluate (ADDIE) model to develop colouring augmented reality mobile application. This application has also been tested by primary school students. 3.1 Overview of ADDIE The development of this application is based on five phases of ADDIE model as discussed below. 3.1.1 Phase 1: Analyse Comparison with existing mobile applications have been conducted to identify the best features and functions that can be adopted to produce an interactive colouring augmented reality mobile application. Following Table 3.1 shows two AR games with a similar concept are compared with Aedes Alert. The comparison showed that the two games are focused on entertainment, whereas Aedes Alert – AR colouring mobile application developed for this study is focused on edutainment. Due to that, the content of the informative AR book has been verified by experts in Vector Unit, Ministry of Health (MOH), Malaysia. Game Anti-Mosquito AR Mosquitoes Aedes Alert Game (Augmented Reality (Research Project) Game) Summary Shoot mosquitoes Shoot 10 mosquitoes Colouring AR with with various with 10 bullets within interaction between weapons fastest time assets to demonstrate facts Medium AR AR AR Type Shooting Shooting Interaction Content Entertainment Entertainment Edutainment Table 3-1 Game Comparison 21
Figure 0.1 AR Games in GooglePlay Figure 0.2 Prototype of AR colouring Figure 3.1 and Figure 3.2 demonstrated the differences between existing game and this current study as shown in Table 3.1. Gameplays of the existing games are similar to this study, which using the same concept of layering game assets onto the real world and interacting with the assets. Despite using the same AR technology, the existing games in the market are not impactful for teaching and learning as it focuses on entertainment rather than comprehensive edutainment game. Literature review analysis has been conducted to identify the important key of developing AR mobile application for edutainment. This study found that adopting AR technology can increase motivation of the user to learn more and encourage them to engage with the content. Therefore, it shows that attractive AR colouring mobile application has a significant impact on creating Dengue awareness among primary school students. 22
3.1.2 Phase 2: Design The researcher has designed the storyboard and storyline of the AR colouring mobile application to meet the objective of this study. This study focused on creating nature predators that can kill Aedes mosquitoes and type of Aedes mosquitoes. All the characters are designed in 3D to make the character look as close as a real Aedes mosquitoes and the predators. User Interface (UI) and Experience (UX) were also designed and tested to ensure the UI design of the application can be displayed on-screen according to the desired UX. 3.1.3 Phase 3: Development All assets were developed using 3D software; 3Ds Max as this software enables the researcher to model and render the assets. The assets are programmed using Unity that allows the user to control, move, and interact as designed in the storyboard. The UI and UX were also developed in the same platform to enable interaction between users and contents. The layout of the UI was designed to compatible with all smartphones and tablets. 3.1.4 Phase 4: Implementation This study has developed the prototype of AR colouring mobile application using 3D model for the development of all assets. Unity has been used to program the assets and a pilot test has been adopted to investigate the experience of use among the primary school students. The objective of the pilot study was to ensure the application is designed to meet the target users of this application. 6th grade primary school students have been selected because this group of students are completed introductory of science course in school. Thus, it helps them to understand the Aedes mosquito’s lifecycle and the danger of Dengue virus. Field testing has been adopted to obtain more feedback from users. The feedback has helped the researcher to improve the development of the AR colouring mobile application. Field testing enabled the researcher to determine the influences of demographic on the design of this application. The outcome of this field testing has helped the researcher to create an interactive AR colouring mobile application that are beneficials for Dengue awareness. Moreover, a constant reviewing and revising 23
of the application are adopted to fulfil to ensure the content is current and effective for education and awareness purposes. Content assets such as the 3D models were refined to allow smoother animation and more desired impact. The layouts of the UI were enhanced for better UX by referencing the feedbacks obtained. 3.1.5 Phase 5: Evaluation Formative evaluation and summative evaluation have been adopted for this study. Formative evaluation or also known as internal evaluation was conducted during the initial stages of each phases by seeking professional advices and supervisors on the refinement on development process. This evaluation was conducted to determine that the program is progressing the desired direction in parallel to the research objectives. The summative or external evaluation focused on the outcomes of the phases such as the completed data collection, drafts, content assets and prototype by running through the results with supervisors, self- evaluation and participants. The feedbacks were then entered as new inputs in the analyse phase and proceed into the next phases as new iteration. The feedback can be in the form of surveys, complaints and suggestions collected during the implementation phase. According to Branch (2009), these evaluations occurred throughout the process of development in order to provide immediate feedback. Therefore, the researcher can refer it as a guideline to revise the requirements of the application. 3.2 Pilot Study A pilot study has been conducted to evaluate the effectiveness of this application and investigate the experience of use of the application in primary school. This study has adopted a survey during the pilot study. Fourty-three (43) 6th grade students Sekolah Kebangsaan Felda Chemoimoi have participated in this study. The students were given survey questions that are designed based on the User Experience Questionnaire (UEQ) (Team UEQ, 2018). Twenty-six (26) survey questions are designed to determine usability of the AR colouring mobile application. The responses were compiled and calculated using Data Analysis Tool provided in tandem with the 24
