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CHAPTER I

Introduction and Background of the Study

This chapter presents the background of the study, statement of the problem,

assumptions, significance of the study, scope and limitations, and the definition of terms.

Introduction

Technology has been existing since the old days of human evolution. Primitive men of

the Stone Age carved tools and weapons such as knives and spears to survive and deal with

harsh condition of that era. Because of scientific endeavors, countless advances in

technology have been made since then. Technology continues to evolve until now and its

development cannot be stopped. Inventors, discoverers, and innovators have paved their

way on developing technology by creating new products and using different and more

efficient tools and materials. This made technology cheaper and therefore more people

could afford to have it. Today, technology has become widespread in everyday use. From

appliances such as refrigerator and electric fans and gadgets like smartphone and laptops,

technology has been assisting people in making their lives more comfortable. Technology

also became human’s partner in society’s development with heavy applications in the fields

of medicine, construction, industry and many more. Technology has become a companion

in helping people in efficiently doing even the most difficult tasks and making it more

possible for humans to discover more knowledge. Through years of innovation and

development, given the speed of the development in modern and futuristic technology, life

will be easier than ever.

One of the prominent products produced by the development of modern technology

arising today is Augmented Reality (AR) technology. AR is becoming more popular in the
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market and rises to be one of the stars in technological breakthrough. The use of AR is

well-known in terms of navigation, cooking, games, and assisting people in daily tasks.

Global spending on AR technology will grow from 2017 to 2021 as many of app developers

today will invest to employ AR technology in their Android mobile applications.

Some gamers are trying to play AR-boosted games because of its ease in downloading

and having a different gaming experience that is more interactive with the real-world

environment which brings gaming experience to a whole new level. Games using mainly

augmented reality like Ingress, The Walking Dead: Our World and Pokémon Go lets players

play games with the interaction of the real world.

Aside from adapting AR for games and entertainment, AR can also bring enhanced

learning experience by placing virtual objects that could tell essential information in the

real world in real time. With this knowledge, companies like Google, Apple and Microsoft

adapt AR technology as learning tools and help enhance current education. Some apps

include Google Sky Map, Anatomy 4D and Civilizations AR. These kinds of apps are getting

more popular in the application markets like Google Play Store, App Store, and Microsoft

Apps.

Despite the advances of Augmented Reality in the fields of education, there are still

things that are needed to be developed. For instance, an Augmented Reality application

that displays the chemical content of an object does not yet exist.

That is why, the researchers came up to an idea of making more educational way of

using AR, which is creating a mobile application capable of visualizing the chemical content

present in an object through the use of spectroscopy. The researchers need to interview

certain number of respondents in order to get their insights and knowledge to this study

entitled “Creation of an Object Chemical Content Visualizer Android Mobile Application

Using Spectroscopy and Augmented Reality Technology”.


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Background of the Study

The world is not what human see as it is. Humans cannot perceive all there is too bee

seen with mere eyes. But humans are driven with the desire to learn and discover what

humans do not know in our environment. Luckily, latest advancement in technology

allowed us to fulfill some of these wishes. Augmented Reality is there to supplement real

world with information and context through addition of virtual objects in real time.

Augmented reality adds 2D or 3D elements to the live view from a device's camera in

a way that makes those elements appear to inhabit the real world. Azuma (1993)

characterizes AR in his survey as anything that combines what is real with virtual objects,

is interactive in real time and is registered in three dimensions.

The researchers propose to expand AR’s application on the field of education

especially in the field of chemistry. This study proposes for a development of an AR Android

application that displays chemical contents in an object in real time through the use of

data fro, spectroscopy.

Statement of the Problem

Not all schools can afford science laboratories. This means that many students do

not have access to chemicals and equipment which are necessary in chemistry classes. It

also means that students cannot see and understand easily the concepts being taught in

chemistry. This is problematic because almost 60% of students are visual learners meaning

they learn efficiently when visuals are presented. (Bradford, 2002). This makes it difficult

for most students to understand concepts in chemistry and therefore will find it hard to

pass chemistry examinations.


