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GROSS ANATOMY AUGMENTED REALITY (GAAR MOBILE APPLICATION) MOHD. AIRIL SOLEHAN BIN JOHARI BACHELOR OF INFORMATION TECHNOLOGY (INFORMATICS MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2019

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Page 1: GROSS ANATOMY AUGMENTED REALITY (GAAR MOBILE … · kasar manusia dan membantu guru atau pendidik dalam menjelaskan sains di sebalik tubuh manusia lebih interaktif dan menarik. Selain

GROSS ANATOMY AUGMENTED REALITY

(GAAR MOBILE APPLICATION)

MOHD. AIRIL SOLEHAN BIN JOHARI

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

UNIVERSITI SULTAN ZAINAL ABIDIN

2019

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GROSS ANATOMY AUGMENTED REALITY

(GAAR MOBILE APPLICATION)

MOHD. AIRIL SOLEHAN BIN JOHARI

043911

BACHELOR OF INFORMATION TECHNOLOGY

(INFORMATICS MEDIA) WITH HONOURS

FACULTY OF INFORMATICS AND COMPUTING

UNIVERSITY OF SULTAN ZAINAL ABIDIN

2019

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DECLARATION

I hereby declare that this report is based on my original work except for quotations and

citations, which have been duly acknowledge. I also declare that it has not been

previously or concurrently submitted for any degree at University Sultan Zainal Abidin

or any other institutions

Name : Mohd Airil Solehan Bin Johari

Date :…………………….

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VALIDATION

This is to confirm that:

The research conducted and the writing of this report was under my supervision, Dr.

Wan Aezwani Binti Wan Abu Bakar

Name : Dr. Wan Aezwani Binti Wan Abu Bakar

Date :…………………….

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APPRECIATION

First, I am grateful to Allah for giving me an opportunity and strength to

complete this proposal. I hereby also express my gratitude to Dr. Wan Aezwani Binti

Wan Abu Bakar, in particular as my project supervisor who has shared ideas, advised

and constantly monitored me to participate in this dissertation as well as providing

insights and assistance in providing this project.

Many of the challenges and tests that I have come to ensure that I understand

the needs and interests of this project title will make it easier for me to achieve this. I

dedicate one hundred percent commitment to the preparation of the required documents

and the experience I have gained from this project gives me an awareness of the

importance of understanding and practicality to ensure that the skills in this field can be

donated to universities and outside the community.

Finally, special thanks also to all those involved directly or indirectly assisting

the success of this system development project. Ironically, this project is a very good

field for me to improve my skills in this field of computing.

Thank you.

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ABSTRACT

Gross Anatomy Augmented Reality (GAAR) developed to assist the educators

especially teachers and students to learn human anatomy in much more fun and

interactive way as to be more efficiently. Existing learning methods changed with AR

technology and uses the smartphone. This application may be able to show the students

the actual form of human gross anatomy and assist the teachers or educators’ in

explaining the sciences behind human body in more interactive and interesting.

Furthermore, this application uses a 3-dimensional object, video on paper and

interactive info so that students are interested in using this application. Methodology

Agile model was used to develop this application. Agile method is divided into five

main sections, namely the start of analysis requirements, designing, development,

testing and implementation. The use of this agile method can ensure the development

of the system running smoothly and can be change during each phase if required.

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ABSTRAK

Anatomi Kasar Augmented Reality (GAAR) yang dibangunkan untuk

membantu pendidik terutama guru dan pelajar untuk mempelajari anatomi manusia

dalam cara yang lebih menyeronokkan dan interaktif untuk menjadi lebih cekap.

Kaedah pembelajaran sedia ada berubah dengan teknologi AR dan menggunakan

telefon pintar. Aplikasi ini dapat menunjukkan kepada pelajar bentuk sebenar anatomi

kasar manusia dan membantu guru atau pendidik dalam menjelaskan sains di sebalik

tubuh manusia lebih interaktif dan menarik. Selain itu, aplikasi ini menggunakan objek

3-dimensi, video di atas kertas dan maklumat interaktif supaya pelajar berminat

menggunakan aplikasi ini. Kaedah Model Agile digunakan untuk membangunkan

aplikasi ini. Kaedah tangkas dibahagikan kepada lima bahagian utama, iaitu

permulaan keperluan analisis, perancangan, pembangunan, pengujian dan

pelaksanaan. Penggunaan kaedah tangkas ini dapat memastikan perkembangan sistem

berjalan dengan lancar dan boleh berubah pada setiap fasa jika diperlukan.

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CONTENT

ITEMS PAGE

TITLE PAGE

i

DECLARATION

ii

VALIDATION

iii

APPRECIATION

iv

ABSTRACT

v

ABSTRAK

vi

CONTENT

vii

LIST OF TABLES

ix

LIST OF FIGURES

x

CHAPTER 1 INTRODUCTION 1

1.1 Project Introduction 2

1.2 Problem Statements 2

1.3 Objectives 2

1.4 Scopes 3

1.5 Expect Result 3

1.6 Limitation of Work 3

1.7 Gantt Chart 4

1.8 Report Structure 5

CHAPTER 2 LITERATURE REVIEW 6

2.1 Introduction 6

2.2 Research on Different Techniques for AR 7

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2.3 Research on Platform Used for AR 8

