AR in Education: Mini Project Report
AR in Education: Mini Project Report
EDUCATION
MINI PROJECT REPORT
Submitted by
ABHIJITHA K 21DI01
KIRAN TS 21DI14
LAKSHMANDEV VK 21DI15
RAJARAJAN C 21IH12
OCTOBER 2023
CERTIFICATE
ABHIJITHA K 21DI01
KIRAN TS 21DI14
LAKSHMANDEV VK 21DI15
RAJARAJAN C 21IH12
ABHIJITHA K
KIRAN TS
LAKSHMANDEV VK
RAJARAJAN C
Certified that the candidate was examined by us in the Mini Project viva- voce examination held on
……………
II
ACKNOWLEDGEMENT
First and foremost, I would like to thank the Almighty God for giving us the strength,
knowledge, ability, and opportunity to undertake this project study and to persevere and
complete it with satisfaction.
We are ineffably indebted to our principal for giving us this opportunity and encouraging us to
accomplish this project.
We are highly indebted to Mr. A Kathiresan, for his valuable guidance and constant supervision.
Without his able guidance, this project would not have been possible and we shall eternally be
grateful to his for his assistance.
We acknowledge with a deep sense of reverence, our special gratitude towards our Head of the
Department Mr. A. Kathiresan, Department of Information Technology for his guidance,
inspiration, and suggestions in our quest for knowledge.
We would like to express our special gratitude and thanks to the special machines laboratory
and technicians for giving us such attention and time.
We would like to express our gratitude towards our parents for their tremendous contribution in
helping us reach this stage in our life. This would not have been possible without their unwavering
and unselfish love, cooperation, and encouragement is given to us at all times.
We have taken efforts in this project. However, it would not have been possible without the kind
support and help of many individuals. We would like to extend our sincere thanks to all of them.
Any omission in this brief acknowledgment does not mean a lack of gratitude.
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ABSTRACT
The project's primary goal is to augment the learning process by seamlessly integrating digital
information into the physical world. Leveraging Unity's powerful development environment,
the application aims to provide learners with a dynamic three-dimensional educational
experience.
Methodologically, Unity is chosen for its versatility and widespread adoption, facilitating the
seamless integration of AR elements across platforms. The development process focuses on
creating 3D models, animations, and interactive elements, meticulously aligned with specific
learning objectives.
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TABLE OF CONTENTS
TOPICS PAGE.NO
Certificate Page ………....………………………………………………… II
Acknowledgement ………………………………………………………… III
Abstract ...………………………………………………………………....... IV
Table of Contents.…………………………………………………………. V
List of Figures ……...………………………………………………………. VIII
1. INTRODUCTION ….….….….….….….….….….….….….…. 01
1.2 Objective 02
1.4 Summary 04
2.2 Summary 06
3.2.1.1 Unity 09
3.2.1.2 Blender 11
3.4 Summary 15
V
4. SYSTEM DESIGN ...……...……………………………............................................. 16
4.4 Summary 23
5. IMPLEMENTATION ……………………………………………………………. 24
5.3 Summary 28
6. TESTING …………………………………………………………………………………. 19
6.2 Summary 30
VI
7. CODING AND OUTPUT ………………………………………………… 32
7.1.1 Coding 32
7.1.2 Description 33
7.2 Output 34
7.2.2 Sonometer 38
PROJECT DEVELOPMENT……………………………………………. 40
8. CONCLUSION……………………………………………………………. 41
BIBLIOGRAPHY ……………………………………….............................. 43
VII
LIST OF FIGURES
11
3.3 BLENDER
21
4.1 BLOCK DIAGRAM
22
4.2 DFD 0 LEVEL
34
7.1 EARTH
35
7.2 URANUS
35
7.3 MARS
7.4 MERCURY 36
7.5 NEPTUNE 36
7.6 SUN 37
7.7 SATURN 37
7.8 VENUS 38
7.9 SONOMETER 38
7.10 SONOMETER 39
7.11 SONOMETER 39
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Introduction Chapter 1
CHAPTER 1
INTRODUCTION
Education has always been a dynamic field, constantly evolving to incorporate new
technologies and methodologies that enhance the learning process. In recent years, one such
groundbreaking technology, Augmented Reality (AR), has emerged as a powerful tool with the
potential to revolutionize education. Augmented Reality, a blend of digital and physical worlds,
overlays digital content onto the real world through devices like smartphones, tablets, or AR
glasses. This technology introduces a new dimension to learning, offering immersive,
interactive, and engaging experiences for students of all ages and across various disciplines.
