Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
68 views20 pages

Report Final

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
68 views20 pages

Report Final

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

AUGMENTED REALITY IN TRAINING AND

EDUCATION

REPORT SUBMITTED IN PARTIAL FULFILLMENT OF


THE REQUIREMENT FOR THE DEGREE OF

BACHELOR OF TECHNOLOGY
IN
INFORMATION TECHNOLOGY

By
PULAK NATH
Roll Number: 190102022

UNDER THE GUIDANCE


OF
DR. MIRZANUR RAHMAN
Assistant Professor

DEPARTMENT OF INFORMATION TECHNOLOGY


GAUHATI UNIVERSITY
GUWAHATI, INDIA
JUNE –2022

1
GAUHATI UNIVERSITY
DEPARTMENT OF INFORMATION TECHNOLOGY
Gopinath Bordoloi Nagar, Jalukbari Guwahati-781014

DECLARATION

I “Pulak Nath”, Roll No “190102022”, a B.Tech student of the department of


Information Technology, Gauhati University hereby declare that I have compiled this
report reflecting all my works during the semester long full time project as part of my
B.Tech curriculum.
I declare that I have included the descriptions etc. of my project work, and
nothing has been copied/replicated from other’s work. The facts, figures, analysis,
results, claims etc. depicted in my thesis are all related to my full time project work.
I also declare that the same report or any substantial portion of this report has
not been submitted anywhere else as part of any requirements for any degree/diploma
etc.

PULAK NATH
Branch: IT
Date: 4th July, 2022

2
GAUHATI UNIVERSITY
DEPARTMENT OF INFORMATION TECHNOLOGY
Gopinath Bordoloi Nagar, Jalukbari Guwahati-781014

Date: 04th July, 2022

CERTIFICATE

This is to certify that “Pulak Nath” bearing Roll No: “190102022”has carried out
the project work “AUGMENTED REALITY IN TRAINING AND EDUCATION”
under my supervision and has compiled this report reflecting the candidate’s work in
the semester long project. The candidate did this project full time during the whole
semester under my supervision, and the analysis, results, claims etc. are all related to
his/her studies and works during the semester.

I recommend submission of this project report as a part for partial fulfillment of


the requirements for the degree of Bachelor of Technology in Information Technology
of Gauhati University.

Dr. Mirzanur Rahman


Assistant Professor

3
ACKNOWLEDGEMENT

The final outcome of this project required a lot of guidance and assistance from many
people and I am extremely fortunate to have got this all along the completion of my
project work. I have taken efforts in this project.

First and foremost I am extremely grateful to my parents who have been source
of inspiration for me during these days, without which I would not have been able to
complete this project.

I owe my profound gratitude to my project guide, Dr. Mirzanur Rahman Sir for
his guidance and constant supervision as well as for providing necessary information
regarding the project and also for his support in completing the project.

I would also like to extend my recognition of her invaluable assistance as the


Faculty Advisor of IT Department 6th Semester, Dr. Nabamita Deb Ma’am for her
encouragement to all students to pursue their goals and for all the facilities and
members under her management.

I would also like to thank all the other teachers of the Information Technology
Department for their patience, understanding and unreserved teachings that served a
great help in completing this project.

Finally, I express my great love to all my friends for their unending interest and
emotional support. They kept me going on when the going got tough and hence, this
project would not have been possible without their support and inputs.

4
ABSTRACT

Learn Through AR is a web based application in which virtual objects are blended with
the real world comparatives and also interact with the user. Although augmented reality
applications are used in many areas. We used it in the field of education.

Learn Through AR will be an interactive experience of real-world


instrumentation where the objects that reside in the real world are enhanced by
computer-generated perceptual information. This consist a system that incorporates
three basic features:

 A combination of Learning with Instruments and understanding the application


 Real-time interaction, and
 An accurate 3D registration of virtual and real objects.

This project includes features like an Augmented Reality model of lab


equipment’s along with lab manuals, instructions for basic readability as well as
demonstration of lab experimentation related diagrams.

5
TABLE OF CONTENTS

Sl. No. Contents Page No.

1 Introduction 1

2 Background/Review of literature 3

3 System Architecture 5

4 Implementation 6

5 Results and Discussions 12

6 Conclusion and Future Works 13

7 References 14

6
1. INTRODUCTION

Augmented reality (AR) is an enhanced version of the real physical world that is
achieved through the use of digital visual elements, sound, or other sensory stimuli
delivered via technology.

