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International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
DOI : 10.5121/ijist.2016.6209 81
New Era of Teaching Learning : 3D Marker Based
Augmented Reality
Abhijitsinh Jadeja (HOD-PGDCA , BPCCS , KSV University, Gandhinagar)
Richa Mehta ( Lecturer BPCCS , KSV University, Gandhinagar )
Deepak Sharma( Student BPCCS , KSV University, Gandhinagar )
ABSTRACT
The main objective of this paper is to provide clarity of concepts to the students in a real like environment
through 3d visual aids that may be used to clarify or enhance understanding of a concept or process. As a
student said, “Tell me and I forget. Show me and I remember, Involve me and I understand” This paper
focuses on involving the children in understanding of the concepts in 3D environment. The traditional
method includes concept deliverance not based on visual aids. Now the modern teaching methodology
includes visual aids such as projector, transparent slides, and models in 2d environment. If visual aids are
converted from 2D to 3D environment, the student will have a live environment to understand the concepts.
Visual aids tools are available to teachers to add reality, clarity, and variety to the drill which is necessary
for students at the earlier stages of language learning. Augment Reality Development Lab is such a nice
direction to go in incorporating technology in the classroom, because it makes *learning+ more
interactive,” Sloan said. “The kids love it because they are active.
KEYWORDS
Teaching – Learning, 3D Environment , Augmented Reality , 3D Visualization
1. INTRODUCTION
The classroom lessons are engaging experiences with augmented reality (AR), a technology that
overlays digital information on top of real-world surroundings as viewed through a smart phone
or other handheld, GPS-enabled device.” It’s not just about throwing technology in these
classrooms, it’s about empowering the teachers to understand the technology,” Jochim said.
“Grasping the capability behind it gives teachers tools that are easy to use.”“This … is clearly
going torevolutionize education,”
Augmented reality (AR) is the registration of projected computer-generated images over a user’s
view of the physical world. With this extra information presented to the user, the physical world
can be enhanced or augmented beyond the user’s normal experience. The addition of information
that is spatially located relative to the user can help to improve their understanding of it. In 1965,
Sutherland described his vision for the Ultimate Display [SUTH65], with the goal of developing
systems that can generate artificial stimulus and give a human the impression that the experience
is actually real. Sutherland designed and built the first optical head mounted display (HMD) that
was used to project computer-generated imagery over the physical world. This was the first
example of an augmented reality display[SUTH68]. Virtual reality (VR) was developed later
using opaque display technology to immerse the user into a fully synthetic environment. One of
the first integrated environments was by Fisher et al., combining tracking of the head for VR with
the use of tracked gloves as an input device.Augmented reality and virtual reality share common
features
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
82
1.1. Hardware / Software requirements Specification
The main hardware components for augmented reality are:
Processor or CPU : The computer analyzes the sensed visual and other data to synthesize
and position augmentations
Display/Output : To display the output, the programmer can use any of these following
type screens, devices like:
Projection displays
CAVE-type IDesk /Iscreen Head mounts Fishbowl VR
• To do stereo, you must get a different image to each eye trivial for head mounts

shutter glasses, left & right images temporally interleaved

polarized glasses or red/blue glass

need several loudspeakers, carefully phased

might need model of listener’s head shape
Sensors : Sense users attention and emotions:
 gesture  posture  voice  eye gaze
 breathing  pulse & blood  electrical activity of  skin
pressure muscles conductance
Input devices
Techniques include the pinch glove, a wand with a button and a smart phone that signals its
position and orientation from camera images.
 joystick, trackball pressure-sensitive  Wand
stylus
 a simple way of Data glove  tracker with buttons
grasping virtual objects attache
Artificial information about the environment and its objects can be overlaid on the real
world. Augmented reality provides the students with:
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
83
Dynamic content
Engagetechnology-driven
learnersLeverage
handheld technology
Digitally archive of Instruction
Unlike Virtual Reality (VR) that aims at replacing the perception of the world with an artificial
one, Augmented Reality (AR) has the goal of enhancing a person's perception of the surrounding
world. Being partly virtual and real, the new interface technology of AR which is able to display
relevant information at the appropriate time and location, offers many potential applications;
these include aiding in education, training, repair or maintenance, manufacturing, medicine,
battlefield, games and entertainment.
