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Appendix 1 Interactive Book Using Ar Technique: A Project Report

This document is a project report submitted by 5 students for their Bachelor of Engineering degree. It details the development of an interactive book application using augmented reality techniques. The application allows users to scan markers in a book with their mobile device's camera to see 3D models, sound, animations and other interactive features for enhanced learning. The report includes sections on the literature review of AR trends and applications, the design process, results analysis and validation with figures, and conclusions along with possibilities for future work.

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Aryan pathak
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0% found this document useful (0 votes)
53 views16 pages

Appendix 1 Interactive Book Using Ar Technique: A Project Report

This document is a project report submitted by 5 students for their Bachelor of Engineering degree. It details the development of an interactive book application using augmented reality techniques. The application allows users to scan markers in a book with their mobile device's camera to see 3D models, sound, animations and other interactive features for enhanced learning. The report includes sections on the literature review of AR trends and applications, the design process, results analysis and validation with figures, and conclusions along with possibilities for future work.

Uploaded by

Aryan pathak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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APPENDIX 1

INTERACTIVE BOOK USING


AR TECHNIQUE

A PROJECT REPORT

Submitted by
Abhinav Pratap (21BCS5399)

Manish Saini (21BCS5413)

Naveen Raghav (21BCS9242)

Saurav Singha (21BCS5421)

Siddhant Gupta (21BCS5416)

in partial fulfillment for the award of the


degree

BACHELOR OF ENGINEERING
IN

Computer Science and Engineering

Chandigarh University

MAY 2022

1|Page
Specimen
INTERACTIVE BOOK USING AR
TECHNIQUE

A PROJECT REPORT

Submitted by

Abhinav Pratap (21BCS5399)

Manish Saini (21BCS5413)

Naveen Raghav (21BCS9242)

Saurav Singha (21BCS5421)

Siddhant Gupta (21BCS5416)

in partial fulfillment for the award of the


degree of

BACHELOR OF ENGINEERING
IN

Computer Science and Engineering

Chandigarh University

MAY 2022

2|Page
APPENDIX 2

BONAFIDE CERTIFICATE
Certified that this project report “Interactive Book Using AR Technique” is the
bonafide work of “Abhinav Pratap, Saurav Singha, Siddhant Gupta, Manish
Saini, and Naveen Raghav” who carried out the project work under my
supervision.

SIGNATURE SIGNATURE

ER. Devanshi Vaidya Dr. Gaurav Bathla


SUPERVISOR HEAD OF THE DEPARTMENT
(Assistant Professor)

Department of Computer science Department of Computer science


Academic Unit -2 Academic Unit -2

Submitted for the project viva-voce examination held on ----------------------------------

INTERNAL EXAMINER EXTERNAL EXAMINER

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ACKNOWLEDGEMENT

We would like to express our thanks and gratitude to all who gave us the
opportunity to complete this Project. Special thanks to Our Supervisor Er.
Devanshi Vaidya, her encouraging suggestions and encouragement always
helped us. We came to know about so many new things. We are really thankful
for them. Secondly, We would also like to thank our friends who helped us a lot
in finalizing this project within the limited time frame.

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ABSTRACT
Augmented Reality (AR) technology integration technology visual knowledge
and the real world. The technologies they use include Multimedia, 3D-Modeling,
Real-time Tracking and Registration, Intelligent Interaction, Sensing, and more.
Augmented reality can change and improve traditional learning methods
especially since it can address the issue of human’s falling attention span, which
has been becoming an issue over the years.
Nevertheless, the future of augmented reality in education will help in improving
a learner’s participation, intellectual curiosity, content engagement, knowledge
base, and learning interest.

Augmented reality in the future of education


With more institutions adopting new technologies and publishers integrating AR
into digital content, it can be. Moreover, knowing how to work with augmented
reality is one of the top skills to learn in this decade.

