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2019, International Journal of Scientific Research in Computer Science, Engineering and Information Technology
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Augmented Reality is the presentation of objects superimposed on the real world view of the environment. It is an innovative technology that allows multidimensional viewing and understanding of concepts. This paper aims to use this concept of Augmented Reality in the field of Education to create an application that generates 3D models of the images embedded in textual materials using the software Unity and Vuforia. The application uses a smartphone’s camera to scan the embedded image of a textbook, e-book or photocopy and generates a 3D working model with live animations as well as on-click functionalities to view various movements of the model by providing user interaction. This application aims to provide an active learning experience to students.
2020
AR-technologies can be widely used in the educational process using ICT. Especially valuable is the use of AR-based applications for the visualization of illustrations of models of objects and processes in school books. The use of electronic educational resources using AR-technologies can improve the quality of students' knowledge, as well as provide teachers with a wide range of new opportunities. Using AR technology allows you to design and create effective learning resources. This develops students' creative thinking and increases their motivation to learn. In this paper, we consider a model of a learning system using augmented reality technologies for visualizing illustrations in school textbooks. A survey of secondary school teachers showed the possibility, interest and effectiveness of using e-learning tools based on AR technology. Pupils can use this electronic resource both in class at school and at home during independent study. Students of Kherson State University,...
December 2020
Gaining from books is an unremarkable and latent cycle. The content and images in the books are most certainly not interactive; this prompts the basic barricades to learning looked by students, for example, constraints in comprehending the hypothetical ideas, absence of explanatory, basic reasoning. These detours are overwhelmed by computerized books, however paper-based books are frequently favored over computerized books due to their adaptability and portability. In this paper, we present a remarkable arrangement that utilizes augmented reality to make the learning measure more interactive and fascinating. The application when focused on text or image shows significant 3-dimensional(3D) model or video on the smart phone screen. The application gives some assistance to the students by encouraging them to learn new ideas utilizing graphical guide. Aside from utilization in schooling, it can likewise be utilized in the field of commercial, the travel industry, gaming, medication.
Műszaki Tudományos Közlemények
We are convinced that the learning process could be a lot more interesting and more interactive for young people with the help of modern technologies. The presence and the usage of the smartphones is natural for today’s young generations, although they do not use their inherent potential for example for educational purposes. Eddie is a hybrid of a smartphone application and a school book. The school book would keep its original form, but we would make the application fit for a given subject. The already existing pictures in the schoolbooks would work as a special indicator, which our application could read. The application would show different contents virtually in AR (Augmented Reality), based on the scanned image. The shown content could be a 3D model, animation or video.
2017
Mobile technologies are rapidly attracting new users, providing increasing usability, and creating more multimedia communication capacity. Moreover, most primary students have own mobile devices for daily usage. This paper proposed an iCreate project or a digital edutainment application with a digital content which was integrated as 3D augmented reality (AR) painting book for English vocabulary learning and art activities. iCreate is a mobile application using java and vuforia library, develops on Eclipse Integrated Development Enironment ( IDE) and trials with the primary students. The experimental results show that our proposed application and AR painting book can display 3D animated model real-time and effectively. The usage of the mobile device in this AR project offer two benefits, namely mobility beneficial and ease of use. Besides that, the AR colorful painting book in this project able to attract children’s attentions and increase the excitement of this new learning environm...
means, electronic or mechanical, including photocopying, without written permission from the publisher. Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark.
IRJET, 2022
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.
International Journal of Trendy Research in Engineering and Technology, 2017
A concept of using the technology of augmented reality to make the concepts in the books related to studies in various disciplines interactive and visually attractive to learners. The users will be able to visually interpret the conceptual diagrams, 3d models, videos, etc... related to the concepts in the book content via an android application supported by the android smart phones. This is developed using a game engine called unity 3d, with vuforia sdk for unity. The models may be imported from assets store online or created using 3d software like maya. This app serves as a AR screen or a display to give the 3d models related to the content in the pages. Such kind of learning using this app makes it easier for the user to understand the basic concepts and allows the user to learn in more interactive way, which is much better than the monotonous learning.
Synnyt/Origins: Finnish Studies in Art Education Journal, 2019
In this study, an approach to the development process of an Augmented Real-ity based innovative course material is proposed. This approach is explained through a sample application developed for digital character modeling course.In the traditional method, the character modeling education is carried out in three-dimensional (3D) virtual environments as its nature, while the artist or tutor controls these works on two-dimensional (2D) screens. Students follow what tutor does as a passive audience. The screen and point of view are con-trolled by the teacher and there is no control of the student on the virtual environment. For this reason, the student cannot participate actively in the majority of the course and this leads to the learning by doing. The methodology used for the course material has been inspired from the AD-DIE (Analysis, Design, Development, Implementation, Evaluation) method. The educational needs and the new possibilities of the AR were analyzed to develop a course material. This step aims to define outcomes of the course according to needs. Features of the software are smart phone and google cardboard compatible, offering a shareable experience between teacher-student-student, 3D virtual environment that can represented within the physical world, students can mon-itor the progress of the modeling work on individual controls with phone-compatible bluetooth device (rotate, zoom, navigating through the modeling stages), managing virtual objects through physical objects (orbit), it is possi-ble to explore the relationship between the physical reference (blueprint) and the virtual model during the modeling phase through virtual images superim-posed on the physical medium. Keywords Augmented Reality, Digital Technologies, Higher Education, Classroom Inte-gration, Character Modeling.
Journal of Technology-Integrated Lessons and Teaching, 2024
This workshop helped educators to create interactive Augmented Reality (AR) books at the Association for Educational Communications and Technology (AECT) conference. The goal of the workshop was to train participants to gain skills in integrating AR into their professional lives. All participants created an AR book or curriculum vitae during the workshop. This manuscript describes the specific activities, assigned times, and educational tools used during the workshop. This workshop was designed for participants with no previous knowledge or skills in developing AR materials. Educators interested in teaching educational technologies, especially AR, could be instructors for this lesson. Preservice teachers could also take this lesson.
2019
The aim of this paper is to explain the application of augmented reality technology in various domains, particularly in development of educational applications. Firstly, the principles of the augmented reality are explained and the manner of its usages in a broad spectrum of fields, such as medicine, education, entertainment, game, sport, architecture and tourism. We have compared most commonly used technologies and tools for development of augmented reality applications. Unity is a part of the advanced computer graphics technologies that improve contemporary computerized life with ordinarily used games and various mobile applications. Unity is employing to develop 2D and 3D applications and to deploy them on different platforms. We have created an educational discovery-based augmented reality application by using Unity.
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