2.4 Research on Development Kits Used for AR 10

2.5 Research on Augmented Reality SDK for Mobile Apps 12

2.6 Review of Existing AR Application 15

2.7 Review of Thesis/Article related to AR 16

2.8 Discussion 17

CHAPTER 3 METHODOLOGY 18

3.1 Introduction 18

3.2 Suitable Methodology 19

3.3 Agile Methodology 19

3.4 Agile Model vs Traditional SDLC Model 33

3.5 Discussion 34

CHAPTER 4 IMPLEMENTATION & tESTING 29

4.1 Introduction 35

4.2 GAAR Interface 36

4.3 Testing 48

4.4 Discussion 48

CHAPTER 5 CONCLUSION

5.1 Introduction 49

5.2 Project Contribution 50

5.3 Future Work 50

5.4 Project Planning 51

5.5 Summary 51

REFERENCES 52

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LIST OF TABLES

TABLE TITLE PAGE

1.1 Gantt chart for making GAAR in chapter 1 4

2.1 Augmented reality system development kit comparison 14

table in Chapter 2

2.2 Review of Existing AR Application Table in Chapter 2 15

2.3 Review of Thesis/Article related to AR Table 16

2.4 Agile Model vs Traditional SDLC Model 33

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LIST OF FIGURES

FIGURE TITLE PAGE

3.1 Agile Model figure in chapter 3 19

3.2 Content of GAAR Mobile Application in chapter 3

21

3.3 Analysis Phase in chapter 3

21

3.4 Conceptual Model of GAAR mobile Application in 23

Chapter 3

3.5 Flowchart for GAAR Mobile Application in Chapter 3

24

3.6 The storyboard of the introduction screen in Chapter 3

25

3.7 The storyboard of the main menu in chapter 3

25

3.8 The storyboard of SCAN menu exercise in chapter 3

26

3.9 The storyboard of 3d model menu in chapter 3

26

3.10 The storyboard of Library menu in chapter 3

27

3.11 The storyboard of exercise menu in chapter 3

27

3.12 Choosing Wikitude SDK for Unity in chapter 3

28

3.13 Modelling 3d human brain in chapter 3

29

3.14 Texturing the lung model in chapter 3

30

3.15 Rigging process for heart animation in chapter 3

30

3.16 3D Human Heart in Unity3D in chapter 3

31

4.1 Home Menu for GAAR in Chapter 4

36

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4.2 Guide button interface in Chapter 4 37

4.3 Book Section button in Chapter 4 38

4.4 Anatomy AR in Chapter 4 39

4.5 Anatomy AR Interfaces 40

4.6 Guides in Anatomy AR 41

4.7 3D model of skeleton system 42

4.8 Quiz Game 43

4.9 Final result for quiz game 44

4.10 About app button 45

4.11 Setting/Option Button 46

4.12 Exit button 47

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CHAPTER 1

INTRODUCTION

1.1 Project Background

Recently, augmented reality is becoming more popular in Western and Europe country

and have started to enter Malaysia’s market. More importantly, augmented reality is

very interactive and enjoyable compared to traditional methods. When analyse the

situation today, technology have improved very quickly and have given multiple effect

toward the society which included education, medical, games, architecture, furniture,

geography, history, travel, safety and decoration.

High professional jobs such as doctors, architectures, lawyers, politician, and

lecturers are now becoming a big issue since Malaysia is lack with these people. Society

now starting to downgrade themselves due to poor mindset. This mindset needs to be

change and ultimately make the society lifestyle more intellectual and love the

knowledge as part of their life.

Hence, Gross Anatomy Augmented Reality (GAAR) is being developed as a

touch-up for the combination of gross anatomy study and augmented reality for students

and teachers at early age. This application is to enhance teacher’s ability to educate

students, make students understands and help them visualize more when it comes to

science and human anatomy. This also provide new environment to current education

when it comes to smartphone device and application which will need the students to

carry out smartphone or make a device specially for GAAR mobile application to be

use at all school.

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Conclusively, this application will ultimately change the way society think

about education and anatomy study by using augmented reality (AR) to amplify

everything in the future. All the contents, information, animation, video, text, pictures,

3D modelling and so on will be put up together to make GAAR mobile application and

promote new interactive and enjoyable education in Malaysia.

1.2 Problem Statements

The problem involved in GA: AR Project as follows:

1.2.1. The traditional method on education does not make students comfortable

due to lack of technology and equipment to make learning environment

more interactive.

1.2.2. Teachers facing hardship to make students understands due to lack of

good explanation or only visual by slide or video or using science

courseware provided.

1.2.3. Students feel that they do not know something inside their body because

they lack of visualization that make the knowledge is unworthy to learn.

1.3 Objectives

This project has several objectives that need to achieved which are:

1.3.1. To develop a special mark for GAAR to function along with 3D

modelling, animation, video, text, pictures and augmented reality

elements to make the education more interactive.

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1.3.2. To delivered the GAAR information using mobile technology by

scanning special mark places such as book, paper or 3D model

1.3.3 To design an application that can make ease on teachers on educating

student about science in human anatomy.

1.4 Scopes

The scope that is highlighted:

1.4.1. User – Students/Teachers

User need to use smartphone for scanning special mark provided. Then

a main menu will appear on their smartphone. They can touch the screen

to zoom in or zoom out or to select between 3D models, watch videos

and animations.

1.5 Expect Result

User will be able to use their smartphone to scan and see the anatomy show by

GAAR

1.6 Limitation of Work

This application has its own purpose and uses. There are several limitations

which is:

1.6.1 Hardware

1.6.1.1 Size of smartphone’s screen may affect the app to show the whole

contents.

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1.6.2 Software

1.6.2.1 Android smartphone with at least using Android lollipop and

above.

1.6.3 Other

1.6.3.1 Only use for education purpose. Not suitable for high level

hospital to use it.

1.7 Gantt Chart

Table 1.1: Gantt chart for making GAAR mobile application.