5|Page
TABLE OF CONTENTS

1. Introduction 8
2. Literature survey 9-10
3. Design flow/Process 11
4. Results analysis and validation 12-14
5. Conclusion and future work 15-16

6|Page
LIST OF FIGURES

1. Flowchart 11
2. Figure.1 12
3. Figure.2 12
4. Figure.3 13
5. Figure.4 14
6. Figure.5 14

7|Page
INTRODUCTION

WHAT IS AUGMENTED REALITY


Augmented Reality abbreviated as AR is a way to expand our physical world by
adding layers of digital knowledge to it.
Scanning the QR code using phone cameras provides more information on your
screen. Various filters on Snapchat and Instagram are an AR feature.

GOAL OF AUGMENTED REALITY


AR adds visual aids, sound, and other enhancements are made in the real world
nature in real-time.
AR’s main goal is to create a system so that the user can distinguish between the
real world and the physical systems.

WORKING OF AUGMENTED REALITY


The basic idea is to take a picture of the real world, process it, process the
streaming of data, create an overlay containing the required data in supported
locations, merge with the original image and show it to users.

This project contains a book and application that can identify markers in book
content. If the book is placed in front of the device's camera, a 3D model with
sound, animation, and other interactive features will come out of learning to make
the bookmaker more interactive.

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LITERATURE SURVEY

TRENDS IN AUGMENTED REALITY

 1960: L Frank mentions the idea of an electronic display.

 1957: Morton Heiling invented Sensorama.

 1968: Ivan Sutherland invented head-mounted display.

 1975: Myron Krugeur, developed the first virtual reality world.

 1980: Steve Mann, creates the first wearable computer.

AR Technology

Augmented Reality (AR) is a real-time mixing skill of geographically registered


digital content and real-world surrounding user.

AR technology and applications play an important role in the development of


“Smart Factories” or “Industry 4.0”, and are the key to the success of “Smart
Cities” and “Smart Home”.

Application Area in Education

Edtech is also progressing in adopting additional AR technologies to develop


various stages of the Education process. These advanced computer technologies

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provide significant benefits in the simulation and visualization of education. e.g.,
allowing the viewer to engage in both real and tangible objects.
AR technology can benefit Education on at least three levels: visualization,
retrieval of knowledge, and collaboration with AR technology, teachers can
create intangibles to help students visualize and understand challenging subjects.

Objective

To develop an app that combines learning with enjoyment and that helps to learn
in an interactive way.

Goal

The Primary goal of AR is to create a system such that a user cannot tell the
difference between real-world and virtual arrangements.

DESIGN FLOW/ PROCESS

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RESULT ANALYSIS AND VALIDATION

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Fig.1 Fig.2

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Fig.3

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Fig.4 Fig.5

The need or relevance of this Project


Augmented Reality has made a significant contribution to the education sector.
These technologies have transformed learning into a stimulating, and exciting
activity. This paper introduces the Augmented Reality app for compatible mobile
devices that supports geometric math readings.

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CONCLUSION AND FUTURE WORK

Augmented reality in education is the use of the latest technology in field trips
and classrooms, creating a very immersive and different learning opportunity for
children. AR in education is digital information integration with the student’s
environment done in real-time. It shapes future leaders and prepares them for
coping with the demands of the future.

AR in the classroom introduces a new education approach through an updated


methodology and curriculum. With this technology, children can acquire new
knowledge through experiencing, screen touching, and doing. Incorporating AR
in content for teachers in just about any subject like math and chemistry, not only
learning but also teaching can be faster, more fun, and more efficient.

A few applications include:


 Objects’ modeling
 Scenario for simulation-based learning
 Gamification
 Interactive e-books
 Allow learning and discovery
 Skills training.

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AR technology can be education’s future because it enhances and brings in
benefits for learners, educators, institutions and content publishers. It can enrich
and make the learning experience more interesting, fun and efficient.

Integrating augmented reality can offer plenty of benefits especially among


students like motivating them to learn.
It can also introduce new learning methods and transform classrooms with added
interactivity. Nevertheless, it can also support students and make them retain
information better.

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