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Research Questions

In this study about creating an Android application that visualizes chemical

compounds or elements in a specific object, the following research questions are as follows:

General Question: What are the steps to create an Object Chemical Content Visualizer

Android Mobile Application Using Spectroscopy and Augmented Reality Technology?

1. What computer programs (Software Development Kit and Integrated Development

Environment) are needed to develop an Object Chemical Content Visualizer AR

Mobile Application?

2. What type of AR will be used by the Application?

3. What methods can be used by the researchers to determine chemical composition

of specific object that may be solid, liquid or gas?

Objectives of the Study

This study is aimed to make smartphones able to identify chemical compounds or

elements using spectroscopy and augmented reality.

More specifically, this research aims to:

1. Propose the development of a prototype of an AR Android mobile application which

will visualize chemical makeup of an object through the phone’s camera application

and spectroscopy.

2. Expand the application of AR in the field of study especially in the field of

chemistry.
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Significance of the Study

This study plays an important role in different groups and is beneficial to more

specifically, the following:

To the students. This research will be beneficial especially for chemistry students

because the app will provide a visual aid showing chemical makeup of common objects.

To the teachers. As one of the people who teaches and nurture students, this study

will be a great help for them to convince their students to use this application and make

the students enjoy the class with the use of modern technologies.

To the institutions. To educate or motivate students to learn more about chemistry

and for students that has hardships in coping up with their chemistry class.

To the future researchers. All researches will be considered developmental researches.

Hence, it will be a basis for future researchers to make some improvements or

modifications.

Conceptual Framework

The researchers will seek for professional help to lay down the steps in creating an

Android application that can determine the chemical compounds or elements present in an

object.

The professionals in the field of chemistry will determine what kind of instrument or

spectroscopy technique that will be used to determine the chemical compounds or elements

present in an object.
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The professionals in the field of augmented reality will determine what computer

programs, integrated software environment and software development kit that are needed

to start the creation of the Application.

Data will be collected using the answers of professionals in the field of chemistry and

augmented reality through personal and online interviews.

After the data are collected, the researchers can then lay down the steps in the

Creation of an Object Chemical Content Visualizer Android Mobile Application Using

Spectroscopy and Augmented Reality Technology.

Input Process Output

Professionals in the Creation of an


Field of Chemistry Object Chemical
Personal Interview
Content Visualizer
Professionals in the
Online Interview Android Mobile
Field of Augmented
Application Using
Reality
Spectrometer and
Augmented Reality
Technology

Figure 1. Paradigm of the Study

Assumptions

The researcher assumed that:

1. The software/programs to be used by the researchers has enough

capabilities/features to provide their needs in building the application.

2. The respondents are experienced either in the field of augmented reality or chemistry.
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Scope and Delimitations

This research paper aims to propose the development of a prototype of a marker-

based augmented reality Android mobile application which will visualize the chemical

object utilizing the smartphone's camera application and the output from spectroscopy.

The researchers mainly used the internet as a source for their literatures because

books regarding the research topic are very scarce. The researchers also plan to conduct

interviews. Desired participants are those people with backgrounds in technology

particularly of Augmented Reality and Android application development, in chemistry who

experienced works related to chemistry and chemical composition analysis. The

respondents are assumed to be experienced either in the field of Augmented Reality or

chemistry. Only Marker AR technology will be used by the researchers.

Definition of Terms

Android Mobile Application /ˈan-ˌdrȯid ˈmō-bəlˌa-plə-ˈkā-shən/ noun – a software

application running on the Android platform. Because the Android platform is built for

mobile devices, a typical Android app is designed for a smartphone or a tablet PC running

on the Android OS.

Application / a-plə-ˈkā-shən / noun – refers to the researchers’ proposed AR mobile

application that visualizes chemical content in an object.

