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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2985
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
2Assistant Professor, Dept. Of Computer Science Engineering, Sahrdaya College Of Engineering and Technology
,Kerala, India
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - Engagement in a class gives students a shared
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.
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
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.
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.
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
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2986
main bones using a tablet, a photo, and their hands. The
primary concept behind this augmented reality is that
when users aim their mobile device at a relevant page in
their class textbook, a 3D model of a skeleton appears on
top of the book. The five bones of the enhanced item,
which is a skeleton, can be interacted with by the users.
These bones include the skull, clavicle, ribs, femur, and
pelvis. They used Auto desk 3ds Max to generate the 3D
model of our skeleton and the words that represent the
bone names, then converted their model into a mobile
application environment using the Unity game engine and
the 2 Vuforia Framework. They created software that
recognized the relevant page from the student’s textbook
as a marker, allowing them to show their 3D model on top
of it after photographing it. The 3D writing visibility was
adjusted using the invisible buttons on top of the bones. In
summary, the application is used to create an augmented
object of a skeleton on a book. The system will display the
name of the bone the user touched by touching the virtual
touch associated with distinct bones. Virtual buttons are
used to interact with the application. Though touch input
is preferable in this circumstance, using voice to trigger
the bone names will aid the user’s pronunciation skills.
Non-English speakers would benefit from additional
sounds out to pronounce the name of the bone instead of
or in addition to text. It will also be useful to be able to
zoom in or scale the enhanced object.
X. Liu, Y. Liu, and Y. Wang [3] propose an augmented
reality-based real-time visualization method for 3-D
magnetic fields that can visualize magnetic flux lines in
real-time. It allows students to move the magnets about in
3D space while simultaneously watching the magnetic flux
lines. With the suggested method, which visualizes the
invisible variables in a 3-D magnetic field, students will
have a real-life reference for learning electromagnetic.
They first calculate the number of magnetic flux lines and
their approximate sparse distribution in the high field
region, then calculate the magnetic flux intensity using the
derived analytical expression of the 3-D magnetic field,
and finally use the particle tracking method to simulate
the calculated spatial trajectory of the magnetic flux line.
To build the magnetic flux line visualization method, they
employed Unity 3D, a 3-D engine that can create
augmented reality applications with the support of the
Vuforia AR SDK. Vuforia AR SDK captures real-time video
with a web camera, from which it can swiftly locate
photographs and objects in the real environment, as well
as duplicate electromagnetic field ambient content. When
the magnetic flux lines are visualized in real-time with the
movement of the magnets, learners may easily investigate
the electromagnetic phenomenon. By flexibly moving the
two magnets around, the geometry of magnetic flux lines
can be modified in real-time. In short, the application
draws two magnets and their associated magnetic flux
density on a piece of paper based on where the camera is
pointed. The mechanism allows the user to move the
magnets, which vary the flux density. The employment of a
web camera in a laptop is a key disadvantage of this
method. Switching to portable devices like mobile phones
or AR headsets will be a suitable alternative because
laptops and desktop PCs are not easily portable. Only
touch interaction is used in this manner. More types of
interactions, such as voice input and gaze technologies,
will improve the user’s experience. It will be more
engaging to users if the augmented magnet and magnetic
flux can be accompanied by sound effects.
“Hand Gesture Control of Virtual Object in Augmented
Reality” [4], The study proposes employing hand gestures
to manipulate virtual objects integrated into the real
world. The hand gesture control system is made up of two
basic components: a back-end system and a front-end
application. In the back end system, image processing
algorithms are used to recognize motions and overlay the
virtual item on top of the video feed. The front end
application uses interpreted hand gestures to control the
virtual item. The design of an augmented reality system
that allows for hand gesture control of virtual objects is
detailed. It does, however, require numerous systems and
devices, making it non-portable, and the technology is
substantially more expensive and complicated, making it
unavailable to a certain percentage of students. As a result,
widespread deployment is impossible.
”A Card-Based Interaction to Design Visualizations in
Augmented Reality Environments” [5], discusses an app
that is being created to help people learn about
information visualization. Charts can be used by such
people to create visualization, alter them, and learn from
them. As a result, find data and learn about each aspect of
the visualization process. The objective of cards is to
visually and intuitively convey the action. It is expected
that learning will occur during the creative process, which
will need to treat each user as an individual and make the
design process transparent. Visualizations will be easier
with the use of cards for interaction and visualization. On
the other side, while creating data visualization, a large
number of cards makes life more difficult .The vast
majority of cards, on the other hand, are worthless. Only
the visual mode is accessible, drastically limiting users’
access to information. It’s an interactive and virtual
experience. Because the user’s or student’s information is
at stake, this can be dangerous. It’s possible that your
attention will be drawn away from you.
