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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 332
VIRTUAL AND AUGMENTED REALITY IN THE PRESENT SCENARIO
Shruti Dalela1 and Mamta Chauhan2
1Assiatant Professor, Dept. of computer Science, Vijaya Raje Girls P.G. College Morar, Gwalior, M.P. India
2 Assiatant Professor, Dept. of computer Science, Vijaya Raje Girls P.G. College Morar, Gwalior, M.P. India
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - The world is advancing faster than it has ever before. It is hard to keep up to date with day-to-day technological
advancement, so at any given time, there is a surplus of new technologies to keep our eye on. Among all these technologies,
immersive technologies are the fastest-growing and most fascinating technologies. Use of Artificial intelligence (AI) in these
techniques makes them more interactable. Virtual reality is that type of reality that immerse the user into another environment.
These technologies are mainly used for the purpose of training the people to simulate the user intothevirtualenvironment. Alsoin
the amid of COVID-19 both the technologies are being used to shrinkthe worldandsave usfromthispandemic. Thispaperpresents
the major concepts and applications and implementation of augmented reality and virtual reality technologies in the field of
education for learning and simulating the student and the teacher in the virtual and augmented reality.
Key Words: Immersive Technology , Augmented Reality, Virtual Reality, Training, Implementation.
1.INTRODUCTION
Learning is a lifelong process for every person in this dynamic world. Traditional Educational methods rely on knowledge,
acquired by books and teachers, which must then be applied to real situations. In this digital era, innovated methods for
teaching learning practices using advanced technology are of prime importance. E-learning activities along with software
games, simulated laboratories provide an experience throughthree-dimensional (3-D)VRinterfaces[1].Universitiesemphasis
on implementing Information and Communication Technology (ICT) in classrooms[2].
The education system keeps changing continuously. Presence in a virtual worldorenvironmentreferstoa user’sperceptionof
‘being there’. The concept of educational technology has come into play with the increase in the use of technology for
educational environments. The advent ofnewtechnologiesaidstheengineersindeveloping educational setupstoeaselearning
at all levels.
AR and VR techniques can be used to facilitate collaborativelearning,allowinglearners towork togetheronprojectsregardless
of their physical location. For example, engineering students from different parts of the world can collaborate on a project ina
VR environment[3].
AR and VR can be used to create interactive content that engages learnersandhelpsthemtounderstandcomplexconcepts.For
example, medical students can use AR to view 3D models of organs and body systems, allowing them to better understandthe
human anatomy.
1.1. IMMERSIVE TECHNOLOGIES
Fig:1 :Immersive Technologies
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 333
1.1.1. VIRTUAL REALITY
It is most important technology that aims towards the immersive experience, disconnecting the user from the physical/ real-
world experience. VR offers most of the user’s perception of the physical world through synthesized 3D objects like graphics
and sound. A typical VR system exhibits the following features [3]:
• Creation of virtual space in real-environment.
• Immersion in virtual space.
• User feedback through sensing devices.
• Interactivity in the synthetic world.
1.2.1. AUGMENTED REALITY
To place the digital or the nanoobjects in the real time environment where the user experiences the extended reality. It is also
called as the augmented reality[4].
 An amalgamation of real and virtual environments,
 Real-time engagement
 3D visualization of virtual and real objects.
2. OBJECTIVES
 To generate the environment with scenes and objects thatappeartobereal,makingthe userfeeltheyareimmersedin
that surroundings.
 To hold the interest of students in learning by using this immersive technology.
 To create the 3D objects by using the software and then place that objects in the real world.
 To build the augmented and virtual reality app for the teaching and learning purposes.
 To blend these technologies to achieve the immersive environment.
 To replace the traditional methods of teaching in schools, colleges with AR immersive technology to simulate the
student in the digital world for better understanding the concept and to perform some virtual experiments in the virtual
labs.
 To impart the education to the physically challenged students.
3.INTEGRATION OF AI WITH AR AND VR
AR and VR are equipped with the AI techniques like object recognition and tracking systemto placethedigitalobjects inthereal
environment. Voice and gesture recognition is also enabled in AR lenses and VR boxes allowing users to interactwithARandVR
experiences using natural language and hand gestures[3]. AI can provideagreaterlevel ofimmersionand interactivitytoARand
VR experiences, making them more realistic and responsive to the user's needs [4].