Augmented Reality /ȯg-ˈmen-təd rē-ˈa-lə-tē/ noun – a system that supplements the real

world with virtual (computer- generated) objects that appear to coexist in the same space as

the real world.

Execution /ˌek-si-ˈkyü-shən / noun – the act or mode or result of doing a specific action
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Integrated Development Environment /ˈin-tə-ˌgrā-təd di-ˈve-ləp-mənt in-ˈvī-rə(n)-mənt/

noun – a software application that provides comprehensive facilities to computer

programmers for software development.

Marker /ˈmär-kər/ noun – (also called fiducial marker) an object or an icon which guides

where to position the AR object. Any object that can be places in a scene to provide a fixed

point of reference.

Marker-Based Augmented Reality /ˈmär-kər ˈbāst ȯg-ˈmen-təd rē-ˈa-lə-tē/ noun – a

three by three barcodes that provides our camera with a unique ID where you can have up

to 16 unique markers.

Markerless Augmented Reality /ˈmär-kər ˈles ȯg-ˈmen-təd rē-ˈa-lə-tē/ noun – an

application that does not need any pre-knowledge of a user’s environment to overlay 3D

content into a scene and hold it to a fixed point in space.

Object /ˈäb-jikt/ noun – any specific physical things that function as a marker for the AR

apps

Pose /ˈpōz/ noun – camera position and orientation.

Software Development Environment /ˈsȯft-ˌwer di-ˈve-ləp-mənt in-ˈvī-rə(n)-mənt/ noun

Software Development Kit /ˈsȯft-ˌwer di-ˈve-ləp-mənt ˈkit/ noun – set of tools used for

developing applications provided by hardware and software providers.

Spectroscopy /ˈspekˈträ-skäpə/ noun – an instrument used for measuring wavelengths of

light spectra

Virtual Objects /ˈvər-chə-wəl ˈäb-jikt/ noun – a computer-generated object that is

overlaid to the real world.


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CHAPTER II

Review of Related Literature

The researchers took different kinds of references to provide more information in

order to help the researchers lay the steps on creating an Android application that

visualizes the chemical compounds or elements present in a specific object.

Augmented Reality

The use of Augmented Reality (AR) may not be as exciting as a virtual reality roller

coaster ride, but the technology continuously innovating itself as a very useful tool in our

society. Starting camera filters, to highly advance procedures in surgery, by bringing

elements of the virtual world, into the real world, in a real-time process, AR technology

became popular as innovations and development continue to progress. It brings our world

into a whole new level by enhancing and further improve the way that people see, hear, and

feel the things in their surroundings. Applications of AR can be as simple as a commercial

app by which the user can put things they intended to see in their house. Certain features

present on a place can be highlighted using AR and expand knowledge by receiving

accessible and timely information from the AR. Cell phone apps and business applications

by companies that uses AR are a few of the many applications which makes AR application

continue its development. The information of AR enables the user to know can be done by

using this kind of technology.

According to Davis (2017), AR experience has two main types, the marker and

markerless. He stated that traditional AR’s involves marker. The fiducial code which is the

marker is printed on a piece of paper. Then, by pointing the camera into it, the AR system

will take over to determine the marker present on the paper. Marker helps the camera to
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determine the positioning of the object being scanned. He also said that markers have their

own places in the AR space, AR technology is so young yet there are it makes its own way

to rise as developers continue to make progress. There are many applications of AR in our

society, one of this is for marketing where business companies use AR to take step forward

than the other companies.

Marker Based AR

A marker in the concept of AR tackles about the term which is generally known as a

fiducial marker. A fiducial marker is any specific object which can be put into a specific

place provided that there are distinctive points exclusive only on the object. In AR, these

markers can provide an interface between the physical world and the AR content, such as

three dimensional (3D) models or videos. At their core these markers allow the device which

is generating the AR content to determine the position and orientation on its camera.

