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Mythos AR: Philippine Folklore App Development

This capstone project utilized a Design and Development Research methodology to create Mythos AR, an augmented reality application for Android that promotes Philippine cultural heritage through storytelling. The development involved qualitative research, user-centered design, and iterative testing, focusing on usability, educational impact, and cultural engagement among target users such as students and educators. Evaluation tools included surveys, quizzes, and interviews to assess user experience and the app's effectiveness in enhancing knowledge of Philippine mythology.

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0% found this document useful (0 votes)
7 views9 pages

Mythos AR: Philippine Folklore App Development

This capstone project utilized a Design and Development Research methodology to create Mythos AR, an augmented reality application for Android that promotes Philippine cultural heritage through storytelling. The development involved qualitative research, user-centered design, and iterative testing, focusing on usability, educational impact, and cultural engagement among target users such as students and educators. Evaluation tools included surveys, quizzes, and interviews to assess user experience and the app's effectiveness in enhancing knowledge of Philippine mythology.

Uploaded by

remartcalma32
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Methodology

This capstone project employed a design and development research methodology aimed at the creation,
execution, and assessment of Mythos AR, an augmented reality application designed for Android. The
methodology embraced a systematic approach to guarantee the application’s functionality, cultural
significance, educational merit, and user engagement.

1. Research and Content Curation

The development phase commenced with thorough qualitative research, which included literature
exploration and consultations with online sources and cultural documentation. Filipino legends and
mythological figures were chosen based on their cultural importance and storytelling potential. The
selected legends included The Legend of Mount Mayon, The Story of Malakas and Maganda, The Legend
of the Pineapple, and The Story of Maria Makiling. Featured mythological beings comprised the
Manananggal, Aswang, Tikbalang, Kapre, Tiyanak, and Sigbin.

2. Design and Development

The project utilized a user-focused design strategy with iterative development stages. The following
technologies and tools were employed:

 Unity 3D for crafting the augmented reality setting and rendering 3D animations.

 Blender for designing and animating mythical characters and environmental elements.

 Vuforia SDK for AR integration and marker tracking.

 Android Studio for the development and deployment of the application on Android devices.

 Bilingual narrations in English and Filipino were scripted, recorded, and incorporated to improve
user comprehension and accessibility.

3. Implementation

The application was deployed on Android devices and tested in both indoor and outdoor settings to
replicate real-world usage. Augmented reality markers were devised to activate specific animations and
audio narrations, enabling users to engage with Philippine folklore in real-time contexts.
4. Target Users and Sampling

The application was intended for the following user groups:

 Elementary and junior high school students

 Educators focused on Philippine history or culture

 Researchers and enthusiasts of Philippine mythology

A purposive sampling approach was utilized to select a participant group of 20–30 individuals from each
target category to evaluate and test the application.

5. Evaluation and Data Collection

Evaluation tools were developed to measure the following:

 Usability – assessed using the System Usability Scale (SUS) and user interviews.

 Educational impact – evaluated through pre- and post-use quizzes along with feedback.

 Cultural engagement – reviewed via survey forms and Likert-scale responses concerning interest
in mythology and cultural pride following app usage.

6. Data Analysis

The gathered data were analyzed employing descriptive statistics for quantitative answers and thematic
analysis for qualitative feedback. This process helped identify usability challenges, educational
effectiveness, and the cultural impact of the application.
Research Methodology
This capstone project employed a Design and Development Research (DDR) methodology to guide the
creation, implementation, and evaluation of Mythos AR, an Android-based augmented reality application
that promotes and preserves Philippine cultural heritage through interactive storytelling.

Research Design

The research followed a developmental research design, which is appropriate for the systematic
creation and assessment of educational tools. The study was conducted in three phases: Planning,
Development, and Evaluation.

Phase 1: Planning and Content Gathering

In this phase, qualitative research methods were applied to collect data on Philippine mythology and
folklore. This included reviewing literature, historical texts, and online cultural archives. Based on cultural
relevance and educational value, four major Filipino legends and six mythological beings were selected
to be featured in the app.

Phase 2: Design and Development

A user-centered design approach was used to create the Mythos AR application, ensuring that the needs
of the target users were central to the design process. The development utilized the following tools and
technologies:

 Unity 3D for AR scene development and animation rendering

 Blender for 3D modeling and character design

 Vuforia SDK for image-based AR tracking

 Android Studio for app programming and integration

 Audio recording tools for producing bilingual narrations (English and Filipino)

The app integrates 3D animated visuals with voiceovers, allowing users to interact with characters and
environments using their mobile devices in real-world settings.

Phase 3: Evaluation

A mixed-methods approach was adopted to assess the usability, educational effectiveness, and cultural
impact of the application. The evaluation process involved both quantitative and qualitative data
collection techniques.

Participants

A purposive sample of approximately 30 users was selected from the following groups:
 Elementary and junior high school students

 Teachers of Philippine history or literature

 Researchers or cultural enthusiasts

Data Collection Instruments

 System Usability Scale (SUS) – to assess app usability and user satisfaction

 Pre- and post-assessment quizzes – to evaluate the educational impact on users

 Likert-scale survey – to measure engagement, cultural appreciation, and interest in Philippine


folklore

 Open-ended interviews and feedback forms – to collect qualitative insights on user experience
and cultural immersion

Data Analysis

 Quantitative data (SUS scores, quiz results, and survey responses) were analyzed using
descriptive statistics such as mean scores and frequency distributions.