4.Methodologies of VR and AR
Table -1: AR and VR Tools and Techniques
VR and AR Tools and Techniques
S.NO. VR Tools VR Techniques AR Tools AR Techniques
1 VR Headsets Game Engines Smartphone apps Marker-Based AR
2
Hand-Tracking
Controllers
3D Modeling and
Animation Software
Head-Mounted
Displays (HMDs)
Markerless AR
3 Room-Scale VR Head-Mounted
Display (HMD)
AR software
development kit
Tracking
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 334
development kits (SDK)
4
VR software
development kit
(SDK)
Audio tools AR Marker Superimposition
5
VR Tracking
6Systems
Motion tracking and
input
AR Glasses 3D Modeling
6
Video Stitching
Software for 3600
VR Simulation
Software VRED and
Autodesk VRED
ARKit(iOS) and AR
Core (Android
devices)
Lighting and
shading
7
Adobe Premiere,
Final Cut Pro, and
Avid Media
Composer
VR testing tools
Vuforia, Unity, Unreal
Engine, Meta,
Hololens, Magic Leap,
XR Development
Platforms, Blender
Occlusion
8
3D modeling and
animation software
Programming
languages
C#, C, java, kotlin,
Swift
MS Paint 3D
9
Video Encoding
Software
AR SPARK STUDIO
Fig -2: VR BOX
Chart -1: Present Scenario of AR and VR
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 335
5. RESEARCH STUDY
Present research is applied to the local school of students to grasp the attention of students for their better and clear
understanding of their subject. By this technique students simulate themselves into this real environment [2].
I case:- The virtual reality study is applied to the 35 students of class 5. The 360 0 video was created using Adobe Premiere
software, or by connecting the video using stich software. The student saw that video with the help of VR BOX [3]. Students
immerse themselves in that 360 degree video environment and learned about the solar planetsina verycuriosmannerasyou
can see in the Fig. 3. In malls for children or adults in the game section, there is an immersive environment game where tools
available like headsets, VR box and handsets seem like flatbed scanners move that handset and headset by 3600.
Fig.3: Research Study on VR at School
II case:- This study is based on Augmented reality where we can create some 3D objects with the help of blenderandpaint3D.
The heart is created with labelled diagram in 3D by using blender andscannedwithourmobileappwhichimmersedthedigital
object in the real world[3]. This study using augmented reality is done on students of biology faculty studying in class 11 is
done by placing the 4D object in the real world as shown in figure[4],[4], the studentsarefoundto beverymuchinterestedand
engaged viewing the diagram in real environment. This study may provide a better experience and found to be very useful to
the students specially physically challenged as well medically unfit or sick students who are unable to attend their physical
classrooms and labs. This technique make teaching learning more effective as compared to the traditional way of teaching in
which we used only the 2D image as compared to the augmented reality where we use the 3D and 4D objects [4][5][6].
Fig.4: Traditional Method VS Augmented Method
6. FUTURE SCOPE
This technology is very interesting and adventurous which increases it’s scope and uses in every field.Infuture,the wholetext
books can be designed using AR and VR techniques. Integration of these techniques mayalsokeepthepeopleall the timeinthe
metaverse environment. Virtual Meeting and classes applying the metaverse may also a possibility in near future.
7. CONCLUSION
The present study is found to be useful and interesting to the students increasing their regularity in learning. Physically
challenged people and others unable to present physically in class and labs are also benefited by these techniques. It also
enhances the techniques of teaching by using and integrating this with ICT Tools.
REFERENCES
[1] Anastassova, M., Souvestre, F., Gonzalez, E.A., Gutierrez, A.S., Benito, J.R.L.andBarak, M.,2014.Learner-centeredevaluation
of an augmented reality system for embedded engineering education. Annals of Computer Science and Information Systems.
Vol. 4.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 336
[2] Andujar, J.M., Mejias, A. and Marquez, M.A., 2011. Augmented reality for the improvement of remote laboratories: an
augmented remote laboratory. IEEE transactions on education. Vol. 54, No. 3.
[3] Azuma, R.T., 1997. A survey of augmented reality. Presence: Teleoperators & Virtual Environments. Vol. 6, No. 4,
[4] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S. and MacIntyre, B., 2001. Recent advances in augmentedreality.IEEE
computer graphics and applications. Vol. 21.
[5] H. Kaufmann, D. Schmalstieg: "Mathematics And Geometry EducationWithCollaborativeAugmentedReality";in: "Siggraph
2002 Conference Abstracts and Applications", ACM Press, 2002.
[6] D. Aliakseyeu, S. Subramanian, J.-B. Martens, and M. Rauterberg, "Interaction techniques for navigation through and
manipulation of 2D and 3D data," in Proceedings of the workshop on Virtual environments 2002. Barcelona,
[7] Spain: Eurographics Association, 2002.
