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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 Fernandes1, Savita Jamdarkhani2, Merlyn Joseph3, Saniya Mulla4, Ruchita
Suranagi5, Kedar Sawant6, Sagar Naik7
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
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 202
learning materials. Education has become more accessible
and mobile due to AR.
Therefore, the objectives of the research are:
i. To create an educational application using augmented
reality technology.
ii. To provide users a new interactive technology to be
practiced in the educational sector.
iii. To build an augmented reality mobile application, an
effective means of educating and entertaining young
people of all ages.
iv. To produce interactive learning application using AR
the abstract concepts are materialized to help students
understand and visualize challenging subjects.
1.2 Software and Hardware Requirements
Software Requirements: There are various different
software used in the development of the project, the main
being unity which is a tool used for developing android
apps and AR core, an SDK which focuses on AR. The
secondary software which we’re using is Blender which is
a software used to create 3d models of our products which
then will be used by AR core render it.
Hardware requirements: An AR Core supported device,
RAM-Minimum 4GB, Camera -Minimum 5MP, Mobile,
Tablet, Computer.
2. Literature Survey
2.1 Introduction to Augmented Reality
The paper mentioned, proposed by R. Silva, J. C. Oliveira, G.
A. Giraldi presents an overview of basic aspects of
Augmented Reality (AR) and the main concepts of this
technology. The paper gives information on the fields in
which AR is applied nowadays and main AR devices (Silva,
2019, 1) [1].
2.2 Augmented reality for history education
This paper shows an instructive mobile application-based
system model on Augmented Reality which is used to
learn history through augmented videos. In this
application scanned images are demanded from users and
it will show the history related to that particular image
(Raghaw & Paulose, 2018, 1) [7].
2.3The Magic Book
The Magic Book interface makes use of books as the main
interface objects. When the user looks at the pages
through an Augmented Reality display, they see three-
dimensional virtual models appearing out of the pages. In
the VR view users are free to move about the scene at will
and interact with the characters in the story. Thus, users
can experience the full Reality-Virtuality continuum
(Billinghurst et al., 2001, 3) [5].
2.4 Design of Augmented Reality for Engineering
Equipment in
Education
This research shows a design of an Augmented Reality
(AR) on engineering equipment for education called
(AREEE) with an android phone. AREEE applications with
smartphones are used to scan the target and display some
AR 3D models on engineering equipment. On the
smartphone’s screen, the 3D model can be interacted with,
and users can rotate the model to look at it from a
different angle and tap to display the specifications of the
equipment and other information about the equipment
(Kassim & Zubir, 2019, 1) [8].
2.5 Augmented Reality Applications in Education
The paper mentioned proposed by Misty Antonioli,
Corinne Blake, and Kelly Sparks focuses on how this
technology can be applied, the problems surrounding the
use of this technology. AR can be used to enhance content
and instruction within the traditional classroom. This
paper also states a few challenges of AR in education.
These challenges include training the student as well as
the educator, making AR tools user-friendly (Antonioli et
al., 2014, 1) [6].
3. Existing Systems
Immersing learners in the real world and making them
interact with it, is mostly inconvenient. Although the
natural world is three-dimensional, we prefer to use two-
dimensional media in education which is very convenient,
familiar, flexible, portable and inexpensive. But it is static
and does not offer dynamic content. Computer generated
three-dimensional virtual environments can be used like
VR headsets but these scenes require high performance
computer graphics which are more expensive than others.
Although lots of opportunities virtual worlds may present
for teaching and learning, it is hard to provide an
appropriate level of realism. When users are completely
immersed in this environment, they become disconnected
from the real environment. So, it gives you virtual things
by modeling the real world you're experiencing. (Kesim &
Ozarslan, 2012, 1) [9]
With the app, the user can visualize the object in a space of
their customized dimension and place the object where
they want to. An existing application is Assemblr EDU.
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 203
Assemblr EDU enables you to make more interactive,
collaborative & fun learning activities with 3D & AR.
Classroom. 3D/AR View. In its Computer Hardware
section only two computer hardware were implemented.
We also found that the App hangs a lot and does not have
many examples (assemblr edu, 2019) [4]. Another similar
App is Computer History AR. It focuses only on History of
Computers i.e., Different generations of computers. There
are no categories to browse through and the interactivity
level is less.