AR's potential in education is boundless, offering a diverse range of applications that can be
tailored to cater to different learning styles and objectives. By seamlessly integrating virtual
elements into the physical environment, AR bridges the gap between theoretical knowledge
and real-world applications, providing students with a unique opportunity to explore, interact,
and understand complex concepts in a more tangible and memorable way.
One of the key advantages of AR in education is its ability to make abstract or complex subjects
more accessible. For instance, in biology classes, students can use AR to dissect virtual
organisms, gaining a deeper understanding of anatomical structures and biological processes
without the need for physical specimens. Similarly, in physics, AR simulations can bring
complex physical phenomena to life, allowing students to experiment with concepts like
gravity, motion, and electricity in a controlled, interactive environment.
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Introduction Chapter 1
1.2 OBJECTIVE
The primary objective of integrating Augmented Reality (AR) into education is to enhance
and enrich the learning experience for students across various subjects and disciplines. This is
achieved through several key goals
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Introduction Chapter 1
Accessible Experiential Learning: AR brings virtual field trips, simulations, and experiments
into the classroom, making experiential learning more accessible and inclusive. Students can
explore places and scenarios that would otherwise be impractical or impossible to visit
physically.
Inspiring Curiosity and Lifelong Learning: AR stimulates curiosity and a sense of wonder
in students. It encourages exploration, inquiry, and a desire to seek out knowledge
independently, fostering a lifelong love for learning.
Measurable Learning Outcomes: AR in education allows for the collection of data on student
interactions and performance. This data can be used to assess learning outcomes, identify areas
for improvement, and tailor instructional approaches for better results.
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Introduction Chapter 1
The integration of Augmented Reality (AR) in education faces multifaceted challenges. Educational
institutions often struggle with the limited integration and accessibility of AR due to inadequate infrastructure
and technical expertise. The absence of standardized frameworks for AR content creation contributes to
variations in quality and consistency across educational materials. Cost and resource constraints pose
significant barriers, creating a digital divide where some students have access to AR-enhanced learning while
others do not. Teacher training and acceptance are crucial, with a lack of comprehensive programs hindering
educators from effectively incorporating AR into their teaching methodologies. Ensuring the relevance and
alignment of AR content with educational objectives remains a persistent challenge, and privacy concerns
related to data security and ethical considerations further complicate implementation. Additionally, the
potential for AR to widen socioeconomic disparities and the need for standardized metrics to evaluate its
effectiveness underscore the complex landscape surrounding AR integration in education. Addressing these
challenges requires collaborative efforts to create a supportive ecosystem for the successful and equitable
implementation of AR in educational settings.
1.4 SUMMARY:
Augmented Reality (AR) in education represents a transformative integration of digital and physical
learning environments, enriching educational experiences by overlaying virtual information onto the real
world. By leveraging AR technologies, educators can create immersive and interactive content, allowing
students to engage with educational materials in innovative ways. AR in education enhances visualization
of complex concepts, enabling students to explore subjects like science, history, and mathematics through
interactive 3D models and simulations. It fosters a dynamic and student-centered learning environment,
catering to diverse learning styles. Moreover, AR provides opportunities for collaborative learning and real-
world application of knowledge. As AR technologies continue to evolve, their potential to revolutionize
education by fostering engagement, critical thinking, and curiosity is increasingly evident, opening new
horizons for interactive and personalized learning experiences.
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Literature Review Chapter 2
CHAPTER 2
LITERATURE REVIEW
Title: "Augmented Reality in Education and Training: Pedagogical Approaches and Illustrative
Case Studies"
Abstract: This review offers a comprehensive overview of AR technology and suggests five
pivotal directions for its application in education. The authors highlight how AR has the
potential to revolutionize educational practices by providing immersive, interactive, and
contextual learning experiences, ultimately leading to improved learning outcomes.
