Object oriented analysis and design

DIGITAL STORYTELLING
       INTRODUCTION
     Stories is one of the major things children love. It plays a major role in their daily activities which enhance their creativity thinking and refreshes mind. The telling of them is one means by which they are able to create their imaginary world, learn how to communicate, and bring them together. Also, telling stories is fun and exciting. It comprises creativity broad thinking and allows imagination of outlandish places and unrealistic characters. Given the importance of storytelling, it is no surprise that there have been many attempts in HCI to support it for children. Some of these, such as Story Mat [4], are designed to support children engaging in storytelling, learning from their peers through replaying their stories. Other systems support multiple co-present children to create stories together in various ways. Pogo [5] for example, permits objects including the person using the application to participate using photography or video.
Problem definition;
    Digital Storytelling has some challenges to the users. It can be said that corrupt or evil storytelling using digital media will simply and easily corrupt children’s mind set. Many students have trouble learning to create an academically sound argument and providing learners a collection of digital images and short clip videos. Additional challenging issue for students is respect for copyright and property of others. Majority students of all ages use the Internet to find images, music in fact almost everything for attachment in their files or stories. The theory of educational fair use may be vividly argued, giving learners some freedom in sort of materials to use, while in other cases, the instructor or tutor may have restricted area or type of content to be used.
    Lastly, people leave their houses to school, work or possibly a hospital, bank or travelling on a journey and they are required to wait for a while before been attended until they arrive at their destinations. Instead of waiting idle and lonely they could make use of the story app to keep them busy and happy. The application is available both in mobile phones, pc, or tablet computers. The app has different categories of stories in different languages ranging from children type of stories to adult type of stories. One can listen to the stories via audio or by viewing them to desired text size and reading.

Problem solving;
  With some of the challenges been stated, here are some possible solutions that will help to achieving our goals
·         One useful strategy is for dealing with the copyright issue is for learners to come up with their content, this will include capturing pictures and recording audio tale with a microphone or recorder. Though, individually created materials is not the only source of usable contents. There are multiplicity of sites that permits leaners or researchers to use any content that is in the public domain.
·         The application should be clean for viewers. All adulterated content should be limited for adult only (+21), it will bring stability to the content.

 AIM and OBJECTIVES;
    The aim of this project is to develop a story telling app. To develop a story telling app that is easy to maintain and has the basic functions. Our main objectives is to analyse the flow of the system and its requirements to apply story telling approach in educational sector, which will facilitate both the student and tutors work load. Moreover our project does not require any design phase as instructed.
  Literature review;
     In the modern days, our lives have become more involved with technological equipment. Developing technology resulted in new generations being more technology understanding than their parents and, even more so, their grandparents. Therefore, researchers have argued that “the impact of the digital technologies and especially the Internet in the 21st century post-secondary classroom is unquestionable and dramatic” (Tamim et al. [2011]).
According to “Prensky”, today’s students are the first generation to grow up surrounded by digital technology (Prensky [2001]). During their daily lives these students have been routinely exposed to computers, electronic games, digital music players, video cameras and mobile phones. They are immersed in instant messaging, emails, web browsing, blogs, wiki tools, portable music, social networking and video sites (Prensky [2001]; Lea & Jones [2011]; Sternberg et al. [2007]). These technologies allow them to communicate instantly and access any information from virtually any place by pushing a few buttons (Autry & Berge [2011]).
It is likely that the rise of some changes in educational practice, such as distance education, online learning and blended learning, has been the response to the integration of computers and the Internet to the new generation’s lives (Tamim et al. [2011]). Today’s school environment includes technology, and teachers use it on a daily basis; the basic school infrastructure includes computers, printers, scanners, digital cameras and the Internet, and the majority of teachers have access to word processing, calculations, multimedia and communication software (Hsu [2013]). According to Pitler, “Applied effectively technology not only increases students’ learning, understanding, and achievement, but also augments their motivation to learn, encourages collaborative learning, and develops critical thinking and problem-solving strategies” (Pitler [2006]). Therefore, attention should be given to the subject of technology integration (Sadik [2008]).


METHODOLOGY;
  This can simply be describe as the system method applied to a particular field study. In this case we are going to use the waterfall approach because it is easy to understand due to the rigidity of the model and perfectly fit for a smaller project.
   

