received · 2020. 1. 18. · entitled lubdaka. lubdaka is applied to be augmented reality of...
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RECEIVED: Oct 12, 2019
ACCEPTED: Dec 25, 2019
PUBLISHED: Jan 01, 2020
The European Journal of IT and Project Management
EJITPMV!I4A1 ISSN: 2672-7528
http://www. onlineproject.net
RESEARCH ARTICLE
Augmented Reality Mobile Application of Balinese Story:
LubdakaAR
1I Ketut Gede Darma Putra, 2I Made Suwija Putra, 3I Nyoman Adi Triginarsa
1,2,3Information Technology, Faculty of Engineering, Udayana University, Bukit Jimbaran, Bali, Indonesia
Email: [email protected], [email protected], [email protected]
Abstract— Folklore is defined as tales from the past that are retold in the present. The lack of popularity of folklore compare with stories from abroad is caused by the parents that rarely provide their time to retell folklore for their children. In addition, folklore is not presented interestingly compare with stories from abroad that are supported by digital media. In here, Augmented Reality technology can be used as educational media. The main purpose of Augmented Reality is creating a new environment by combining the interactivity of real and virtual environment in a real-time, so the users feel that the environment being created is real. The virtual environment can be implemented for character education from the local wisdom in Balinese folklore entitled Lubdaka. Then, the virtual reality is applied to be Augmented Reality of Balinese story: Lubdaka AR. The Application of Balinese Story Lubdaka AR can help the users to gain information and education about characters education that contains in Lubdaka story.
Index Terms— Folklore, Augmented Reality, Lubdaka,
Animation, Mobile
I. INTRODUCTION
The development of technology at the present time
provides a positive result in the world of education [1].
Reading interest of Indonesian children is very low, that is
only 0.01% or 10,000 people. Mobile device technology
has become part of human life in this modern era. Both
young and old people cannot apart from their smartphone.
Android is a type of Operation System that is most popular
in the smartphone. In 2015, the users of Android in
Indonesia are around 41 million users. Augmented Reality
(AR) creates a layer of digital information in real life that
can be seen by using Android or iOS[2]. Augmented
Reality can be published for all senses, including hearing,
touch, and smell. The implementation of AR is found in
some sectors, such as health, military, and manufacture
industry. Augmented Reality has been applied in devices
being used by many people. The smartphone is one of AR
implementations by utilizing a camera feature. The main
purpose of Augmented Reality is creating a new
environment by combining the interactivity of real and
virtual environment in a real-time, so the users feel that the
environment being created is real [3][4].
Cultural values in the present reflect the citizens that
have the perception about their national culture and daily
life [5]. In connection with character education, folklore
has its own cultural values that are used a medium of
reflection in the context of self-education. The result of the
study showed that conducting self-education research had
supported theoretical development, sustainable
development, knowledge production, and confidence
improvement [6][7]. Self-education is related to an effort
of self-control in a long life. Balinese folklore is mostly
delivered by doing storytelling for children, wherein
Balinese it is called as “mesatua”. As time passed, there
are many challenges in delivering storytelling for children.
One of the challenges is from the parent’s side that tends
to be busy and lack of time to deliver stories for their
children. The other challenge related to the development
of technology is the attractiveness television or games in a
gadget.
The lack of popularity of folklore compare with stories
from abroad is caused by the parent’s that rarely provide
their time to retell folklore for their children. In addition,
folklore is not presented interestingly compare with stories
from abroad that are supported by digital media.
Augmented Reality is one of the technologies that grow
extremely fast in recent years [8]. Augmented Reality
technology can be implemented as a medium of character
education [9] from the local wisdom in Balinese folklore
entitled Lubdaka. Lubdaka is applied to be Augmented
Reality of Balinese story: Lubdaka AR. The Application
of Lubdaka AR Balinese Story can help the users to gain
information an education about character education that
contains in Lubdaka story.