4. Proposed System
The app is simple yet descriptive in a way that the users
will be able to visualize the Concept which they are trying
to learn. User Interface and ease of usability is of the
utmost importance for any app or software. That being
said, the users will simply have to click, select, tap and
scan the 2D objects.
Users will have to first sign up if he/she is a new user or
sign in. Then the user will have to select through a
selection of 3D objects in each section. The concepts will
be segregated into 5 different predefined categories.
Computer Hardware, Computer Networks, AI problem
Solving, Visualization of Searching algorithms, Game
Section. Then the user will select the category he/she
wants to visualize by simply tapping on it.
The camera button is displayed to scan the target 2D
image. After the user scans the image, the app will then
deploy a 3D model of the selected product to be viewed in
all the angles.
The product will then be deployed through the AR
software which will augment the product in the real-life
dimensional room after which the users can place it
anywhere, they want. The 3D model will be displayed
along with the labeled parts and useful links and pdfs will
also be attached, for each model the voice explanation is
provided.
Other options will also be incorporated in the app such as
rotation, zoom -in, zoom-out the 3D Model, this helps the
user to play with the model and helps them to understand
the concept easily.
4.1 Methodology
The system basically uses a smart phone’s built-in camera
which supports AR to view the real world observed by the
human eye and places the 3D model on the screen.
First step is the creation of the 3D models using Blender.
The next step is to convert the 3D models into an
interactive AR element using Unity3D software. We need
to set up the scenes in Unity 3D for the User Interface of
the application like buttons, text areas, background image
and virtual object selection. Through identifying and
tracing the surface area, the imported 3D virtual model is
placed in the real-world view along with the description
and other multimedia content. Because Android
smartphones have a touch-screen interface function, the
users can easily interact with the augmented virtual
content.
In order to ensure effective learning outcomes from
educational courseware or mobile application education
development, careful planning is required before the
development process begins. ADDIE Instructional Design
Model is used in this mobile AR application development
methodology. The ADDIE model for instructional system
design (ISD) is a basic model that can be applied to any
kind of learning solution. The ADDIE model has five steps,
namely, analysis, design, development, implementation,
and evaluation as illustrated in Figure 1. (ADDIE Model,
2010) [2]
Figure 2: Block Diagram
4.1.1 Block Diagram
Figure 1: ADDIE Model
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 204
This application is developed by using Unity3d and
Vuforia Augmented Reality Software Development Key
(ARSDK). Here Unity3D is used to create the application
and Vuforia AR SDK is used to link the Augmented Reality
camera and the image tracker. Tracker is used to detect
the image target which is stored in the database. Assets
and Scripts working along with access to the Target
Database is explained in detail in the same section after
describing the model. As shown in Figure 2, the first step is
to open the application camera and scan the targeted
image using a mobile device. Once the image is scanned, it
is sent to the picture capturing model for recognition. If
the image is recognized it is sent to the processing model.
Processing model then detects the marker position and
sends it to the tracker model. Tracker model then
identifies the marker and sends it to the rendering model.
Rendering a model using picture detection will mark a
virtual object to the marker and hence the augmented
video will be played.
4.1.2 Use Case Diagram
Figure 3: Use Case Diagram
Figure 3, describes the use case diagram of the application
where the user interacts with the application using an
Android device that supports AR camera. Initially we
select the model in which we are interested, then scan the
surroundings using a device camera and place the model.
4.4.3 Activity Flow
Figure 4: Activity Flow Diagram
The user opens the app, chooses the module option from
the start menu, points the camera to the image target then
a virtual 3D model is overlaid on the image target in the
real world.
5. Implementation and Results
5.1 Computer Hardware Module
A. Motherboard
Figure 5: 3D model of a motherboard
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 205
B. Mouse
Figure 6: 3D model of a mouse
C. Keyboard
Figure 7: 3D model of a keyboard
D. CPU
Figure 8: 3D model of a CPU
5.2 Computer Networks Module
Modem
Figure 9: 3D model of a modem
5.3 AI Problem Solving Module
The module includes visualization of various
searching/pathfinding algorithms. Each of the algorithms
is explained with a high level of visualization including
interactiveness using AR which will help intelligence
development. The algorithms will help build the user’s
core foundation and logic of different searching
algorithms.