UEQ. The results were evaluated and discussed to determine the efficiency and flaws that can be mended to improve the product, see Chapter 5. A briefing with the participants was conducted, which the participants were introduced to the AR colouring mobile application. The researcher has shown the step by step on how to use the application. The participants were given a colouring sheet and handheld device to scan the picture. The participants scanned the coloured picture and the AR of the Aedes mosquitoes are emerged. In addition, the researcher has observed the interaction between the audience and the AR colouring mobile application. This pilot study discovered that use of AR technology has increased the motivation of the student to know more about the Aedes mosquitoes. 25
CHAPTER 4 : PRODUCT DESIGN AND DEVELOPMENT 4.0 Introduction This chapter discusses on the prototype of AR colouring mobile application. User Interface (UI) and User Experience (UX) of the application are also explained. 4.1 Development of AR Aedes Alert Application ADDIE model has adopted to develop this application, as explained in Chapter 3, Section 3.1. 4.1.1 Analysis Preliminary study of this research discovered that existing Dengue awareness campaign used slideshows as medium of presenting and knowledge transfer to the audience. This text-based education was one way engagement and not attractive. This study aimed to improve current state of the art of technology by adopting AR technology. AR technology enables the learning activity to be more engaging and encouraging for young generation in particular. 4.1.2 Design Figure 4.1 shows the flow of AR colouring mobile application. The content of the informative book has been verified by Vector Unit, Ministry of Health (MOH), Malaysia. 26
Figure 4.1 Application Flowchart AR contents are implemented only in certain scenes requiring AR environment to generate the content. For example, AR colouring scenes – Aegypti, Albopictus, Guppy and Dragonfly. This application focused on marker-based tracking over markerless tracking after taking into consideration targeted users. Moreover, this study found that offline marketing than online application marketing and the device compatibility has also influenced on the chosen of marker-based tracker. The absence or lack of AR core in older devices is one of the discerning factors limiting the utilization of markerless tracking system. AR core is only available to newly released devices that support the technology. Therefore, limited users are able to afford those devices, which narrowing the marketing opportunity of the application. Another factor why the researcher opted marker-based system was the requirement of script package which will be explained further in the Chapter 4, Section 4.1.3. 4.1.3 Development The development stage is the process of developing the multimedia components required for the content of the application. 3D image of the mosquito was created based on several reference images on the Internet. 27
Figure 4.2 Reference Sketch (Photograph by James Gathany, CDC Public Health Image Library) Figure 4.2 shows the reference image that is used to produce the sketch on the mosquito. The sketch is transformed to 3D model for content development. The software used during this process was 3DS Max – 3D modelling, rendering and animation software, under student license. Figure 4.3 Wireframe and Bone Figure 4.3 shows the finished modelling of the mosquito vector in wireframe mode. The bone mode was the output of attaching bone objects utilizing skin modifier to animate the 3D object. Figure 4.4 Default and Colouring UVW 28
Figure 4.4 demonstrates the output of UVW mapping the textures to the 3D models based on desired content focused on this study. The content of the application consisted of the facts regarding the lifecycle, habitat and type of Aedes variant of the mosquito vector of Dengue. The UVW mapping for the left side of Figure 4.4 was developed for the default texture of the object while the right side of Figure 4.4 shows the test result of UVW mapping to create the blueprint of texture to be applied on the object after reflecting the captured texture of the marker. The texture changing was the concept behind focusing on marker-based system for the development of the application. Although markerless can create the same result of applying the changes in texture to implemented object, the marker-based system allows for utilization of medium that can be used for commercialization because markerless system would limit the marketing option mostly to online marketing. Figure 4.5 Assets imported into Unity Unity development software was used to create the application implementing the AR technology by utilizing the game assets which are the 3D models imported into Unity. Marker-based system was implemented using Vuforia – an AR development kit, and Region Capture to create the texture changing system by reflecting the changes detected by Region Capture on the marker included in Vuforia database on the generated 3D model. The UI was specifically created for users’ age demographic. The UI were then 29