II. METHODS AND SYSTEM DESIGN
A. Flatform
Lubdaka AR is an Augmented Reality application based
on the Android system in the smartphone. The emergence
of the smartphone has changed the way of accessing
information, allocating time, and interacting the society
[10]. The smartphone was selected as the medium because
Augmented Reality Mobile Application of Balinese Story: LubdakaAR
it has a camera feature that can be used to take a picture or
detect AR marker by the assistance of the Wikitude SDK.
Wikitude SDK is a software library and framework for a
mobile application that is used to create the experience in
augmented reality. In here, image, text, audio-visual and
several images, even 3D interactive object is added in the
AR marker [11]. Wikitude SDK supports the use of a
smartphone camera that requires image identification and
tracking technology (augmented reality of vision based).
Wikitude is also a library android that displays AR in 3D
[12]. Wikitude provides mobile application and web-based
management platform that enables the users to create the
marker, and link it up into the 3D model and the other
virtual element. The way to use Wikitude SDK in Unity
project was by importing wikitude.unitypackage to the
available Unity project. Then, import all assets that
became part of .unitypackage. In the next step, use prefab
WikitudeCamera to enable to conduct marker catching
process in the project and enable to display asset and
animation being created into Augmented Reality.
B. Android
Android is a subset of software for the mobile device
with middleware operation system and main application
that is launched by Google. Android source code is
launched by Google under an open source license [13].
Android SDK (Software Development Kit) provides Tools
and API that is required to develop an application in the
Android platform by using the Java programming
language. This platform is originally created by Android
Inc., then, in 2007, it is purchased by Google and launched
as AOSP (Android Open Source Project) [14].
C. Wikitude SDK
Wikitude SDK is Augmented Reality Software
Development Kit (SDK) for the mobile device with the
Android and iOS operating system. It has a mechanism to
create augmented reality application with image
recognition in form of marker. Wikitude SDK has an
architecture program that is shown in Figure 1.
Fig.1. Wikitude Architecture
(Source: www.wikitude.com)
Figure 1 shows the components of SDK Wikitude and
the application that can be supported by Wikitude SDK in
creating augmented reality application. Wikitude also
offers SDK that is available in many development
platforms, and it allows application implementation with
Wikitude resource [12]. Each of these applications is based
on a certain development (IDE) and several platforms,
such as Computer Vision Engine, JavaScript API,
Unity3D Plugin, Xamarin Component. The advantage of
Wikitude is that the users do not need to spend money on
application development, maintenance, and platform
utilization [15].
D. 2D Image Recognition
Image Recognition is an identification and detection
process of an object or feature in a digital image or video.
The development of the real technology that is simulated
is that AR integrates emerging technologies from
computer graphics, computer vision, image processing,
sensor technology, human interaction with computers, and
photoelectric display [16]. The level of experience owned
by a person with a class can help to determine the standard
access level for recognition, how sensitive it is to the
transformation of images, such as brightness
enhancement, and changes in configuration information
[17]. This concept is mostly used in several applications,
such as systems for factory automation, highway
monitoring, and security control. In recognizing,
displaying, and detecting AR animation assets, Lubdaka
AR application uses book-shaped markers (2D) to make
this application more attractive, and it does not mean to
leave the use of the book as a traditional tool. Many people
recently stated that a traditional 2D animation is a lost form
of art. However, it was mistaken [18].
Augmented Reality Mobile Application of Balinese Story: LubdakaAR
E. System Overview
In general, Lubdaka AR Balinese Story application will
scan the storybook that has been prepared. If the scanned
image is appropriate to the marker being saved in the
application, so the object of 3D characters appeared along
with the Environment in accordance with the storyline.
The rapid development of multimedia technology, images,
projections, and 3D animation enables to enhance the
effects of learning [19].
The interaction that is produced when the application
successfully scans the image on the appropriate page is
showing the 3D objects according to the series of events in
the story, and producing a back sound in the form of songs
that match with the story and the story dubbing [20]. The
users are able to capture the result of Augmented Reality
and it is automatically saved in the smartphone gallery.
F. Development Flowchart
The flowchart of system design is a flowchart in
making Lubdaka AR Balinese Story application. The
flowchart in making the application can be seen in Figure
2.