2.Review Of Literature
An ICT-supported setting may offer interesting possibilities for the learning of mathematics
because it can, and often does, provide students with several representations with which they can
work (Parnafes & diSessa, 2004). Further variation of representations may be offered by allowing
for students to make use of real objects in the virtual setting, thereby providing opportunity for
students to interact physically with the virtual objects and also providing tangible
Feedback(Scarlatos, 2006).The present paper is part of an ongoing project regarding design of
ICT-supported learning activities, which are developed in collaboration between researchers in
mathematics education, researchers/developers in media technology and high school teachers. A
central aspect in this work is to investigate the use of augmented reality(AR), a technology that
allows for mixing real-world images with computer generated images (Milgram & Kishino,
1994).
Although Sutherland already in the 1960’s (1965) developed the first AR interface, it is only
recently that researchers have explored its potential uses for formal education (Zhou et al., 2008).
Instead of the user wearing or carrying the display such as with head-mounted displays or
handheld devices, Spatial Augmented Reality (SAR) makes use of digital projectors to display
graphical information onto physical objects. The key difference in SAR is that the display is
separated from the users of the system. Because the displays are not associated with each user,
SAR scales naturally up to groups of users, thus allowing for collocated collaboration between
users. SAR has several advantages over traditional head-mounted displays and handheld devices.
The user is not required to carry equipment or wear the display over their eyes. This makes spatial
AR a good candidate for collaborative work, as the users can see each other’s faces.
Augmentations cannot simply hang in the air as they do with handheld and HMD-based AR. The
tangible nature of SAR,though, makes this an ideal technology to support design, as SAR
supports both a graphical visualization and passive sensation for the end users. People are able to
touch physical objects, and it is this process that provides the passive hectic sensation
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
84
Applications
3. The computing view
Augmented Reaility Marker based experiment development is possible now , it has mainly two
vision (view).
3.1. Source view
From the user's perspective, an interaction technique is a way to develop some 3D object in
various software like 3D MAX and other softwre and make it image view and send some of the
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
85
images to uforia for creating image QR code for ready for Augmented Reiality. Uforia send some
of the image with ready of augmented reality.
3.2. User's view
From the user interface User’s view by smart phone camera it is compulsory to develop QR code
detect apk file by which when smart phone camera we mount we can clearly see that 3D image by
our smart phone. By learner’s perspective if we set this Augmented reality and convert some
theory topic to practical base and explain some laboratory base concept in theory class only by
subject teacher.
3.3 Development Framework
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
86
3.4 Implementation of “3D Marker Based Augmented Reality”
Some original implemented Example of “3D Marker Based Augmented Reality”
4. Testing & Results
Null Hypothesis : H0 : No significance difference between evaluations scores before and
fter utilizing Marker baased Augmented Reality (AR).
Alt. Hypothesis : H1 : Significance difference between evaluations scores before and after
utilizing Marker based Augmented Reality (AR).
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
87
17 90 8100 87 7569 3 9
18 76 5776 86 7396 -10 100
19 52 2704 78 6084 -26 676
20 44 1936 73 5329 -29 841
21 57 3249 86 7396 -29 841
22 63 3969 63 3969 0 0
23 56 3136 60 3600 -4 16
24 58 3364 86 7396 -28 784
25 84 7056 90 8100 -6 36
1627 110417 1934 152472 -307 6281
Averag
e 65.08 77.36
St. Dev. 13.464 10.692
Comp.
T -3.50
calculated at
%5
Crit. T 2.06 T from table value from d.f. of 24 for 5% significance
N before(x1) (x1^2)
after
(x2) (x2^2) diff diff ^2
1 76 5776 86 7396 -10 100
2 73 5329 76 5776 -3 9
3 64 4096 84 7056 -20 400
4 56 3136 67 4489 -11 121
5 56 3136 60 3600 -4 16
6 71 5041 87 7569 -16 256
7 81 6561 89 7921 -8 64
8 54 2916 66 4356 -12 144
9 89 7921 90 8100 -1 1
10 60 3600 78 6084 -18 324
11 52 2704 69 4761 -17 289
12 44 1936 65 4225 -21 441
13 57 3249 77 5929 -20 400
14 74 5476 93 8649 -19 361
15 55 3025 59 3481 -4 16
16 85 7225 79 6241 6 36
International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016
88
Critical T = 2.06 at 5% level of significance with d.o.f. (degrees of freedom) : 24 Computed
T = -3.50
Computed T falls in rejection region therefore H0 is rejected and hence H1 is accepted.
