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Pakistan Air Force Karachi Institute of

Economics and Technology

Interactive Book
College of Computing & Information Sciences

A final year project report presented to the College of Computing & Information Sciences,
Pakistan Air Force – Karachi Institute of Economics & Technology in partial fulfillment of
the requirements of the degree of Bachelor of Science
2017

Submitted by
Syeda Alvia Mansoor -
57431
Ayesha Younus -
58078

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Table of Content
Abstract..........................................................................................................................4
Acknowledgements........................................................................................................5
1. Introduction.............................................................................................................6
1.1 Motivations......................................................................................................7
1.2 Objectives and Scope......................................................................................8
1.3 Organization....................................................................................................8
2. Literature Review...................................................................................................9
2.1 Looking inside the Interactive Book APP.......................................................9
2.2 Overview.........................................................................................................9
3 Design and Implementation..................................................................................18
3.1 Use Cases.......................................................................................................18
3.2 Activity Diagram:..........................................................................................23
3.3 Entity Relationship Diagram.........................................................................26
4 Methodology.........................................................................................................27
4.1 Results...........................................................................................................42
5 Conclusion and Future Work................................................................................44
5.1 Conclusion.....................................................................................................44
5.2 Recommendation in Future Work.................................................................44
6 Operating Systems................................................................................................45
6.1 Windows........................................................................................................45
7 Programming Language........................................................................................46
7.1 Android Java..................................................................................................46
7.2 Object-oriented programming.......................................................................47
7.3 Object-oriented analysis and design..............................................................47
8 Communication and Leadership:..........................................................................48
8.1 Independent Development.............................................................................48
Appendix A – Tools and Software...............................................................................49
Appendix B – Code......................................................................................................51
Important URL’s for Accessing Data.......................................................................51
API Request for Server.............................................................................................52
Pattern Recognition..................................................................................................54
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Image Recognition....................................................................................................55
Voice Recognition....................................................................................................57
Appendix C – Team Members.....................................................................................60

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Abstract
The whole project in a miniature

Interactive Book

This is an application for kids to provide basic learning material when they are in their
learning age.
1. Parent Login: User needs to be logged in if he wants to access learning material. If he
is not registered then first he/she has to register themselves by pressing "register here"
button.
2. Parent Registration: Parents can be registered by entering an email address and
password after registering them can access the application.
3. Child Registration: After parent registration, he/she will register a child by entering
name and age of the child after that child has to set a pattern lock.
4. Pattern Lock: Kid can set its pattern and when he wants to learn he needs to make a
pattern which was saved earlier on behalf of his/her profile.
5. Grades: After parent and child registration user can have access to the grades. There
are 1 to 3 grades in this application; the learning content in each grade is according to
the standard of the grades. The user can select grade according to the age of their child.
6. Subjects: They is 3 subjects in this application which are English, Urdu, and
mathematics. Subject contains listening, reading, writing, and test.
7. Listening: Kid can listen to the sounds by clicking the image. For example: If kid
clicks on an apple image then apple sound will be generated.
8. Reading: A google mic will appear when clicking the image and kid need to read its
corresponding sound. If the sound is correct then congratulations sound will be
generated and if he/reads incorrectly then try again sound generates. After listening kid
needs to recognize that what he/she has learned by listening to the sound so, he will
read by clicking the same image which was in listening section.
9. Writing: Kid can trace dotted line and can make sentences too. The interactive book
will recognize it.
10. Test: After learning, a short test to check what he/she had learned through the
application.

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Pakistan Air Force Karachi Institute of Economics
and Technology

Acknowledgements

Our foremost gratitude must go to our Allah the Almighty for blessing us in so many ways.
Our success is dependent on to the tireless dedication of our parents, the institutes, all the
teachers, the mentors and wise friends. Without them achieving this goal were not possible,
the way they guided and prepared us to reach this stage deserve greetings and the heartiest
thanks. The Director CoCIS Khalid Khan, our Program Manager at the North Campus Sohail
Imran who has been an instructor and a counselor since the beginning. The committee
members especially our proposal evaluators Sir Rafiullah Afridi and our Supervisor Sir
Waqas Azam who has been monumentally supportive and shared his wisdom with us. The
institutes, the mentors and wise friends that have guided and prepared us to reach this level
deserve the heartiest thanks. Our Program Manager at the North Campus Sohail Imran and
the committee members.

Syeda Alvia Mansoor


Ayesha Younus
July 2017

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1. Introduction

Nowadays, LEARNING through Mobile Applications is getting more innovative so HCI


research has to be investigated for resolving the issues which are under the context of
learning. This work is especially for kids so that HCI standards needed to be implemented,
learning becomes more creative and fun through this App. Learnability is very important
part of kids learning, learnability of an application, the less training and time it will take for
children and parent to use it and rely on it. It is very important to understand of kids and art
visionary intuitive frameworks intended to upgrade training and stimulation. The HCI
analysts of today and tomorrow to make a superior world advancing the learning and play
exercises of kids. This is easy and visible for all ages of children. This App will help the
child to get better grades in school and learn the content of the course in an easy and creative
way.

Children now speak to an essential client amass for programming and innovation, and
subsequently, more consideration is being paid to the specifics of how to outline for kids.
This user gathering is remarkable in a few ways: Their objectives while utilizing Technology
are regularly training or stimulation as opposed to profitability; they have an extensive
variety of skills furthermore, capacities; and their involvement with Technology starts early
and proceeds through their lives. Kids are most certainly not smaller than usual grown-ups,
and design principles which are based on adults in mind can't just be downsized – kids have
their own needs.

