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DEVELOPMENT OF INTERACTIVE COMICS : BERSAMA EWAN, ERIKA & KELUARGA

NUR FARI-IANA BT SHABUDDIN

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BORANG PENGESAHAN STATUS TESIS* JUDUL: DEVELOPMENT OF INTERACTIVE COMIC PROTOTYPE:

BERSAMA EWAN. ERIKA & KELUARGA SESI PENGAJIAN: 2009/20 10

Saya NUR FARHANA BT SHABUDDIN

mengaku membenarkan tesis (PSM) ini disimpan di Perpustakan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaan seperti berikut:

1. Tesis dan projek adalah hakmilik Universiti Teknikal Malaysia, Melaka. 2. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan

membuat salinan untuk tujuan pengajian sahaja.

3. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan membuat salinan tesis ini sebagai bahan pertukaran antara institusi pengajian tinggi.

4. **Sila tandakan

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/

TERHAD

(Mengandungi maklumat yang berdarj ah keselamatan atau kepentingan Malaysia seperti yang termaktub di dalam AKTA RAHSIA RASMI 1972)

(Mengandungi maklumat terhad yang telah di tentukan oleh organisasihadan di mana penyelidikan dijalankan)

TIDAK TERHAD

Tan&tangan Penulis: Tandatangan Penyelia: Alamat Tetap: K168, Kg.Pasir Puteh, (Pn.Farah Nadia Bt Azman) 3 1650 Ipoh, Perak.

Tarikh: Tarikh:

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DEVELOPMENT OF INTERACTIVE COMIC PROTOTYPE : BERSAMA EWAN, ERIKA & KELUARGA

NUR FARHANA BT SHABUDDIN

This report is submitted in partial fulfillment of the requirements for the Bachelor of Computer Science (Interactive Media)

FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA

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I hereby declare that this project report entitled

~ 0 0 M 1 [ ( ~ ~ E W A N , E l u K A & K E W A R G A

is written by me and is my own effort and that no part has been plagiarized without citations.

STUDENT Date: _+.Jte

(NUR FARHANA

BT

SHABUDDIN)

SUPERVISOR : Date:*/6/~G

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DEDICATION

Specially dedicated to my beloved mother, sisters and family,

For my supervisor, Pn.Farah Nadia Bt Azman,

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ACKNOWLEDGEMENTS

First and foremost, I would like to take this opportunity to express my highest gratitude to my supervisor Pn.Farah Nadia Bt A m a n for her considerable help and guidance during the development and writing of this thesis. She supports me a lot in

preparing my pfoject until ~eaching to this stage.

Besides that, I would like to express my appreciation to all the lecturers who has

shared their knowledge and skills with me which m b k s me to apply in this project.

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ABSTRACT

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TABLE OF CONTENTS

CHAPTER SUBJECT

DECLARATION DEDICATION

ACKNOWLEDGEMENTS ABSTRACT

ABSTRAK

TABLE OF CONTENTS LIST OF TABLES LIST OF FIGURES

LIST OF ABBREVIATIONS

CHAPTER I INTRODUCTION

1.1 Project Background 1.2 Problem Statements 1.3 Project Objective 1.4 Scope

1.5 Project Significance 1.6 Conclusion

PAGE

i ii iii iv v vi

Hi

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vii

CHAPTER 11 LITERATURE REVIEW

AND

PROJECT METHODOLOGY

2.1 Introduction 2.2 Domain

2.3 Existing System

2.3.1 Comparison of existing system 2.4 Project Methodology

2.4.1 Prototype Design 2.5 Project Requirements

2.5.1 Software Requirements 2.5.2 Hardware Requirements 2.6 Conclusion

CRAPTER

m

ANALYSIS

3.1 Current System Analysis 3.2 Requirement Analysis

3.2.1 Project Requirements

3.2.1.1 Requirement Gathering 3.2.2 Software Requirements

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viii

CHAPTER

IV

DESIGN

4.1 Introduction

4.2 Scene Sequence Diagram

4.3 Preliminary Design

4.3.1 Storyboard Design

4.3.2 Character Profile

4.5 Conclusion

CHAPTER V IMPLEMENTATION 5.1 Introduction

5.2 Media Creation

5.2.1 Production of Texts

5.2.2 Production of Graphic

5.2.3 Production of Audio

5.2.4 Production of Animation

5.3 Media Integmtion

5.3.1 Production of Integration

5.4 Product Configuration Management

5.4.1 Configuration Environment Setup

5.4.2 Version Control Procedure

5.5 Implementation Status

5.6 Conclusion

CHAPTER VI TESTING AND EVALUATION

6.1 Introduction

6.2 Test Plan

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6.2.2 Test Environment 6.2.3 Test Schedule 6.2.4 Test Strategy 6.3 Test Implementation