Impact : This justifies the higher performance of learners after utilizing Marker bsed
Augmented Reaility (AR).
5. CONCLUSION
Augmented Reality is such a technology through which Augmented objects can be overlayed into
the real world. This is a hot and trendy technology. In the educational field it can be used for
demonstration of various practicals. Even theoretical concepts can be made very fascinating to
learn. As per the survey conducted education done under Augmented reality showed very
positive result as compared with the traditional educational system. In future Augmented reality
will replace the traditional learning system. Augmented reality will be used E-Commerece,
Digital Marketing, Educational Resources, Industrial, Military and Medical fields. The future of
Augmented Reality is very admirable.
6. REFERENCE
[1] M. Bajura and U. Neumann "Dynamic registration correction in augmented-reality systems",Virtual
Reality Annual International Symposium (VRAIS) '95, pp.189 -196 1995
[2] H. Koike and M. Kobayashi "Retrieving and manipulating digital information on EnhancedDesk",
Proc. of APCHI '98, 1998
[3] W. Press , S. Teukoisky , W. Vetterling and B. Flannery Numerical recipes in C, 1992 :Cambridge
University Press
[4] J. Rekimoto and K. Nagao "The world through the computer: Computer augmented interaction with
real world environments", Proceedings of UIST'95, pp.29 -36 1995
[5] A. State , G. Hirota , D. T. Chen , W. F. Garrett and M. A. Livingston "Superior augmented reality
registration by integrating landmark tracking and magnetic tracking", SIGGRAPH'96 Proceedings,
1996
[6] A. Takahashi , I. Ishii , H. Makino and M. Nakashizuka "A high accuracy realtime 3D measuring
method of marker fo VR interface by monocular vision", 3D Image Conference '96, pp.167 - 172
1996
[7] M. Uenohara and T. Kanade "Real-time vision based object registration for image overlay",Journal of
the Computers in Biology and Medicine, pp.249 -260 1995
[8] P. Wellner "Interacting with paper on the DigitalDesk", Communication of the ACM, vol. 36, no. 7,
pp.87 -96 1993

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New Era of Teaching Learning : 3D Marker Based Augmented Reality

  • 1. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 DOI : 10.5121/ijist.2016.6209 81 New Era of Teaching Learning : 3D Marker Based Augmented Reality Abhijitsinh Jadeja (HOD-PGDCA , BPCCS , KSV University, Gandhinagar) Richa Mehta ( Lecturer BPCCS , KSV University, Gandhinagar ) Deepak Sharma( Student BPCCS , KSV University, Gandhinagar ) ABSTRACT The main objective of this paper is to provide clarity of concepts to the students in a real like environment through 3d visual aids that may be used to clarify or enhance understanding of a concept or process. As a student said, “Tell me and I forget. Show me and I remember, Involve me and I understand” This paper focuses on involving the children in understanding of the concepts in 3D environment. The traditional method includes concept deliverance not based on visual aids. Now the modern teaching methodology includes visual aids such as projector, transparent slides, and models in 2d environment. If visual aids are converted from 2D to 3D environment, the student will have a live environment to understand the concepts. Visual aids tools are available to teachers to add reality, clarity, and variety to the drill which is necessary for students at the earlier stages of language learning. Augment Reality Development Lab is such a nice direction to go in incorporating technology in the classroom, because it makes *learning+ more interactive,” Sloan said. “The kids love it because they are active. KEYWORDS Teaching – Learning, 3D Environment , Augmented Reality , 3D Visualization 1. INTRODUCTION The classroom lessons are engaging experiences with augmented reality (AR), a technology that overlays digital information on top of real-world surroundings as viewed through a smart phone or other handheld, GPS-enabled device.” It’s not just about throwing technology in these classrooms, it’s about empowering the teachers to understand the technology,” Jochim said. “Grasping the capability behind it gives teachers tools that are easy to use.”“This … is clearly going torevolutionize education,” Augmented reality (AR) is the registration of projected computer-generated images over a user’s view of the physical world. With this extra information presented to the user, the physical world can be enhanced or augmented beyond the user’s normal experience. The addition of information that is spatially located relative to the user can help to improve their understanding of it. In 1965, Sutherland described his vision for the Ultimate Display [SUTH65], with the goal of developing systems that can generate artificial stimulus and give a human the impression that the experience is actually real. Sutherland designed and built the first optical head mounted display (HMD) that was used to project computer-generated imagery over the physical world. This was the first example of an augmented reality display[SUTH68]. Virtual reality (VR) was developed later using opaque display technology to immerse the user into a fully synthetic environment. One of the first integrated environments was by Fisher et al., combining tracking of the head for VR with the use of tracked gloves as an input device.Augmented reality and virtual reality share common features
