International Research Journal of Engineering and Technology (IRJET)
e-ISSN: 2395-0056
Volume: 09 Issue: 07 | July 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 201
Building EdTech Solutions with AR
Lizanne Fernandes
1
, Savita Jamdarkhani
2
, Merlyn Joseph
3
, Saniya Mulla
4
, Ruchita
Suranagi
5
, Kedar Sawant
6
, Sagar Naik
7
1,2,3,4,5
Department of Computer Engineering Agnel Institute of Technology and Design, Assagao, Goa
6,7
Assistant Professor, Department of Computer Engineering Agnel Institute of Technology and Design,
Assagao, Goa
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Abstract -
In our world today, the unusual shift to home
learning has had a profound impact on students. AR-
enabled eLearning applications render augmented objects
on screens and play 3D examples of concepts that allow
students to learn and engage easily (Silva, 2019, 1)[1]. The
application can capture the image of objects from the real
environment and provide a detailed description of the
object. Students find theoretical information without any
visuals or relatable examples difficult to understand. As a
result, many concepts remain unclear and out of reach for
students. This is where AR applications come to the rescue,
visually transforming information and creating order from
the chaos. The AR App will enable students to wander
around objects like a 3D CPU on the screens of their
smartphones/tablets and interact with it, click on it for
labeling of parts, rotate it and play around with it. (Silva,
2019, 1) [1]
Key Words: Augmented Reality, 3-dimensional,
Education, Image Target, Technology.
1. Introduction
Augmented reality (AR) is an interactive experience of a
real-world environment where the objects that reside in
the real world are enhanced by computer-generated
perceptual information, sometimes across multiple
sensory modalities, including visual, auditory, haptic,
somatosensory and olfactory.(Lintern, 2017)[10]
Designers create inputs ranging from graphics to GPS
overlays and more in digital content which responds in
real time to changes in the user’s environment, typically
movement, to sound to video. (Antonioli et al., 2014, 1)[6]
AR must also meet three basic characteristics:
1. Real-time interaction.
2. Accurate 3D registration of real and virtual objects.
3. Combination of real and virtual world (Softtek,
2021)[3]
Types of Augmented Reality
Marker-Based Augmented Reality
AR applications based on Marker use target images that
are markers, to position objects in a given space. The
application places the 3D digital content considering the
user’s field of view is determined by using markers.
Markers were used in early-stage AR technologies.
In order to superimpose the 3D virtual object, the Marker-
based AR applications are often linked to a specific
physical image pattern marker in a real-world
environment. Thus, the cameras must continuously scan
the input and place a marker for image pattern recognition
in order to create its geometry. In case the camera is not
properly focused, the virtual object will not be displayed. A
marker-based image recognition system requires several
modules consequently, such as camera, image capture,
image processing and marker tracking, among others.
Generally, this is a simple and inexpensive system to
implement in filters through a custom application to
recognize specific patterns through a camera.
Marker less Augmented Reality
Virtual 3D objects positioning in the real image
environment by examining the features present in the data
in real time is allowed by Marker less AR. This type of
guidance depends on the hardware of any smartphone, be
it the GPS or accelerometer, camera, among others, the job
is completed by the augmented reality software.
With this model, there is no need for an object tracking
system due to recent technological advances in cameras,
sensors and AI algorithms. Thus, it works with the digital
data obtained by these sensors capable of recording a
physical space in real time.
1.1 Project Objective
Students can achieve better results through visualization
and full immersion in the subject matter with the help of
AR in education. So, instead of reading theories about
something, students can see it with their own eyes, in
action. The potential of Augmented reality can be used to
replace paper textbooks, physical models, posters, and
printed manuals. It offers less expensive and portable