Task Name September October November December

1 2 3 4 5 6 7 8 9 10 11 12 13 14

Topic Discussion

Project Title Proposal

Proposal writing

Proposal writing –Literature Review

Proposal Progress Presentation &

Evaluation

Discussion

Correction Proposal

Proposed Solution Methodology

Proof of Concept

Drafting Report of the Proposal

Submit draft of report to supervisor

Seminar Presentation

Correction Report

Final Report Submission

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1.8 Report Structure

This report consists of five chapter. Chapter 1 is introduction which contain project

background, problem statement, objectives, scope, expect result, limitation of work and

report structures. Chapter 2 is about literature reviews consisting of introduction,

existing AR application, technique and theory that had been carry out by other

researchers. Chapter 3 is methodology which discuss about method or technique used

in this project, design, modelling and also specifying in detail the design of development

project. Chapter 4 is implementation and result from the project and the report of testing

that had been carried out to the developed application. Lastly Chapter 5, which conclude

the overall project followed by references.

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CHAPTER 2

LITERATURE REVIEW

2.1 Introduction

This chapter provides the literature review for the augmented reality app that will be

developed. The purpose of this review is to provide an overview of how augmented

reality help students and teachers to improve their knowledge on human gross anatomy.

Besides, in this chapter, also provide the study of technique and approach. The related

journal and application about augmented reality (AR) was analyse to find out the best

implementation technique that can be used in this GAAR. The comparison between the

different applications and journals is done to get better understanding on each strength

and weakness on the differences which can make contribution on.

The concept of augmented reality is design to ensure that all the messages in it

will be delivered successfully by teachers and to students or any user involved. The

traditional concept of studying science human anatomy usually involves books, slides,

courseware and 3D model of human anatomy. Now with the evolvement of technology

of smartphones, people now can make use of it to study and gain knowledge from

anywhere at any time. In some occasions, teachers having problems in teaching their

students about human body and science behind it. Thus, the students cannot catch all

the knowledge in time due to lack of technology at home and lack of visualization on

how the actual human body work from inside. This will cause the students to show no

interest in science or anything that complicated them. Thus, by developing this

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augmented reality called GROSS ANATOMY AUGMENTED REALITY (GAAR)

might be able to improve the way of study for students and also teachers in all school.

2.2 Research on Different Techniques for AR

Several researches on different techniques about augmented reality application aim to

compare which technique that suit well with the complexity of application depends on

the problem stated. On this project, there is a few researches with different techniques

have been reviewed (Mykola V, Gleb B, 2018)

2.2.1 Marker-based technique

Marker-based technique is a technique that recognise a pattern or a code when

a camera is pointed at it that is used to trigger the AR content. Most common

example of marker-based AR implementations use Quick Response (QR) codes.

If the pattern is unique and not repeated pattern, that marker can be used

successfully and AR content will be smooth-in-play.

2.2.2 Marker less AR technologies

Marker less AR technologies is generally opposite from the above technique

which does not need any pattern or code that overlay 3D content into the scene

or user’s environments and hold it to a fixed point in space. For example, Project

Tango which being adoption of its platform – which uses camera to scan the

environment in real-time, using the data to bring up virtual environment around

user, including 3D object like furniture with virtual layer.

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2.3 Research on Platform Used for AR

2.3.1 Android

The android platform is a mobile device platform that uses a modified Linux

kernel. Introduced by Open Handset Alliance in November 2007. Most

application that run in this platform are written in the Java programming

language.

Android is an open development platform but it is not open in the sense

that all can contribute while a version in development. This is all done behind

closed door at Google. After it is finalized, only then Android start released its

source code and anyone who is interested can take the code and alter it.

To create any application for this platform, a developer needs the

Android SDK, which includes tools and APIs. Developer usually integrates

SDK into graphical user IDEs (Integrated Development Environments).

Beginners also can make use of App Inventor, which an application to create

Android app that can be accessed online.

2.3.2 iOS

This type of platform is a mobile OS for Apple-manufactured device such as

iPhone, iPad, iPod Touch and Apple TV. Best known for allowing user to

interact with their phone using gestures such as swiping, tapping and pinching.

These actions performed on multitouch capacities touch screen display that

provide fast response and accept multiple finger as input.

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iOS is a product of Mac OS X and is a Unix-like OS. Within iOS, there

are four abstraction layers which is:

• Core OS layer: provide low level features as well as framework for

security and interaction with external hardware.

• Core Service Layer: provide service required by upper layers.

• Media Layer: provide the needed technologies for graphic, audio and

video

• Coca Touch Layer: used when creating an application.

Developers need iOS SDK to create any application for Apple mobile

devices. It includes tools and interfaces for developing, installing, running and

testing the apps.

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2.4 Research on Development Kits Used for AR

Developing an app require developer to choose the tools suitable for the

platform that is going to be implemented. Thus, they need to consider some

development kits that allow them to build the apps (Mykola V, Gleb B, 2018).

2.4.1 Image Recognition

A feature that allow camera to detect or to identify objects, places and

images. Smartphone use machine vision together with camera and artificial

intelligence software to track image that can be later overlay with animation,

HTML contents, sound and etc.

2.4.2 3D Recognition and Tracking

Due to tracking, an app can recognise and enhance large space around

the user inside of large building. Commonly used in mobile games and e-

commerce.

2.4.3 Unity Support

Unity is one of the most powerful game engines worldwide and can

utilized in the making of AR app with powerful effect. Multipurpose tool like

Unity allow developers to implement both cutting-edge experience and extend

more traditional idea with new techniques.

2.4.4 OpenSceneGraph Support

An open source 3D graphic toolkit (application programming interface).

Used by developers in computer games, augmented and virtual reality, scientific

visualization and modelling.

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2.4.5 GPS support

Main used for location-based AR application for geolocation AR. Can

be used both in AR games and apps made to overlay at on some nearby

locations.