4. PROPOSED SYSTEM
The proposed system has improved functionality than the
existing system. In the Existing System, the possible type
of interaction used is virtual buttons and slider adjustment
through the mobile touch screen. Associated actions and
animations will be triggered. In addition to the slider and
virtual button interactions, our model includes gaze
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2987
interaction, voice interaction and the ability to move
around the 3D objects via mobile touch screen. Unlike the
existing system, our model has more than one page of
augmented reality. The reason we did that, is to show the
interactions efficiently.
Fig -1: Block Diagram
5. IMPLEMENTATION
The AR system is designed to project 3D virtual objects
over 3 pages. As we scan each page using the Android
mobile camera, associated interactive 3D objects will be
virtually placed over the page. C sharp scripts to program
the 3D objects. The Vuforia SDK will provide the AR
camera, with the option to include target images and
virtual buttons. We are using a 3-page textbook as our 3
image target or markers.
The first page is a map. The main interaction used here is
gaze. Gaze interaction works such that, when we focus the
camera of the mobile on the collider object, the associated
function or action of the collider object will be performed.
On this page , as the mobile hover over the states of the
country, a text containing the name, population,
population density and the total area of the state will be
popped - up. Only the state on which the camera focuses
will perform with action. Once 3 the camera loses focus on
the 3D object, the pop-up text will disappear. We used the
concept of Ray Cast to intersect the 3D objects collider. A
script for the pop-up text to follow the camera is also
written, so whenever a pop-up happens, it will face the
camera.
The next target image is a circuit with an adjustable
resistor, light source, and battery. We have the option to
adjust the resistance of the resister through a slider. We
can also place a 3D diode on the circuit in a forward or
reverse biased position, where the diode is not part of the
image target. When we adjust the slider the resistance
changes and so does the current in the circuit. when the
diode is placed in reverse bias, the circuit will pass
current, hence the bulb will not glow. We can drag and
drop the diode to the circuit. Here, we also make use of a
voice command called ”reset” to reset the whole circuit. So
a speech to text module is used for this image target.
Fig -2: Architecture Diagram
The third target image is an image with the names of some
periodic table elements like hydrogen, oxygen, and carbon
and compounds like H20, CO2. when we place our mobile
over this image target, respective atoms will appear above
this element name. when we touch these atoms, a short
summary of the atoms will be provided as output audio.
We make use of the concept of a virtual button, to animate
the formation of hydrogen dioxide, carbon dioxide and
carbon monoxide. for instance, when we place our finger
on H20, a hydrogen diode compound will form with
animation. The main idea is to show what the chemical
bond looks like.
6. CONCLUSIONS
We had developed an application that makes augmented
textbooks. Extending the real world to the virtual world
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2988
opens a wide opportunity in the education sector. During
the Corona Fig. 2. Every trigger image is linked to their
own respective 3D models which will have multiple
interactions, this is done using unity. then using Vuforia
SDK it is made into an application for hand held devices
and the device’s own tolls like micro phone. touch,
speaker, camera etc are used for various interaction upon
identifying the trigger image through camera and
generating its respective 3D model pandemic situation,
online education got wide acceptance. There are a lot of
subjects like science history etc which have students from
worldwide. so we are planning to choose some standard
textbooks and provide virtual textbooks and make them
available worldwide. we are also focusing to develop
options for community learning. Community learning
includes interaction between students through the
application, combined learning etc. We are also planning
to provide an opportunity for lab experiments.
REFERENCES
[1] D. Roopa, R. Prabha and G.A. Senthil, ”Revolutionizing
education system with interactive augmented reality
for quality education”, Materials Today: Proceedings,
https://doi.org/10.1016/j.matpr.2021.02.294.
[2] M. E. Kouzi, A. Mao and D. Zambrano, ”An Educational
Aug mented Reality Application for Elementary
School Students Focusing on the Human Skeletal
System,” 2019 IEEE Conference on Virtual Reality and
3D User Interfaces (VR), 2019, pp. 1594-1599, doi:
10.1109/VR.2019.8798058.
[3] X. Liu, Y. Liu and Y. Wang, ”Real Time 3D Magnetic
Field Visualization Based on Augmented Reality,”
2019 IEEE Conference on Virtual Reality and 3D User
Interfaces (VR), 2019, pp. 1052-1053, doi:
10.1109/VR.2019.8797782.