One of the essential objectives for utilizing Technology in the working environment is to
help enhance productivity while learning is regularly an auxiliary objective. Secondly,
learning is one of the essential objectives for the utilization of Technology in an instructive
domain. This, in itself, will make user see and interface with frameworks in an unexpected
way. Scientists in HCI have built up an arrangement of ease of use rules, design and plan and
testing methods to help enhance the outline of products for the working environment.
Utilization of these rules for the outline of an educational site for kids, while maybe is
helpful, does not recognize the way that taking in conditions are frequently not the same as
working environment situations. [Robertson 94] has recommended that Traditional usability

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of using design rules and usability testing techniques should be redone for educational
software.

A standout amongst the most striking contrasts between people in the working environment
and kids in school is their inspiration for utilizing innovation. At work, the inspiration to
utilize Technology originates from the need to finish the assignment parts of a vocation.
While kids likewise utilize Technology to finish an assigned by the teacher, the genuine
inspiration that kids need to cooperate with innovation is a pleasure. For Technology to be
successful for grown-ups

in the work environment, Technology must be anything but difficult to utilize and help the
people finish their everyday tasks. For Technology to be successful for kids at school, they
should be entertaining. A few specialists have noticed the potential advantage of instructive
programming in the event that it encourages the kids' inspiration to play as watching when
they play electronic amusements.

1.1 Motivations
Early creators expected that taking an interface that works for adults, including a couple of
animations, bright colors and interactive styling, consequently made it suitable for kids, and
youngsters were once in a while included in the improvement of items for children. All the
more as of late, in any case, designers have perceived the distinctions in this user gathering,
and have attempted to give kids a voice in the planned procedure. As a result, there are
currently a significant number of outline rules, particularly for kids. Be that as it may, these
standards have frequently been hard to discover. To do Research to design for children
crosses over into many

Disciplines; human-PC connection, training, education, and psychology researchers have all
made specific contributions in the area. This circulation of data implies that it is hard to
discover important information when one sets out to design and plan a new product. The
issue is exacerbated by the way that some all-around acknowledged interface rules must be
"unlearned" or adjusted for children; however, designers may not think to scrutinize their
assumptions while making another item. To be helpful to designers, information from these
divergent sources must be united. This paper takes a first

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Step to taking care of this issue: it gathers and sorts out plan standards and bits of
knowledge, accumulated from a few sources, into an underlying inventory of outline
standards for Children’s Technology.

1.2 Objectives and Scope


The project aim is to provide one interface and environment of learning to the parents and
kids in which they can create their own profiles, manage record of learning, and establish
environment dynamically in which mind storming increases and worries of parents
decreases.

1.3 Organization
Since the sole developers are independent to work for this project but the milestones are
achieved by the guidance of or supervisor, who schedule tasks for us as no any
organizational structure is there. It is partially his guidance, efforts, mentoring, input,
impartment of ideas, and considerations that entire project in implemented and incorporated
successfully.

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2. Literature Review

We went through the development of one transport management system which is made for
the pick n drop using android application. This application is using centralized web system
which depends upon the ASP.net framework. For the purpose of storing and fetching the
records from the server, SQL Server R2 2008 is being used, and development of android
application comes into place by android studio. Both app and web are linked with each other
by using a central connection known as Web Service. Vital role is being played by this
service into the project. Data which is presented onto the Android Application is coming
from the database of server and being fetched by using the web services and after fetching it
is parsed towards the App.

2.1 Looking inside the Interactive Book APP


The sample comprised between 25 children (11 girls and 14 boys) within the age of 3 years
to 12+ years. The survey secured the typical scope of capacity with a portion of the kids
required help with perusing the inquiries and guidelines. Not the majority of the children had
English as their Worst dialect, yet all communicated in English. The majority of the children
had concentrated the National Curriculum., and they had finished the formal tests a couple of
months before the examination.

2.2 Overview
Kids now speak to an imperative client gather for programming and innovation, and thus,
more consideration is being paid to the specifics of how to plan for kids. This client
gathering is one of a kind in a few ways: Their objectives while utilizing PCs are ordinarily
training or diversion instead of efficiency. Children are not small grown-ups, and outline
standards defined on account of grown-ups can't just be downsized – kids have their own
needs and objectives which can't really be met by grown-up apparatuses. These distinctions
prompt the requirement for various plans. For instance, in items whose point is instruction or
amusement, client inspiration and engagement are as vital as errand productivity. Esteem is
just achieved if clients invest energy with the item and it keeps their consideration.
Fashioners of youngsters' innovation must focus on the mechanics of their interfaces as well
as on components that will keep kids locked in. Any effective item should be adjusted to the
specific needs of its clients, including methods of correspondence, info techniques,
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assignments, and appearance. Kids' improvement can be arranged into three primary zones:
subjective, physical, and social/passionate. Subjective advancement addresses the mental
and scholarly development of a kid. Physical improvement manages the advancement of fine
and gross engine aptitudes and additionally coordination. Social and passionate improvement
are firmly tied: social advancement includes the arrangement of associations with others, and
enthusiastic improvement alludes to a kid's capacity to comprehend, direct, and express their
own particular emotions and in addition limit with regards to sympathy and empathy.
Perceive diverse levels of intellectual advancement through various education levels,
distinctive levels of errand direction, and through fitting to various phases of mental
improvement and creative ability. Physical improvement is reflected in the sorts of info
strategies that can be utilized and in the utilization of unmistakable interfaces. Bolster for
various passionate and social advancement is found in the diverse chances to shape
associations with others and with the PC.