The AI problem-solving module also deals with various AI
Problem Solving methods which are explained with a high
level of interactiveness using AR which will help
intelligence development. The included AI problem-
solving methods are Dijkstra’s algorithm, water jug
problem, missionaries and cannibals’ problem, 8- puzzle
problem, Tower of Hanoi problem, and traveling salesman.
Dijkstra's Algorithm
The Dijkstra algorithm is also referred to as a single-
source shortest path algorithm. The single-source means
that only one source (start node) is given, and we have to
find the path with lowest distance from the start node to
all the nodes. (javatpoint, 2017) [11]
Fig 10: Unity interface with 3D game objects
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 206
Fig 11: Highlights the shortest distance and displays the
shortest path.
5.4 Games Module
The game module focuses on testing the knowledge
learned by the user in the other modules using various
engaging and interactive games. Games include identifying
hardware parts, reassembling of parts, water jug problem,
missionaries and cannibals’ problem, Tower of Hanoi
problem, and applications of networking devices.
Missionaries And Cannibals Problem
Missionaries and Cannibals problem can be defined as a
situation in which 3 missionaries and 3 cannibals want to
cross from the left bank of a river to the right bank of the
river. There’s a boat on the bank, which at most carries
only two people at a time and can never cross with zero
people on the boat. If cannibals ever outnumber
missionaries on either bank, then the cannibals will eat the
missionaries. This problem can be solved using Breadth-
first search.
Figure 12: Unity interface with 3D game objects
Figure 13: User interface of missionaries’ vs cannibals’
game, briefing the game rules.
Figure 14: Initial placement of the game object
Figure 15: Game object boat moving from left land to right
land on clicking the GO button.
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 207
Figure 16: Placement of two objects on the right land, in
order to achieve the goal state, the player needs to place all
the missionaries and cannibals successfully on the right
land.
6. Conclusion
The AR-enabled E-Learning applications help create a
comfortable environment for learners of any age group.
Often learners face difficulties when it comes to perceiving
theoretical information without any visuals or relatable
examples, which results in incomprehensible outcomes.
Augmented reality applications offer visual bliss by
enabling learners to wander around 3D objects like CPU
on their screens of smartphones/tablets and interact with
it.
7. Future Scope
Research has shown that AR in near future will provide
personalized, accessible and well-designed experiences.
AR technology in education enhances and brings in
benefits for learners, educators, institutions and content
publishers. Following the Modern trends in educational
technology and development, the application will add
value in the near future.
8. Acknowledgement
We are greatly indebted to our Principal, Dr. V. Mariappan,
Prof. Snehal Bhogan, Head of Computer Engineering
Department, our Guide Prof. Kedar Sawant, Agnel Institute
of Technology and Design, Assagao Goa, who gave us the
opportunity to do the project on the topic “BUILDING
EDTECH SOLUTIONS WITH AR” and also for their
valuable guidance throughout the dissertation, without
which the study undertaken would not have been
accomplished.
Our sincere thanks to our Co-guide, Prof. Sagar Naik
Faculty and Staff, Department of Computer Engineering,
Agnel Institute of Technology and Design, Assagao Goa and
our colleagues for their constant support and
encouragement rendered throughout.
REFERENCES
1) Silva, R. (2019). Introduction to Augmented Reality.
National Laboratory for Scientific Computation, Av. Getulio
Vargas, 333 - Quitandinha - Petropolis-RJ Brazil.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.
1.63.4105&rep=rep1&type=pdf
2) ADDIE Model. (2010, August 1). Wikipedia. Retrieved
June 30, 2022, from
https://en.wikipedia.org/wiki/ADDIE_Model
3) Softtek. (2021, September 1). What are the different
types of Augmented Reality? Softtek. Retrieved June 30,
2022, from https://softtek.eu/en/tech-magazine-en/user-
experience-en/what-are-the-different-types-of-
augmented-reality/
4) assemblr edu. (2019, January). Assemblr EDU -
Augmented Reality (AR) for Classrooms. Retrieved June
30, 2022, from https://edu.assemblrworld.com/
5) Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The
MagicBook: A Transitional AR Interface. Washington
Publishing Company.
http://www.hitl.washington.edu/people/tfurness/course
s/inde543/READINGS-03/BILLINGHURST/MagicBook.pdf
6) Antonioli, M., Blake, C., & Sparks, K. (2014).
