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CHAPTER 1

INTRODUCTION

Background of the Study

This project is designed so as to be used by Bataan World War II Museum which stores the

historical images, painting and statues here in Bataan. The project is an augmented reality mobile

application through which students, children, and visitor can scan and watch video about the scanned

image, painting or statue. The advancement in Information Technology will enhance the Bataan World

War II Museum’s process. It will have a huge impact not only for the Museum itself but also for the

people, students, and tourist around Bataan.

The Bataan World War II Museum is uniquely but strategically located at the back of Balanga

Elementary School. The museum was built as a tribute to our fallen heroes who made the ultimate

sacrifice in 1942. It showcases tragic tidbits about the mentioned war, especially the horrendous Bataan

Death March where thousands of Filipino and American soldiers perished.

This is where Major General Edward P. King Jr. surrendered the American and Filipino forces to

the Japanese to prevent further destruction and loss of lives. Visitors will be able to see structures and

dioramas about the war. A short video offers snippets about the events that unfolded. Moreover, a

diorama features doll figures portraying the torture and pain soldiers had to endure. There is also an old

toilet adjacent the museum which has been turned into a torture chamber. This room was preserved

and remained untouched. The surrender site monument is found within the vicinity of the museum. It

features the life-sized statue of Major General Edward King when he signed the document of surrender

to Japan on April 9, 1942.


The project we develop is an augmented reality mobile application as stated on the first

paragraph of this chapter. Augmented reality is an enhanced version of reality created by the use of

technology to overlay digital information on an image of something being viewed through a device. The

main functionality of the application we developed is to open the mobile’s camera and allows you to

scan a certain image, painting or statues and after scanning, there will be a video playback about the

scanned image. The secondary part of this application is a mobile quiz game about what you have seen

or learn inside the museum.

Statement of the Problem

The current process of Bataan World War II Museum is not technology related because it

involves a lot of verbal explanations due to lack of technology equipment. Besides that, the generation

of today’s children doesn’t see the importance of the historical museum. That’s why we proponents

developed an augmented reality mobile application called “The museum (See Bataan WW2 Museum in

AR) to help the museum officials encourage more students, children, and visitor to come visit the

museum.

 How can you explain the images, painting, and statues using augmented reality mobile

application?

 How can you expose the children into modern technology?

 How will you help the museum encourage more visitors?

 How will you help the officials with their presentation?

General Objective of the Study

The main objective of the study is to develop an augmented reality mobile application for the

officials that can help their daily presentations, for the children to expose themselves in modern

technology, and for the visitor to have an enhanced museum experience.


Specific Objective of the Study

The specific objective of the study is to produce an augmented reality mobile application that

will allow the visitors to watch a video after scanning the said image, augmented reality that mobile

application which include a mini question game for children or students. An augmented reality mobile

application for the visitors to have a unique museum experience and to lessen the official’s preparation

for touring.

Significance of the Study

This study is conducted to benefit the following:

 Students – This augmented reality mobile application will help the students to expose

themselves in modern technology and watch video about the scanned image.

 Visitors – Will help the visitors to learn more about the modern technology like using

augmented reality mobile application.

SCOPE AND DELIMITATIONS OF THE STUDY

As the beneficiary opens the application, start up page will appear followed by the loading

screen. After the loading screen, the main menu which has three buttons will appear, the buttons

include; ARcam, Quiz, and Quit button. If ARcam is selected or clicked, the application will open the

mobile phone’s camera to scan a particular image like paintings and watch video. If Quiz is selected or

clicked, the application will open the quiz page where the beneficiary answer the given questions, lastly

is the quit button which allows the beneficiary to close the application.

Limitations

 The application can only provide information on selected images, paintings, and statues.

 The scanner has a selected angle, and frame size.


 The mini question game is not random.

 The mini question game repeats the question.

Definitions of Terms

Bataan muSEEum (See Bataan WW2 Museum in AR) – Is an augmented reality mobile app

designed for Bataan World War II Museum.

Application - Is a computer software package that performs a specific function directly for an

end user or, in some cases, for another application.

Augmented Reality - technology that expands our physical world.

Mobile - a portable telephone that can make and receive calls over a radio frequency.

Technology - Technology is a body of knowledge devoted to creating tools, processing actions

and the extracting of materials.


References:

https://searchsoftwarequality.techtarget.com/definition/application

https://thinkmobiles.com/blog/what-is-augmented-reality/

https://en.wikipedia.org/wiki/Mobile_phone

https://www.useoftechnology.com/what-is-technology/

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