  • 2. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 82 1.1. Hardware / Software requirements Specification The main hardware components for augmented reality are: Processor or CPU : The computer analyzes the sensed visual and other data to synthesize and position augmentations Display/Output : To display the output, the programmer can use any of these following type screens, devices like: Projection displays CAVE-type IDesk /Iscreen Head mounts Fishbowl VR • To do stereo, you must get a different image to each eye trivial for head mounts  shutter glasses, left & right images temporally interleaved  polarized glasses or red/blue glass  need several loudspeakers, carefully phased  might need model of listener’s head shape Sensors : Sense users attention and emotions:  gesture  posture  voice  eye gaze  breathing  pulse & blood  electrical activity of  skin pressure muscles conductance Input devices Techniques include the pinch glove, a wand with a button and a smart phone that signals its position and orientation from camera images.  joystick, trackball pressure-sensitive  Wand stylus  a simple way of Data glove  tracker with buttons grasping virtual objects attache Artificial information about the environment and its objects can be overlaid on the real world. Augmented reality provides the students with:
  • 3. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 83 Dynamic content Engagetechnology-driven learnersLeverage handheld technology Digitally archive of Instruction Unlike Virtual Reality (VR) that aims at replacing the perception of the world with an artificial one, Augmented Reality (AR) has the goal of enhancing a person's perception of the surrounding world. Being partly virtual and real, the new interface technology of AR which is able to display relevant information at the appropriate time and location, offers many potential applications; these include aiding in education, training, repair or maintenance, manufacturing, medicine, battlefield, games and entertainment. 2.Review Of Literature An ICT-supported setting may offer interesting possibilities for the learning of mathematics because it can, and often does, provide students with several representations with which they can work (Parnafes & diSessa, 2004). Further variation of representations may be offered by allowing for students to make use of real objects in the virtual setting, thereby providing opportunity for students to interact physically with the virtual objects and also providing tangible Feedback(Scarlatos, 2006).The present paper is part of an ongoing project regarding design of ICT-supported learning activities, which are developed in collaboration between researchers in mathematics education, researchers/developers in media technology and high school teachers. A central aspect in this work is to investigate the use of augmented reality(AR), a technology that allows for mixing real-world images with computer generated images (Milgram & Kishino, 1994). Although Sutherland already in the 1960’s (1965) developed the first AR interface, it is only recently that researchers have explored its potential uses for formal education (Zhou et al., 2008). Instead of the user wearing or carrying the display such as with head-mounted displays or handheld devices, Spatial Augmented Reality (SAR) makes use of digital projectors to display graphical information onto physical objects. The key difference in SAR is that the display is separated from the users of the system. Because the displays are not associated with each user, SAR scales naturally up to groups of users, thus allowing for collocated collaboration between users. SAR has several advantages over traditional head-mounted displays and handheld devices. The user is not required to carry equipment or wear the display over their eyes. This makes spatial AR a good candidate for collaborative work, as the users can see each other’s faces. Augmentations cannot simply hang in the air as they do with handheld and HMD-based AR. The tangible nature of SAR,though, makes this an ideal technology to support design, as SAR supports both a graphical visualization and passive sensation for the end users. People are able to touch physical objects, and it is this process that provides the passive hectic sensation
  • 4. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 84 Applications 3. The computing view Augmented Reaility Marker based experiment development is possible now , it has mainly two vision (view). 3.1. Source view From the user's perspective, an interaction technique is a way to develop some 3D object in various software like 3D MAX and other softwre and make it image view and send some of the
  • 5. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 85 images to uforia for creating image QR code for ready for Augmented Reiality. Uforia send some of the image with ready of augmented reality. 3.2. User's view From the user interface User’s view by smart phone camera it is compulsory to develop QR code detect apk file by which when smart phone camera we mount we can clearly see that 3D image by our smart phone. By learner’s perspective if we set this Augmented reality and convert some theory topic to practical base and explain some laboratory base concept in theory class only by subject teacher. 3.3 Development Framework
  • 6. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 86 3.4 Implementation of “3D Marker Based Augmented Reality” Some original implemented Example of “3D Marker Based Augmented Reality” 4. Testing & Results Null Hypothesis : H0 : No significance difference between evaluations scores before and fter utilizing Marker baased Augmented Reality (AR). Alt. Hypothesis : H1 : Significance difference between evaluations scores before and after utilizing Marker based Augmented Reality (AR).