Augmented reality (AR) is a technology that lets people superimpose digital content
(images, sounds, text) over a real-world environment. AR got a lot of attention in 2016
when the game Pokémon Go made it possible to interact with Pokémon superimposed
on the world via a smartphone screen

The biggest advantage of Augmented Reality is that it creates unique digital experiences
that blend the best of digital and physical worlds. Also, it does not need any special
hardware or software to savour the experience. Mainstream smartphones and mobile
apps are sufficient to experience Augmented Reality.

Objective:
The goals and objectives of Learn through AR are as follows:
 To provide a means for understanding and learning of all sorts of instrument’s.
 To provide all domains of lab equipment’s under a same platform.
 To enable the user to select his desired field of experiment and proceed to this
following lab manual and other technical information’s from the selection list.
 To increase understanding with an AR Model of the equipment with projection
into real life background for further enhanced visualization.

Technologies and Tools:

WebXR
Augmented Reality session with HTML, CSS, and JS in Chrome 83+ on Android.
This demonstrates the use of slots, as well as shared and unshared DOM between the
3D and AR modes.

A slot is used here for replacing the default AR button with a custom one - in this case
the one recommended by SceneViewer. This is not the default only because this way
localization of the text is left to whatever system you prefer to use.

1
Note: the AR button will only be visible on AR-capable devices.

By styling based on the ar-status attribute, we add DOM that only shows up in certain
modes. In this case a CSS animation has been added to prompt the user to move their
phone around to help ARCore find their floor so that the object can be placed. User
studies show a prompt like this is an important part of guiding users to a good AR
experience.

Finally, even complex DOM can easily function in both 3D and AR modes, including
interactions via script. In this case a simple carousel of models is demonstrated.
Unfortunately none of this DOM content can flow into SceneViewer or QuickLook, as
these are native apps. Only through WebXR, now our default AR mode, can this be
achieved, as the AR session is still inside of the browser. This also removes the need to
re-download the model.

The tools used for the project include:

1. HTML
2. CSS
3. Bootstrap
4. JavaScript
5. Blender
6. Firebase

Experimental Platform used:

 A personal computer with minimum requirements as follows:


 An Integrated Development Environment
 Minimum 4 GB of RAM
 Intel Pentium Processor
 20GB of storage

2
2. BACKGROUND/ REVIEW OF LITERATURE

The use of Augmented Reality (AR) to achieve educational inclusion has been not
deeply explored. This project describes the current state of using AR as an educational
technology that takes into consideration the needs of all students including those with a
disability.

It is done through the analysis of factors, such as the advantages of AR, its
limitations, uses, challenges, and its scope in the educational field, the attended
population and the positive or negative effects of its use in learning scenarios that
involve students with diverse educational needs.
After analysing the results, it was possible to demonstrate that the use of AR for
inclusive education in the field of sciences is where more studies have been conducted.
Finally, from this review we have identified open issues that could give rise to new
research in the subject of using AR to favour the creation of inclusive learning
scenarios.

The designing of the project involved an extensive study of the Web Development tools
which includes languages such as HTML, CSS, JavaScript, WebXR, Blender.

Bootstrap is a potent front-end framework used to create modern websites and web
apps. It's open-source and free to use, yet features numerous HTML and CSS templates
for UI interface elements such as buttons and forms. Bootstrap also supports JavaScript
extensions.

Blender is the free and open source 3D creation suite. It supports the entirety of the 3D
pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion
tracking, even video editing and game creation.

WebXR is a group of standards which are used together to support rendering 3D scenes
to hardware designed for presenting virtual worlds (virtual reality, or VR), or for
adding graphical imagery to the real world, (augmented reality, or AR). The WebXR

3
Device API implements the core of the WebXR feature set, managing the selection of
output devices, render the 3D scene to the chosen device at the appropriate frame rate,
and manage motion vectors created using input controllers.