Title: "A Review on the Use of Augmented Reality in Education: From the Perspective of
Motivation, Cognitive Load, Presence, and Practical Implementation"
Authors: Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk
Abstract: Bacca et al. consider crucial factors such as motivation, cognitive load, and presence
when evaluating the effectiveness of AR in education. The review discusses practical
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Literature Review Chapter 2
Authors: Azuma, R. T.
Journal: ISMAR
2.2 SUMMARY:
The literature survey on Augmented Reality (AR) in education reveals a growing body of
research and practical applications that highlight the transformative impact of AR on the
learning experience. Studies consistently emphasize the potential of AR to enhance student
engagement, understanding, and retention of educational content. AR is found to be particularly
effective in science, technology, engineering, and mathematics (STEM) subjects, providing
interactive simulations and 3D visualizations that facilitate deeper comprehension.
Additionally, literature suggests that AR fosters a student-centric learning environment,
catering to diverse learning styles and encouraging active participation. Challenges such as
hardware limitations, integration into curricula, and the need for teacher training are also
acknowledged. Overall, the literature survey underscores the significant role of AR in
reshaping education by offering innovative and immersive learning opportunities that go
beyond traditional teaching methods. As the field of AR in education continues to advance,
research and practical implementations contribute to a growing understanding of its benefits,
challenges, and the potential for revolutionizing the educational landscape.
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System Requirements Chapter 3
CHAPTER 3
SYSTEM REQUIREMENTS
Development Machine:
AR Device:
Development Environment:
Operating System:
AR SDKs/Frameworks:
Programming Languages:
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System Requirements Chapter 3
Version Control:
• Blender, Maya, 3ds Max, or other 3D modeling tools for creating assets.
AR Content Creation:
Data Security:
Privacy Compliance:
User Documentation:
• Provide user manuals or guides for navigating and using the AR application.
Developer Documentation:
• Document codebase, APIs, and any custom features for future maintenance
and development.
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System Requirements Chapter 3
Unity Engine is a versatile and user-friendly platform renowned for game and
interactive application development. Its cross-platform capabilities streamline development
across various devices and operating systems. With support for multiple languages, including
C#, Unity offers a flexible coding environment. The Unity Asset Store provides a wealth of
pre-made assets and tools, expediting the development process. Whether crafting 2D games or
complex 3D simulations, Unity's toolset is adaptable to various dimensions. Its robust physics
engine and animation systems allow for lifelike movements and interactions. With advanced
graphics features and dedicated frameworks for VR and AR, Unity is a go-to choose for
immersive experiences and modern interactive applications.
UNITY IN AR:
Unity is a powerful engine for developing AR (Augmented Reality) applications due to its
specialized framework called Unity AR Foundation. Here's how Unity works in AR
applications:
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System Requirements Chapter 3
AR Foundation Integration:
Unity's AR Foundation is a package that streamlines AR development by providing a unified
API for working with various AR platforms, including ARKit (iOS) and ARCore (Android).
This allows developers to write code once and deploy it across multiple AR-compatible devices.
AR-Capable Devices:
Unity AR applications are deployed on devices equipped with AR-capable hardware. These can
be smartphones, tablets, or AR glasses that support ARKit or ARCore.
Scene Creation:
Developers use Unity's intuitive interface to create the AR scene. They can import 3D models,
animations, textures, and other assets to build the virtual environment where the AR experience
will take place.
AR Camera Setup:
Unity provides a specialized AR Camera component that replaces the standard camera used in
traditional games. This camera is designed to capture the real-world environment and integrate
virtual elements seamlessly.
User Interaction:
Unity enables developers to implement interactions between users and virtual objects. This can
include gestures, touch controls, or even voice commands, allowing users to manipulate and
engage with the AR content.
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Cross-Platform Compatibility:
AR Foundation, developers can write code that is compatible with both ARKit and ARCore,
making it easier to deploy AR applications on both iOS and Android devices.
Deployment:
Once the AR application is developed and thoroughly tested, it can be built for various target
platforms, such as iOS and Android, and deployed through their respective app stores.