  • 7. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 87 17 90 8100 87 7569 3 9 18 76 5776 86 7396 -10 100 19 52 2704 78 6084 -26 676 20 44 1936 73 5329 -29 841 21 57 3249 86 7396 -29 841 22 63 3969 63 3969 0 0 23 56 3136 60 3600 -4 16 24 58 3364 86 7396 -28 784 25 84 7056 90 8100 -6 36 1627 110417 1934 152472 -307 6281 Averag e 65.08 77.36 St. Dev. 13.464 10.692 Comp. T -3.50 calculated at %5 Crit. T 2.06 T from table value from d.f. of 24 for 5% significance N before(x1) (x1^2) after (x2) (x2^2) diff diff ^2 1 76 5776 86 7396 -10 100 2 73 5329 76 5776 -3 9 3 64 4096 84 7056 -20 400 4 56 3136 67 4489 -11 121 5 56 3136 60 3600 -4 16 6 71 5041 87 7569 -16 256 7 81 6561 89 7921 -8 64 8 54 2916 66 4356 -12 144 9 89 7921 90 8100 -1 1 10 60 3600 78 6084 -18 324 11 52 2704 69 4761 -17 289 12 44 1936 65 4225 -21 441 13 57 3249 77 5929 -20 400 14 74 5476 93 8649 -19 361 15 55 3025 59 3481 -4 16 16 85 7225 79 6241 6 36
  • 8. International Journal of Information Sciences and Techniques (IJIST) Vol.6, No.1/2, March 2016 88 Critical T = 2.06 at 5% level of significance with d.o.f. (degrees of freedom) : 24 Computed T = -3.50 Computed T falls in rejection region therefore H0 is rejected and hence H1 is accepted. Impact : This justifies the higher performance of learners after utilizing Marker bsed Augmented Reaility (AR). 5. CONCLUSION Augmented Reality is such a technology through which Augmented objects can be overlayed into the real world. This is a hot and trendy technology. In the educational field it can be used for demonstration of various practicals. Even theoretical concepts can be made very fascinating to learn. As per the survey conducted education done under Augmented reality showed very positive result as compared with the traditional educational system. In future Augmented reality will replace the traditional learning system. Augmented reality will be used E-Commerece, Digital Marketing, Educational Resources, Industrial, Military and Medical fields. The future of Augmented Reality is very admirable. 6. REFERENCE [1] M. Bajura and U. Neumann "Dynamic registration correction in augmented-reality systems",Virtual Reality Annual International Symposium (VRAIS) '95, pp.189 -196 1995 [2] H. Koike and M. Kobayashi "Retrieving and manipulating digital information on EnhancedDesk", Proc. of APCHI '98, 1998 [3] W. Press , S. Teukoisky , W. Vetterling and B. Flannery Numerical recipes in C, 1992 :Cambridge University Press [4] J. Rekimoto and K. Nagao "The world through the computer: Computer augmented interaction with real world environments", Proceedings of UIST'95, pp.29 -36 1995 [5] A. State , G. Hirota , D. T. Chen , W. F. Garrett and M. A. Livingston "Superior augmented reality registration by integrating landmark tracking and magnetic tracking", SIGGRAPH'96 Proceedings, 1996 [6] A. Takahashi , I. Ishii , H. Makino and M. Nakashizuka "A high accuracy realtime 3D measuring method of marker fo VR interface by monocular vision", 3D Image Conference '96, pp.167 - 172 1996 [7] M. Uenohara and T. Kanade "Real-time vision based object registration for image overlay",Journal of the Computers in Biology and Medicine, pp.249 -260 1995 [8] P. Wellner "Interacting with paper on the DigitalDesk", Communication of the ACM, vol. 36, no. 7, pp.87 -96 1993