 Qualitative data from interviews and open-ended questions were examined using thematic
analysis, identifying recurring themes related to cultural pride, usability, and engagement.

Ethical Considerations

All participants were informed of the study’s purpose and gave their consent before participating.
Anonymity and confidentiality were ensured, and all data collected were used solely for academic
purposes.
Software Development Methodology
The development of Mythos AR followed the Agile Software Development Methodology, specifically the
Iterative and Incremental Model, which emphasizes continuous user feedback, flexibility, and rapid
prototyping. This methodology was chosen to allow for adaptive planning, progressive improvement,
and active collaboration with target users such as students and educators.

1. Requirements Gathering

The initial phase involved collecting both functional and non-functional requirements through:

 Consultations with educators and cultural researchers

 Review of Philippine folklore and educational needs

 Identification of core features (e.g., AR integration, 3D interaction, bilingual narration)

Key Functional Requirements:

 Display 3D animated stories via AR

 Provide bilingual narration (English and Filipino)

 Include interactive mythological characters

 Enable mobile accessibility on Android devices

2. Design Phase

During the design stage, both the system architecture and user interface were planned. This included:

 Creating storyboards for user interactions

 Designing AR markers and corresponding animations

 Planning navigation flow for a user-friendly experience

 Creating low-fidelity wireframes and converting them to high-fidelity mockups

Technologies Selected:

 Unity 3D – Game engine for AR development

 Blender – 3D modeling and animation

 Vuforia SDK – Image-based AR functionality

 Android Studio – Mobile app development environment

 Firebase – Backend support (if used for data storage or analytics)


3. Development Phase

The development was divided into sprints (2-week cycles), with each sprint focusing on a core module:

 Sprint 1: Setup of project structure, AR marker testing

 Sprint 2: Development of 3D models and integration into Unity

 Sprint 3: Addition of bilingual audio narration and voice controls

 Sprint 4: Interactive UI and menu system development

 Sprint 5: Testing, debugging, and optimization

Agile practices such as daily stand-ups, version control using Git, and continuous integration were
applied to track progress and manage code updates.

4. Testing Phase

Various testing methods were applied to ensure functionality, stability, and user satisfaction:

 Unit Testing: To validate individual components (e.g., AR rendering, button actions)

 Integration Testing: To ensure modules (e.g., audio + animation) work together

 Usability Testing: Conducted with students and educators to evaluate ease of use

 Performance Testing: Ensured smooth performance on mid-range Android devices

5. Deployment and Evaluation

The final application was deployed on Android devices for real-world testing. Feedback was collected
through in-app analytics (if enabled), user surveys, and structured interviews. Insights from this stage
were used to refine the app and address usability concerns.

6. Maintenance and Updates

Based on user feedback and performance reports, minor bug fixes and updates were planned post-
deployment. A future roadmap for content expansion and platform compatibility (iOS, tablets) was also
proposed.
Research Tools and Instruments
To effectively evaluate the usability, educational value, and cultural engagement impact of the Mythos
AR mobile application, this study utilized a combination of quantitative and qualitative research tools
and instruments. These tools were designed to gather comprehensive feedback from target users,
including students, educators, and researchers.

1. System Usability Scale (SUS)

 Purpose: To assess the overall usability of the Mythos AR application.

 Description: The SUS is a standardized 10-item questionnaire with a 5-point Likert scale, ranging
from “Strongly Disagree” to “Strongly Agree.”

 Application: Participants completed the SUS after using the app to evaluate aspects such as ease
of use, navigation, and user satisfaction.

2. Pre- and Post-Assessment Quizzes

 Purpose: To measure knowledge gained from interacting with the app’s educational content.

 Description:

o Pre-test: Given before using the app to assess baseline knowledge of Philippine
mythology and legends.

o Post-test: Administered after app usage to measure knowledge acquisition and


retention.

 Application: Questions focused on key elements of the legends and mythological creatures
featured in the app.

3. Likert-Scale Survey

 Purpose: To evaluate user engagement, cultural interest, and the perceived educational value of
the application.

 Description: A custom-designed questionnaire featuring 5-point Likert scale items (e.g.,


“Strongly Disagree” to “Strongly Agree”) to gauge attitudes towards:

o Cultural relevance

o Enjoyment of storytelling

o Interest in Philippine mythology


o Educational clarity and content

4. Open-Ended Feedback Forms

 Purpose: To gather qualitative insights and user suggestions for improvement.

 Description: Participants were asked to provide written feedback on their overall experience,
including:

o What they liked or disliked

o Which features were most engaging

o Suggestions for improvement or additional content

5. Observation Checklist

 Purpose: To assess real-time interaction and user behavior while using the app.

 Description: A checklist used by researchers to observe participants during testing, noting:

o Level of engagement and interaction

o Difficulties or confusion during use

o Time spent on different features

6. Interview Guide (Semi-Structured)

 Purpose: To collect deeper insights into user perceptions and cultural reflections.

 Description: A set of guided but flexible questions used in follow-up interviews with selected
participants, particularly educators and researchers.

 Topics included:

o Perceived cultural impact of the app

o Suggestions for enhancing educational delivery

o User expectations for future improvements

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