3.2.1.2 BLENDER:
Blender is a versatile and open-source 3D modeling and animation software renowned for
its robust capabilities. It empowers users to create intricate 3D models, animate characters, and
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simulate dynamic environments. Its intuitive interface and extensive documentation make it
accessible to professionals and novices alike. With real-time rendering and an integrated game
engine, Blender caters to game developers and filmmakers, offering a comprehensive suite of
tools. Moreover, its scripting capabilities enable customization, enhancing its adaptability for
various projects. From architectural visualization to visual effects, Blender stands as a cost-
effective and powerful solution for 3D content creation.
WORKING IN BLENDER:
Blender 3D is a powerful open-source 3D creation suite that is used for various purposes,
including 3D modeling, animation, rendering, and even game development. If you're working
in Blender 3D, you can do a wide range of tasks, from creating 3D models to producing
animated films or games. Here are some common tasks and features you might encounter while
working in Blender 3D:
3D Modeling: You can use Blender to create 3D models of objects, characters, and
environments. This includes extruding, sculpting, and texturing objects to make them look
realistic.
Animation: Blender supports keyframe animation, rigging, and character animation. You can
animate objects, characters, and even create complex character rigs.
Rendering: Blender has a built-in rendering engine, Cycles, and Eevee for real-time rendering.
You can create stunning visuals and render animations or still images.
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Texturing and Materials: You can apply textures and materials to your 3D models, making
them look like different materials (e.g., wood, metal, or glass).
Lighting: Set up and control various types of lighting in your scenes to achieve the desired
atmosphere and visual effects.
Physics Simulations: Blender offers physics simulations for smoke, fluid, cloth, and more.
You can create realistic physical interactions in your scenes.
Video Editing: You can use Blender for video editing and post-production work, including
cutting, splicing, and adding effects to videos.
Game Development: Blender has a game engine that allows you to create interactive 3D
games. You can build, animate, and script your game assets directly in Blender.
3D Printing: Blender has tools to prepare 3D models for 3D printing. You can check and fix
models for printability.
Scripting: Blender has a Python scripting API that enables you to automate tasks, create
custom tools, and extend its functionality.
Add-Ons: You can extend Blender's capabilities by installing various add-ons created by the
community or developing your own.
Functional Requirements:
Image Recognition: The AR system should be able to recognize and track images in real-time.
Implement image recognition algorithms to identify predefined images or patterns.
AR Interaction: Integrate AR Foundation to enable the placement of virtual objects in the real
world based on image recognition. Implement interactive features, such as tapping or dragging
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System Requirements Chapter 3
User Interface (UI): Design and implement a user-friendly interface for configuring and
interacting with AR features.
Non-Functional Requirements:
Performance: The AR application should run smoothly with minimal latency to provide
a seamless user experience.
Scalability: Design the application to handle varying levels of complexity and a growing
number of users or data.
Reliability: Ensure the system is reliable and stable, with minimal crashes or unexpected
behavior.
Security: Implement security measures to protect user data and ensure the safe operation of
the AR application.
Usability: The user interface should be intuitive and easy to navigate, promoting a positive
user
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experience.
Compatibility: Ensure compatibility with a range of devices, considering different screen sizes,
resolutions, and hardware capabilities.
Accessibility: Design the application to be accessible to users with different abilities, considering
factors like color contrast and text size.
Update and Maintenance: Plan for easy updates and maintenance of the AR application,
allowing for future improvements and bug fixes.
3.4 SUMMARY:
The collaborative workflow between Blender and Unity in the context of AR Foundation
sculpting, and animating objects and scenes. Artists use Blender to craft detailed 3D assets,
characters, and animations. Unity, a popular game development engine, complements Blender
by providing a platform for integrating these assets into AR applications using AR Foundation.
This workflow enables developers to import Blender-created assets into Unity, where they can
be arranged, scripted, and deployed for augmented reality experiences. Unity's AR Foundation
extends its capabilities to incorporate AR features, such as image recognition and tracking. The
synergy between Blender and Unity within the AR Foundation framework facilitates a
streamlined process for creating immersive AR content, showcasing the collaborative power of
these tools in reshaping interactive and visually compelling augmented reality experiences.
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System Design Chapter 4
CHAPTER 4
SYSTEM DESIGN
Content Enrichment:
AR applications are used to augment textbooks and learning materials. By scanning specific
pages or markers with a mobile device, students can access additional multimedia content, such
as 3D models, videos, and interactive simulations, providing a deeper understanding of the
subject matter.
