How Mobile Applications Can Assist In Promoting Education
and improves business. Students are tasked with Client-based Mobile
applications for their Final Year Projects and most projects are in periods of
3-6 months duration. The school see potential on projects for edutainment while
the technology of Augmented Reality (AR) became a research topic to enhance the
user experiment on using the mobile application. The mobile application created
is targeted at young users from ages 7-12 and aims to educate young kids and
teenagers how to be responsible pet owners. Through interactive 3D animated
characters and games, tips of pet care are presented to the users.
School of Interactive and Digital Media (SIDM),
Nanyang Polytechnic, has 6 diplomas courses in Digital Media since 1996. Two of
the main courses which are the Diploma in Digital Media Design (Games) and
Diploma in Digital Entertainment Technology (Games), produces at least 100
grads who will be professionals in the game industries.
In sync with the mobile technology and growing
industry trend, SIDM had adopted mobile game development to be part of the
diplomas’ curriculum. There are also an increasing number of projects related
to mobile game development that were requested by several organisations. One
client-based project had a request for a mobile game application which will be
educative and entertaining to young users from ages 7-12.
The team of six programmers and four designers
together with 2 lecturers was formed and is tasked to brainstorm for ideas to
gamify education through a mobile application with the use of technology of
Augmented Reality (AR). The mobile application aims to educate young kids and
teenagers how to be responsible pet owners. Through interactive 3D animated
characters and games, tips of pet care are presented to them.
DESIGN- For the project, there are requirements that
the application will have 3D models/ characters which are capable of
interaction via Augmented Reality (AR) and a game. The team broke down the
project into four main tasks.
x Design of AR Images (Markers) x Modeling of 3D
models of the characters in different poses. x Programming of AR application
for both Android and iPhone. x Programming of Game application for both Android
and iPhone.
RESULTS- The team had researched on various AR tools
and methods to load 3D models and able animates or interact with it on a mobile
device. The team also researched on AR images (Markers) which can be customized
to our needs. Finally, the team concluded to use Qualcomm AR SDK as the tool
for loading AR models. It also allows us to customize all the AR images
(Markers). As the SDK does not allow us to animate the models, the team decided
to write our own engine to load and animate the 3D models.
AR images (Markers) are designed by the team with the
use of pet character logos. There are 4 pets that are used for the projects
namely, Dog, Cat, Hamster and Rabbit. The team decided to create 2 sets of the
AR images (Markers) to cater for the AR images to be displayed on a wall or
printed on a brochure/ pamphlet. The model will either be parallel or
perpendicular to the AR images (Markers). [Figure 1]
Example: Dog. The designs of the AR images (Markers)
are based on the needs and foods consumed by the individual pet.
AR images (Markers) (Left) Dog model is parallel to
AR Card. (Right) Dog model is perpendicular to AR Card.
Upon executing of the app, by pressing AR button, the
camera of the phone will be turned on. By focusing your phone to the AR image,
a 3D model + an animation with a message will appear. [Figure 2]
The animation of the Cat was made to scratch the
scratch pole and there is also a care tip about cats appearing as a speech
bubble in the scene. On the other hand, the animation of Dog was made to have a
chain and collar while the dog takes a walk in the park. There is hand that
will pick up the poop using a plastic bag. A care tip will also appear as a
speech bubble in the scene.
Following the AR, the team created a game based on
matching the pets’ needs and food consumed to the respective pets. The game
will provide information and educate users while having fun. [Figure 3 and 4]
There is a quiz which appears as a “?” icon which is
related to care tip for all pets. This will help to provide information and the
users are tested for their understanding upon interaction with the AR pet
characters. [Figure 5]
Through this project, the team learnt about the
various advantages and disadvantages of different AR tools which are applicable
to mobile devices and cater for our project needs. The project took one year to
complete and they manage to write an engine running to load 3D animated models
to complement the AR SDK. The application is also successful uploaded to the
Apple app store and some students had tested the application found that the pet
characters are very cute and their actions are funny. The game had provided
them with useful information about pets and they got to understand more about
pet care.
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