Marker AR experience can be done by placing a distinctive picture or any fiducial code on a

place, which will serve as the marker to be scanned. Then, that picture will be recognized

and the process of AR experience can start immediately. The user can also move the

camera around and see the virtual world to the real surface of the place where the fiducial

marker is located.

Through years of innovation and modification, real-time recognition of codes in

pictures has been perfected, even if the user rotated or skewed the position of its camera.

But before pictures, fiducial markers started at border marker. A Border marker is usually

a two-dimensional image which is printed on a piece of paper. These markers are mostly

composed of squares and got a significant black border. The process starts when the user

points its camera on the marker. During the tracking phase, the system determines the

rectangle codes in the paper. Then, if the system identified one, it will examine the squares
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present inside the border to determine the real marker. No matter how the border is

skewed, the system can still draw out the position of the marker in relation to the camera.

Necessary software for AR Development

There are many programs that can help develop AR applications. Such programs may

include SDKs such as Vuforia by PTC, ARCore by Google, ARKit by Apple, and IDEs such

as Unity3D, Unreal Engine, Eclipse (Holton, 2018).

According to Ibañez and Figueras (2013), Vuforia AR Software Developer Kit (SDK)

allows the proper execution of real time video experience retrieved by smartphones. This

uses the computer vision technology to track and recognize them through the use of video

camera. But not all the time objects are detected and only few virtual objects are seen due

to limited capabilities of a smartphone.

Its ability to recognize image enables programmers to position and orient virtual

objects in the space, most likely 3D objects or other type of media, with relation to the

environment or surrounding’s images or videos when viewed through cameras and

smartphones. These virtual objects are capable of tracking real objects in the real world

where the viewer’s perspective on the targeted object corresponds with their perspective on

the real world. In this process, the virtual objects that appear in the real world makes the

viewers like it is from the real world.

In addition to this, Vuforia SDK supports different target types, 2D, 3D, multi-target

configurations, frame markers, and markerless image targets. SDK has some unique

features like localized occlusion detections with the use of virtual buttons, selection of

targeted virtual objects, and the capability to create different sets of targets according to the

situation or scene.
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Vuforia is only an SDK which is not a standalone program, meaning it requires a

software development environment or an Integrated Development Environment to function.

Examples of IDE are Unity, Unreal, and Eclipse. The detection and tracking functionality

which is necessary in the creation of an augmented reality application is provided by the

Vuforia extension.

Unity is one of the IDE that is compatible with the Vuforia library and with the

Android and iOS systems. Unity is a 3D development engine that is used in creation of

games and other interactive content. Unity is able to generate 3D objects in scenes and

environments and other physical details and object properties of the models. It can then

publish its products to chosen platforms, like desktop computers, iOS, Android, etc. Using

the Vuforia library under Unity IDE, Unity can be now used to develop an augmented

reality application as it can model different elements in 3D.

However, a developer may prefer to use different tool to model 3D objects. Such tool

to be used can be Blender 3D, which is another 3D computer graphics software used in

animated films or interactive content. Blender 3D is sometimes chosen for simplicity.

Unreal engine is another 3D software that can also perform the task.

Another AR SDK is ARCore from Google. The focus of ARCore on three things. First is

Motion tracking where ARCore determines the “pose” or the pose and orientation as the

phone moves and the virtual objects remains accurately in place. Second, environmental

understanding where ARCore can detect horizontal surfaces that may be placed on a floor

or table. Lastly, light estimation ARCore detects ambient light in the environment to make

it possible to users to light virtual objects so they can match to the surroundings that

makes it more realistic (Amadeo, 2017).


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Just like any other SDKs, ARKit do have its own fundamentals by which it mostly

available to Apple users. ARKit are composed of many frameworks which helps to provide

better AR experience for the user. But ARKit uses SceneKit where the computer-generated

objects be on placed, objects that appear to maintain a real position is as easy as using the

normal methods for setting an object's position in SceneKit (Tillage, 2017).