Fig.2. Flowchart of System Maker
The first step in making the application of Lubdaka AR
Balinese Story was preparing the script of Lubdaka story
and dividing it into 18 pages. The next step was preparing
the 3D design of characters and the environment from each
page. Then, there were searching for songs that were
suitable for making back sound and sound recording as
dubbing effects. Next, it was followed by making
storybook design in A5-sized and making markers in form
of screenshots of 3D objects that had been made before.
The markers that had been made were entered in the
Wikitude studio to form a marker file in .wtc. type. The
integration of Unity with Wikitude SDK was done by
importing the assets that were previously downloaded on
the Wikitude website. Then, it was followed by entering
the results of 3D character design, 3D environment design,
back sound, dubber, and marker into the Unity application
according to the storybook pages.
G. Designing
This part discussed the process of making Lubdaka
Balinese Story application in the process of making 3D
characters, 3D environment, storybook design, marker
Wikitude, and GUI design.
1. 3D Characters Design
3D characters design in Lubdaka AR Balinese Story
application was supported by 3D applications, they were
Autodesk Maya 2016 and ZBrush 4R8. There were several
steps in making the characters, such as Modelling,
Rigging, Paint Weight, and Texturing.
Fig.3. Characters Modeling Display
2. 3D Environment Design
The purpose of making 3D environment design was
designing the environment as a place for characters to do
interactions.
Fig.4. Environment Display in Scene 18
The process of making 3D environment design was
done in Autodesk Maya 2015 in form of cube-shaped
lands, houses, fences, plants, trees, grasses, and so on. The
3D objects were filled with the texture that was similar to
cartoon style design to make it more attractive for children.
Augmented Reality Mobile Application of Balinese Story: LubdakaAR
The light was arranged to provide shadow in the object and
make it real. The followings are the example in making a
3D object in the environment, i.e. plant.
(a) (b) (c)
Fig.5. (a) The 3D object of plants, (b) the texture of plants that will be
installed in the object. (c) the result of the implementation of the 3D
object of plants that have been made before.
3. Animation Maker
Animation maker was divided into two sections,
namely animation maker for the motion of 3D characters
and the environment when it has appeared.
Fig.6. Animation Maker in Autodesk Maya
4. Story Design
In making Lubdaka Story script for Lubdaka Balinese
Story application based on Augmented Reality, it was
derived from Bhagavad Gita book and several sources
from the internet. Then, it was served in easy language to
make it more understandable. Lubdaka story was divided
into 18 parts.
III. RESULT AND DISCUSSION
This chapter discussed the result and discussion of
Lubdaka AR Balinese Story application, in term of the
instruction of using the application, application display,
application trial, and others.
A. Instruction to use LubdakaAR Application
The instructions of using Lubdaka AR Balinese Story
application in the smartphone are stated as follows.
1) Open the application of Lubdaka AR Balinese Story
that has been installed in the smartphone.
2) Wait until the splash screen display disappears.
3) Choose the green play button in Main Menu display.
4) Direct your smartphone to the storybook based on the
page that appears on the application.
5) The 3D object will appear and produce the music and
sound of story dubbing.
6) The users enable to take pictures when the 3D object
appears.
B. Main Menu Display
The Main Menu display in Lubdaka AR Balinese Story
application can be seen in Figure 7.
Fig.7. Main Menu
C. Page Display
The page display in Lubdaka AR Balinese Story
application can be seen in Figure 8.
Fig.8. Page Display
Augmented Reality Mobile Application of Balinese Story: LubdakaAR
D. 3D Display in Marker
The following is the display when the application
successfully scanned the marker that uses Lubdaka AR
Balinese Story application. It can be seen in Figure 9.
Fig.9. The Result of 3D Object
E. The Display in Taking Picture
The following is the display when the application
successfully took a picture by using Lubdaka AR Balinese
Story application. It can be seen in Figure 10.
Fig.10. The Display in Taking Picture
F. Application Trial
The purpose of the trial of Lubdaka AR Balinese Story
application is trying the image scanning marker based on
a certain distance. The function is to find out the ability of
the detection of Lubdaka AR Balinese Story application.