designed using Adobe (“Adobe Creative Cloud | Software and services for creative professionals”) editing software such as Photoshop and Illustrator. As shown in Figure 4.1 Scripts for movement, scaling and rotating were created for navigation through the application. Meanwhile, the gaming features were imported from the asset store available in Unity; Cross-platform Input from Standard Asset (“Standard Assets - Asset Store”) and Lean Touch (“Lean Touch - Asset Store”). 4.1.4 Implementation The implemented contents were compiled into a working prototype and tested in the real world to measure the effects of the application and determine the degree of impacts. The tests were conducted while catering to the targeted user demographic to receive feedback for further revision. Figure 4.6 Pilot Test Figure 4.6 demonstrates the first pilot test of the application during an event with users ranging from various ages but still within accepted range of targeted audience. 30
Figure 4.7 Product Field Test Figure 4.7 depicts the field test of the product after development of previous prototype into working product. The product was developed after implementing and revising feedbacks obtained from the pilot test. 31
4.1.5 Evaluation The content validation has been done by the experts in Vector Unit in Ministry of Health (MOH), Malaysia. Usability and suitability of the content are validated to ensure the application is easy to use and attractive for the users, as shown in Figure 4.8. The outcome of this session is used to improve the application. Figure 4.8 Product Introduction during Field Test Figure 4.9 Comparison of Models Figure 4.9 shows the comparison of the two versions of 3D models (prototype model on left side, revised model on right side), which is used as assets in the application. Pilot test result showed that the fluidity of the application being heavily implicated by usage of model with high polygon count due to higher procession power required to render the model. The revised model was the result of remodelling a new object but with lower polygon count and was observed during the development and field 32
test, improving the performance of the application. 4.2 Design of AR Aedes Alert Figure 4.10 demonstrates the colouring sheets that are used as markers for AR colouring feature in the application. Figure 4.10 Booklet Cover and Marker Sheet Three stages of AR content development have been adopted – data extraction, modelling and AR interface (Christ et al., 2018), as below, 1. Data Extraction stage is extraction of objects of interest, followed by sketching in 3D perspectives and outline drawing for the objects. 2. Low polygonal models of the objects were built by modelling software; 3DS Max. The map for UVW was developed to accommodate the texture changes of the rendered image tracker onto the 3D objects. This was the Modelling stage. 3. AR Interface stage involved utilizing Unity to setup AR environment and various features needed for the application. The 3D models were imported into Unity as gaming assets along with the UI design and functionality of each implemented features accordingly. 33
4.3 Interface Figure 4.11Home Scene and AR Aedes Mosquito Figure 4.11 shows two different scenes which summarise the basic navigation of the application. The left side of Figure 4.11 is the Home scene that can be assessed after the initial splash screen of the application. The user can access the different scenes by selecting the buttons with designated scenes scripted for navigation. The right side of Figure 4.11 shows one of the scenes implemented; the Aedes Aegypti scene, branching from the Type button in Home. The bottom-right button; Setting, when clicked, opened the various options available for navigation, ranging from Back button to go back to previous scene, Home button to return to Home scene and the Sound button to mute volume. Figure 4.12 AR Colouring Feature The left side of Figure 4.12 depicts the selection scene for AR colouring feature implemented in the application. The user can select 4 available modes to view the coloured version of the model accordingly. The right side of Figure 4.12 is the output of selecting Aedes Aegypti AR colouring scene. The bottom-left of the screen is the movement pad; scripted to control the generated model. The Fly button near the center of the screen change the animation state of the mosquito model into another mode; Flying or vice versa. 34
The Re-Colour button situated next to Fly button is the button controlling the rendering of the texture reflected onto the 3D model in which by clicking on the button, the user can adjust the camera to find the right angle which reflects the best texture onto the model mosquito. The upper-right buttons consist of Re-Center and Screenshot buttons. The Re- Center button will reset the position of the model to the first position the model was generated onto while Screenshot button will capture the current image shown on the screen; minus the UIs and save the generated image into the Gallery scene which is also available to be viewed if the user searches the directory of saved image as well. 4.4 User Testing Two testing procedures have been conducted to test the initial prototype and revised the product accordingly. 4.4.1 Preliminary Test The pilot test was conducted using the first completed initial prototype utilizing basic navigation and high-poly model. This prototype served as a reference point to evaluate the attractiveness of the product as well as the performance of the application in available devices. The users were given simple tutorial on how to watch their colouring came to life using the application. The feedback from the users and observation conducted by the researcher were analysed. The outcomes of the testing are used to improve the product. 4.4.2 Primary Test Field testing has been conducted in Sekolah Kebangsaan Felda Chemoimoi. Eighty-six (86) 6th grade students have participated in this testing. Below are the field testing protocols: 1. The test started with introduction of the content; Dengue awareness through knowledge of mosquito vector and proceeded into demonstration of the application. 35