Augmented Reality Applications in Education. The Journal
of Technology Studies.
https://www.semanticscholar.org/paper/JOTS-v40n2-
Augmented-Reality-Applications-in-Antonioli-
Blake/861d51b1f24a343a9acaf651b67139ca3dc57441
7) Raghaw, M., & Paulose, J. (2018). Augmented reality for
history education. International journal of engineering and
technology.
https://www.academia.edu/36333632/Augmented_Realit
y_for_History_Education
8) Kassim, M., & Zubir, M. (2019). Design of Augmented
Reality for Engineering Equipment in Education.
International Journal of Advanced Trends in Computer
Science and Engineering.
https://www.warse.org/IJATCSE/static/pdf/file/ijatcse15
862019.pdf
9) Kesim, M., & Ozarslan, Y. (2012). Augmented reality in
education: current technologies and the potential for
education. Procedia - Social and Behavioral Sciences 47 (
2012 ) 297 – 302.
https://pdf.sciencedirectassets.com/277811/1-s2.0-
S1877042812X00181/1-s2.0-
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 208
S1877042812023907/main.pdf?X-Amz-Security-
Token=IQoJb3JpZ2luX2VjEAUaCXVzLWVhc3QtMSJHMEUC
IQDSKfScdO7XVyLaTij5XpBDi97cUzEqa2EojMlvWKXe4gI
gKk8W%2BjlEzaPCtHEQYCESAmIHflJ8LassygzF%2FbQq
m
10) Lintern, G. (2017, June 25). Augmented reality.
Wikipedia. Retrieved June 30, 2022, from
https://en.wikipedia.org/wiki/Augmented_reality
11) javatpoint. (2017, January 1). Dijkstra's Algorithm -
javatpoint. Javatpoint. Retrieved June 30, 2022, from
https://www.javatpoint.com/dijkstras-algorithm
BIOGRAPHIES
Final year Computer Engineering
(BE) student at Agnel Institute of
Technology and Design, Goa
Lizanne Fernandes
Final year Computer Engineering
(BE) student at Agnel Institute of
Technology and Design, Goa
Savita Jamdarkhani
Final year Computer Engineering
(BE) student at Agnel Institute of
Technology and Design, Goa
Merlyn Joseph
Final year Computer Engineering
(BE) student at Agnel Institute of
Technology and Design, Goa
Saniya Mulla
Final year Computer Engineering
(BE) student at Agnel Institute of
Technology and Design, Goa
Ruchita Suranagi
Assistant Professor at Agnel
Institute of Technology and
Design, Goa
Kedar Sawant
Assistant Professor at Agnel
Institute of Technology and
Design, Goa
Sagar Naik

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Building EdTech Solutions with AR

  • 1. 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 Fernandes1, Savita Jamdarkhani2, Merlyn Joseph3, Saniya Mulla4, Ruchita Suranagi5, Kedar Sawant6, Sagar Naik7 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
  • 2. 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 202 learning materials. Education has become more accessible and mobile due to AR. Therefore, the objectives of the research are: i. To create an educational application using augmented reality technology. ii. To provide users a new interactive technology to be practiced in the educational sector. iii. To build an augmented reality mobile application, an effective means of educating and entertaining young people of all ages. iv. To produce interactive learning application using AR the abstract concepts are materialized to help students understand and visualize challenging subjects. 1.2 Software and Hardware Requirements Software Requirements: There are various different software used in the development of the project, the main being unity which is a tool used for developing android apps and AR core, an SDK which focuses on AR. The secondary software which we’re using is Blender which is a software used to create 3d models of our products which then will be used by AR core render it. Hardware requirements: An AR Core supported device, RAM-Minimum 4GB, Camera -Minimum 5MP, Mobile, Tablet, Computer. 2. Literature Survey 2.1 Introduction to Augmented Reality The paper mentioned, proposed by R. Silva, J. C. Oliveira, G. A. Giraldi presents an overview of basic aspects of Augmented Reality (AR) and the main concepts of this technology. The paper gives information on the fields in which AR is applied nowadays and main AR devices (Silva, 2019, 1) [1]. 2.2 Augmented reality for history education This paper shows an instructive mobile application-based system model on Augmented Reality which is used to learn history through augmented videos. In this application scanned images are demanded from users and it will show the history related to that particular image (Raghaw & Paulose, 2018, 1) [7]. 2.3The Magic Book The Magic Book interface makes use of books as the main interface objects. When the user looks at the pages through an Augmented Reality display, they see three- dimensional virtual models appearing out of the pages. In the VR view users are free to move about the scene at will and interact with the characters in the story. Thus, users can experience the full Reality-Virtuality continuum (Billinghurst et al., 2001, 3) [5]. 