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REQUIREMENT;
1.    Script writing.
2.    Creating a story board.
3.    Sounds and music.
4.    Images.
5.    Use of video software such as adobe premiere designed to help tell stories.
6.    Animation.
7.    Download, play offline and share your story on social media.
  REQUIREMENT ANALYSIS;
    As the requirement been stated above, below is their responsibilities to the project;
    1. Script writing; this aspect of the project is carried out by the script writer. He or she will be responsible for writing the scripts for the various categories of stories that can be accessed by our app such as the;
    (i) Accomplishment stories; about achieving a goal, graduating from school, or winning an honour can easily fit into the framework of the desired structure.
   (ii) Recovery stories; sharing the experience of  overcoming a tragedy, challenge, or a personal obstacle is an archetype that always have the potential to move audience.
   (iii) Love stories; we all want to know how someone proposed, met a spouse, experienced the birth of a child or came to terms with a parent. These type of stories helps affirm our own relationships.
  (iv) Discovery stories; these stories review how we uncover a truth or learned how to do something.
  (v) Comedy stories; stories with aims of making the audience have a good time laughing.
2. Creating the storyboard; this is where we plot out our visual materials to make them in order.  A story board is simply a place to plan out a visual story on two levels;
    (i) Time; what happens in what order?
    (ii) Interaction; how does the voice-over and music work with the images or videos.
We will begin this process with a small stack of index cards by taking each visual element that we plan to use and laying it out on our desk. Next by placing a single index card below each image. On the index cards, we jot down the main word that can be read as the image appears in the story making sure we give each element a chance to breathe rather than rushing through them in an effort to pack in more imaginary.
3. Sound and music; this aspect of the project is handled by the sound engineer or a multimedia expertise.
Image result for images of sound engineer
He or she will be responsible for including music such as the background music that plays once the app is launched, and also will choose music that induces the rhythm and pace of the various categories of stories. Using the right soundtracks or instrumentals such as the classical, ambient, folk or jazz with no vocals. And moreover the expertise is responsible for converting the written script into audio form in a better quality.
5. Images
                  http://madisonlib.org/wp-content/uploads/2015/07/story-time.jpg
This task is carried out by the interface designer. The person is responsible for the over all design of  the project ranging from the high level design that oversees the whole aspect of the project to the low level design that oversees every sub section of the project. The expert is also required to include images that describes every story content.
6. Animation.
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    This is the process of making the illusion of motion and change by means of rapid display of a sequence of images fooling the eyes to perceive movement. This will be created for every story in the application to bring about a more and detailed understanding of the story.
7. Use of video software such as adobe premiere designed to help tell stories;
    With the adobe premiere, we will create a project and set up our workspace that will enable us start pulling together the nature of our story. We will then import photos , videos  and audio files into our project, then we will use the project panel to preview the imported video clips and view infornations about  the imported media assets and organize the assets for use in the future.
8.    Download and Share your story; after accomplishing every step above, and testing our app for both fuctionality and non-fuctionality requirements  we will then implement our app having a plattform whereby the audience would be able to share any story they have enjoyed to any of their social media accounts.
Image result for social media icons

SYSTEM REQUIREMENT STRUCTURE
 









                                                                                                                      

SYSTEM DESIGN;
    This is the phase where al structured diagrams are included. It has the use case diagram which describe how the system should be operated it gives a hint to the outcome of the project. It also include the class diagram which helps to create objects. Sequence diagram further describe the project and explain it in a brief details. And ghant chart which shows how long the program will last.
     Below are the UML diagrams for the project;




                                                                     




Fig 1.
               << Class>>
       storytelling
   

  + active story: story
 + possible stories :array[story]
 + play speech (active story, zone)
   Starting once the character enter a zone.
CLASS DIAGRAM

     <<class>>
    Caitlyn
+story : storytelling
+ find storytelling(story) : void


   Untitled:Users:drgarba:Desktop:Doc1.pdf
Figure 2 use case diagram
    .
Figure 3 sequence diagram
Figure 4GHANT CHAT

ADVANTAGES OF THE SYSTEM
     Digital story telling app has a lot of advantages which include;
·         It can engage you do something when you feel lonely or isolated. What you need is just a smartphone.
·         It will facilitate teachers in teaching and a student in terms of understanding. When a teacher uses story to impact a knowledge on student they will find it easy to understand and hard to forget.
·         There will be a public domain which will free majority of students from copyright issues.
·         Lastly, adulterated content will be extremely limited so that people of any age can get access and use it freely.
FUTURE ENHANCEMENT;
  This phase is important for the maintenance of the project it is actually depend on the feedback given by the customers which the project manager will attain in other to satisfy his customers.
   
CONCLUSION;
     Since the main aim of this project is to give a blueprint on how a digital storytelling app should be created, I would like to recommend that if the app is fully implemented and deployed it will bring a massive change to students and boost their creativity skills. And also children will be more happy because they got their mini satellite on phone they can get access to it anytime anywhere
 However, a number of storytelling apps have been developed to assist educational sectors achieve a conducive environment for learning with digital storytelling; yet, none of these models provide a complete academic framework for engaging students with digital storytelling during various stages of learning.
   The results of this project is to show that digital storytelling can provide and improve students with special needs.. In addition, digital storytelling can help students to improve their confidence, and can contribute to better social life of a student.
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