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An Augmented Reality Game in Philippine Cultural Dance

Christian Vince M. Gatil


Shylyn I. Lopez
Noel D. San Miguel

An Undergraduate thesis manuscript submitted to the faculty of Information Technology


Department, Cavite State University, Imus City Campus, Imus City, Cavite, in partial fulfillment
of the requirements for the degree Bachelor of Information Technology with Contribution No.
__________. Prepared under the supervision of Ms. Kathleen D. Apalit

INTRODUCTION

As computers increase in power and decrease in size, new mobile, wearable, and

pervasive computing applications are rapidly becoming feasible, providing people access to

online resources always and everywhere. This new flexibility makes possible new kind of

applications that exploit the persons surrounding context. Augmented reality (AR) presents a

particularly powerful User Interface (UI) to context aware computing environments. AR systems

integrate virtual information into a persons physical environment so that he or she will perceive

that information as existing in their surroundings. Mobile augmented reality systems (MARS)

provide this service without constraining the individuals whereabouts to a specially equipped

area. Ideally, they work virtually anywhere, adding a palpable layer of information to any

environment whenever desired. By doing so, they hold the potential to revolutionize the way in

which information is presented to people. Computer-presented material is directly integrated

with the real world surrounding the freely roaming person, who can interact with it to display

related information, to pose and resolve queries, and to collaborate with other people. The world
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becomes the user interface. This chapter introduces mobile AR technology with in-depth reviews

of important topics, such as wearable display and computing hardware, tracking, registration,

user interaction, heterogeneous UIs, collaboration, and UI management for situated computing.

As part of this introduction, we define what we mean by augmented reality, give a brief overview

of the history of the field in general, and review some important mobile AR system

considerations.

Mobile augmented reality is a relatively young technology, but it has already attracted a

great deal of hype and skepticism in equal measure. Overlaying digital information onto the real

world, viewed through a camera of a phone, is technically impressive, but the business models

and usage patterns are still evolving.

Philippine Ethnic Dances Ancient in origin but contemporaneous, ethnic dance lives on in

the Philippines. The forms and functions are many, performed by a variety of ethnic groups over

the 7,000-plus islands. Many of these dances have changed through time, but much of what it is

are still alive in all color and rhythm, in many modes and observances.

At the base of ethnic dance are those that imitate nature and life while at the social

core are performed rituals that keep an ethno linguistic group (or a convergence of several)

which is spirited and cohesive. Dancing as such is a form of survival as much as it is spiritual

and social expression.

Folk arts, specifically folk music and dance, embody fundamental values of great, worth

to our culture, our nation, and our children. Share time together as families and friends. Our job
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is to preserve the joyful tunes we have inherited from our ancestors and to pass them on to

others. A group called Colerain Connection is quite dedicated to the dissemination and

preservation of traditional folk arts. It is very important to see musical artists performing on

instruments they have hand crafted, or playing vibrant melodies from their grandfather's fiddle.

This group is all about preserving history and tradition.

The purpose of the study is to promote the cultural dances to the students.

STATE A MAJOR PROBLEM IN INTRODUCTION

Statement of the Problem

Cultural Dance Application sought answers to specific problems:

Folk dance and traditional dance today is unknown to many people especially to our

student and children. They do not know our dances and sometimes they know the dance but did

not know how to dance.

How to help people to learn cultural dance in a more convenient way?

In School, teaching some cultural dance maybe boring or annoying to a student because

of too long history thats why most of a student not listening to class. How to have an

interactive way of learning traditional dance?

Teaching cultural dance steps to a student or children can be hard because of too many

steps and not organized.

How to have an application that you can learn cultural dance while enjoying?
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Objective of the Study

Generally, the objective of this study is to develop an augmented reality game in

Philippine Cultural Dance.

Specifically, it aims to:

1. gather information to have a portability game in android.


2. To plan the flow of creating the system using the gathered data information.
3. To design the system GUI.
4. To create an easy to use system for an illiterate workface.
5. To develop overall system
6. To test for any system errors and for its functions to be evaluated by its effectiveness and

efficiency.

7. To implement the system for the user to get their opinion and reactions.

Significance of the Study

The student and children benefit with this study, with the use of an application by easy

way on teaching traditional and folk dance. And to know it steps.

The research can provide a better understanding for the researcher on how to maximize

the Internet technology by developing an application that would be very useful for the user.

The applications will improve their abilities and knowledge and it will also help them the

proponents in their future career and future job in the field of the information technology. They

will know the uses of the push notification.