[4] Siji Rani S, Dhrisya K J,Ahalyadas M,”Hand Gesture
Control of Virtual Object in Augmented Reality”—978-
1-5090-6367-3/17/$31.00 ©2017 IEEE
[5] uri Victor Costa, Vinicius Favacho Queiroz, Brunelli
Pinto Mi randa,Alexandre Abreu de Freitas, Carlos
Gustavo Resque dos Santos, Bianchi Serique
Meiguins,”A Card-Based Interaction to Design
Visualizations in Augmented Reality Environments”—
978-1- 7281-2850-4/19/$31.00 ©2020 IEEE — DOI
10.1109/IV-2.2019.00019

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Interactive Education Using Augmented Reality

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2985 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 2Assistant Professor, Dept. Of Computer Science Engineering, Sahrdaya College Of Engineering and Technology ,Kerala, India ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - Engagement in a class gives students a shared 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. 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 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. 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. 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
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2986 main bones using a tablet, a photo, and their hands. The primary concept behind this augmented reality is that when users aim their mobile device at a relevant page in their class textbook, a 3D model of a skeleton appears on top of the book. The five bones of the enhanced item, which is a skeleton, can be interacted with by the users. These bones include the skull, clavicle, ribs, femur, and pelvis. They used Auto desk 3ds Max to generate the 3D model of our skeleton and the words that represent the bone names, then converted their model into a mobile application environment using the Unity game engine and the 2 Vuforia Framework. They created software that recognized the relevant page from the student’s textbook as a marker, allowing them to show their 3D model on top of it after photographing it. The 3D writing visibility was adjusted using the invisible buttons on top of the bones. In summary, the application is used to create an augmented object of a skeleton on a book. The system will display the name of the bone the user touched by touching the virtual touch associated with distinct bones. Virtual buttons are used to interact with the application. Though touch input is preferable in this circumstance, using voice to trigger the bone names will aid the user’s pronunciation skills. Non-English speakers would benefit from additional sounds out to pronounce the name of the bone instead of or in addition to text. It will also be useful to be able to zoom in or scale the enhanced object. X. Liu, Y. Liu, and Y. Wang [3] propose an augmented reality-based real-time visualization method for 3-D magnetic fields that can visualize magnetic flux lines in real-time. It allows students to move the magnets about in 3D space while simultaneously watching the magnetic flux lines. With the suggested method, which visualizes the invisible variables in a 3-D magnetic field, students will have a real-life reference for learning electromagnetic. They first calculate the number of magnetic flux lines and their approximate sparse distribution in the high field region, then calculate the magnetic flux intensity using the derived analytical expression of the 3-D magnetic field, and finally use the particle tracking method to simulate the calculated spatial trajectory of the magnetic flux line. To build the magnetic flux line visualization method, they employed Unity 3D, a 3-D engine that can create augmented reality applications with the support of the Vuforia AR SDK. Vuforia AR SDK captures real-time video with a web camera, from which it can swiftly locate photographs and objects in the real environment, as well as duplicate electromagnetic field ambient content. When the magnetic flux lines are visualized in real-time with the movement of the magnets, learners may easily investigate the electromagnetic phenomenon. By flexibly moving the two magnets around, the geometry of magnetic flux lines can be modified in real-time. In short, the application draws two magnets and their associated magnetic flux density on a piece of paper based on where the camera is pointed. The mechanism allows the user to move the magnets, which vary the flux density. The employment of a web camera in a laptop is a key disadvantage of this method. Switching to portable devices like mobile phones or AR headsets will be a suitable alternative because laptops and desktop PCs are not easily portable. Only touch interaction is used in this manner. More types of interactions, such as voice input and gaze technologies, will improve the user’s experience. It will be more engaging to users if the augmented magnet and magnetic flux can be accompanied by sound effects. “Hand Gesture Control of Virtual Object in Augmented Reality” [4], The study proposes employing hand gestures to manipulate virtual objects integrated into the real world. The hand gesture control system is made up of two basic components: a back-end system and a front-end application. In the back end system, image processing algorithms are used to recognize motions and overlay the virtual item on top of the video feed. The front end application uses interpreted hand gestures to control the virtual item. The design of an augmented reality system that allows for hand gesture control of virtual objects is detailed. It does, however, require numerous systems and devices, making it non-portable, and the technology is substantially more expensive and complicated, making it unavailable to a certain percentage of students. As a result, widespread deployment is impossible. ”A Card-Based Interaction to Design Visualizations in Augmented Reality Environments” [5], discusses an app that is being created to help people learn about information visualization. Charts can be used by such people to create visualization, alter them, and learn from them. As a result, find data and learn about each aspect of the visualization process. The objective of cards is to visually and intuitively convey the action. It