To use the API we simply need to add the model-viewer src (the .gltf 3D model file we
create in a 3D modelling software)

<model-viewer src="assets/Lathefinal.gltf" alt="pk_example" auto-


rotate camera-controls ar ios-src="assets/Lathefinal">
</model-viewer>

4
3. SYSTEM ARCHITECTURE

5
4. IMPLEMENTATION

The Web Application has the following options:


 A home page for the demonstration of sample presentation
 List of Engineering Fields
 Field wise instruments classification
 About the concept of AR
 Social Media Links

This Learn Through AR Web portal has home page for the students as well as the
instructors (faculty/teachers/guide). It has demonstration of a machine and its
description where diagram is used to serve the purpose of storing information related to
students with a Show AR button.
A web application facilitating this interaction of the sophisticated machinery and
students can overcome the current online unorganized mode of communication as well
as the high end instruments in-availability in low tier colleges or organizations.
Moreover, a platform with a user-friendly yet engaging graphical user interface, which
represents a clear mechanism of each working and use of the machine with manuals
will help faculty members and the course-specific students will to some extent fulfill
the basic characteristics of a virtual classroom. The students can benefit from the easy
accessibility of the departmental categorized manuals, diagrams, and use cases for the
respective courses or field of study.

The environment and experimental Platforms used to build the system are:
Environment
Developer:
 OS: Windows 11 Home Single Language 64-bit (10.0
Build 220000)
 Processor: AMD Ryzen 7 3750H
 Installed RAM: 8.00 GB (7.81 GB usable)
 System type: 64-bit operating system, x64-based processor
 Version: 21H2
 OS build: 22000.613

6
Experimental Platform

 VS Code
 Github
 Blender
 Firebase

Our web applications presents in the following ways:


LINK: https://learnthroughar-b6ce6.web.app
1. Initially, we designed the homepage of our website. The homepage consists of
the following elements:
i. Home Section

ii. Demo Equipment Diagram and information

7
iii. Lab Manuals Category

a. Civil Engineering

b. Mechanical Engineering:
i. This section also includes the list of instruments according to the designated
field of study of the particular machine or equipment
Here, for example we can select Lathe Machine for topic of selection.

8
ii. If we explore the Lathe Machine we land on the Lab Manual page

iii. Clicking on the Show AR option with display 3D view of Lathe Machine

9
c. Electrical Engineering

d. Electronics and Communication Engineering

iv. About AR Modules


v. Social Media Links:
a. FACEBOOK
b. INSTAGRAM
c. LINKEDIN
d. YOUTUBE

10
11
5. RESULTS AND DISCUSSIONS

It is not only important for a system to be useful and useable but also equally important
for it to be used by the users. For a system to be used, it has to be feasible in all its
aspects.
Thus, the feasibility study for our system is cited below:
 Technical Feasibility
The system is technically feasible as the hardware required to develop and run
the system is minimum and also the software required to develop is easily
available in their respective official sites.
 Economic Feasibility
The software Visual studio code and Blender is used to develop the project can
be downloaded free of cost, hence it is economically feasible.
 Behavioral Feasibility
The system will be user friendly and have an easy to use interface. No
complicated training is required for the admin to use the system, thus it is
behaviorally feasible.

The web application provides immersive experience of learning between the faculty
members and students and by using this depth of understanding a concept is evenly
accessible to all. As a result of this project,
Searching for notes on the machines, understanding the application and watching the
working in 3D space with the working demonstration.
However, this is just the first level of the system, there is always room for improvement
which we will be looking for in our future works.

12
6. CONCLUSION AND FUTURE WORKS

From this project we can conclude that in an educational institution, the augmented
reality overlays visual, auditory or other sensory information onto the world in order to
enhance one's experience.
This project is being developed to help the students in workshop purpose.
It provides the best way possible and also time conserving. With this computerized
system of learning and training of students is economically feasible.
The problem of online classes with less interactive approach for such learning courses
involving real life experience would be highly appreciated with the AR learning.

This bonafide project has the basic characteristics smart class learning’s. Additional
functionalities to be added in future works may include,
FOR FUTURE ENHANCEMENTS:-
i. Adding more facilities like study lessons records.
ii. Upgrading the user interface.
iii. Adding student login page for more option like download of manuals.
iv. We can even upgrade the 3D experience into user based experimentation similar
to chemical based experiments with results in smart class concept.

From our project students can learn about their workshop practical in home. It is more
cost effective and time conserving.

13
7. REFERENCES

https://sunlabtech.com/
https://modelviewer.dev/
https://www.youtube.com/watch?v=YE2eTsELHhM
https://www.youtube.com/watch?v=At9qW8ivJ4Q
https://www.w3.org/TR/webxr/
YouTube
Google
A survey of augmented reality - ‎Azuma - Cited by 13788
Augmented reality: an overview - ‎Carmigniani - Cited by 498
Augmented reality technologies, systems and applications - ‎Carmigniani - Cited by
1395

14

You might also like