1. Trial in distance 10, 20, 30, 40, and 50 centimetres
Figure 11 shows that Lubdaka AR Balinese Story
application has successfully scanned the image marker
contained in Lubdaka storybook in distance 10, 20, 30, 40,
and 50 centimeters.
a) b) c)
Augmented Reality Mobile Application of Balinese Story: LubdakaAR
d) e)
Fig.11. a) Trial in distance 10cm, b) Trial in distance 20cm, c) Trial in distance 30cm, d) Trial in distance 40cm, a) Trial in distance 50cm
2. The Comparison Result in Distance 10, 20, 30, 40, and
50 centimetres
The purpose of the comparison result is to test the
quality of Lubdaka AR application. The comparison result
of distance has been summarized and shown in Table 1.
TABLE 1 THE COMPARISON OF TRIAL RESULT
No Distance Trial Result
1 10 cm Good Identified
2 20 cm Good Identified
3 30 cm Good Identified
4 40 cm Not Good Identified
5 50 cm Not Good Identified
G. Strength and Weakness System
Strengths and weaknesses of the application Bali Story
Lubdaka AR based on the trial there are several points. The
strength of the Bali Lubdaka AR Story is the application
display that is simple and innovative, the users enable to
do interaction when using the application, the result of the
application scanner accuracy on the marker is very
accurate, the story is easy to be understood and there is also
a feeling of sadness and humor, the music being used has
been appropriate with the condition in the story, there has
been voice dubbing, the animation display is attractive,
and there is an image capturing feature and the result is
saved in the gallery.
The weaknesses of Lubdaka AR Balinese Story are
marker scanning is done one by one based on the page.
Therefore, the application tends to be overloaded, dubbing
intonation is still standard, the application size is big, there
is no object quality setting, and if marker scanning is done
in a dark situation, the marker is hard to be detected.
IV. CONCLUSION
The conclusion of this study is that Lubdaka AR
Balinese Story application is a new innovation of reading
storybooks. With the assistance of Augmented Reality
technology, the story being read can produce a 3D object
and appropriate music, so that the reading experience is
more enjoyable. In addition, this application can increase
children’s reading interest, because by the assistance of
AR they can read while seeing the object directly on the
smartphone. Therefore, it becomes more attractive. This
innovation also enables to preserve the folklore, especially
Balinese folklore to be more popular. However, the
weakness of making Lubdaka AR Balinese Story
application is that the SDK being used in application
publication process spends much money. In addition,
multiple tracking technologies is still limited and it can
only scan a maximum 5 markers at once so that the
application becomes overloaded.
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Author Biographies
I Ketut Gede Darma Putra born in Mengwitani, 24
April 1974. A lecturer in Department of Electrical
Engineering and Information Technology, Udayana
University Bali, Indonesia. He received his S.Kom
degree in Informatics Engineering from Institute of
Sepuluh November Technology Surabaya, Indonesia
on 1997. His received his Master Degree on
Informatics and Computer Engineering from
Electrical Engineering Department, Gadjah Mada
University, Indonesia on 2000 and achieved his
Doctorate Degree on Informatics and Computer
Engineering from Electrical Engineering Department,
Gadjah Mada University, Indonesia on 2006.
His research interests are Biometrics, Image
Processing, Data Mining, and Soft Computing.
Prof Darma Putra has Scopus ID 55847371700 and
ORCiD 0000-0002-1960-6462
I Made Suwija Putra was born in Bali on August 7,
1988. He is one of the lecturers at the Department of
Information Technology, Udayana University Bali,
Indonesia since 2018. He received his S.T degree in
Department of Electrical Engineering from Udayana
University, Indonesia on 2010. A master's degree at
Udayana University (2014).
His currently active in researching data mining,
database, and information technology.
Suwija Putra,ST., MT. has ORCiD 0000-0002-9136-
6379
I Nyoman Adi Triginarsa was born in Singaraja Bali,
in 1997. currently still studying undergraduate at
Udayana University, he is interested in the world of
design and animation.