2. The students were then given the colouring sheets which served as the markers for the application. 3. The student is grouped into several small groups due to limited devices. 4. The researcher explained and assisted the students on how to navigate with the application throughout the session. 5. Surveys were provided to the students at the end of the testing session to obtain a feedback on the application and their experience of use of the application. 6. The students are cooperated well throughout the session that make the field testing run smoothly. 36
CHAPTER 5 : RESULTS AND DISCUSSION 5.0 Introduction This chapter explains the outcomes of pilot study of this AR colouring mobile application. Forty-three (43) 6th grade primary school students have participated in this pilot as discussed on Chapter 3, Section 3.2. This study found that UX of the AR application was vital to determine the attractiveness of the application. 5.1 The Influence of Use of AR Colouring Mobile Application for Awareness The 26 items of the questionnaire are categorized into 6 scales; Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation and Novelty, which are not independent of one another. Schrepp, Hinderks, and Thomaschewski (2017) argued that the Attractiveness is pure valence dimension that is influenced by the pragmatic quality aspects (goal-directed) – Perspicuity, Efficiency and Dependability, and hedonic quality aspects (not goal-directed) – Stimulation and Novelty (Schrepp & Hinderks, 2014). Figure 5.1 Distribution of Answers per Item 37
Figure 5.1 demonstrates that the users are pleased and excited using the application. They felt the content was interesting and enjoying learning about Aedes mosquito and they were surprised with the application. These findings are consistent with Iftene and Trandabăț (2018), which use of AR technology in education can make the learning experience more engaging and interesting. However, this study discovered that motivation has not significantly influenced on the use of AR technology for learning experience. 38
Scales Items Attractiveness Annoying/Enjoyable Good/Bad Unlikeable/Pleasing Unpleasant/Pleasant Attractive/Unattractive Friendly/Unfriendly Efficiency Fast/Slow Inefficient/Efficient Impractical/Practical Organized/Cluttered Perspicuity Not understandable/Understandable Easy to learn/Difficult to learn Complicated/Easy Clear/Confusing Dependability Unpredictable/Predictable Obstructive/Supportive Secure/Not Secure Meets expectations/Does not meet expectations Stimulation Valuable/Inferior Boring/Exciting Not Interesting/Interesting Motivating/Not Motivating Novelty Creative/Dull Incentive/Conventional Usual/Leading edge Conservative/Innovative Table 5-1 Scales Representation (Team UEQ, 2018) Table 5.2 depicts the categorization of the 26 items under the 6 scales. The definition of each scale is shown in Figure 5.3 below. This study emphasised that the attractiveness of the AR colouring mobile application can increase the efficiency of the knowledge transfer regarding Aedes mosquito and its life cycle. Thus, it shows that use of AR technology for awareness has transformed community engagement approach in creating Dengue awareness in Malaysia. Figure 5.2 Scale Definition (Team UEQ, 2018) 39
Table 5-2 UEQ Results Figure 5.3 UEQ Graph Chart According to Schrepp and Hinderks (2014), mean values are prioritized to determine the evaluation of the product with -0.8 to +0.8 considered as neutral and -3 and +3 as extreme negative or positive. Figure 5.3 shows that the use of AR technology for awareness are exciting because it’s a new and lack of exposure on use of AR technology for educational purpose among primary school students. However, this study is not investigating the individual experience use of the AR application, thus this study cannot be accepted nor rejected the theory that it can increase the individual motivation when using AR technology for awareness or educational purposes. Further research is required in this area. Figure 5.4 UEQ Scale 40
Inconsistencies of answers caused by human factors such as untruthful answers and insincerities, most results do not reach the extremities of positive or negative with most results averaging in -2 and +2 which causes the value of 1.5 in scale to look visually unfavourable in scale range of -3 to +3 (Team UEQ, 2018). Consistent with the finding of this study, researcher has selected scale range of -2 to +2 in representing the results, as displayed in Figure 5.5. Figure 5.5 UEQ Scale Range of -2 to +2 This study emphasised that the AR colouring mobile application has positively impacted on Dengue awareness, which the Stimulation factor was +1.75 value while lowest value was +0.698 which was the Novelty factor. The average means of the scales are mostly above +1 value with exceptions of Novelty and Dependability scales which indicates the product was well-received by the participants. 41
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