AR brings lab experiences to life by allowing students to conduct experiments virtually. For
example, in chemistry, students can interact with virtual chemical reactions, observe molecular
structures, and understand scientific concepts in a controlled digital environment.
AR applications transport students to different time periods and locations, allowing them to
explore historical sites, ancient civilizations, and cultural landmarks through immersive 3D
reconstructions and interactive experiences.
AR applications for language education use visual cues in the real world to help learners
associate words with objects, facilitating vocabulary acquisition. Students can point their
devices at objects, and the application provides translations or audio pronunciations.
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System Design Chapter 4
AR applications provide interactive maps and overlays that allow students to explore
geographical features, ecosystems, and environmental changes. This technology enables a
hands-on learning approach to understand the Earth's geography.
AR applications in art education enable students to create and manipulate virtual sculptures,
paintings, and designs in a 3D space. This fosters creativity and allows for experimentation with
different artistic styles and techniques.
AR applications simulate virtual field trips, making it possible for students to visit museums,
historical sites, and natural landmarks without leaving the classroom. This addresses
accessibility challenges and allows for inclusive learning experiences.
STEM Education:
AR applications can be customized to cater to different learning styles and abilities. They adapt
content presentation and difficulty levels to meet individual student needs, providing a more
personalized learning experience.
Collaborative Learning:
AR applications support collaborative learning experiences. Multiple users can interact with the
same augmented content simultaneously, fostering teamwork, communication skills, and peer -
to-peer learning.
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System Design Chapter 4
The existing system of Augmented Reality (AR) applications in education brings forth a host of
advantages that significantly enhance the learning experience. Here are some key benefits:
Real-world Context: AR bridges the gap between theoretical knowledge and its real-world
applications. It allows students to apply what they've learned in practical, tangible settings.
Personalized Learning: AR applications can be tailored to cater to different learning styles and
paces, ensuring that each student receives a customized educational experience.
Motivation and Curiosity: The immersive nature of AR applications sparks curiosity and a
sense of wonder, motivating students to explore, ask questions, and seek answers independently.
Real-time Feedback and Assessment: AR applications can provide instant feedback on tasks,
quizzes, or assignments, allowing students to gauge their progress and adjust their approach
accordingly.
Preparation for Future Technologies: Familiarity with AR technology equips students with
skills relevant to the modern workforce, preparing them for careers in fields that increasingly
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System Design Chapter 4
Learning Curve: Both educators and students may need time to become proficient in using AR
applications effectively, potentially requiring additional training.
Distraction Potential: In some cases, AR may introduce additional sensory stimuli that could
potentially distract students from the intended learning objectives.
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System Design Chapter 4
Limited Curriculum Integration: Integrating AR into existing curricula may require careful
planning and alignment with educational standards, and not all subjects may easily lend
themselves to AR applications.
Inequities in Access: Not all students may have access to the required devices, potentiallyleading
to disparities in access and opportunities.
Design an intuitive user interface (UI) with elements such as buttons and labels, enhancing user
engagement. Implement user interactions, such as tapping or dragging, to manipulate AR objects
seamlessly. Consider incorporating gestures and touch controls to make the experience more
immersive. Provide visual feedback to users for successful interactions, like highlighting selected
objects or displaying relevant information.
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System Design Chapter 4
Testing is a critical phase in AR app development. Test your app on ARKit and ARCore
supported devices to identify and resolve any platform-specific issues. Debug and optimize your
app for performance, ensuring a smooth user experience. Configure build settings and deploy
your AR app to the App Store for iOS and Google Play for Android, making it accessible to a
broader audience.
In the iterative process, gather user feedback to enhance your AR app continually. Stay informed
about updates to AR Foundation, ARKit, and ARCore for potential improvements and new
features. Thoroughly document your code and provide clear instructions for users and future
developers, facilitating understanding and future development. As AR technology evolves, this
comprehensive approach ensures your AR app remains at the forefront of innovation and user
satisfaction.
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System Design Chapter 4
A Data Flow Diagram (DFD) is a graphical representation of the flow of data within a system.
While AR applications, especially those using AR Foundation in Unity, might not have traditional data
flow in the same way as information systems, we can represent the flow of information and interactions
within the AR system. Here's a simplified DFD for an AR application using AR Foundation in Unity:
Description:
User Input:
Represents any input from the user, such as gestures, taps, or other interactions.