2.4 Design of Augmented Reality for Engineering Equipment in Education This research shows a design of an Augmented Reality (AR) on engineering equipment for education called (AREEE) with an android phone. AREEE applications with smartphones are used to scan the target and display some AR 3D models on engineering equipment. On the smartphone’s screen, the 3D model can be interacted with, and users can rotate the model to look at it from a different angle and tap to display the specifications of the equipment and other information about the equipment (Kassim & Zubir, 2019, 1) [8]. 2.5 Augmented Reality Applications in Education The paper mentioned proposed by Misty Antonioli, Corinne Blake, and Kelly Sparks focuses on how this technology can be applied, the problems surrounding the use of this technology. AR can be used to enhance content and instruction within the traditional classroom. This paper also states a few challenges of AR in education. These challenges include training the student as well as the educator, making AR tools user-friendly (Antonioli et al., 2014, 1) [6]. 3. Existing Systems Immersing learners in the real world and making them interact with it, is mostly inconvenient. Although the natural world is three-dimensional, we prefer to use two- dimensional media in education which is very convenient, familiar, flexible, portable and inexpensive. But it is static and does not offer dynamic content. Computer generated three-dimensional virtual environments can be used like VR headsets but these scenes require high performance computer graphics which are more expensive than others. Although lots of opportunities virtual worlds may present for teaching and learning, it is hard to provide an appropriate level of realism. When users are completely immersed in this environment, they become disconnected from the real environment. So, it gives you virtual things by modeling the real world you're experiencing. (Kesim & Ozarslan, 2012, 1) [9] With the app, the user can visualize the object in a space of their customized dimension and place the object where they want to. An existing application is Assemblr EDU.
  • 3. 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 203 Assemblr EDU enables you to make more interactive, collaborative & fun learning activities with 3D & AR. Classroom. 3D/AR View. In its Computer Hardware section only two computer hardware were implemented. We also found that the App hangs a lot and does not have many examples (assemblr edu, 2019) [4]. Another similar App is Computer History AR. It focuses only on History of Computers i.e., Different generations of computers. There are no categories to browse through and the interactivity level is less. 4. Proposed System The app is simple yet descriptive in a way that the users will be able to visualize the Concept which they are trying to learn. User Interface and ease of usability is of the utmost importance for any app or software. That being said, the users will simply have to click, select, tap and scan the 2D objects. Users will have to first sign up if he/she is a new user or sign in. Then the user will have to select through a selection of 3D objects in each section. The concepts will be segregated into 5 different predefined categories. Computer Hardware, Computer Networks, AI problem Solving, Visualization of Searching algorithms, Game Section. Then the user will select the category he/she wants to visualize by simply tapping on it. The camera button is displayed to scan the target 2D image. After the user scans the image, the app will then deploy a 3D model of the selected product to be viewed in all the angles. The product will then be deployed through the AR software which will augment the product in the real-life dimensional room after which the users can place it anywhere, they want. The 3D model will be displayed along with the labeled parts and useful links and pdfs will also be attached, for each model the voice explanation is provided. Other options will also be incorporated in the app such as rotation, zoom -in, zoom-out the 3D Model, this helps the user to play with the model and helps them to understand the concept easily. 4.1 Methodology The system basically uses a smart phone’s built-in camera which supports AR to view the real world observed by the human eye and places the 3D model on the screen. First step is the creation of the 3D models using Blender. The next step is to convert the 3D models into an interactive AR element using Unity3D software. We need to set up the scenes in Unity 3D for the User Interface of the application like buttons, text areas, background image and virtual object selection. Through identifying and tracing the surface area, the imported 3D virtual model is placed in the real-world view along with the description and other multimedia content. Because Android smartphones have a touch-screen interface function, the users can easily interact with the augmented virtual content. In order to ensure effective learning outcomes from educational courseware or mobile application education development, careful planning is required before the development process begins. ADDIE Instructional Design Model is used in this mobile AR application development methodology. The ADDIE model for instructional system design (ISD) is a basic model that can be applied to any kind of learning solution. The ADDIE model has five steps, namely, analysis, design, development, implementation, and evaluation as illustrated in Figure 1. (ADDIE Model, 2010) [2] Figure 2: Block Diagram 4.1.1 Block Diagram Figure 1: ADDIE Model
