scholarly journals Improvised learning for pre-primary students using augmented reality

Author(s):  
Sagar Deshpande ◽  
tanmay kank ◽  
Mina Armanyous ◽  
Simranjeet Singh ◽  
Madhusmita Kalita

In this age of digital advancements, where technologies are changing in a fraction of time. From the abacus which made tutoring math easy millennia back, to word processor which changed the way research paper is being written and presented. After every era, with the advancements in the technology has not only given shaped the education but also transformed it. There was a time when the education world of black on white changed to projected presentations. However, now in this paper, we believe to go beyond the two-dimensional space and create a whole new educational world for children. Augmented Reality (AR) has successfully made classroom learning more interactive and engaging for students as well as for teachers to deliver their lectures. AR is the combination of the real-world with computer- generated world. It is one of the most emerging fields in computer science. The conventional approach for learning can be stressful and to a certain extent less effective for some students. So, we propose a system in which students use smart devices like tablets, mobile, etc. that act as an alternative to boring supportive textbooks. Also, we plan to develop an application consisting of two modules like interactive learning and fun examination, a hybrid of the traditional approach and innovative practical illustrations of complicated concepts leading education in another dimension.

2020 ◽  
Author(s):  
Sagar Deshpande ◽  
tanmay kank ◽  
Mina Armanyous ◽  
Simranjeet Singh ◽  
Madhusmita Kalita

In this age of digital advancements, where technologies are changing in a fraction of time. From the abacus which made tutoring math easy millennia back, to word processor which changed the way research paper is being written and presented. After every era, with the advancements in the technology has not only given shaped the education but also transformed it. There was a time when the education world of black on white changed to projected presentations. However, now in this paper, we believe to go beyond the two-dimensional space and create a whole new educational world for children. Augmented Reality (AR) has successfully made classroom learning more interactive and engaging for students as well as for teachers to deliver their lectures. AR is the combination of the real-world with computer- generated world. It is one of the most emerging fields in computer science. The conventional approach for learning can be stressful and to a certain extent less effective for some students. So, we propose a system in which students use smart devices like tablets, mobile, etc. that act as an alternative to boring supportive textbooks. Also, we plan to develop an application consisting of two modules like interactive learning and fun examination, a hybrid of the traditional approach and innovative practical illustrations of complicated concepts leading education in another dimension.


SISFOTENIKA ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 152
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Brily Latusuay ◽  
Devi Elwanda Supit

<p>In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. </p>


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


2020 ◽  
Vol 19 (Number 4) ◽  
pp. 559-581
Author(s):  
Ashwindran Naidu Sanderasagran ◽  
Azizuddin Abd Aziz ◽  
Daing Mohamad Nafiz Daing Idris

The behaviour of fluid flow is a complex paradigm for cognitive interpretation and visualisation. Engineers need to visualise the behaviour mechanics of flow field response in order to enhance the cognitive ability in problem solving. Therefore, mixed reality related technology is the solution for enhanced virtual interactive learning environment. However, there are limited augmented reality platforms on fluid flow interactive learning. Therefore, an interactive education application is proposed for students and engineers to interact and understand the complex flow behaviour pattern subjected to elementary geometry body relative to external flow. This paper presented the technical development of a real-time flow response visualisation augmented reality application for computational fluid dynamics application. It was developed with the assistance of several applications such as Unity, Vuforia, and Android. Particle system modules available in the Unity engine were used to create a two-dimensional flow stream domain. The flow visualisation and interaction were limited to two-dimensional and the numerical fluid continuum response was not analysed. The physical flow response pattern of three simple geometry bodies was validated against ANSYS simulated results based on visual empirical observation. The particle size and number of particles emitted were adjusted in order to emulate the physical representation of fluid flow. Colour contour was set to change according to fluid velocity. Visual validation indicated trivial dissimilarities between FLUENT generated results and flow response exhibited by the proposed augmented reality application.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-9
Author(s):  
Aulia Sari Prihatini ◽  
Mahrizal Masri ◽  
Mhd. Zulfansyuri Siambaton

Reality Increasing or often also called AR (Augmented Reality) in English, is a technology that can add two-dimensional or three-dimensional illusions of objects together into a 3D into the real world then project illusion objects into real time. Unlike the illusion of reality where in the real world is completely replaced, reality only adds to or completes reality. Augmented Reality unites real objects and illusions into real circles, works interactively in real time and found integration between objects in 3D and good integration requires effective investigation. Web AR provides Web-based access using Augmented Reality through a web browser using a combination of technologies including WebRTC, WebGL, WebVR, and Modern APLs sensors. Catalogs are publicity tools used by companies as a way to promote their products and services. Examples of companies that use catalogs are Furniture stores that promote products. Here it will be visualized into 3D until it looks more clear and attractive to consumers. So, based on the description above, the author takes the title "Implementation of Augmented Reality with Marker Method as Media Catalog in AR-Based Furniture Stores. Keywords: Augmented Reality, WEB AR, catalog


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


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