Cognitive Development

Literacy
o Interfaces ought to be emphatically visual.
o Content-particular representations are valuable in helping youngsters explore
interfaces.
o Instructions ought to be introduced during a time fitting organization.
o Instructions ought to be anything but difficult to grasp and recall.

Feedback and Guidance


o Children are restless and require quick feedback demonstrating that their activity
have had some impact, else they will repeat the activity until some result is seen.
o Interfaces ought to give framework and direction to help youngsters recall how to
finish assignments.
o Activities ought to take into account extending complexity, and ought to bolster
youngsters as they move starting with one level then onto the next being used of the
item.
o Icons ought to be visually meaningful to children.
o Rollover sound, liveliness, and highlighting ought to be utilized to demonstrate
where to discover functionality.
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o The interface ought to give sign of the present condition of the framework, whether it
is busy processing or waiting for input from the user.
o Interfaces ought to track and show kids' investigation of situations in the event that it
is imperative for them to recall where they have beforehand gone by.

Mental Development
o Children's interfaces need to consider the way that youngsters may not yet
comprehend unique ideas.
o Children's interfaces ought not make utilization of broad menus and sub-menus as
youngsters may not yet be able to classify or have the substance learning required to
explore effectively.
o Children are acclimated to direct control interfaces; their actions should map directly
to the actions on the screen. On the off chance that different styles are utilized, expect
that most clients will require preparing and that some will be not able handle how the
connection functions.
o The youngsters (4+yrs) quickly grasped the idea and had no issues seeing how to
control the on-screen character.

Imagination
o Care ought to be taken when using metaphors for interfaces as kids promptly
submerge themselves in the environment. While this prompts more instinctive
interactions; it might likewise prompt desires that exceed the limits of the interface.

Physical Development

Motor Skills
o Make mouse interactions as basic as could be allowed. A single tick interfaces are
less demanding than dragging or double tapping.
o Young youngsters experience issues focusing on little objects on the screen. Things
ought to be sufficiently substantial and separated from each other to make up for
some error in focusing on.
o Dragging developments are difficult for kids. Dragging ought to be expert by tapping
on the protest append it to the pointer, then clicking again to drop it in the desired
area.

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Social/Emotional Development

Motivation and Engagement


o Technologies ought to give youngsters the capacity to characterize their experiences
and be responsible for the collaboration.
o Entertainment click-ons are a compelling device for connecting with youngsters.
Different reaction click-ons are most famous while entertaining and media click-ons
are generally enjoyable.
o Providing infrequent engaging redirections keep youngsters drew in and roused amid
learning tasks.
o Animated academic specialists are valuable for learning conditions; even the
individuals who don't give any counsel or communication are seen decidedly.
This paper depicts an exact investigation of fun, ease of use, and learning in instructive
programming Twenty-five youngsters matured 7 and 8 from an English elementary school
took an interest. The review included three programming items that were intended to get
ready youngsters for government started science tests. The discoveries from the review
exhibit that in this example learning was not corresponded with fun or ease of use, that
watched fun and watched ease of use were related, and that offspring of this age gave off an
impression of being ready to separate between the builds used to depict programming
quality. The creators talk about the ramifications of the outcomes, offer a few musings on
planning explores different avenues regarding kids, and propose a few thoughts for future
work
Programming for kids can be grouped into three classifications; empowering programming,
amusement programming, and instructive programming Enabling programming incorporates
pro word processors, youngsters' Internet programs and kids' craft bundles. Amusement
programming involves diversions and media items. Instructive programming is either
connected to a distributed educational module or is intended to bolster the authority or
appraisal of a particular ability. It is basic for instructive items for youthful kids to
incorporate amusements that add to particular aptitudes, for example, Math's, however when
programming is planned for more established clients, recreations will probably be esteemed
for their stimulation esteem instead of their instructive legitimacy.
Programming fashioners frequently endeavor to place fun into test circumstances by fusing
sight and sound jolts and consolidating a gaming class; this is viewed as a motivational
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element for kids, tempting them to utilize the product. The measuring of fun, particularly
where the clients are youngsters, is troublesome it is conceivable to utilize a heuristic
assessment technique, based, for instance, on Malone's rules. Observational techniques can
likewise be helpful, they were utilized as a part of the review revealed in this paper alongside
overview strategies in view of the Fun Toolkit
Laurillard (2002) looks at ease of use from an educational viewpoint concentrating on the
UI, plan of the learning exercises, and the assurance of whether learning goals have been
met. Usable interfaces for training need to meet standard ease of use necessities however
ought to likewise be instinctive and not occupy the client from accomplishing their goals. It
is conventional to evaluate ease of use by taking measures of the clients' execution, by taking
note of where clients experience issues with the interface, and by approaching the clients for
their suppositions of the item. It is conceivable to utilize standard ease of use measurements
with youngsters; however additional care should be taken in the understanding of
information and in the exploratory set up.
The current study faced hypotheses that ‘reported usability’ would be correlated with
‘observed usability’ and also that either correlation is possible between ‘reported fun’ and
‘observed fun’. Determinations were also made onto the study that either it can intended to
analyze the all four measures of the correlation along with the learning.
Properly planned programming consolidating developmental input may can possibly
improve the learning of youngsters in arrangement for their SAT tests. The product assessed
in this review contained an assorted cluster of interactive media exhibited in a test situation,
typically worked around numerous decision addresses that offered little in the method for
supplementary input. The instructive advantage of the product might be sketchy in light of
the fact that it neglects to give adequate supplementary showing material and criticism which
is an urgent component that can prompt learning. Three unique bits of programming were
utilized inside this review (S1, S2, and S3 – see Fig. 1). One of the product applications in
this review (S1) set the evaluation exercises inside an amusement setting, another introduced
the material in a more formal and straight structure, without recreations (S2), and the third
made inquiries decently formally, however after a couple inquiries the clients were
remunerated with a different, brief diversion (S3).
Design pre- and post, test for learning:
To decide learning, paper-based pre-tests and post-tests in light of inquiries found inside the
product were concocted. Three distinctive pre-tests and three diverse (however coordinated)
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post tests were built. The inquiries were checked on to ensure they spoke to the subject space
guaranteeing content legitimacy, this is characterized as the degree to which a test thing
really speaks to the area being measured. One of the creators completed a pilot investigation
of the proposed exploratory outline with a little example from another neighborhood grade
school, and as a result minor changes to the design of the inquiries happened in both the pre
and post-tests.
The trial work was completed at the school, in a room near the youngsters' classroom. Three
comparative portable PCs with standard mice appended were utilized to direct the
investigations. The kids were pulled back from their classroom in gatherings of a few and
were coordinated to one of the three portable workstations. They were made a request to
rank the three items by staying the three stickers into the spaces on the frame in the suitable
request. The majority of the youngsters did this effectively after a short clarification. The
vast majority of them positioned the items diversely for every foundation, showing that they
could recognize the criteria. Additionally, they were solicited to indicate which from the
three items they would pick, and which one they thought the class instructor would pick.
The pre-test and the post-test brought about a numerical score out of six, where 6/6
demonstrated the kid had got each question remedy. Where a question had various parts
incomplete acknowledge was granted as a division, controlled by separating the quantity of
right answers by the aggregate number of parts. The learning impact was figured in view of
the distinction between the post and pre- test scores.
Scores for ease of use and fun were acquired from the perception information. The ease of
use score was inferred basically by tallying positive issues noted for ease of use, and
subtracting the quantity of negative issues. Also, a fun score for every tyke was acquired.
These were incorporated into the watched fun and watched ease of use scores as proper; care
was taken that copied perceptions were counted just once.
This paper has highlighted the troubles of measuring the learning impact of instructive
programming intended for youngsters. Each of the three programming items assessed had
ease of use issues that were clear even in a short review, for example, this. Our perceptions
demonstrated that the youngsters seemed to have a fabulous time when their associations had
greater ease of use issues. Likewise, their own particular evaluations of the items for the sake
of entertainment and ease of use were also related. A provisional conclusion is that ease of
use does make a difference to youngsters; so, taking care of business ought to be a need for
creators and makers of programming items. They obviously recognized the product which

