Animal Kingdom Recognition Application using Augmented Reality
Technology
Sondy Campvid Kumajas, and Trudi Komansilan
Department of Information Technology and Communication Education, Universitas Negeri Manado, Tondano 95618, North
Sulawesi, Indonesia
Keywords: Animal Kingdom Recognition, Augmented Reality, Educational Tool, Mdlc
Abstract: Sometimes students have no ideas what the look like of animals that their teacher talking about. It’s because
schools have no aided tools that can help students to grow their imaginations about that subjects. The
objectives of study are to design and build an application of Animal Kingdom by using Augmented Reality
technology that can be used on Android mobile devices. The method used the Multimedia Development
Life Cycle (MDLC) that the procedures are concept, design, material collection, assembly, testing, and
distribution. The application of Animal Kingdom used Augmented Reality Technology can be built for
helping students in school to learn more informative and imaginary by visual (3D) appearance of the
subjects.
1 INTRODUCTION
Many school students who attend teaching and
learning activities without understanding clearly
about the object being studied. This is especially true
in subjects that learn about objects that have never
been seen by them, for example the world of animal.
For example, how can they understand the shape of
the horn in rhinos while there are no rhinos in their
area. Lack of learning aids that can visualize objects
or animals themselves which results the students
only being able to see from a limited perspective.
Some media to overcoming the problems above
are with printed or digital books, videos, learning
multimedia, articles, or tutorials from the internet.
From these several alternatives, learning multimedia
using augmented reality technology is the best
choice. Multimedia learning referred to in this study
uses an introduction model. The introduction model
is a program that is designed to act as an
identification application for students.
Therefore, it is deemed necessary to build
learning multimedia application aids which in this
study, Animal Kingdom Recognition Application
using Augmented Reality technology that can
provide a more detailed picture of the object being
studied, that can be used by teaching staff in schools
with android-based mobile devices they have.
2 LITERATURE REVIEW
Learning media can be understood as anything that
can convey and channel messages from sources in a
planned manner so that a conducive learning
environment can be created where the recipient can
carry out the learning process efficiently and
effectively (Munadi, 2013: 7-8). In relation to the
learning process, if the media carries messages or
information that aims at instructional or contains
teaching purposes, the media is called learning
media (Arsyad, 2015: 4). Furthermore, Isdianto &
Suyata (2014) describe learning media as anything
that can be used to channel messages and can
stimulate the mind, arouse enthusiasm, attention and
willingness of students to encourage the learning
process in them. Various types of media when
viewed in terms of technological development by
Seels & Glasgow (1990: 181-183) is divided into
two broad categories, namely the traditional media
and the latest technology media. Furthermore
Asyhar (2012: 76) argues in general, there are four
types of learning media, namely visual media, audio
media, audio-visual media, and multimedia. Based
on the above definition it can be concluded that
learning media is information that contains messages
and becomes a stimulus for students who are used to
convey information. Based on the types of learning
Kumajas, S. and Komansilan, T.
Animal Kingdom Recognition Application using Augmented Reality Technology.
DOI: 10.5220/0009011603750377
In Proceedings of the 7th Engineering International Conference on Education, Concept and Application on Green Technology (EIC 2018), pages 375-377
ISBN: 978-989-758-411-4
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
375
media available, this study focuses on developing
media types of multimedia learning.
Augmented Reality (AR) is a tool that connects
between three-dimensional visualization, the real
environment, and the use of code that can be seen as
a bridge that binds the real world to cyberspace
(Fedeli & Rossi, 2014: 10). In many cases AR
technology involves special devices such as glasses,
head-mounted displays, and smartphones. AR allows
users to see virtual objects two or three dimensions
projected against the real world. Johnson, et al.
(2011: 16) explains the educational use of mobile
devices and the potential of AR technology which
states that, one of the most promising aspects is that
it can be used for visual and highly interactive forms
that can display data to the real world as easily as
simulating a process dynamic. Augmented Reality is
needed as a technology for simulations to visualize
objects from these animals.
3 RESEARCH METHODS
This study has the aim of developing an application
for more interesting animal world recognition using
Augmented Reality by utilizing the camera features
of Android mobile devices. The research method
used in this research is MDLC (Multimedia
Development Life Cycle) where this method has 6
stages, namely concept, design, collecting material,
assembly, testing and distribution (Luther, 1994) as
shown in Figure 1.
Figure 1: Multimedia development life cycle (MDLC)
methodology.
First stage is concept, in which researcher need
to decide what the purposed of his research, what
kind of user will use it and how it will distribute.
Second, at the design stage, the researcher will begin
the design of the application; the design will be in
the form of a storyboard and the design of the
navigation structure in the form of a menu hierarchy.
The third is the Obtaining Content Material
stage, where at this stage, researchers have collected
materials and materials in accordance with
applications such as logic links, scripts, images,
animation, music and videos. The fourth stage is the
build phase, which the building of the application is
beginning.
The fifth stage is the testing phase when the
application has been completed. And the last stage
or sixth stage is how we chose to distribute the
application to user.
4 RESULTS AND DISCUSSION
This research aim to build an application that can be
used as educational aid tools in such topic Animal
Kingdom Recognition using Augmented Reality
technology. This research using MDLC
methodology with 6 (six) stages.
First stage is concept; in this process researcher
decided the application made is aimed at school
students who are accompanied by teaching staff.
Development of an application to introduce the
animal kingdom and the application will build using
Augmented Reality technology made based on
mobile platform (android) with the extension .apk
(Android Package File).
Second, at the design stage, the researcher will
begin the design of the application, with making of
storyboard and the design of the navigation
structure. In this stage the opening will be design
too, it will display the splash screen page before
entering the main menu.
The third is the Obtaining Content Material
stage. At this stage, researchers have collected
materials such as logic links, scripts, images,
animation, music and videos.
The fourth stage is the making/ build phase,
including the background design of the application
and determining the button icon that will be used.
After processing the content has been made, then the
next process is making an application using Open
Space 3D where all the content that has been
wrapped with the script and also the logic link will
be processed and made into a .xos format project.
The fifth stage is the testing phase when the
application has been completed, the system is tested
and tried by users and media experts where the test
aims to find out whether the application is in
accordance with the plan and whether already
functioning properly or not yet suitable for use.
EIC 2018 - The 7th Engineering International Conference (EIC), Engineering International Conference on Education, Concept and
Application on Green Technology
376
After the testing phase on the application, then in
the final stage or distribution stage, researcher
compiling application in *apk format so that it can
be run on an Android platform smartphone device.
Figure 2 shows example of animal appearance.
Figure 2: Example of animal appearance.
5 CONCLUSIONS
An application of Animal Kingdom Recognition
already built. It can be use as educational aids tools
that can help students to learn more interactively and
imaginary. It used Augmented Reality technology
that can visualize 3D animals object. With that kind
of visualization researcher hope that students will
more eager to learn, more understandable and more
enjoy learning and studying.
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