[8] https://www.blender.org/

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VIRTUAL AND AUGMENTED REALITY IN THE PRESENT SCENARIO

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 332 VIRTUAL AND AUGMENTED REALITY IN THE PRESENT SCENARIO Shruti Dalela1 and Mamta Chauhan2 1Assiatant Professor, Dept. of computer Science, Vijaya Raje Girls P.G. College Morar, Gwalior, M.P. India 2 Assiatant Professor, Dept. of computer Science, Vijaya Raje Girls P.G. College Morar, Gwalior, M.P. India ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - The world is advancing faster than it has ever before. It is hard to keep up to date with day-to-day technological advancement, so at any given time, there is a surplus of new technologies to keep our eye on. Among all these technologies, immersive technologies are the fastest-growing and most fascinating technologies. Use of Artificial intelligence (AI) in these techniques makes them more interactable. Virtual reality is that type of reality that immerse the user into another environment. These technologies are mainly used for the purpose of training the people to simulate the user intothevirtualenvironment. Alsoin the amid of COVID-19 both the technologies are being used to shrinkthe worldandsave usfromthispandemic. Thispaperpresents the major concepts and applications and implementation of augmented reality and virtual reality technologies in the field of education for learning and simulating the student and the teacher in the virtual and augmented reality. Key Words: Immersive Technology , Augmented Reality, Virtual Reality, Training, Implementation. 1.INTRODUCTION Learning is a lifelong process for every person in this dynamic world. Traditional Educational methods rely on knowledge, acquired by books and teachers, which must then be applied to real situations. In this digital era, innovated methods for teaching learning practices using advanced technology are of prime importance. E-learning activities along with software games, simulated laboratories provide an experience throughthree-dimensional (3-D)VRinterfaces[1].Universitiesemphasis on implementing Information and Communication Technology (ICT) in classrooms[2]. The education system keeps changing continuously. Presence in a virtual worldorenvironmentreferstoa user’sperceptionof ‘being there’. The concept of educational technology has come into play with the increase in the use of technology for educational environments. The advent ofnewtechnologiesaidstheengineersindeveloping educational setupstoeaselearning at all levels. AR and VR techniques can be used to facilitate collaborativelearning,allowinglearners towork togetheronprojectsregardless of their physical location. For example, engineering students from different parts of the world can collaborate on a project ina VR environment[3]. AR and VR can be used to create interactive content that engages learnersandhelpsthemtounderstandcomplexconcepts.For example, medical students can use AR to view 3D models of organs and body systems, allowing them to better understandthe human anatomy. 1.1. IMMERSIVE TECHNOLOGIES Fig:1 :Immersive Technologies
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 333 1.1.1. VIRTUAL REALITY It is most important technology that aims towards the immersive experience, disconnecting the user from the physical/ real- world experience. VR offers most of the user’s perception of the physical world through synthesized 3D objects like graphics and sound. A typical VR system exhibits the following features [3]: • Creation of virtual space in real-environment. • Immersion in virtual space. • User feedback through sensing devices. • Interactivity in the synthetic world. 1.2.1. AUGMENTED REALITY To place the digital or the nanoobjects in the real time environment where the user experiences the extended reality. It is also called as the augmented reality[4].  An amalgamation of real and virtual environments,  Real-time engagement  3D visualization of virtual and real objects. 2. OBJECTIVES  To generate the environment with scenes and objects thatappeartobereal,makingthe userfeeltheyareimmersedin that surroundings.  To hold the interest of students in learning by using this immersive technology.  To create the 3D objects by using the software and then place that objects in the real world.  To build the augmented and virtual reality app for the teaching and learning purposes.  To blend these technologies to achieve the immersive environment.  To replace the traditional methods of teaching in schools, colleges with AR immersive technology to simulate the student in the digital world for better understanding the concept and to perform some virtual experiments in the virtual labs.  To impart the education to the physically challenged students. 3.INTEGRATION OF AI WITH AR AND VR AR and VR are equipped with the AI techniques like object recognition and tracking systemto placethedigitalobjects inthereal environment. Voice and gesture recognition is also enabled in AR lenses and VR boxes allowing users to interactwithARandVR experiences using natural language and hand gestures[3]. AI can provideagreaterlevel ofimmersionand interactivitytoARand VR experiences, making them more realistic and responsive to the user's needs [4]. 4.Methodologies of VR and AR Table -1: AR and VR Tools and Techniques VR and AR Tools and Techniques S.NO. VR Tools VR Techniques AR Tools AR Techniques 1 VR Headsets Game Engines Smartphone apps Marker-Based AR 2 Hand-Tracking Controllers 3D Modeling and Animation Software Head-Mounted Displays (HMDs) Markerless AR 3 Room-Scale VR Head-Mounted Display (HMD) AR software development kit Tracking