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displayed the inquiries in a more formal direct way, and which had no recreations, as the
minimum fun. The youngsters saw that the educator would pick the product in light of how
great it was for learning. It is clear that the fun sorter is a more powerful device than the
Smileyometer for assessing programming with youthful kids. The most intriguing finding
was that kids as youthful as 7–8 give off an impression of being ready to recognize the ideas
of usability, fun, and learning. They had little trouble in finishing the 'fun sorter' survey.
Encourage improvement of this device ought to empower scientists to all the more
effortlessly discover youngsters' conclusions on a scope of parts of programming and
inclinations.

This paper incorporates the utilization of overview techniques with kids for social occasion
assessment ponders how these worries may effect on studies in Child Computer Interaction.
It initially figures out what overview is? The primary commitment of this paper is to present
clear understanding about the inconvenience and convenience of a portion of the devices
under the Fin Toolkit and to define rules for overview techniques for kids or children. One is
that grown-ups and youngsters live in various universes and consequently grown-ups may
not comprehend what kids need, "Review analysts are understanding that data on kids'
suppositions, demeanors and conduct ought to be gathered specifically from the kids;
intermediary revealing is no longer thought to be sufficient. Breakwell, depicts four phases
in a question answer prepare:

Comprehension and translating the question being inquired. 2. Recovering the applicable
data from memory. 3. Incorporating this data into an outlined judgment. 4The initial two,
Satisfying and Optimizing and Suggestibility, are wonders that will affect the plan of review
studies. Fulfilling and Optimizing Satisfying hypothesis distinguishes two procedures that
clarify a portion of the distinctions in the unwavering quality of reactions, particularly in
reviews where respondents are being made a request to pass attitudinal judgments.
Suggestibility is especially critical with connection to study inquire about with youngsters,
since it "concerns how much kids' encoding, stockpiling, recovery and announcing of
occasions can be impacted by a scope of social and mental elements." The sexual orientation
and age of the questioner or individual leading the study can likewise affect the
dependability or detail of reactions given by kids. Breakwell , (1995) report that "There is a
solid passive consent reaction predisposition in kids: youngsters tend to state 'yes',
independent of the question or what they consider it." Language Effects Children have

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fluctuating capacities in talked and composed dialect and this makes the plan of inquiries for
reviews hazardous.

THE USE OF SURVEY METHODS IN CCI (Child Computer Interaction) inside the group,
scientists in Child Computer Interaction utilize a few overview techniques. The Fun Toolkit
Revisited In its unique frame, the Fun Toolkit involved four extraordinary apparatuses, a
Funometer, a Smileyometer, an Again - Again Table, and a Fun Sorter and furthermore
upheld measuring recognition and of utilizing video film to achieve goal of engagement. The
Smileyometer is appeared in Figure this was utilized before an affair, to quantify desires, and
after an ordeal to apply a judgment score. Early work found that the Smileyometer and the
Funometer were basically comparative thus the Funometer has from time to time been
utilized since and is not examined promote here. The two other unique apparatuses, the Fun
Sorter and the Again - Again table both measured diverse things.

