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 ---------------------------------------------------------------------***--------------------------------------------------------------------- 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