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INTERACTIVE EDUCATION USING AUGMENTED REALITY THROUGH HANDHELD DEVICES

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International Research Journal of Engineering and Technology (IRJET) Volume: 09 Issue: 05 | May 2022

www.irjet.net

e-ISSN: 2395-0056 p-ISSN: 2395-0072

INTERACTIVE EDUCATION USING AUGMENTED REALITY THROUGH HANDHELD DEVICES Joshwa Siju Thomas1, Renuka Babu k1, Salman Gaffur1 Joyeal Paul1 AnnRija Paul2 1Student,Dept.

Of Computer Science Engineering, Sahrdaya College Of Engineering and Technology ,Kerala, India Professor, Dept. Of Computer Science Engineering, Sahrdaya College Of Engineering and Technology ,Kerala, India ---------------------------------------------------------------------***--------------------------------------------------------------------2Assistant

Abstract - Engagement in a class gives students a shared

of the heart, leads to a virtual textbook that includes animations audio and so on. This will improve the imagination and be helpful in understanding the concept thus it will be interesting for learners. Augment reality is a leading edge technology that extends the real world into a virtual environment and provides capabilities of computer-generated visuals audios texts and other effects to create an interesting experience for the user. It is also possible to combine emerging technologies like machine learning artificial intelligence deep learning etc along with an extended reality environment. Some of the real-time examples are Snap chat, Mondly and ink hunter.

experience and develops their understanding of the topic. Traditional education may not be interesting to our generation or may be inadequate to give them knowledge enough to make an informed decision and learn the knowledge that they require. Augmented reality is a highly visual, interactive way of delivering pertinent information in the context of the real world. Using Augmented Reality can make learning more fun and can help achieve a deeper understanding of the subjects. Apps that use augmented reality allow you to overlay and analyze a layer of 2D or 3D data on a surface. Any 2D or 3D surface, as well as many trigger points on practically any surface, can usually initiate the interaction. Objects with flat surfaces, such as books, can fall under this category. Our project will be a traditional textbook that will use a real image of the object as a marker for the portable device to detect and create one or more 3D virtual objects above this marker and help us to interact with 3D objects through various interactions like gaze, touch, voice input etc. These interactions will trigger different actions, animations and sound output. This will let us have a fun experience learning while also helping the user get a deeper understanding and let them apply the knowledge much easier with more confidence.

2. EXISTING SYSTEM The article ”Revolutionizing education system with interactive augmented reality for quality education” by D.Roopa, R. Prabha and G.A.Sentil [1] , aims to implement an interactive augmented reality experience to promote situation and experimental learning. They have developed an augmented reality based system to describe the working of an Alternating Current(AC) generator. AC generator working was explained through augment reality with help of unity 3D engine and Vuforia developer portal. C# is used for the coding purpose which is needed to provide instruction for interactions and animation. Android Software Development Kit(SDK) is used to build an Android Application Package (APK) file for the application.AC generators have different parts like slip rings magnets etc, these objects are combined using the blender application. Blender application is helpful in creating 3D objects. Buttons and sliders were provided to interact with the application like increasing the rpm value of the generator. It helped students to understand the concept easily and to enhance their imagination. it does have only one manner of interaction that the student is able to perform.

Key Words: Augmented Reality, Interaction, Gaze, Trigger, Voice, Touch etc 1. INTRODUCTION The Conventional education system is mainly based on textbooks. Textbooks books include text and additional with that pictures and diagrams. we couldn’t extend the possibilities of a textbook beyond a particular limit. But technology has evolved a lot from the days when we begin to use textbooks for education. so our project aims to include the possibility of technologies such as augmented reality in the education sector. Imagine a scenario of our existing system, suppose we are going through the circulatory system in a textbook to understand how it works, we have to go through long paragraphs and some images which are printed there. Now we can think about how our project can make this situation more interesting. Smart phones are an inevitable part of our daily life, by just moving our mobile phone over that particular picture

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3. RELATED WORKS K. E. Kouzi and colleagues[2] developed an application that allows elementary school students to interact with a fully three-dimensional human skeleton model by pressing particular virtual buttons. Students can examine this sophisticated structure and learn the names of the

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