The Fun Sorter, as appeared in figure, enabled kids to rank things against at least one builds.
There is no genuine point in utilizing a Smileyometer and an Again –Again table as both
measure a similar build, having said which, there have been cases where the Again – Again
table has appeared to have greater legitimacy, potentially because of the move in the
accentuation of the assessment (it is theorized that in the Again – Again table, more youthful
kids are less inclined to be influenced by suggestibility as it appears that they are not by any
stretch of the imagination judging the product engineer, rather simply throwing their own
feeling. As the Fun Sorter with a build of Fun is measuring an indistinguishable develop
from the Smileyometer and the Again – Again table, it maybe bodes well to spare its
utilization for different develops, for example, 'usability' or 'most straightforward to learn'.

The reviews detailed here recommend that youngsters that are very youthful can
comprehend diverse builds. The outcomes exhibited here uncover that the choice regardless
of whether to utilize an intelligent item or not depends on how much fun it is seen to be. This
may not be particularly helpful in the early phases of outlining an item, yet it suggests that,
when looking at items, fun is a valuable differential. Rules for Surveys with Children There
are a few helpful methodologies that can be taken to make the looking over process
significant and tasteful for every one of the gatherings. 1. Keep it short: Whatever the
youngsters are made a request to do, make it fit their time traverse. Give help to non/poor per
users: Even with the dialect checked, there will be a few youngsters who may comprehend
the words however not the inquiries. Attempt to peruse out composed inquiries if
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conceivable, doing this for every one of the kids (as some won't confess to not understanding
the inquiries). Restrict the written work: Children regularly don't compose what they need to
state, as they can't spell the words they need, can't discover the words for things they need to
state, or can't shape the letters for the words that they have as a main priority.

Human-computer interaction (HCI) learning environments have very different and are
important for Multimedia systems it is also imp goals than do workplace environments, so
HCI research must investigate what difficulties and problems and issues of learning.

(HCI) examine has fundamentally been worried with grown-up clients. When exploring HCI
issues for the outline of instructive media for youngsters and furthermore concentrate on
sexual orientation. The innovation ought to be intended to bolster the necessities of the
clients. PC clients just utilize PCs in the work environment and for authority work just yet
today clients could be any age and sexual orientation innovation dependably in their grasp.

Adults will not necessarily work for children, so in our HCI research we develop usability
that are good and easy for children, children interact with technology very often now a days,
so HCI research must understand how each gender interacts with computers and its
programs. It can lead to computing environments & not exclude any children on the basis of
its gender.

The common but important agendas are being presented through this paper for HCI. First,
recognition regarding importance of learning environment, in today’s world so important to
know that adults and children have different opinion and choices. Finally, it is most
important that we know how they interacts with computers. When we talk about children the
primary goal of using the computers is learning in an educational environment. While
teacher give task to school children they take help from technology and HCI work on that to
make learning is fun for children. It must be easy to use and helpful for children at every
age. It must be fun and easy for children

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3 Design and Implementation
3.1 Use Cases

Use case # 1 Registration


Primary Actor Parent
Description Parent will click the Sign-up button.
He/ She will enter name, email, contact number and password.
Parent will be registered.
Precondition NIL
Post Condition Add Name and Age of Child/Children
Alternatives If fields remain unfilled or not according to the requirements
then fill the form again.

Use case # 2 Login


Primary Actor Parent
Description Parent will click the login button.
He will enter phone contact and password.
The system will check contact number and password.
Parent will be logged in.
Precondition NIL
Post Condition Add Name and Age of Child/Children
Alternatives Username or password is incorrect

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Use case # 3 Selection of Child/Children
Primary Actor Parent
Description Parent will Select No. of Child/Children.
He / She will Give the name and age of Child/Children.
The system will save them.
Parent will now see the detail of Child/Children in next activity.
Precondition Registration
Post Condition Selection of Subjects
Alternatives NIL

Use case # 4 Login Child with Entering Age


Primary Actor Child
Description The child will click his/her name.
He / She will have to give there correctly.
The system will save them.
The child will now see the Selection of subjects Activity.
Precondition Registration
Post Condition Selection of Subjects
Alternatives Child Age is not correct.

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Use case # 5 Selection of Child/Children
Primary Actor Parent
Description Parent will Select No. of Child/Children.
He/ She will Give the name and age of Child/Children.
System will save them.
Parent will now see the detail of Child/Children in next activity.
Precondition Registration
Post Condition Selection of Subjects
Alternatives NIL

Use case # 6 Login Child with Entering Age


Primary Actor Child
Description Child will click his/her name
He/ She will have to give there correctly
System will save them.
Child will now see the Selection of subjects Activity.
Precondition Registration.
Post Condition Selection of Subjects.
Alternatives Child Age is not correct.

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Use case # 7 Pattern Recognition for Login
Primary Actor Child
Description Child will draw his pattern.
He/ She will have to draw pattern correctly.
System will match it.
Child will now see the green color onto the pattern.
Precondition Parent Login
Post Condition Child enters into App
Alternatives Pattern is not correct.

Use case # 8 Pattern Recognition for Sign-Up


Primary Actor Child
Description Child will draw his pattern.
He/ She will have to draw pattern twice.
System will match both patterns.
Pattern will be saved onto the server.
Child will enter into the App and use same pattern next
time.
Precondition Parent Login
Post Condition Child enters into App
Alternatives Pattern is not matched.

