Revolutionizing education system with interactive augmented reality for quality education

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Abstract

Augmented reality would soon impact the modern learning cycle in education. AR has the ability to alter research location and timing, adding new and additional forms and methods. Augmented Reality technology’s capabilities will make classes more interactive and knowledgeable. We all are 3D creatures. Our brain is the most powerful 3D computer technology in the world. All of us have evolved to think and store memory in 3-dimensions i.e when we look at the information in a flat piece of paper or computer screen, our brain takes its own time to translate it back to a 2D visual and store it. This is how our education system is, it started with textbook material and recently educators have started encouraging the use of smart classes which again shows videos. As a result, there is no practical exposure that lags us a step behind. This is where a promising technology of the future called Augmented Reality holds for us. Learners will have a 360-degree view of the real-world entities, interacting with those entities by touching them which will eventually make them have better insight about the concepts. Hence our learning curve decreases increasing the brain's productivity. With the development of smartphones, Augmented Reality is applied to a broader range. Augmented reality can turn an ordinary classroom into an engaging experience. The aim is to implement an interactive Augmented Reality Experience using Vuforia, Unity 3D and Blender. The purpose is to promote situational learning, experimental learning, transformative learning as the learning theory basis of mobile Augmented Reality.

Introduction

In the year 1968, an AR sort of device was invented by Ivan Sutherland and in the year 1974, Myron Krueger developed a system of projectors and cameras to show the projection of computer graphics on the screen. And later in the 90s, the word Augmented Reality was the first commonly used term created by Thomas Caudell. Augmented Reality is a leading-edge technology that blends the virtual world with the real world and provides the capabilities of computer-generated visual objects, character texts, audio, and other effects to create a splendid user experience [1]. Recent research and development in this technology allow it to combine with other technical concepts like machine learning, artificial intelligence, deep learning, etc. Multiple applications of this technology include archaeology, architecture, Stem Education, Military, Flight Training and much more. Some real time applications include Snapchat, cardskool, Inkhunter and Mondly.

In recent years institutions face the challenge of motivating and encouraging students to engage in professional careers in AECO-Architecture, Engineering, Construction, and Operations sectors as they do not find jobs appropriate to their degree. This is because the students lack proper intuition and insights as a skilled professional. To overcome this problem computer-enabled learning came into practice. There are many methods of computer-enabled learning concerning the skill one needs. The choice of learning technology and innovation depends on his/her access to various facilities and the surrounding infrastructure. To get the better of this situation we use the technology of immersive experience that provides accessibility with the help of handheld devices like Mobile phones, tablets, iPads, etc. Mobile Augmented Reality can work without the internet providing a better experience for students in rural areas with limited facilities. Students commonly find Science subjects to be abstract, requiring a depth of understanding and visualization skills (Gilbert, 2004). When students have difficulties in understanding the concept well, it leads to misconceptions [2]. Augmented Reality supports interaction between the virtual and real environments and allows a tangible interface metaphor to be used for object manipulation. There are many ways of augmenting the entities, the two most widely used types of AR are marker-based AR and markerless AR. Location-based AR which is GPS based requires Map based API like MapBox, MapMyIndia and Google Map API accuracy is hardly achievable with phone GPS. Our paper focuses on using Marker-based Augmented Reality which uses an ImageTarget/Marker that acts as visual hints or triggers to spot the AR content. Using the R-Technologies such as AR, MR and VR gives tutors a chance to start thinking more intense about the factors of mobile learners and can take any circumstance, atmosphere or experience to the next level of understanding. Augmented reality is changing the way learners “learn on the move” [3]. Some hardware technologies like and share lots of factors like computer-generated virtual scenes, 3D objects and interactivity but to make it cost-effective our work allows students to get virtually enlightened by using their mobile devices/tablets/iPads itself. The objective of this paper is to impart practical learning to students pursuing a career in the AECO sectors which will help to make them better professionals and can also enlighten them with concepts like never before.

Section snippets

Augmented Reality in education

It helps the students easily acquire, process, and remember the information. Additionally, AR makes learning itself more engaging and fun. In Augmented Reality teachers now have a strong tool. AR will inspire and engage students to make the learning process of STEM and coding easier, more enjoyable and better than it has ever been. Educational institutions that use the latest technologies both in the classroom and in field trips can provide an entirely different learning environment for the

Related works

Traditional educational approaches as we know it are becoming a thing of the past. These are gradually digitized, and powered by advances in technology. Augmented reality rightly takes a leading role among the most important developments in. The paperwork on Engineering Graphics Education using Augmented Reality proposed in an International Symposium which uses an algorithm that recognizes gestures along with some operation tips [4]. In 2014 a paper was published in the XVI Symposium on Virtual

Implementation

Providing an enjoyable learning environment is vital for any educational institution's success, and in particular, the educator's success. Augmented Reality technology is widening the physical world; adding layers of digital knowledge to what we can see with the naked eye; It will be difficult for colleges, educators, and educational organizations to cope with Generation Alpha children's demands if they fail to change themselves, their curriculum, and curricula to follow a modern approach to

Basis of practice

Now in the era of the Internet, Google's Androidand Apple's iOS systems for mobile Application design development here is good technical support. Vuforia with QualComm has released some latest features like External Camera, Support for ARCore 1.4, Enhanced tracking for Model Targets, Increased ability to detect small targets, Support for DragonBoard™ 410c. The greatest advantage is experienced in Mixed Reality, which serves with the most immersive form of interaction. The Mobile Computing OS

Future work

Making virtual patients for student doctors to learn human anatomy in depth by providing interactive simulations which allows them to perform surgical activities. It helps people working in different fields to prepare for risky circumstances without imperilling themselves or anyone else by simulating these situations. We take advantage of this and train the technicians by launching virtual demonstrations straight from the devices on how to install and work with different machine parts as an AR

Conclusion

Given the growing use of Augmented Reality in many aspects of the modern world, the augmented reality is still fresh and unsettled in education. While AR's teaching / study possibilities are fantastic, offering new ways of learning. Teachers are better able to draw students' attention and inspire them, while students are given new opportunities to imagine their subjects and abstract concepts, and to receive practical skills. Moreover, even parents can benefit – by engaging their children to

CRediT authorship contribution statement

D. Roopa: Visualization, Investigation, Supervision, Software, Validation. R. Prabha: Conceptualization, Methodology, Software, Writing - review & editing. G.A. Senthil: Data curation, Writing - original draft.

Declaration of Competing Interest

The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.

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