  • 4. 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 204 This application is developed by using Unity3d and Vuforia Augmented Reality Software Development Key (ARSDK). Here Unity3D is used to create the application and Vuforia AR SDK is used to link the Augmented Reality camera and the image tracker. Tracker is used to detect the image target which is stored in the database. Assets and Scripts working along with access to the Target Database is explained in detail in the same section after describing the model. As shown in Figure 2, the first step is to open the application camera and scan the targeted image using a mobile device. Once the image is scanned, it is sent to the picture capturing model for recognition. If the image is recognized it is sent to the processing model. Processing model then detects the marker position and sends it to the tracker model. Tracker model then identifies the marker and sends it to the rendering model. Rendering a model using picture detection will mark a virtual object to the marker and hence the augmented video will be played. 4.1.2 Use Case Diagram Figure 3: Use Case Diagram Figure 3, describes the use case diagram of the application where the user interacts with the application using an Android device that supports AR camera. Initially we select the model in which we are interested, then scan the surroundings using a device camera and place the model. 4.4.3 Activity Flow Figure 4: Activity Flow Diagram The user opens the app, chooses the module option from the start menu, points the camera to the image target then a virtual 3D model is overlaid on the image target in the real world. 5. Implementation and Results 5.1 Computer Hardware Module A. Motherboard Figure 5: 3D model of a motherboard
  • 5. 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 205 B. Mouse Figure 6: 3D model of a mouse C. Keyboard Figure 7: 3D model of a keyboard D. CPU Figure 8: 3D model of a CPU 5.2 Computer Networks Module Modem Figure 9: 3D model of a modem 5.3 AI Problem Solving Module The module includes visualization of various searching/pathfinding algorithms. Each of the algorithms is explained with a high level of visualization including interactiveness using AR which will help intelligence development. The algorithms will help build the user’s core foundation and logic of different searching algorithms. The AI problem-solving module also deals with various AI Problem Solving methods which are explained with a high level of interactiveness using AR which will help intelligence development. The included AI problem- solving methods are Dijkstra’s algorithm, water jug problem, missionaries and cannibals’ problem, 8- puzzle problem, Tower of Hanoi problem, and traveling salesman. Dijkstra's Algorithm The Dijkstra algorithm is also referred to as a single- source shortest path algorithm. The single-source means that only one source (start node) is given, and we have to find the path with lowest distance from the start node to all the nodes. (javatpoint, 2017) [11] Fig 10: Unity interface with 3D game objects
  • 6. 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 206 Fig 11: Highlights the shortest distance and displays the shortest path. 5.4 Games Module The game module focuses on testing the knowledge learned by the user in the other modules using various engaging and interactive games. Games include identifying hardware parts, reassembling of parts, water jug problem, missionaries and cannibals’ problem, Tower of Hanoi problem, and applications of networking devices. Missionaries And Cannibals Problem Missionaries and Cannibals problem can be defined as a situation in which 3 missionaries and 3 cannibals want to cross from the left bank of a river to the right bank of the river. There’s a boat on the bank, which at most carries only two people at a time and can never cross with zero people on the boat. If cannibals ever outnumber missionaries on either bank, then the cannibals will eat the missionaries. This problem can be solved using Breadth- first search. Figure 12: Unity interface with 3D game objects Figure 13: User interface of missionaries’ vs cannibals’ game, briefing the game rules. Figure 14: Initial placement of the game object Figure 15: Game object boat moving from left land to right land on clicking the GO button.