For the future researcher, the application would develop this study by adding more

functions, it also helps to improve their system and it may serve as a reference for any related

topic.
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Time and Place of the Study

The researchers begin their study at Cavite State University Imus Campus from March

2017 to present. They went to the library of Cavite State University Imus campus to find

reference materials like book, thesis and other source of information that can help for their study.

Scope and Limitation of the Study

This study is an android application, which the user can play this as a game. It can

search/view the information about Cultural Dance. The Application is covering of list of module:

Text Checking module; Steps module; Help module; Practice module; Play module.

Text checking module, the one checks the entire text. When text is check, it shows all the

details and will shows virtual reality of that text. Virtual reality will only show if the text is

related to any cultural dance. The camera must be in the front of the text in order to check and be

able the play the game. The user also needs a camera resolution with 2MP and higher to able to

read or detect the text.

Steps module, it is the procedure of how ethnic and folk dance are being dance. This is

where the game shows the systematic procedure of the dance to the user. First, the user need to

present the text in the text-checking module and this is where only the step will begin.

Help module, a system (sometimes called a help file) is documentation components of a

software program that explains the features of the program and helps the user understand its

capabilities.
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Practice module contains an interactive training assessment to practice their knowledge.

This module determines if the arranged procedures are correct. If it is wrong, it will give the

correct order of the process.

Game module, this is where the different steps of ethnic and folk dance was save and can

be played once the AR is presented. The game will start only if the text is related to any cultural

dance.

The limitations of this application are the following. The study will only focus on the

Mobile application. It is only available for Android phone and it does not require the use of

internet. The users will be able to access and use the application anywhere as long as they have a

Android phone. The application can be shared to any android phone by using Bluetooth.

Definition of Terms
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Mobile Applications is a type of software where all functions of a system come to a simple and
precise interface.

Smartphone refers to the user must completely access the application.

Android OS is an operating system that requires on the application to access it.

Matching Image process is the algorithm that uses to match image to another image or find the
similarities of a specific person.

Pixel is the initial size of a particular image.

Android Software Development Kit (SDK). It provides all necessary libraries and the
Application Programming Interface (API) and the compiler are the facilitators to be able to make
these Android applications.

Augmented Reality. It is a combination of the real scene viewed by the user and
virtual scene generated by the computer that augments the scene with additional information.

Mobile Augmented Reality (MAR). It is a term used when equipment through which we
achieve AR is small and typically easy to carry e.g. a smartphone or a tablet.

Three Dimensional (3D). An object that has height, width, and depth, like any object in the real
world. It is used to view virtual furniture on AR Furniture App using android devices.

Graphics. the image used in the application to make it more presentable and pleasing to the eyes
of the user.

Player. The ones who are able to use the application and explore with it, they can give their
opinions and comments to make the application better.

Unity. It is used by the researchers to make the application feasible.


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REVIEW OF RELATED LITERATURE AND STUDIES

This chapter includes some important terms that were used in the study and some related

studies such as books, past written theses, journals and other significant materials, which are

written in foreign and local language and that, can be relevant and can provide a foundation of

the study.

Related Literature

Android Application

Android phones are everywhere. On January 2011, Android became the most popular

operating system for mobile phones in the United States, and it is stated in that month, the

Androids market share managed to surpass from the Blackberry and the IPhone.

A mobile software application developed for use on devices powered by Googles

Android platform, and he stated that the android applications are available in the Google Play

Store. In the Amazon App store and on various Android App-focused sites and the applications

can run on Android smartphones, tablets, Google TV and other devices.

An application is a program, or group of programs that is designed for the end user.

Application software can be divided into two general classes: systems software and application

software It is similar to the research that has many functions included such as database, programs

and codes. The researchers developed an Android application as part of the study because they

saw that Android applications are being an essential tool now a day for many people. Android

application is one of the trends nationwide because everywhere people are using android

smartphones as part of their daily living. Perhaps, the population of the Android users grows
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every year. This research is about developing a useful application for the benefits of the children.

(Hathibelagal, 2016).

Android Studio

Android Studio is the official integrated development environment (IDE) for

the Android platform. It was announced on May 16, 2013 at the Google I/O conference. Android

Studio is freely available under the Apache License 2.0.

Android Studio is designed specifically for Android development which stated by

Gassner (2015), is available for download on Windows, Mac and Linux, and replaced Eclipse

Android Development Tools (ADT) as Google's primary IDE for native Android application

development. Android Studio provides the fastest tools for building apps on every type of

Android device. Excellent code editing, debugging, performance tooling, a flexible build system,

and an instant build/deploy system all allow people to focus on building unique and high-quality

apps.