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 334 development kits (SDK) 4 VR software development kit (SDK) Audio tools AR Marker Superimposition 5 VR Tracking 6Systems Motion tracking and input AR Glasses 3D Modeling 6 Video Stitching Software for 3600 VR Simulation Software VRED and Autodesk VRED ARKit(iOS) and AR Core (Android devices) Lighting and shading 7 Adobe Premiere, Final Cut Pro, and Avid Media Composer VR testing tools Vuforia, Unity, Unreal Engine, Meta, Hololens, Magic Leap, XR Development Platforms, Blender Occlusion 8 3D modeling and animation software Programming languages C#, C, java, kotlin, Swift MS Paint 3D 9 Video Encoding Software AR SPARK STUDIO Fig -2: VR BOX Chart -1: Present Scenario of AR and VR
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 335 5. RESEARCH STUDY Present research is applied to the local school of students to grasp the attention of students for their better and clear understanding of their subject. By this technique students simulate themselves into this real environment [2]. I case:- The virtual reality study is applied to the 35 students of class 5. The 360 0 video was created using Adobe Premiere software, or by connecting the video using stich software. The student saw that video with the help of VR BOX [3]. Students immerse themselves in that 360 degree video environment and learned about the solar planetsina verycuriosmannerasyou can see in the Fig. 3. In malls for children or adults in the game section, there is an immersive environment game where tools available like headsets, VR box and handsets seem like flatbed scanners move that handset and headset by 3600. Fig.3: Research Study on VR at School II case:- This study is based on Augmented reality where we can create some 3D objects with the help of blenderandpaint3D. The heart is created with labelled diagram in 3D by using blender andscannedwithourmobileappwhichimmersedthedigital object in the real world[3]. This study using augmented reality is done on students of biology faculty studying in class 11 is done by placing the 4D object in the real world as shown in figure[4],[4], the studentsarefoundto beverymuchinterestedand engaged viewing the diagram in real environment. This study may provide a better experience and found to be very useful to the students specially physically challenged as well medically unfit or sick students who are unable to attend their physical classrooms and labs. This technique make teaching learning more effective as compared to the traditional way of teaching in which we used only the 2D image as compared to the augmented reality where we use the 3D and 4D objects [4][5][6]. Fig.4: Traditional Method VS Augmented Method 6. FUTURE SCOPE This technology is very interesting and adventurous which increases it’s scope and uses in every field.Infuture,the wholetext books can be designed using AR and VR techniques. Integration of these techniques mayalsokeepthepeopleall the timeinthe metaverse environment. Virtual Meeting and classes applying the metaverse may also a possibility in near future. 7. CONCLUSION The present study is found to be useful and interesting to the students increasing their regularity in learning. Physically challenged people and others unable to present physically in class and labs are also benefited by these techniques. It also enhances the techniques of teaching by using and integrating this with ICT Tools. REFERENCES [1] Anastassova, M., Souvestre, F., Gonzalez, E.A., Gutierrez, A.S., Benito, J.R.L.andBarak, M.,2014.Learner-centeredevaluation of an augmented reality system for embedded engineering education. Annals of Computer Science and Information Systems. Vol. 4.
  • 5. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 10 | Oct 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 336 [2] Andujar, J.M., Mejias, A. and Marquez, M.A., 2011. Augmented reality for the improvement of remote laboratories: an augmented remote laboratory. IEEE transactions on education. Vol. 54, No. 3. [3] Azuma, R.T., 1997. A survey of augmented reality. Presence: Teleoperators & Virtual Environments. Vol. 6, No. 4, [4] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S. and MacIntyre, B., 2001. Recent advances in augmentedreality.IEEE computer graphics and applications. Vol. 21. [5] H. Kaufmann, D. Schmalstieg: "Mathematics And Geometry EducationWithCollaborativeAugmentedReality";in: "Siggraph 2002 Conference Abstracts and Applications", ACM Press, 2002. [6] D. Aliakseyeu, S. Subramanian, J.-B. Martens, and M. Rauterberg, "Interaction techniques for navigation through and manipulation of 2D and 3D data," in Proceedings of the workshop on Virtual environments 2002. Barcelona, [7] Spain: Eurographics Association, 2002. [8] https://www.blender.org/