2.4.6 SLAM Support

Simultaneous Localization and Mapping (SLAM), an algorithm that

maps the environment that user located and track all their movement. This

feature also can remember the position of physical object within some

environment and position virtual object accordingly to their movement and

position. SLAM has a very big potential and can be used in many kinds of apps,

not only AR type. Main advantage is the ability to be used indoors while GPS

for outdoors.

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2.5 Research on Augmented Reality SDK for Mobile Apps

Tools that available on the market for AR application development:

(Andrii Zhuravlov-Galchenko, 2018):

2.5.1 Vuforia

A leading portal for AR application development that has a broad set of

features. Vuforia AR SDK contains:

• Recognizes multi-objects including cylinders, boxes and 3D objects as

well as images.

• Able to recognize text including about 100,000 words or a custom

vocabulary.

• Able to create customized VuMarks, which look higher quality than

typical QR-code

• Allow creating a 3D geometric map of any environment using Smart

terrain feature

• Turn static image into full motion video

• Provides Unity Plugin

• Support cloud and local storage.

The platform supported is iOS, Android, Universal Window Pattern and Unity.

As for the price, it has several versions which is free version, classic version -

$499 one time, cloud - $99 per month and Pro version for commercial use.

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2.5.2 ARToolKit

An open-source tool to create AR application. Even if it is free library, it

provides rich set of features for tracking, which include:

• Unity3D and OpenSceneGraph support.

• Support both single and dual camera

• For location-based AR apps – GPS and compasses support

• Possible to create real-time AR Application

• Integration with smart glasses

• Multiple language supported

• Automatic camera calibration.

Supported platforms are Android, iOS, Linux, Window, Mac OS and Smart

Glasses and since it is an open source, it is free to use.

2.5.3 Wikitude

Wikitude has been introduced with its SDK7 that includes for simultaneous

localization and mapping. The features are:

• 3D recognition and tracking

• Image recognition and tracking

• Cloud Recognition

• Location-based services

• Smart glasses integration

• Integration with external plugins include Unity

Supported platform are Android, iOS, smart glasses. The price is different for

each version. Pro version is €2490 for each app per year, Pro3D is €2990 per

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app per year, Cloud is €4490 per app per year and the last one Enterprise

version.

2.5.4 AR SDK Comparison Table (Andrii Zhuravlov-Galchenko, 2018)

Table 2.1: Augmented reality system development kit comparison table

AR SDK Best For Support Platform Pricing

Vuforia

Marker-based

apps

• iOS

• Android

• Universal Window

Platform

• Unity

• Free version

• Classic version-

$499 one time

• Cloud - $99 per

month

• Pro version for

commercial use

ARToolKit

Location-

based apps

• Android

• iOS

• Linux

• Windows

• Mac OS

• Smart Glasses

Free

Wikitude

Marker-less

apps

• Android

• iOS

• Smart Glasses

(currently Google

Glass, The Epson

Moverio BT-200, and

the Vuzix M100)

• Pro version -

€2490 per year per

app

• Pro3D - €2990 per

year per app

• Cloud - €4490 per

year per app

• Enterprise version

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2.6 Review of Existing AR Application

Table 2.2 Review of Existing AR Application Table

Developer/Year Application Name

Technique Strengths Weakness

Nicola Casucci

(Smartech group)/

9 July 2014

Human

Anatomy

AR

Marker-

based app

→Able to detect

marker to display

3D model of human

and its organ

→Provide audio in

the model

→3D model is too

big for normal

smartphone’s screen.

→ Hard to hear

clearly the audio with

no text or subtitle.

→User cannot

control the rotation of

3D model

→If not hit the

marker or the app

move the camera

away from marker,

the 3D model will

disappear.

Roar Interactive /

13 March 2016

ROAR

Augmented

Reality

App

Marker-

based app

→Able to detect

marker and be able

to move around

outside the marker

→Have its own

website that store

the marker.

→High quality of

target marker and

texture of 3D modelling

→Lack of sound and animation

→Hard time on

applying hand

gesture to the app

→No information

related to actual

product

→Unable to make

people understand

the concept of AR

Graphic ViZion/

1 September 2016

Visual

Anatomy

3D |

Human

3D-

Modelling

based

→Able to use hand

gesture to

manipulate the

modelling

→Able to select

bone and show

name of it

→Smooth

presentation

→High quality texture of skeleton

→ Not applying the

concept of AR

→Only human

skeleton be display,

the rest of the content

need payment.

→Only name appear.

Not much other info

can get.

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2.7 Review of Thesis/Article related to AR

Table 2.3: Review of Thesis/Article related to AR Table

Author/Year Journal Name Technique Description

Sebastian

Weib/ 25 September 2016

A Mobile Augmented

Reality Application to

Improve Patient

Education in Urology

Marker-based

app

The thesis about using AR

to simplify the knowledge

transfer between

physician and patient

about urology or

treatment of prostate,

details about pathologies

and 3D print of a prostate

by using AR in tablet

computer.

Shah Ahmad

Chowdhury/

September

2013

A Mobile Augmented

Reality and Multimedia

Applications for Mobile

Learning

Marker-based

app

This article is about

applying AR into learning

process that involve

marker detection and

tracking, sound and voice

over, video playback and

menus & options.

Wee Sim Khor/

23 December

2016

Augmented and virtual

reality in surgery—the

digital surgical

environment:

applications, limitations

and legal pitfalls

Marker less based app

+

See through

Concept

This review article on

innovations and

technology in surgery is

about analyse the whole

concept of AR and VR in

digital surgical

environment. This review

shows the application, its

limitation and legal pitfall.

In this article, it is more

suitable to use marker less

AR rather than VR that

allow user to see what

they need to see rather

than see in new virtual

environment during

surgery.