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AR Foundation Module:
This module encompasses the AR Foundation framework in Unity, responsible for handling AR
functionalities like tracking, rendering, and interactions.
This block represents algorithms responsible for recognizing images or patterns in the real-world
environment.
Denotes the rendering of virtual objects in the AR scene based on the image recognition results.
4.4 SUMMARY:
The existing system may lack certain features, exhibit performance bottlenecks, or have
limitations in terms of user experience. In the context of AR, the image processing may be less accurate,
the interaction with virtual objects might be limited, and the overall system may not adapt well to
different environmental conditions. The need for enhanced features, improved performance, and a
more user-friendly interface becomes apparent through the limitations of the existing system.
The proposed system outlines the improvements and new features introduced to overcome the
shortcomings of the existing system. This may include advancements in image recognition algorithms
for more accurate tracking, enhanced AR interactions for users, improved rendering quality, and
adaptability to diverse real-world environments. Additionally, the proposed system could address
issues related to performance, security, and usability, providing a more robust and satisfying AR
experience. The introduction of new technologies, optimized code, and a refined user interface
contributes to the overall effectiveness of the proposed AR application.
In summary, the proposed system represents an evolution from the limitations of the existing
system, introducing advancements in image processing, AR interactions, and overall system
performance to deliver an upgraded and more feature-rich AR experience. The proposed system aims
to address user needs and expectations, providing a solution that not only overcomes existing
challenges but also sets the stage for future improvements and innovations in AR technology.
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Implementation Chapter 5
CHAPTER 5
IMPLEMENTATION
5.1 WORKING OF 3D MODEL:
The transformative capabilities of Blender shine through in Edit Mode, where you can move,
rotate, and scale components using shortcuts like G, R, and S. Constrain these transformations
along specific axes by appending X, Y, or Z after the action. To refine the model's surfaces,
consider applying a Subdivision Surface modifier, accessible through the modifier panel. This
step introduces a level of smoothness, crucial for achieving realistic and visually appealing 3D
models.
In the "Shading" workspace, the creative process expands to materials and textures. Assign
materials to the model, and add textures for a more nuanced appearance. UV mapping, crucial
for precise texture application, involves unwrapping the model's UVs in Edit Mode and
adjusting them in the dedicated UV Editor. For those delving into more organic forms, Blender's
Sculpt Mode offers a suite of brushes for detailed sculpting, expanding the creative possibilities
beyond traditional geometric shapes.
As the 3D model takes shape, attention turns to lighting, a critical factor for achieving realism
in renders. In the "Layout" or "Rendering" workspace, lights are added and configured in the
"Object Data Properties" panel. Proper lighting emphasizes the model's details and establishes
a mood within the scene. With a lit stage set, the next step involves camera setup. Placing and
adjusting the camera's position, rotation, and focal length define the viewpoint for rendering.
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Implementation Chapter 5
The rendering process in Blender involves choosing between the Eevee and Cycles rendering
engines, each offering unique strengths. Eevee excels in real-time rendering and is ideal for
quick previews, while Cycles focuses on accurate light interaction and is suitable for high-
quality final renders. Render settings are configured in the respective engines' panels, allowing
customization according to project requirements.
With the environment configured, introduce AR Foundation's core components into the scene.
Drag and drop the AR Session prefab, which acts as the central manager for the AR experience,
and the AR Session Origin prefab, representing the tracked space in the real world. This initial
setup is pivotal for building an AR application that seamlessly integrates with the physical
environment. It forms the canvas upon which the AR experience will unfold, combining virtual
and real-world elements.
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Implementation Chapter 5
Stability is paramount in AR applications. Integrate AR Anchors into the design to attach virtual
objects to real-world points, ensuring they remain fixed in space relative to the physical
environment. This step enhances the user experience, providing a sense of persistence and
stability to virtual elements within the dynamic context of the AR environment.
Designing the user interface (UI) is the next crucial step. Consider the user experience and
implement intuitive controls, buttons, or other interactive elements to facilitate engagement
with the AR content. Implementation of AR interactions involves incorporating gestures and
touch controls, making the user experience more natural and immersive. Visual feedback
mechanisms are essential for guiding users through the AR experience, providing cues for
successful interactions, or conveying information relevant to the virtual elements.