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Use case # 9 Choose/Select Subject from Grade
Primary Actor Child
Description Child will choose category from front screen.
He/ She will have to select subject further from categories.
System will show Lessons of chosen subject.
Chosen lesson will show on device screen.
Precondition Child Login
Post Condition Child starts lesson
Alternatives Lesson is not open.

Use case # 10 Listening the Alphabets


Primary Actor Child
Description Child will choose letter from lesson screen.
He/ She will have to select appropriate alphabet.
System will check chosen ID of alphabet and play music.
Alphabet sound will be played at the end.
Precondition Child Login
Post Condition Music Played
Alternatives Music is not Played

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3.2 Activity Diagram:

User Login:

User Register:

Pattern Recognition
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Opening Lessons:

Drawing:

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Test and Result Sheet:

User Logout:
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3.3 Entity Relationship Diagram

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4 Methodology

User
The sample comprised 30 children (14 girls, 11 boys) aged between 3 years to 12+ years.
The survey secured the typical scope of capacity with a portion of the kids required help
with perusing the inquiries and guidelines. English found as Worst dialect among majority of
children yet few of them didn’t communicated in English. The majority of the children tried
their best to concentrate the National Curriculum, and they had finished the tests a few
months before the examination. Thus, the topic of the product was generally recognizable to
them and at the season of utilizing the product.

Survey Test
As surveys methods rely on the use of a question and answer process. Mainly focus on
asking questions for some children and their parent about the usability and learnability of the
app, and formulating an appropriate response about the app. It is very important for us that
parent like and understand our app so they allow their children to study and spend time on it.

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Experiment

We developed an experiment addressed to parent with children in Pakistan, aged from 5 to


12 years old. The process relies on carefully chosen questions; based on research and
specialized methods so that we could gather the response data and deliver reliable results.
We developed questions that involved the following areas: demographic characteristics of
their children (age, gender, etc.), subjects in the school where child struggled with, when and
where the symptoms were first noticed, which tasks children had difficulties with. The
survey’s questions assess the parent's viewpoint and opinions while offering us a better
understanding of the problems and difficulties their children face. Especially Reading,
writing, listening which part help the children most in their studies the survey was carried
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out with 30 children and the results provided. We analyzing the answers, we noticed that
most of the children and parents agreed that electronic versions of tests would encourage
their child to use the application and get the better score in school and now study become fun
for them.

Application design & features

The application is structured around three basic categories: (i) “Reading” Category, the goal
of which is to support children’s reading skills and also enrich their vocabulary, (ii)
“Writing” Category, which is aimed at developing and supporting correct way to write(iii)
“Listening” (audio memory) Category, aim’s at improving children’s short-term memory
and concentration. Each category is comprised of three different subjects, each of which
have five levels of increasing difficulty, offering each child the ability to “play and learn”
and proceed to the next stage in accordance with his or her individual needs and learning
capacities.

In this section of documentation a deep guideline will be provided through actual/original


developed system. By using this technique a better understanding of user will be developed
to the application. No doubt visual learning is a best way of seeking knowledge around the
world. Visual learning has its own importance in education & we’re going to facilitate the
users & manual readers by this technique. After viewing this section of documentation you
will feel that you are quite familiar with this application from a long time.

Descriptions are available along with each & every image which will describe the activity
that what is actually done. And what the image wants to explain.

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This is an Add Children
page which has two
EditText Boxes along with
two Buttons.

It includes:

1. Take Child Name.


2. Take Child Age.
3. Store onto Server.
4. Save Multiple Child
Information at one
Time.
5. Continue to Next
Activity

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This screen is about the
List of kids under parents
ID. It comes after Login
page as well as after
Registration of kids.

It Includes:

1. Parent Name
2. Kid Names
3. Kid Ages
4. Direct Poems Section.

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It is a Front Activity. Where
kid can choose subject for
learning. Various sections
are included in this activity
as:
1. English Chapter
2. Math Chapter
3. Urdu Chapter
4. Cool Drawing
Interface
5. Logout option in Top-
Right Menu.

33 Interactive Book
It extends Drawing activity
in original.

Different Coloring options


are displaying onto the
bottom of screen through
which user have to select
only a single color at a
time for filling the image.
It includes:

1. 20+ Colors
2. Bucket Filling
3. 30+ Cartoons for
Filling
4. Undo Option
5. Redo Option
6. Flood Filling
Algorithm
Implementation
7. Save Drawing into
Mobile internal
memory
8. Share Drawing onto
the Social Media etc.

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This screen is using Slider
in actual.

Different options are


displaying onto the screen
through which kid have to
select one subject (i.e.
Reading, Listening etc.)
for his / her learning.

It has

1. Categories
a. Reading
b. Listening
c. Writing
d. Test
2. Sub Categories
a. Ch Words
b. Ph Words
c. Sh Words
d. Th Words
e. Wh Words
3. Slider to Change
Subject by swipe.
4. Header with
appropriate image etc.

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This is what through which
kid can Listen and Read
the objects. It can either be
English Chapters or can
also be Urdu/Math
Chapters.

Images are presented onto


the screen, kid will click on
the specified image to hear
the voice or to record his /
her voice for recognition.
This screen is consists of:

1. English Alphabets
2. Mathematics Numbers
3. Urdu Haroof
4. Appropriate images of
each letter
5. Listening Sounds

2.

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Here Voice Recognition
PopUp comes into place.