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2.8 Discussion

This chapter is all about explaining about fact and statement that will support the

objectives of GAAR. In this chapter, analysis about the technology that will be use and

current understanding of Augmented Reality (AR) to be used in making the project. The

purpose is to decide the compare the current apps and come out with new solutions that

will make improvement for the future. The development of this project is in parallel

with the current computer technology.

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CHAPTER 3

METHODOLOGY

3.1 Introduction

Methodology is a series of phase, procedure, rule of law, technique, tools used,

documentations, management and practices that are proposed in developing this

application. According to Merriam-Webster, methodology also can be defined as

approach, fashion, form, how, recipe strategy and ways to make up something. A

methodology used a set of techniques to carry out specific activities. There are several

type of methodology developments that can be used to develop GAAR. Every approach

needs to be analysed thoroughly and suitable with the project that is going to be develop.

For GAAR, methodology that suit to it is Software Development Life Cycle (SDLC).

SDLC is a complete process that conclude the key activities during project system

development. There are five stages of SDL which is planning, design, develop, testing

and maintain the product. There are various of SDLC model, each have unique pattern

of steps, in order to ensure excellent accomplishment in the process of software

development. According to a case study written by Mihaleva and Elena, agile SDLC

focuses on quick delivery of functioning software product by adaptable process and

constant user feedback. The agile model was the most excellent approach because it can

deliver functioning software faster, receives user feedback constantly and it gives

freedom for the development process.

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3.2 Suitable Methodology

For this project, Agile Model is chosen for this project for several reasons. Agile SDLC

focuses more on quick delivery of functioning software product by adapter-able process

and constants user feedback. In Figure 3.1, Agile Model is illustrating the series of steps

during the agile development process. According to a case study written by Mihaleva

and Elena, agile SDLC focuses on quick delivery of functioning software product by

adaptable process and constant user feedback. The Agile Model was the most excellent

approach because it can deliver functioning software faster, receives user feedback

constantly and it gives freedom for the development process.

3.3 Agile Methodology

According to a case study written by Nataliia Peterheria, Figure 3.1 illustrates the series

of steps during the agile development process.

Figure 3.1: Agile Model

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No matter what type of the models has been chosen, each of them has basic

stages which are used by every software development company. Let’s explore those

stages as this is important for the understanding of the each of SDLC models and the

differences between them.

3.3.1 Planning/ Analysis Requirement Phase

At this stage, planning is very important part that will determine how the end

result of the product or project should be. It is also need to identify the necessity that

need to develop mobile AR application. At this phase involves are requirement analysis,

task analysis and instructional analysis. The activities needed is to identify the problem

statement, the goals and objectives of the mobile AR application to be developed, the

end-user’s need, existing app review and characteristics and also the content of mobile

AR application. The content of mobile AR application can be referred in the Figure 3.

The mobile AR application is developed focusing on human anatomy learning content

specifically for student aged 10 – 16 years old. The analysis also carried out by doing

review on existing courseware or mobile AR applications especially in human anatomy.

Through the analysis, the weakness of the existing application related with human

anatomy can be identify. The comparison of existing application can be observed in

Chapter 2. All the information gathered were used to develop goals and objectives of

the project. The software and hardware requirement are also determined in this phase.

The flow of analysis phase is shown in Figure 4. (Roslinda Ramli, 2016)

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SCAN

Exercise

Library

Figures 3.2: Content of GAAR Mobile Application

Figures 3.3: Analysis Phase

Marker-less Human Figure

GA:AR

Mobile AR

Application:

“GA:AR”

Related to

content

3D Human

Anatomy

Did You Know?

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3.3.2 Designing Project Architecture

In design phase, conceptual model, flowchart and storyboard were developed.

The design phase involves the development of the conceptual model for the mobile AR

application which involves the learning theory, the medium and AR technology to be

used in the application; the teaching and learning approach to be implemented and the

components involve in this mobile GAAR application. (Roslinda Ramli, 2016).

3.3.2.1 Conceptual Model

The conceptual model is shown in Figure 5. The framework list

the following components as the important part to be included included

in the development of GAARmobile application which is:

• Teaching and learning approach

• Learning theory

• Teaching and learning approach

• Prototype development

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Physical area

Physical and digital area

Digital area

- Multimedia

Fusion

Library Prototype

Learning

Theory

Interface

VR multidimension

environment

Text, audio,

animation, 2D

graphic, 3D object

Exercise SCAN

Constructivism Cognitivism

TAR

Interface

Graphical

Interface

Intuitive: Hold, Interactivity zoom in, zoom

Visual

in real time out, Rotate literacy

Teaching

and

Learning

Figures 3.4: Conceptual Model Of GAAR mobile Application

3.3.2.2 Flow Chart

The flow chart for this project is shown in Figure 6. The

application starts by providing user to choose from a selection of main

menu. They can choose either to scan button, exercise button or library

button. For this project, the scan button is most important feature that

allow user to scan the special mark place on the human anatomy picture.

This button automatically turn on the camera on user’s mobile phone.

After scan the special mark, a 3D model of human body appear on the

mobile screen. At this point, the technology used is augmented reality

that combine reality and virtual environment together to make a learning

process become more interesting. The exercise button bring users to do

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some exercise related with the knowledge from the 3D model scan from

the mobile’ camera. A few questions are created to test the user

understanding of human anatomy. The library bring user to the fun fact

about human body that can give more knowledge for user especially for

students to learning. (Roslinda Ramli, 2016)

Figures 3.5: Flowchart for GAAR Mobile Application

Start

No

Yes Yes

SCAN Choose

No

Yes

Exercise

No Yes

Library

No

Exit

Yes

End

Exercise

Fun Facts

3D Human Body parts

Human Body

Main menu

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Code 01

Title Start Page

Code 02

Title Home Page

3.3.2.3 Storyboard

Storyboard also play a big part of multimedia design process. The

storyboard shows the look and feel of the application that will be developed.