is expected that learning will occur during the creative process, which will need to treat each user as an individual and make the design process transparent. Visualizations will be easier with the use of cards for interaction and visualization. On the other side, while creating data visualization, a large number of cards makes life more difficult .The vast majority of cards, on the other hand, are worthless. Only the visual mode is accessible, drastically limiting users’ access to information. It’s an interactive and virtual experience. Because the user’s or student’s information is at stake, this can be dangerous. It’s possible that your attention will be drawn away from you. 4. PROPOSED SYSTEM The proposed system has improved functionality than the existing system. In the Existing System, the possible type of interaction used is virtual buttons and slider adjustment through the mobile touch screen. Associated actions and animations will be triggered. In addition to the slider and virtual button interactions, our model includes gaze
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2987 interaction, voice interaction and the ability to move around the 3D objects via mobile touch screen. Unlike the existing system, our model has more than one page of augmented reality. The reason we did that, is to show the interactions efficiently. Fig -1: Block Diagram 5. IMPLEMENTATION The AR system is designed to project 3D virtual objects over 3 pages. As we scan each page using the Android mobile camera, associated interactive 3D objects will be virtually placed over the page. C sharp scripts to program the 3D objects. The Vuforia SDK will provide the AR camera, with the option to include target images and virtual buttons. We are using a 3-page textbook as our 3 image target or markers. The first page is a map. The main interaction used here is gaze. Gaze interaction works such that, when we focus the camera of the mobile on the collider object, the associated function or action of the collider object will be performed. On this page , as the mobile hover over the states of the country, a text containing the name, population, population density and the total area of the state will be popped - up. Only the state on which the camera focuses will perform with action. Once 3 the camera loses focus on the 3D object, the pop-up text will disappear. We used the concept of Ray Cast to intersect the 3D objects collider. A script for the pop-up text to follow the camera is also written, so whenever a pop-up happens, it will face the camera. The next target image is a circuit with an adjustable resistor, light source, and battery. We have the option to adjust the resistance of the resister through a slider. We can also place a 3D diode on the circuit in a forward or reverse biased position, where the diode is not part of the image target. When we adjust the slider the resistance changes and so does the current in the circuit. when the diode is placed in reverse bias, the circuit will pass current, hence the bulb will not glow. We can drag and drop the diode to the circuit. Here, we also make use of a voice command called ”reset” to reset the whole circuit. So a speech to text module is used for this image target. Fig -2: Architecture Diagram The third target image is an image with the names of some periodic table elements like hydrogen, oxygen, and carbon and compounds like H20, CO2. when we place our mobile over this image target, respective atoms will appear above this element name. when we touch these atoms, a short summary of the atoms will be provided as output audio. We make use of the concept of a virtual button, to animate the formation of hydrogen dioxide, carbon dioxide and carbon monoxide. for instance, when we place our finger on H20, a hydrogen diode compound will form with animation. The main idea is to show what the chemical bond looks like. 6. CONCLUSIONS We had developed an application that makes augmented textbooks. Extending the real world to the virtual world
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 2988 opens a wide opportunity in the education sector. During the Corona Fig. 2. Every trigger image is linked to their own respective 3D models which will have multiple interactions, this is done using unity. then using Vuforia SDK it is made into an application for hand held devices and the device’s own tolls like micro phone. touch, speaker, camera etc are used for various interaction upon identifying the trigger image through camera and generating its respective 3D model pandemic situation, online education got wide acceptance. There are a lot of subjects like science history etc which have students from worldwide. so we are planning to choose some standard textbooks and provide virtual textbooks and make them available worldwide. we are also focusing to develop options for community learning. Community learning includes interaction between students through the application, combined learning etc. We are also planning to provide an opportunity for lab experiments. REFERENCES [1] D. Roopa, R. Prabha and G.A. Senthil, ”Revolutionizing education system with interactive augmented reality for quality education”, Materials Today: Proceedings, https://doi.org/10.1016/j.matpr.2021.02.294. [2] M. E. Kouzi, A. Mao and D. Zambrano, ”An Educational Aug mented Reality Application for Elementary School Students Focusing on the Human Skeletal System,” 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019, pp. 1594-1599, doi: 10.1109/VR.2019.8798058. [3] X. Liu, Y. Liu and Y. Wang, ”Real Time 3D Magnetic Field Visualization Based on Augmented Reality,” 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019, pp. 1052-1053, doi: 10.1109/VR.2019.8797782. [4] Siji Rani S, Dhrisya K J,Ahalyadas M,”Hand Gesture Control of Virtual Object in Augmented Reality”—978- 1-5090-6367-3/17/$31.00 ©2017 IEEE [5] uri Victor Costa, Vinicius Favacho Queiroz, Brunelli Pinto Mi randa,Alexandre Abreu de Freitas, Carlos Gustavo Resque dos Santos, Bianchi Serique Meiguins,”A Card-Based Interaction to Design Visualizations in Augmented Reality Environments”— 978-1- 7281-2850-4/19/$31.00 ©2020 IEEE — DOI 10.1109/IV-2.2019.00019