By using the Google built in


library is implemented for
recognizing the voice as an
input and then match it with
predefined dictionary of
hundreds of thousand words
and generate results. This
activity is purely about
checking the mind level of
kid either he or she
remember all the words
tough to them by using the
application or they need to
improve more. This activity
covers following modules:

1. Google API for Voice Recognition


2. Voice Recognition Algorithm Implementation
3. Matching the recorded word with dictionary etc.

This is one of the toughest activity of Interactive Book Application as recognizing the code
was not easy task at all. Once voice is recognized than it is stored into one string variable
which is further than analyzed and checked that either it is correctly pronounced by the kid
or not.

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This interface will show
the Numerical Chapters of
Mathematics either for
listening or for reading.
Here each image has
number of objects as well
so that kid can count and
remember for next time. In
that way learning ability of
kid may polish more
efficiently. There are
different levels of
complexity like grade one
has 0-10 numbers and
grade 2 has 11-20 numbers
and so on. Chapters were
designed by seeing the age
of kids and mental level of
average children.

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This interface is designed to
take test of kids. By which
the decision can be made
either kid is capable to
move into next grade or still
needs some improvements.
To simplify the testing
process, options are being
given to the kid for catching
the correct answer more
easily.

1. Random Questions for


each test

2. Options for each


Question

3. Auto next question after


answering

4. Skip the question option

5. Maintaining the results.

In case kid is totally failed to guess the answer he or she may click onto ANSWER button
for viewing the correct answer. Also kids are allowed to skip the question but it’ll impact
onto the result sheet of kid.

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This interface will show
the report card of
attempted test by the kid.
It shows the total number
of correct answers along
with wrong answers as
well as it listed that how
much questions kid has
skipped. The result can be
shared onto the Social
Media (Like Facebook,
and WhatsApp etc.)

Another test can be taken


again by the kid to
evaluate his or her
abilities more effectively.

1. Result Sheet
2. Share Results
3. Retake Test

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By using external Intent
and putting the result into
that intent, Result sheet
can be shared with the
other users. An attractive
message is also passed to
the users will sharing the
result which promotes
Interactive Book Android
Application.

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4.1 Results
By evaluating the application with a group of children and parents, our first significant
observation was that all of the parents showed their attentiveness through this app and
fondness of children for this app is also perceived.

The application succor children to pay more concentration and keep them focused towards
their study, avoiding distractions while using smartphones, by targeting their attention
directly on the touch screen of device. Learning methods of today, indication of the
significance about the technology is targeted achievable result. The children with divergent
levels of mind, in a short period of time children ameliorate their skills using this app and get
superior grades. This observation agrees with documented research. After the experimental
evaluation had been conducted; we assembled the results and analyzed the student’s
progress.

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Most of the students indicated a higher performance (based on their score achievements)
compared to the previous evaluation. They no longer required steady perusing or composing
help and word acknowledgment turned out to be plain cruising for the majority of the
members. The outcomes indicated advance, not just in the acknowledgment of words and
perusing additionally tuning in. The understudies likewise picked up involvement and got
acclimated with the content format of the application and could undoubtedly perceive and
use the greater part of the components with no help. During our evaluation process,
evaluators left the children with the mobile phone, while using the application and operating
it independently. Most of the students (3/5) continued to use the application even in the
absence of the evaluator. In short students relish the application.

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5 Conclusion and Future Work
5.1 Conclusion
This report introduced various types of environmentally-friendly designs for children so that
they can be interacted towards interactive book. We presented information about the writing,
reading, drawing, and listening abilities of children for each mental level and age. This App
has used different type of Algorithms to improve the quality of the work & proves itself best
w.r.t previous Apps. Our clean code & user-friendly graphical interface is according to the
Google Play Store code conduct and Human Computer Interaction principals & design
standards in terms of performance. Different modules (i.e. Listening Algorithms, Image
Recognition, Web Services API’s etc.) make it unique among the available stock in market.
The use of the technology plays a key part in institutional grooming of students usually at
the age of 3 to 12. In any case, contingent upon the advancements picked, these can both
empower and smother. It is essential to draw on encounters of others, and to apply those
encounters insightfully inside one's own foundation & we’ve done this work by testing this
App in different schools & educational institutions. An interesting future study might
involve testing the deaf & dumb children at different spans of ages to simulate actual usage
of mind to bring them in competency of other normal students.

5.2 Recommendation in Future Work


To support the all versions of operating system and to increase the efficiency of application,
new features can be added by the passage of time. The basic idea will not be changed and
has to remain the same.

An interesting future study might involve testing the deaf & dumb children at different spans
of ages to simulate actual usage of mind to bring them in competency of other normal
students.

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6 Operating Systems
6.1 Windows
Microsoft Windows is a chain of products which are sold by the Microsoft, products are
developed under graphical interface operating systems.
On November 20, 1985 Microsoft introduces its first ever Windows product as an operating
environment that supports graphical interactions and it was launched in reply of MS_DOS
for the reason of spreading the awareness among the users in case of graphical user
interfaces. In 1984, Windows came to take over almost 90% market share of personal
computer advertisings, these figures breaks all the records of Mac OS.
o Developer – Android
o Version – Windows 8
o Environment – 64 Bit
o Website – windows.microsoft.com

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7 Programming Language
7.1 Android Java
Java programming language is used to develop the Android applications. This language is
officially announced by the Google. As of now, Java is the best and native option for the
Android application development. Sun Microsystems (currently Oracle is owner of that)
introduced the Java for the first time and it becomes most popular programming language
among all other options. Java took place of C and C++ by overcoming the issues and
problems of these languages and by offering more powerful features which address the
system compatibilities and security concerns directly. Several Libraries are introduced by the
Java to facilitate the Android Developers to implement them and create applications quickly.