Some of the storyboard are shown in Figure 7,8,9 & 10 below.

Figure 3.6 The storyboard of the Figure 3.7 The storyboard of the

introduction screen main menu

Description: The main menu for

user to interact

A: Button - Exercise

B: Button - Scan

C: Button – Library

Description: The first page that

user will see

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A C B

D

E

F

G

A C B

D

E

F

G

Figure 3.8 The storyboard of Figure 3.9 The storyboard of

SCAN menu 3d model menu

Description:

Phone camera on, scan the

marker and display the AR model

on screen.

A: Button - Exercise

B: Button - Scan

C: Button – Library

D: Scan area

2D/3D- allow user to switch

platform 2d or 3d

Description:

Phone camera on, scan the

marker and display the AR model

on screen.

A: Button - Exercise

B: Button - Scan

C: Button – Library

D: Scan area

Code 03

Title Scan Page

Code 04

Title 3d model Page

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A C B

D

A C B

D

Fun fact

Figure 3.10 The storyboard of Library Figure 3.11 The storyboard of

Menu exercise menu

Code 06

Title Exercise Page

Code 05

Title Library Page

Description: Display the quizzes

for students to answer

A: Button - Exercise

B: Button - Scan

C: Button – Library

E: Option button

Description: Fun fact about

human body

A: Button - Exercise

B: Button - Scan

C: Button – Library

E: Option button

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3.3.3 Development Phase

Development is the third phase of life cycle process. At this phase, the

development require material, software, hardware and the ability to produce the project.

The development phase is the actual production and assembly of the materials, hardware

and software that were discuss before in the design phase. Development phase is also

mean that the project is making to be test.

3.3.3.1 Marker-less

Figure 3.12 show that the first step for this project is to choose the correct marker-

less Wikitude SDK for Unity. Wikitude SDK that we downloaded will provide a sample

app, documentations and tutorials that will help developer to get started. Keep in mind

that the sample app given is just a sample with trial mark when we use it in actual

environments. The sample app will give a basic understanding on how to developed the

GAAR and developer can modified it depends on the developer’s capability.

Figure 3.12: Choosing Wikitude SDK for Unity

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3.3.3.2 Modelling

Figure 3.13 show the developer making the process of modelling a 3d human

brain using Autodesk Maya software by using the brain picture as references

Figure 3.13: Modelling 3d human brain

3.3.3.3 Texturing

Figure 3.14 now showing the process of texturing the model in Autodesk Maya

software. Texturing process is to make the model’s surface look like it does in the

concept art or to match its real-world counterpart. This will make the model that is

created become realistic and can be understandable. The texturing can be created or can

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be used from existing materials. The process of texturing need photoshop software to

create or to combine the uv-shell with texture before wrap it all up to a model.

Figure 3.14: Texturing the lung model

3.3.3.4 Rigging

Figure 3.15 show the rigging process on a character. Rigging is a process of

taking a static mesh, creating an internal digital skeleton, creating a relationship

between the mesh and the skeleton (known as skinning, enveloping or binding) and

adding a set of controls that the animator can use to push and pull the character around

Figure 3.15: Rigging process for heart animation

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3.3.3.5 Building Augmented Reality Features

In this process, 3D model of the human body will be imported into Unity3D

software. With the Wikitude SDK that we implanted into Unity3D, we can now fully

focus on Unity3D with the process of animating the character, inserting the info about

the part of human anatomy and make the interaction between the part of model and user

experiences.

Figure 3.16 show the human body is placed in Unity3D software. The developer

needs to keep in mind that there are some tools that need to be set up first. For example,

Android Studio which is need for Android System Development Kit (SDK) to connect

the app made by Unity3D into another platform which is Android. Wikitude SDK also

needed to enhance the process of augmented reality (AR) in Unity3D. In Unity3D, the

platform to make the controller for 3D animator and AR camera setting which need

the coding platform which is called Visual Studio Code. The language used in this

coding platform is C Sharp also known as C#.

Figure 3.16: 3D Human Heart in Unity3D

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3.3.4 Testing Phase

The testing phase refer to exercising the project at prototype level before actual

delivery of the instruction. The purpose of this phase is to make a series of checking

that allow developer to make improvement along with promoting the users

understanding of the project and to ensure users to gain some knowledge from the

prototype project.

3.3.4.1 Test Run (Alpha Test)

According to guru99.com, Alpha testing is a type of acceptance testing which

performed to identify all possible issues/bugs before realising the product to end users

or public. At this alpha test, the testing will be conducted by close friends and

supervisor. The feedback gain from this test will be used to improve the weakness of

this project.

3.3.4.2 User Test Run (Beta test)

Beta testing is performed by “real users” of the software application in a “real

environment” and can be considered as a form of external User Acceptance testing. Beta

version of the software is released to a limited number of end-users of the product to

obtain feedback on the product quality. Beta testing reduces product failure risks and

provides increased quality of the product through customer validation.

It is the final test before shipping a product to the customers. Direct feedback

from customers is a major advantage of Beta Testing. This testing helps to tests the

product in real time environment. All this are followed as www.guru99.com/alpha-beta-

testing-demystified.html

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3.3.5 Evaluate Phase/ Review

At this phase, the measurement of effectiveness and efficiency of the project

will be taken place. Evaluation should be occurred throughout the entire phase because

agile methodology require developer to always check the project is working smoothly

and be ready for any changes in the process. If there some problems, the solution needs

to be come out to settle it. At the end of this phase, the final product is ready to be

presented and launches for public use.