  • 7. 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 207 Figure 16: Placement of two objects on the right land, in order to achieve the goal state, the player needs to place all the missionaries and cannibals successfully on the right land. 6. Conclusion The AR-enabled E-Learning applications help create a comfortable environment for learners of any age group. Often learners face difficulties when it comes to perceiving theoretical information without any visuals or relatable examples, which results in incomprehensible outcomes. Augmented reality applications offer visual bliss by enabling learners to wander around 3D objects like CPU on their screens of smartphones/tablets and interact with it. 7. Future Scope Research has shown that AR in near future will provide personalized, accessible and well-designed experiences. AR technology in education enhances and brings in benefits for learners, educators, institutions and content publishers. Following the Modern trends in educational technology and development, the application will add value in the near future. 8. Acknowledgement We are greatly indebted to our Principal, Dr. V. Mariappan, Prof. Snehal Bhogan, Head of Computer Engineering Department, our Guide Prof. Kedar Sawant, Agnel Institute of Technology and Design, Assagao Goa, who gave us the opportunity to do the project on the topic “BUILDING EDTECH SOLUTIONS WITH AR” and also for their valuable guidance throughout the dissertation, without which the study undertaken would not have been accomplished. Our sincere thanks to our Co-guide, Prof. Sagar Naik Faculty and Staff, Department of Computer Engineering, Agnel Institute of Technology and Design, Assagao Goa and our colleagues for their constant support and encouragement rendered throughout. REFERENCES 1) Silva, R. (2019). Introduction to Augmented Reality. National Laboratory for Scientific Computation, Av. Getulio Vargas, 333 - Quitandinha - Petropolis-RJ Brazil. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1. 1.63.4105&rep=rep1&type=pdf 2) ADDIE Model. (2010, August 1). Wikipedia. Retrieved June 30, 2022, from https://en.wikipedia.org/wiki/ADDIE_Model 3) Softtek. (2021, September 1). What are the different types of Augmented Reality? Softtek. Retrieved June 30, 2022, from https://softtek.eu/en/tech-magazine-en/user- experience-en/what-are-the-different-types-of- augmented-reality/ 4) assemblr edu. (2019, January). Assemblr EDU - Augmented Reality (AR) for Classrooms. Retrieved June 30, 2022, from https://edu.assemblrworld.com/ 5) Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The MagicBook: A Transitional AR Interface. Washington Publishing Company. http://www.hitl.washington.edu/people/tfurness/course s/inde543/READINGS-03/BILLINGHURST/MagicBook.pdf 6) Antonioli, M., Blake, C., & Sparks, K. (2014). Augmented Reality Applications in Education. The Journal of Technology Studies. https://www.semanticscholar.org/paper/JOTS-v40n2- Augmented-Reality-Applications-in-Antonioli- Blake/861d51b1f24a343a9acaf651b67139ca3dc57441 7) Raghaw, M., & Paulose, J. (2018). Augmented reality for history education. International journal of engineering and technology. https://www.academia.edu/36333632/Augmented_Realit y_for_History_Education 8) Kassim, M., & Zubir, M. (2019). Design of Augmented Reality for Engineering Equipment in Education. International Journal of Advanced Trends in Computer Science and Engineering. https://www.warse.org/IJATCSE/static/pdf/file/ijatcse15 862019.pdf 9) Kesim, M., & Ozarslan, Y. (2012). Augmented reality in education: current technologies and the potential for education. Procedia - Social and Behavioral Sciences 47 ( 2012 ) 297 – 302. https://pdf.sciencedirectassets.com/277811/1-s2.0- S1877042812X00181/1-s2.0-
  • 8. 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 208 S1877042812023907/main.pdf?X-Amz-Security- Token=IQoJb3JpZ2luX2VjEAUaCXVzLWVhc3QtMSJHMEUC IQDSKfScdO7XVyLaTij5XpBDi97cUzEqa2EojMlvWKXe4gI gKk8W%2BjlEzaPCtHEQYCESAmIHflJ8LassygzF%2FbQq m 10) Lintern, G. (2017, June 25). Augmented reality. Wikipedia. Retrieved June 30, 2022, from https://en.wikipedia.org/wiki/Augmented_reality 11) javatpoint. (2017, January 1). Dijkstra's Algorithm - javatpoint. Javatpoint. Retrieved June 30, 2022, from https://www.javatpoint.com/dijkstras-algorithm BIOGRAPHIES Final year Computer Engineering (BE) student at Agnel Institute of Technology and Design, Goa Lizanne Fernandes Final year Computer Engineering (BE) student at Agnel Institute of Technology and Design, Goa Savita Jamdarkhani Final year Computer Engineering (BE) student at Agnel Institute of Technology and Design, Goa Merlyn Joseph Final year Computer Engineering (BE) student at Agnel Institute of Technology and Design, Goa Saniya Mulla Final year Computer Engineering (BE) student at Agnel Institute of Technology and Design, Goa Ruchita Suranagi Assistant Professor at Agnel Institute of Technology and Design, Goa Kedar Sawant Assistant Professor at Agnel Institute of Technology and Design, Goa Sagar Naik