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Programming Paradigm

7.2 Object-oriented programming


Object-oriented programming, also known as OOP is an idea which presents “objects” for
keeping the data by using two fields (Attributes and Methods). Procedures are called to set
and get the data. Here Object is an instance of any class which can access the fields of class
either these are public, protected, or private.

7.3 Object-oriented analysis and design


OOAD is an approach which is used for analyzing an application as well as designing of any
systems, or business by implementation of the visual modeling and object-oriented paradigm
throughout the life cycles of development for better communication and product quality.

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8 Communication and Leadership:
8.1 Independent Development
No any substantial discussions and arguments faced during the development process. In the
developmental process, sharing the responsibility and powers was not a factor. No doubt
validations are guidance ware taken by our supervisor but all other resting leadership
mechanism and collaboration were individually performed by us.

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Appendix A – Tools and Software

Android Studio

Android Studio is an IDE (Integrated Development Environment) from Microsoft. For


Microsoft windows, web sites, web applications and web services it is used for developing
almost all types of computer programs.
 Developers: Microsoft
 Internal Version: 10.0.0
 Release Date: 12-April-2010
 Type: I IDE (Integrated Development Environment)

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Xampp MySql Server

Microsoft SQL Server is also a product of Microsoft which is used to develop management
systems of rational database. As a database server, SQL is a software with bundle of features
and functions to store and retrieve the data from the server as per the requests of software
applications. These applications are independent from the platform restrictions that these
may be calling server from the same computer system or can access the database by using
any other computer across a network by the help of internet.

Microsoft has launched dozen of different versions and editions of SQL Server, always with
new features for the easiness of developers and common users. Concurrent users can used
these services for small single machine application or these can be used fot large internet
facing applications, depends upon the niche of the system being used and planned to
develop.

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Appendix B – Code
Important URL’s for Accessing Data

Above mentioned URL’s are direct links towards server of Interactive Book Application. By
using all these links application is synchronizing information between android and server.
All the process from Registration to Login and from adding kids to kid’s login is dependent
upon these URL’s.

The first URL is about signIn of the parent by entering a valid email ID along with
password. The second URL is resenting changePassword feature of Interactive Book as this
URL is used to target for very first time when newly created kid is going to set pattern
password. The third URL is about getting kids information into the application so that one
list of all kids with name & age can be shown onto one screen. Same as fourth URL is about
kidSignIn and it’s totally dependent upon the login of parent. Last URL is related to the
features of application in which kids are being added onto the server under each specific
parent portal.

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API Request for Server

The above function createLoginRequest is used to login into the application by entering
parents account credentials. Two parameters (Name & Password) are passed at the time of
calling this method. Once these parameters are verified by the server one result is sent from
the server to the device. In login API, application sent one request to the server with several
parameters and then server responded with relevant information, which may be required by
the parent / user. There also other failure scenarios are explained plus Exception handling is
made on the whole project which makes Interactive Book as a quality product among all
other competitive projects. Above structure of code is also used by all other API’s which are
posting JSON requests to the server and then getting server response in form of JSON again.

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Pattern Recognition

These lines of codes are for recognizing the pattern which is drawn by the kid for the
purpose of Login into the grades. Basically this code works like catching the pattern lines
until figure is being dragging onto the screen of mobile. Once kid draws the pattern then this
pattern is converted into the numerical form and after that these numbers are matched with
the received password of kid. After that password is matched and then age is analyzed,
according to the age of kid grade activity is opened. If the password is not matched then
pattern is converted into red color which shows that it’s wrong. Intents are used for the
purpose of opening new activities after pattern recognition.

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Image Recognition

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Image Recognition code worked by following the rules of Google Libraries. One
drawingView is used to draw the letters/numbers by the kids and these numbers are then
converted into Bitmap format for fetching the text written by the kid. Once bitmap image is
fetched from the drawingView then one TextRecognizer (a standardized object of Google
Library) is used to convert these bitmaps into the Text or String Buffer. Text Recognizer is a
way to match the strings with hundreds of thousands alphabets, combination of alphabets,
characters, and numbers etc. After getting the text from the bitmap image then switch
statement is run which based onto the cases from 0-25. Each number is presenting alphabet
in ascending order (i.e. 0 for A & 1 for B etc.) if the text is equal to the case number then
new image is uploaded into the drawingView as a new level of testing. The below code is
written for storing the moments of Touch made by the kid to write something onto the
drawingView.

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Voice Recognition

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57 Interactive Book
For the purpose of voice recognition, Google library is used into the project, which firstly
shows one popup with mic, mic that indicates the kid to speak whatever he or she wants. In
speech input popup, several parameters are settled like Locale information; pitch data, and
prompting etc. Here code has two possibilities either voice is recorded or voice is not clear
so not received by the algorithm. In case if voice recognition algorithm remains failed to
recognize the voice, prompt visibility gone and last showing screen appears again. And
success scenario is to receive the voice and then sent it to the receiver intent which further
extract the words from it and match it with the library words. After completing the matching
process, results are generated either kid spoke correct word in correct accent or not.

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Appendix C – Team Members
Ms.Ayesha and Ms.Alvia we both are the partner of final year project at PAF-KIET in an
ongoing bachelors program. Our expertise is Software Engineering however we more
distinctly good at coding and documentation. Android has been our main focus since the
start of my term here and our skills with the android as well as PhPMyAdmin is pretty
sufficient.alviamansoor@gmail.com , ashoo_chhipa@yahoo.com

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