6.3.1 Test Description

6.3.2 Test Results and Analysis 6.3.3 Analysis Testing

6.4 Conclusion

CHAPTER

VII PROJECT CONCLUSION

7.1 Observation on Weaknesses and Strengths

7.1.1 Project Weaknesses 7.1.2 Project Strengths 7.2 Prepositions for Improvement 7.3 Contribution

7.4 Conclusion

REFERENCES BIBLIOGRAPHY APPENDICES

APPENDIX A : Project Proposal APPENDIX B : Interface Design APPENDIX C : Gantt Chart

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LIST OF TABLES

TABLE TITLE

Comparison of existing interactive comic Text production

Graphics Production Audio Production

Configurntion Environment Setup Version Control Procedure

Overall Duration Schedule

Implementation Status in Prototype Location of Testing

Minimum Hardware Requirement for Testing Testing Schedule

Type of Test Conducted

F o m s for Functionality Testing in Alpha Testing by Multimedia Expertise

Forms for Parent Forms for Children

Results of Functionality Testing Results of Usability Testing

Results of User Acceptance Testing Results of Observations

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xiv

LIST OF FIGURES

DIAGRAM TITLE PAGE

23(a) 23(b) 23(c) 23(d) 23(e) 2-30 2-3(g) 23(h) 23(i) 23Cj) 23(k) 23(1) 2.4.1 3.l(a) 3.l(b) 3.1 (c)

43.1 (a) 43.1 (b) 43.1 (c) 43.1 (d) 43.1 (e) 43.1 (f)

Panel

Speech Balloon Font

Loading Page of Dead On Arrival Example Interface of Instruction Example Interface of Dead On Amval Example Interface of Interactive Panorama Main Page of Sabariah Tukang Sihir

Example Interface of Sabariah Tukang Sihir Main Page of Hotel

Loadiag Page of Hotel Example Interface of Hotel Prototype Methodology

Overall Main Flow Chart of Interactive Comic Main Flow C h a ~ of Interactive Comic

Main Flow Chart of Activity in Interactive Comic

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43.1 (g) 43.1 (h) 43.1 (i) 4.3.1

Q)

43.1 (k) 43.2 (a) 43.2 (b) 43.2 (c) 43.2 (d)

531a) 5.2(b)

5-w 5.2(d)

5 a e ) 5 3 w 5 3 m 6 . w 63(b) 6 4 ~ ) 63(d)

Page 5 Interface Page 6 Interface Page 7 Interface Page 8 Interface

End Interface

Father's View Character Mother's View Character Ewan's View Character Erika's View Character

Example of Text Used in the Prototype Graphics Integration Flow

Examples of graphic Used in Comics Example of Motion Tweening (bee)

Animation Effects Using Motion Tweening (car) Example of Coding

Example of .exe File Format Results of Fuactionality Testing Results of Usability Testing

Result of User Acceptance Testing (linear)

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CD

-

CD-ROM

-

ADDIE

-

LIST OF ABBREVIATIONS

Compact Disc

Compact Disc Read-Only Memory

Analysis, Development, Design, Implementation and Evaluation

Universiti Teknikal Malaysia Melaka Two Dimensional

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CHAPTER I

INTRODUCTION

1.1 Project Background

This project is particularly developed for children in the age of between 6 - 9 years old. It is a flash based; a platform that easy to install and portable in any devices of

computer. By using this interactive comic, children can understand easily about what the story is telling and enjoy it in the mean time.

This interactive comic will make children more convenience to use and can save

their time. We know that, children like to see movement, sound and colorfi~l scenery that

will attract their attention at then this will built up their mind.

For years, comic books, graphic novels, and other related material was all done

on paper in a book, leaflet, or magazine format. With the advances of technology,

however, there has become a new voice in how comic are created. The digital format has

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1.2 Problem Statement

Before this, story is telling by normal printed comics where comics are less

found because children are bored with all text and moral values. By using this interactive

comic, the children can understand easily about what the story is telling and enjoy it in

the mean time. By incorporating interactivity and animation in this comic, that can attract children to finish up their reading.

This Interactive comic will make children more convenience to use and can save

their time. Compare with printed comic, this interactive comic allows children to feel the real experience when go to travel. They also can learn and realize the knowledge at the

end of the story.

1.3 Objective

The objective of this project consists of:

Developed interactive comics that combine animation and transition effect.