AR in Education

According to Kaufmann (2003), due to the technological advances or development of

teaching concepts, applications, and continuous decrease of hardware costs, the use of AR

systems in mobile phones could become more possible for educational purposes assuming

that there is continuous development on developing programs. However, the features

contained by AR are needed to be carefully reflected to become an actually useful

companion in the field of education. It is not about what AR can do to enhance learning

but instead, the ways on how to exploit its potential successfully.

AR has the ability to change learning into a more complicated spatial concepts and

content (Shelton and Hedley, 2002). AR do not change the way of delivery of the instruction

guide but may significantly change the process of learning retrieved by visualization and

listening that results in a new experience of learning. It provides a more productive and

useful tool which allows learners to visualize and adapt with the environment and provide

different observation of the parts on the process such as time, rotation, angles, position and

revolution. AR let us showcase any 3D virtual objects we wish for which are needed to be

showed during viewing in the classrooms.

The approach of AR in classrooms shows a great prospective, combined with

videoconference technology. While the use of videoconference technology has proven to be


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insufficient for the interaction and attention needed during effective classroom teaching, AR

may give a way passing through this problem. The advances in teaching may bring a good

interaction between the speaker and the listeners. Example, a hand signal of a student that

wants to recite might build visualization that draw the instructor’s attention on the targeted

student, while the instructor’s movements or gestures on the remote student can be

zoomed on that student (Cooperstock, 2001).

Seifert and Albo (2014) stated that, students are fond of using smartphones and AR

with their learning. Combining AR with mobile phones make the interest rate of students to

increase and give them more knowledge which give them potential in making different

research topics, with their teacher guiding them, visualizing different ideas. In this way,

learners can show more potential which they can harness technologies in a more

educational way and unlock certain factors of motivation such as pleasure, social

interaction, curiosity, gaining information, and many more. Having the students’ attention

during a class makes a teacher increase their motivation in creating a more advance way of

teaching in order for them to get closer to the minds of their learners.

Spectroscopy

McCarthy and Pratt (2015) used spectroscopy to identify two unknown elements by

examining the emission spectra of helium and neon and determining the diffraction grating

and then calculated the wavelengths of two unknown elements’ spectra then compared with

other elements’ spectra in the spectral chart. After these steps, the two unknown elements

were then identified.

Spectroscopy is a technique which examines spectra and then the spectra is

compared to other known elements and is used to identify substances, compound or


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elements. When atoms are energized enough, electrons in the atom jump temporarily to

other orbitals which is associated with a certain wavelength of light, and the electron jumps

generate light which creates a pattern which is called emission spectrum/spectra.


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CHAPTER 3

Research Methodology

This chapter contains the research design and the methodology used in the conduct

of this study. It incorporates the sampling technique, sources of data, population of the

study, the instruments utilized to gather data. This chapter shows how the researchers

came to the necessary data for this study, and how these gathered data will be analyzed,

interpreted and presented in the easiest way possible.

Research Design

In order to comprehend the general concept of the research entitled “Creation Of An

Object Chemical Content Visualizer Using Infrared Spectroscopy And Augmented Reality”,

the exploratory approach will be used, where no standardized methods are used, as it is

very “early” research, so little amount of knowledge on the topic exists, and this will be the

best approach as this approach focuses on exploring new knowledge in fields that are less

studied (Völkening, 2015).

The method which will be used in this research is the most appropriate by means of

gathering detailed and factual information involved in the study.

Research Instrument

Interviews will be used by the researcher as the research instrument. Two sets of

questionnaires were prepared by the researchers for the professionals in the field of

chemistry and professionals in the field of augmented reality.


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Population of the Study

The targeted population refers to all people with professional backgrounds in the field

of chemistry and professionals in the field of AR technology.

Data Collection

The researchers will seek candidates who are either AR professionals or chemistry

professionals. The researchers will ask the approval of the respondents who meets the

category before proceeding to the interview. The results of the interview will be discussed

and observed.