Eclipse IDE

The vast majority of Android apps owe their existence to Eclipse. It is an open source

IDE (Integrated Development Environment) for Java projects. The place where the applications

software is crafted, being supported through various stages of its lifecycle. Google officially

supports it, and has created the Android Development Tools plug-in for Eclipse and integrated its
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AVD Manager virtual device management into the tool as well In other words, one cannot not

only build vanilla Java programs but quickly create Android-oriented code, and its testing is

supported by emulators that show how code would run in standardized versions of particular

Android devices (on the terms of their AP) level.

Android Mobile Phone

Rubin (2013) mentioned that there should be nothing that users can access on their

desktop that they cannot access on their cell phones. The Google director of mobile platforms

reflected exactly the goal of the Android Mobile Stack. Android is intended to revolutionize the

mobile market by bringing the internet to the cell phone and allowing its use in the same ways as

in the Personal Computer. The term Android has its origin in the Greek word andro meaning man

or male and the suffix eides, which means alike or of the species. This together being human.

The software stack is divided into four different layers, which include five different groups such

as the application layer, application framework, library runtime, and the kernel.

Java Programming

Java Programming Concepts and Application provides the beginning programmer, and it

has a guide in developing applications using the Java programming language. Java is the main

language needed to program the codes for a program. Java is popular among professional
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programmers, because it can be used to build visually interesting graphical user interface (GUI)

and to create an application.

The terms such as The Internet which is unfamiliar few years ago, are now common

because of the easy growth of the technology. According to Malik (2012) Java programming

language is especially well suited for developing software to accomplish specific task. Before

beginning a programming, it is useful to understand some of the basic terminologies and

different components of the computer to easily familiarize with Java easily. The developers

decided to use Java as the programming language for the development of the Android

application, because in using Java it is easier to use compared to other programming languages in

terms of coding the programs. Basic Java knowledge will be enough to code the program.

Graphical User Interface (GUI):

Graphical User Interface is the real time application of visual presentations of otherwise

information-based phenomena relating to the operation of computers. GUI is also important,

because it will be the body of the application or the software to be developed. It is true that

graphical user interfaces traditionally annoy programmers, who see all those graphics as merely

typing up both useful memory and processor. He also stated that graphical user interface requires

intimate contact with the innards of the language it is written in. With the use of the interface, the

design can be easily appreciated. He added that, the bit of assembly language also involved can

be handled with either Microsofts MASM assembler or the Borland TASM package. (Rimmer,

2007)
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Related Studies

synthesis

Development of a Location Base Augmented Reality Application Using the Android

Platform for DLSU-D


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Amando, Manahan and Muchada (2013) stated that AR is a location-based augment

reality android application developed mainly for aiding campus tours to help the students,

faculty, staff and guest in familiarizing them in the campus premises. It also developed for

promoting De La Salle University- Dasmarias as a premier university in Cavite in an interactive

way. DLSU-D AR has four powerful functionalities: AR mode, Map view, search view and help

view. AR mode is where the user can see the marker overlay to the camera view and display the

icon and distance of the location. Map view is the bird's eye view of the vicinity of De La Salle

University-Dasmarias. It displays the different locations represented by icons according to their

categories and it has the shortest path locator that displays the shortest path from one location to

another. Search view has two tabs namely: Al tab where you can search through various

categories like food/dining, parks and landmarks, etc, and lastly the Help view where the user

can view the user's manual or the user's guide and also included is the about menu where the user

can view the user manual or the user's guide and also included is the about menu where the user

can view about the application and the developers.

Language learning via an Android Augmented Reality System

According to Beder (2012). Mobile Augmented Reality (MAR) is a term used when

equipment through which we achieve AR is small and typically easy to carry e.g. a smart phone
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or a tablet. The concept of using AR in facilitating learning and improving its quality seems to

attract more attention in the academic world in recent years. One of the areas that receive much

attention is AR language learning. In this thesis, an experiment on a group of 20 people was

conducted to answer the question: "Is MAR language learning system a viable solution for

language learning?" For the purpose of the experiment, an AR Language Learning Tool was

designed for Android smart phones. This AR Language Learning Tool facilitated vocabulary

learning by displaying 3D objects along with their spelling and providing audio of pronunciation.

Participants were divided into an equal control group and test group. The control group learned

new vocabulary through classic flashcards while the test group used the previously designed AR

Language Learning Tool.