Animation and transition effect will put together in this interactive comic

to make reading technique more interesting.

To test user acceptance of application.

This prototype becomes an alternative way for children to learn in and

practice inside or outside the classroom to replace the conventional

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Apply teaching method in reading using story telling in digital comics.

Reading techniques are used to help the children to master basic skills of reading. Questions are presented in different formats to allow some transfer of learning across different stimuli situations.

Brings

fun and enjoyment to the viewers.

Users have

fun

when they use this interactive comic and help them to read more than that.

1.4 Scope

Our possible and potential market will be categorized into:

Pre-school and primary students. This interactive comic can instill the good values in their mind because they will tend to practice what they observe in their life.

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1.5 Project Significance

The aim is to motivate children to learn about real life and increase their understanding. With its interesting and engaging presentation, this project will help children acquire a better understanding and at the same time they can learn to reading, listen and understand simple Malay language. In other hand, to facilitate children to memorize and identifjr animal only by hear it's sound.

They also can learn about danger of outside world especially in forest. By using graphics, animation, voice sound effects, children's interest, attention, and reading of this interactive comic, it can attract children to cultivate interest of them in reading.

1.6 Conclusion

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LITERATURE REVIEW & PROJECT METHODOLOGY

2.1 Introduction

For this project, the methodology being implemented is prototype methodology. Prototype methodology is selected to develop this project. The selection of this methodology is because this model has a few unique phases which are different from other available methodologies, namely this model applies analysis, designing and implementation at the same time and iteration is used for the three phases mentioned in the life cycle until the project is completed.

2.2 Domain

Animation in flash is domain for this project. Based on the domain that has been chosen, this interactive comics is related to the reading and knowledge syllabus for children. The selected of this project is to find another technique to cultivate interest children in reading. For developing this project, standard program in creating interactive comics is Flash. Flash CS3 has been chosen because this software easy to use and manage it. This software consists many of requirement that can be use to develop an interactive comics. Flash CS3 is used mainly to create background and characters that are essential to the animation. Flash CS3 can manipulate vector and raster graphics, and

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23

Existing System

A comic book (often shortened to simply comic and sometimes called a funny book, comic paper or comic magazine) is a magazine made up of narrative artwork in the form of separate "panels" that represent individual scenes, often accompanied by dialog (usually in word balloons, emblematic of the comic book art form) as well as including brief descriptive prose. The first comic book appeared in the United States of America in 1934, reprinting the earlier newspaper comic strips, which established many of the story-telling devices used in comics. The term "comic book" arose because the first comic books reprinted humor comic strips, but despite their name, comic books do not necessarily operate in humorous mode; most modern comic books tell stories in a variety of genres. Webcomics, also known as online comics and internet comics, are comics that are available to read on the Internet. Webcomics can be compared to self-published print comics in that almost anyone can create their own webcomic and publish it. There are many types of online comics, one of that is interactive comics.

Interactive comic allows two-way interaction with multimedia course material, another computer, or another user with & i t response to the input,

as

opposed to one- way communication. It's not just access that makes this interactive comic powerfid, but the control over content given to users. Interactive comic enable the user to manipulate the materials through linking, sorting, searching and annotating activities. That also gives the user some navigational controls. Interactive attributes commonly include data or text entry, mouse input, touch screens, voice commands, video capture, and real-time interaction. For this prototype, technique mouse click and multiple choice activities are used to develop this interactive comics.

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"-'xt

the ternplate

far

vsur

cornis stfir

Figure 2.3(a) Panel

Description:

A panel is an individual frame, or single drawing, in the multiple-panel sequence of a comic strip or comic book. A panel consists of one drawing that depicts a single moment. Comic strips in daily newspapers typically consist of either four panels or three,

all

of the same size. In Asia, a vertical 4-panel arrangement is common in newspapers. In a comic book or graphic novel, the shapes of panels and the number of panels on a page may vary widely.

[image:23.525.120.454.69.255.2]
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Speech balloons (also speech bubbles, dialogue balloons, or word balloons) are a graphic convention used most commonly in comic books, strips, and cartoons to allow words (and much less often, pictures) to be understood as representing the speech or thoughts of a given character in the comic. There is often a formal distinction between the balloon that indicates thoughts and the one that indicates words spoken aloud: the bubble that conveys subjective thoughts is often referred to as a thought balloon.

Speech

0

Thought

0

OF'

Scream

1 - 11

[image:24.525.206.333.66.303.2]

I I Whisper

Figure

Figure 2.3(a) Panel
Figure 2.3(b) Speech Balloon

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