3.4 Agile Model vs Traditional SDLC Model

Customer interaction is the backbone of this Agile methodology and open-

minded communication with minimum documentation are typical features of agile

development environment. Each phase will be consulted with end-user to give the best

experience for them.

Table 2.4: Agile Model vs Traditional SDLC Model

Difference Between

Agile Model Traditional SDLC Model

• Based on adaptive approach

• No detailed planning

• There is clarity on future tasks only in

respect of what features need to be

developed

• Driven person or team to adapt to be

changing product requirements

dynamically.

• Tested frequently

• Minimize risk of major failures in

future

• Based on predictive approach,

• detailed planning and complete

forecast on exact tasks

• Depends entirely on deep analysis

and planning

• Any change needs a strict change

control management and

prioritization

• Tested only at the end of SDLC

• Higher risk of major failures in future

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3.5 Discussion

The conclusion can be made from this chapter is that the methodology used for

the project need to be clear and understandable for the developer to come out with a

project that can deliver the quality, effectiveness and efficiency of the mobile

application to the public. The whole process of the agile methodology needs to be point

out so it can be understandable for the other who read this.

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CHAPTER 4

IMPLEMENTATION AND RESULT

4.1 Introduction

This chapter describes the implementation of GAAR mobile application. It consists of

three main features which crucial for GAAR implementation which are anatomy AR,

book anatomy and quiz game about anatomy. GAAR allow user to get a better

understanding about the structure of human skeleton and several main organs including

their main function which suitable for young students to understands more about human

science anatomy by providing 3d model which resemble to the actual organ and

skeleton.

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4.2 Interfaces

4.2.1 Home Menu / Front Interface

Figure 4.1 shows the home menu of the GAAR mobile application. When user

first using the application, they will go to this home menu which consists seven button

for user to explore.

Figure 4.1: Home Menu for GAAR

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4.2.2 Guide Button

In Figure 4.2 show the guide button feature. When user click on this button, they

show the guide on what do each button state. As such, user can see which button that

they need to know and be notify in early stage. These button are guide button with the

symbol of boy reading manual, book section with the book symbol, quiz game with the

symbol star.The middle button which is called Anatomy AR button which contain eight

model of anatomy. The next three button is about application, option button and exit

button.

Figure 4.2: Guide button interface

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4.2.3 Book Section Button

Figure 4.3 show the book section which contains seven buttons that indicated

the several information about heart, lung, kidney, stomach, brain, liver and skeleton.

Some model such as heart and lung have been provided with sound and animations. All

the button give user the 3D model of anatomy and produce 4 main information about

each button that suitable for young students and children. On the top, we have two

button which are home button and Anatomy AR button.

Figure 4.3: Book Section button

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4.2.4 Anatomy AR button

For the main part of GAAR mobile application is Anatomy AR button.

Figure 4.4 is now showing the interface of Anatomy AR. In this figure, the

interface provided info start-up button which is used to explain the step that user

need to know before using Anatomy AR.

Figure 4.4: Anatomy AR

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4.2.5 Anatomy AR Interface

After user click Initialize button below, user will be show with eight

different icons which represent the 3d model organ. GAAR contains eight

different 3d models which are heart with animation, lung with animation,

skeleton system, liver, kidney, brain, stomach and intestines.

Figure 4.5: Anatomy AR Interfaces

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4.2.6 Guides

User also be notice with guides when using Anatomy AR. This small

guide inform them on what user should do if the want to zoom, move, and rotate

the 3d object. If the screen is full of 3d models, they can easily reset it all by

pressing Reset button above go to Home page.

Figure 4.6: Guides in Anatomy AR

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4.2.7 3D Model AR

In Figure 4.7, a 3D skeleton system model is display on the screen

without any marker. The model also displays the name of bones and description

about it. For each model, user have privileges to rotate using arrow provided or

zoom by using two finger or move the model to another location.

Figure 4.7: 3D model of skeleton system

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4.2.8 Quiz Game button

Next is Quiz game. Just as Figure 4.6 has shown, GAAR provided simple

questions which can test user memory based on the information that book

section. Based on the figure above, we provided nine multiple answer questions.

Each question has its own countdown with test user capabilities to answer

questions with at short timing. Next button act as submit answer after user pick

an answer or not that allow user and audience know either the answer is true or

false.

Figure 4.8: Quiz Game

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4.2.9 End Quiz Game

After finish answering those nine questions, the game give user

their score and notify them the highest score of the previous challenge. If user

want to try again, user can do this by pressing play again button or go to

homepage at the home button below high score.

Figure 4.9: Final result for quiz game

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4.2.10 About App Button

In Figure 4.8, about app button show the picture of developer and credit

for supervisor, who have help giving advise and make this project possible to be

developed.

Figure 4.10: About app button

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4.2.11 Option button

Figure 4.9 show the graphic and game volume for GAAR mobile

application. As for the graphic, it provided user low, medium and high resolution

of pictures in the app. Game volume can be adjust either high or low depends

on user. Hit apply button to set the options or hit back button to go to home

menu.

Figure 4.11: Setting/Option Button

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4.2.12 Exit button

Lasly, the exit button used for user to check out from GAAR mobile

application. In the button, it gives user the privilege for user to exit from using

the app or stay using it.

Figure 4.12: Exit button

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4.3 Testing

Testing is one of important phase in the development of the project. This phase

works to test the system or application whether it fully function or vice versa. In this

phase there are three type of testing to test the application which are unit testing,

integrate testing and system testing. Unit testing is carry out to verify the functionality

of specific section code. Integration testing is to exposed defect in the GAAR

application interfaces and interaction between module.

4.4 Summary

This chapter briefly discussed about the implementation of coding, functionality

of the mobile application and testing GAAR mobile application. To make GAAR

mobile application working well and functioning properly, all the test case is tested

carefully to make sure it achieved the intended result. The mobile application had been

tested and evaluated.

