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Page 1: RECEIVED · 2020. 1. 18. · entitled Lubdaka. Lubdaka is applied to be Augmented Reality of Balinese story: Lubdaka AR. The Application of Lubdaka AR Balinese Story can help the
Page 2: RECEIVED · 2020. 1. 18. · entitled Lubdaka. Lubdaka is applied to be Augmented Reality of Balinese story: Lubdaka AR. The Application of Lubdaka AR Balinese Story can help the
Page 3: RECEIVED · 2020. 1. 18. · entitled Lubdaka. Lubdaka is applied to be Augmented Reality of Balinese story: Lubdaka AR. The Application of Lubdaka AR Balinese Story can help the

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

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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].

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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.

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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

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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)

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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.