The following questions will be asked on the interview:

Questions for professionals in the field of chemistry:

1. What instruments or techniques you know that can be used to determine the

chemical compounds or elements present in an object, be it solid, liquid, or gas?

2. What are the possible hazards in using the instrument?

3. Will the surrounding objects around the object being scanned affect the result of the

instrument or techniques? Why?

Questions for professionals in the field of augmented reality:

1. What are the best programs or software (SDK and IDE) to be used to create an AR

Mobile Application that can visualize chemical compounds or elements present in of a

specific object?

2. What are the steps needed to create an augmented reality application?

3. What are the steps required to utilize the SDKs using the IDEs?

4. What are the steps needed to create an augmented reality application?


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5. What are the processes in embedding computer-generated objects in the AR camera

display when a specific object/marker is detected?

Samples and Sampling Procedure

The researchers plan to use purposive convenience snowball sampling wherein

participants are chosen based from criteria set by the researchers, wherein participants are

picked out using the most convenient and fastest way to get answers immediately, and

wherein the researchers request the participants to recommend possible participants. The

researchers are going to ask professionals in the field of chemistry and professionals in the

field of augmented reality. Data will refer to the answers of the participants in the

researchers’ interview questions. The study will be held at Polytechnic University of the

Philippines and researchers will also interview online using Quora and Gmail.

Data Analysis, Procedure, and Time Frame

In this study, the researchers plan to conduct the interview personally for selected

professionals in the field of chemistry and professionals in the field of augmented reality.

Since the researchers will use snowball sampling and some interviews will be done online,

the dates when the recommended participants will be interviewed is not yet certain.

However, the researchers will limit the time for acquiring samples for one week and three

days. Data gathering will start within the third week of March on the dates the participants

are available. Data interpretation will start when the interviews are finished.
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Research March 2019 March 2019

Activities Week 1 Week 2

1 2 3 4 5 6 7 1 2 3 4 5 6 7

Acquiring

Samples

Data Gathering

(Interviewing

the

Professionals in

the field of

Chemistry)

Data Gathering

(Interviewing

the

Professionals in

the field of

augmented

reality)

Data

Interpretation

Table 1. Research Activities


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Ethical Considerations

Reliability of the Research

The researchers followed the guidelines in conducting a specific study. The

researchers will conduct an interview as a research instrument to gather the data given by

the respondents.

The respondents in the study will be asked several questions on developing an Object

Chemical Content Visualizer Android Mobile Application Using Spectroscopy and

Augmented Reality Technology. There will be selected chemistry professionals who will

provide knowledge about analyzing the chemical makeup of a specific object. AR experts

will also apprise their outlook on developing the application based on their knowledge on

their field of study. The respondents’ reaction with respect to the study will give a

consistency of a measure on the study.

Validity of Research

The rating of the measure represents the variable they are intended to, which

indicates the validity of the research. Criterion Validity is used for the study. It is the extent

to which participants’ measure are correlated with other variables, the selected Chemistry

professionals and AR experts’ collected data results was based on their expertise and

knowledge about the study.

This study follows professional ethics to maintain quality and liability of the data that

will be collected and involved in the study. Professional ethics set ethical rules that would

ensure that the researchers will be held accountable for the information and other contents

involved on this study.


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Research Instrument in this study is used to acquire the relevant, reliable and valid

information from the respondents.

Confidentiality of Data

This research study secured necessary settlement with the respondents involved in

the study. An agreement was established that the researchers and as well as the

participating respondents with regards to information involved. Biases and personal

interest are taken away to ensure fairness. The names of respondents will be included in

the interview; they will be labelled as it is and will not be used on any other purposes

except for this research.

Disclosure of Harm

The researchers assure that there will be no physical or mental harm inflicted to the

participants Their participation in the research will be voluntarily and no threats will be

made will not cause any harm towards the researchers, participants, and to the

environment.

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