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CHAPTER I

INTRODUCTION

1.1 Introduction

Libraries are the nucleus of a college (Arndt, 2016). They hum with social

and intellectual activity and are truly the center of learning. They contain the

critical resources that make learning possible—books, journals, workstations,

printers, etc.—as well as skilled specialists who can help a student navigate a

research topic. The library is often the place students go to get down to

business; to reflect and process what they have learned in class. Nowadays,

students don’t even have to go to the library in order to benefit from its

resources. College libraries provide access to invaluable online resources, from

databases to electronic journals to tutorials.

According to Anderson (2015), there are trends in research libraries that

student visiting hours with library circulation data is way far from the number of

the past years, the number of students that visits the library is dropping. He

determined that every year 3.5% of the total student volume inside the library

is diminished. He also points out on his research that the amount of the

borrowed books every ear is diminished due to lack of students visiting the

public library. Also, he concluded that the volume of the students every year

would gradually drop every year if the lack of innovation in the library would

remain the same.

The proponents developed a system with an augmented reality feature

because it offers a technology available on mobile devices that allows users to

experience a layered, computer-generated enhancement to their real-world

perception. It blends digital components into the real world as a user becomes
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immersed in an augmented view of reality. This technology uses mobile device

applications that display augmented media such as digital images, sounds,

graphics, and GPS data (Avila, 2017).

The proponents developed this kind of web-based and mobile application

to provide a more convenient and hassle-free system through the use of

Augmented Reality and a QR Code Scanner for every book that is presented

on the E-Library. It also provides great leverage for the library experience of the

students. The students can scan the QR Code of the certain book they want;

the Augmented Reality (AR) mode then display the books details, along with its

description, related books and bibliography. Students have the option whether

they want to download the pdf version of the book in their devices for offline

viewing.

1.2 Project Context

Bookista an Electronic Library Management with Augmented Reality is a

mobile application for android devices which can make your library experience

more convenient. It is an application that let the students download selected

books’ pdf version by scanning its respective QR code, it also shows the related

books and bibliography based on the books’ content.

The proponents have foreseen the problem that there are a lot of library

files, reports and documents which are not well-accommodated. Also viewing

of library reports and files in terms of issuing and returning of books were not

well-established or implemented. Students inside the campus never return to

the library after visiting it, they tend to use their mobile devices for online

research that brings convenience. One of the problems why students don’t
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spend their time inside the library is they tend to visit the library trying to look

for the book they want, if its available or not. So, when the book is not available

the intention on going to the library has no sense at all. Also, students are

burden on looking for books that are related to the previous one they’ve studied,

they don't know what book to study next. The students also complain about the

books they borrowed for being chunky and inconvenient when being held.

1.3 Purpose and Description

The main purpose of the proponents upon developing this study is to

increase the efficiency and manageability of the processes inside a library and

with the help of Augmented Reality it can provide an enhance library experience

which transform a school library into a Smart Electronic Library.

The beneficiaries of the system are the following users: Students and

Librarians.

Students

 Scans the QR code presented and displays an augmented book

along with its description, related books and bibliography.

 Download the corresponding e-book.

 Search a certain book if its available or not.

 Keeps track of whether the books are returned or not.

Librarians

 Less hassle in terms of managing the books inside the library.

 Checks how many students downloaded that certain e-book.

 Keeps track of the borrowed, returned and lost books in the library.
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 Add the e-books with its corresponding QR Codes for future use of

the students.

1.4 Objective of the Study

1.4.1 Main Objective

The main objective of the study is to develop Bookista, an Electronic

Library Android Application with Augmented Reality, which is beneficial for

the library transactions between the librarians and the students.

1.4.2 Specific Objectives

1. to be able to develop a system that would automate the manual

transaction;

2. to create an android application that scans the QR code and displays

the book information or details using Augmented Reality;

3. to deploy the system application;

4. to test the develop system;

5. to evaluate the application in terms of:

5.1 Functionality;

5.2 Reliability;

5.3 Usability;

5.4 Efficiency;

5.5 Maintainability;
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1.5 Scope and Limitation

1.5.1 Scope

The major aim of the project is to design a system that lets the

students download the e-book of their choice using the QR Code provided.

The application can be accessible through android devices with Android OS

5.0 Lollipop to Android OS 8.0 Oreo. It includes the following:

 The user needs to register for an account to access the system.

 The student can request a book using the mobile application.

 Provide the list of books the student can borrow.

 The mobile application can only download free e-books that are

available or entered into the system by the librarian.

 The Android and Web application can only be accessible to ACLC

College of Butuan.

1.5.2 Limitation

 The web-based administration system cannot be accessed by the

students.

 The mobile application cannot operate without an internet

connection.

 The mobile application cannot download paid e-books.

 The smartphone must have a Mozilla Firefox browser installed to

use the AR mode.

 It is not accessible for IOS devices.


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1.6 Definition of Terms

The following terms are operationally and conceptually defined that is

understandable to the readers:

 Augmented Reality – a technology that superimposes a computer-

generated image on a user's view of the real world, thus providing a

composite view.

 Electronic Book – an electronic version of a printed book that can be

read on a computer or handheld device designed specifically for this

purpose.

 Mobile Application – is a software application designed to run on

mobile devices. Some applications can be downloaded from the play

store.

 Mobile/Smart Phone – is a wireless handheld device that allows users

to make calls and send text messages, among other features.

 MySQL – is an open-source relational database management system or

the storage of data from user input or any transaction like casting

information.

 Python – is an interpreted high-level programming language for general-

purpose programming.

 SQL – stands for Structured Query Language that is used to

communicate with database.

 Web Application – is a client–server computer program which the client

(including the user interface and client-side logic) runs in a web browser.

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