Simulation-Based General Game playing

Finnsson (2012) aimed the General Game Playing (GGP) to create intelligent agents that

automatically learn how to play many different games at an expert level without any human

intervention. One of the main challenges such agents face is to automatically learn knowledge-

based heuristics in real-time, whether for evaluating game position or for search guidance and for

competitive play such an approach that requires an effective search control mechanism for

guiding the simulation play outs. The study aimed at improving the effectiveness of the

simulation in real time based online game statistical feedback. Spiral model was the

methodology used by the developer in making the study. It consists of four phases such as

planning, risk analysis, engineering and evaluation phase.


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The researcher benefited from the study by gaining some information and ideas about

improving simulation in real time. This study helped to develop the propose application by using

real time simulation as guide to improve the performance of the game.

Table 1. Comparison of related studies

SBGGP LLAARS DLBARA CDAR


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UAPD

Year 2012 2012 2013 2017

Qualitative and
Methodology V-Model Agile FDD
quantitative

Features

3D object

Music

Instruction for

beginners

Text checking

Save Works

Steps procedures
s Develop Overall Model
Legend:
Determine scope through interview and consultation
Create Overall Model
ept SBGGP-Simulation-Based General Game playing
t Build Feature List
Identify learning
LLAARS-Language a list of features
via an Android Augmented Reality System
Break large processes into smaller processes
CULTURAL DANCE (AUGMENTED REALITY GAME)
DLBARAUAPD-Development
Plan by Feature of a Location Base Augmented Reality Application Using the
s7 Produce development plan
Android Platform forfeatures
Assign DLSU-D to programmers

CDAR-CulturalDesign by (Augmented
Dance Feature Reality game)
Develop design packages for each features as classes and methods
uirements Schedule design inspection
Activity Diagram
Hz Processor or higher with Motherboard At least 1000 GB of HDD 2GB of RAM

Conceptual Model of Study

EVALUATION
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Figure 1. Conceptual Model of the Study

The conceptual model simplifies the information between things in the real word into

interaction relationship between entities. In Android Based Application, logical data model

tables stand for entities. The table fields stand the entity properties and the relationship between
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the entities is converted into the relationship between the tables. The data has to flow into the

system in some form. Input is the data flowing into the system for outside. The next process in

the information is the input data being controlled in some way. Processing is the action of

manipulating the input into a more useful form. The final stage in the information flow is

normally to present the information in a user-friendly way. Output is the information flowing out

of system.

The conceptual model shows the progress to be done and the processes to create an

output for the development of the study. The processes of the study include the knowledge

requirements, software requirements, and hardware requirements. This requirement is necessary

for the development of the study and the system itself. The methodology applied to the study is

feature building, feature development from simple to complex, coding and testing for the

completion. The diagram shows the requirements to develop An Augmented Reality Game in

Philippine Cultural Dance.

MATERIALS AND METHODS


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In this chapter presents the requirements in developing an application and its functions.

Necessary materials used by the researchers are discussed in this chapter including the hardware,

software materials, and the techniques or methods needed in developing the application.

Materials

In developing An Augmented Reality Game in Philippine Cultural Dance, the researchers

used diagrams and methods to build and design the project. The researchers also used conceptual

model to identify the fundamentals for the system such as knowledge requirements, software

requirements, hardware requirements, and the processing steps to complete the required features

and design for the system. They also used fishbone diagrams to specify the real problem to be

solved by the study and to determine the problems. Agile methodology was used in developing

the software to be able to come up with a product that was made systematically. The researchers

used Android Studio, Unity game, and Adobe Photoshop CS6 for the development of the system.

The researchers used a personal laptop with a specification of 6 GB of RAM, NVIDIA

GEFORCE 940mx, and 1 TB hard disk drive with a clock speed of 2.3 GHz, and Windows 10 as

the operating system for the development of the Android Based Parking Lot Availability

Application. The minimum requirement for the system were 1.6 GHz or faster processor, 1 GB

of RAM, 10 GB of available hard disk space,5400 RPM hard drive and DirectX 9-capable video

card running at 1024 x 768 or higher display resolution.

Methods
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APPENDICES

Appendix 1. Fishbone diagram for the first statement of the problem

People

lack of knowledge
about cultural
dance. Learning Cultural dance

Lack of tools Need to go in a school


in dancing. or rent a teacher to learn
about cultural dance.

Materials Procedure

Appendix 2. Fishbone diagram for the second statement of the problem

People

to long history of
cultural dance
it cause boring of Cultural dance in school
a student

Learning cultural dance is not Teaching of cultural dance


easy to learn. is not interesting to a student

Method Procedure
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Appendix 3. Fishbone diagram for the third statement of the problem

People

Teaching not organized


Hard to learn steps. and hard to dance

Trainer's dull ways Ineffective materials


of teaching used in training

Method Materials

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