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CHAPTER 5

CONCLUSION

5.1 Introduction

Augmented reality now has become one of the important technologies

nowadays. The augmented reality can be use by using mobile phones and can be used

for many purposes such as education, medical, games, architecture, furniture,

geography, history, travel, safety and decoration. Many applications such as IKEA,

Pokémon Go and Holo show that how importance augmented reality for human daily

life. Thus, a mobile application called Gross Anatomy using Augmented Reality

(GAAR) which help students and teacher understand more during education sessions.

The technique of implementing the augmented reality in mobile phone is called marker-

less which allow user to display 3D model at any flat surface. This allow user to capture

the information provided after scanning the flat surface. The information about human

gross anatomy allow them to explore more and create a new environment of education

which allow students to be more interactive and help teacher more in explaining the

scientific term in much more understanding. The comparative study about augmented

reality and anatomy had been conducted and the data show that the current application

doesn’t have augmented reality feature that can interact with students about education

especially in human anatomy. Therefore, Gross Anatomy Augmented Reality (GAAR)

is developed to solve the problem face by the students and teacher. By implementing

GAAR, these students and educators can be use for interactive study and help improving

education environment to a new level.

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5.2 Project Contribution

Gross Anatomy Augmented Reality developed based on Agile method is mainly aim to

give the user to experience the new way to explore the human body by using 3D model and

also to provide user with the information of the human anatomy in this application.

Meanwhile, the others aim is to give the user exposure and education about the AR

technology. Furthermore, it is very convenience to use because user only just need to be

download on the playstore and can use them without any internet connection and require any

special target or marker.

5.2 Future Work

There are a few suggestions that can be used to upgrade GAAR mobile

application to be more efficient in future work such as:

5.2.1 The app needs to use a paid version of Wikitude SDK to get rid of the

trial watermark in AR camera.

5.2.2 Add more sound to give impact to user when using the application when

studying.

5.2.3 Give a consistent layout of each scene in GAAR mobile app to make it

more appeal to user experience

5.2.4 Add more game or interesting activities that can increase user

understanding and allow them to memorize the info through game and

fun activity.

5.2.5 Provided more unusual info which need to be know for young student to

learn more about human anatomy.

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5.3 Project Planning

The project started on week 1 and finished on week 15. The detail project

schedule is based on Appendix (Gantt Chart).

5.4 Summary

GAAR is a mobile application that is useful for young generation of student and

teacher which give more interactive ways to explore human body by using smartphone

in real environment. Student does not need to understand something about human

anatomy since they can now use the current textbook and explore it using GAAR. This

not only help students increase their knowledge but also help teacher explain more about

human anatomy in their science subject. It is anticipated that by using GAAR, young

student can achieve more knowledge and see much more than just using textbook only.

Thus, GAAR mobile application is useful for young students and teachers

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REFERENCES

a) Book

1. YM Dr. Tengku Fadilah Bt. Tengku Kamalden, 2013, Akademik

Kejurulatihan Kebangsaan,

Nota Sains Sukan Tahap 1, Skim Persijilan Kejurulatihan Kebangsaan

(SPKK)

2. Julie Carmigniani & Borko Furht, July 2011,

Chapter 1 Augmented Reality: An Overview

b) Thesis

1. Mohd Safarez bin Tifin, 2017, Universiti Malaysia Terengganu

Ship Profiling Using Augmented Reality

2. Sebastian Weiß, 206291, 25th October 2016, Universität Magdeburg, A

Mobile Augmented Reality Application to Improve Patient Education

in Urology,

3. Christoph Nol, Bernhard Häussermann, Ute von Jan, Ulrike Raap, Urs-Vito

Albrecht, Peter L. Reichertz Institute for Medical Informatics of the

Braunschweig Institute of Technology and Hannover Medical School

Demo: Mobile Augmented Reality in Medical Education: An

Application for Dermatology,

4. G. Dini, M. Dalle Mura, 2015, Department of Civil and Industrial

Engineering, University of Pisa,

Application of Augmented Reality Techniques in Through-life

Engineering Services,

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5. Roslinda Ramli, 2016, Kolej Universiti Islam Antarabangsa

Methodology Design Of Mobile Augmented Reality (Ar) Education

Application On Learning Jawi: “Belajar Jawi Dengan Ar”

c) Articles

1. Andreas Duenser, Raphael Grasset & Mark Billinghurst, 2008,

A Survey of Evaluation Techniques Used in Augmented Reality

Studies

2. Shahan Ahmad Chowdhury, September 2013,

A Mobile Augmented Reality and Multimedia Application for

Mobile Learning

d) Web page

1. Christian Nordqvist, Tue 7 March 2017, Reviewed by University of Illinois-

Chicago, School of Medicine

Anatomy: A brief introduction,

2. Nataliia Peterheria, https://producttribe.com/project-management/agile-

sdlc-guide#article-header1, accessed on October 2018,

Why Agile SDLC Model Is the Best for Your Startup

3. Mykola V, Gleb B. https://rubygarage.org/blog/best-tools-for-building-

augmented-reality-mobile-apps, accessed on October 2018,

Best Tools for Building Augmented Reality Mobile Apps Best Tools for

Building Augmented Reality Mobile Apps

4. Andrii Zhuravlov-Galchenko, May 14, 2018, reviewed by Sergio De

Simone, Six Top Tools to Build Augmented Reality Mobile Apps

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e) Google Play Store

1. Nicola Casucci (Smartech group), 9 July 2014, Human Anatomy AR

2. Roar Interactive, 13 March 2016, ROAR Augmented Reality App

3. Graphic ViZion, 1 September 2016, Visual Anatomy 3D | Human