As the application matures through testing and iteration, prepare it for deployment. Configure
build settings within Unity to target specific platforms and publish the AR app to the App Store
for iOS and Google Play for Android. Ensure that the app adheres to platform-specific
guidelines and requirements for a seamless deployment process.
Continuously stay informed about updates to AR Foundation, ARKit, and ARCore for potential
enhancements and new features. Regularly iterate on the application based on user feedback,
emerging technologies, and evolving best practices. Robust documentation of code and
application features facilitates future development and ensures that the AR application remains
at the forefront of innovation and user satisfaction.
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Embarking on the journey of enabling Unity on a phone involves a comprehensive set of steps
beginning with the installation of Unity Hub and a compatible Unity version. Unity Hub serves as
a centralized management tool for Unity versions, streamlining the process of project creation and
version control. Once a Unity version supporting the target platform—whether Android or iOS—
is installed, the creation of a new project unfolds within Unity Hub. This initial phase is crucial for
project setup, requiring decisions on templates, such as 3D or 2D, and meticulous configuration of
project settings.
As the development environment takes shape within the Unity editor, the subsequent step involves
crafting the desired application. This process entails importing assets, shaping scenes, and
implementing functionality through the use of C# scripts. Unity's intuitive interface empowers
developers to visualize and fine-tune their creations, fostering an iterative and creative development
cycle. The unity of design and functionality coalesce as the project matures, setting the stage for the
application's deployment.
With the foundation laid, the focus shifts to configuring build settings within Unity. The Build
Settings menu becomes the gateway to specifying the target platform, initiating a switch to Android
or iOS, and adjusting platform-specific settings such as package names or bundle identifiers.
Building the application finalizes the encapsulation of the project into a standalone file, ready for
deployment.
The deployment phase involves the transfer of the built application to the intended mobile device.
For Android, this necessitates connecting the device to the development machine, enabling USB
debugging, and potentially installing required drivers. iOS deployment, on the other hand, demands
a Mac with Xcode installed and, if necessary, enrollment in the Apple Developer Program to deploy
on a physical iOS device. The actual running of the application on the mobile device marks the
fruition of the development efforts, bringing the Unity-powered creation to life.
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Testing and debugging become paramount in this iterative process. Unity offers a suite of
development tools for real-time testing and debugging, facilitating the identification and resolution
of issues. For Android devices, establishing a direct connection between the Unity editor and the
phone enhances the efficiency of this phase. Meanwhile, for iOS, integrating the project with
Xcode provides developers with a deeper level of insight into performance and behavior.
Security considerations play a role, especially on Android devices, where ensuring the phone's
security settings permit the installation of applications from external sources is essential. Finally,
a commitment to documentation and staying informed about Unity updates ensures that the
development workflow remains aligned with best practices and platform-specific nuances. This
comprehensive approach, from initial setup to deployment, testing, and refinement, empowers
developers to harness the full potential of Unity on mobile devices, creating immersive and
engaging applications.
5.3 SUMMARY:
The collaborative workflow between Blender and Unity in the context of AR Foundation involves a
seamless integration of 3D content creation and game development. Blender, a versatile open-source 3D
graphics software, serves as a comprehensive tool for modeling, sculpting, and animating objects and
scenes. Artists use Blender to craft detailed 3D assets, characters, and animations. Unity, a popular game
development engine, complements Blender by providing a platform for integrating these assets into AR
applications using AR Foundation. This workflow enables developers to import Blender-created assets into
Unity, where they can be arranged, scripted, and deployed for augmented reality experiences. Unity's AR
Foundation extends its capabilities to incorporate AR features, such as image recognition and tracking. The
synergy between Blender and Unity within the AR Foundation framework facilitates a streamlined process
for creating immersive AR content, showcasing the collaborative power of these tools in reshaping
interactive and visually compelling augmented reality experiences.
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System Testing Chapter 6
CHAPTER 6
SYSTEM TESTING
6.1 TESTING LEVELS:
Integration testing for an Augmented Reality (AR) application utilizing image processing in
Unity involves validating the seamless interaction and cooperation between different components or
modules within the application. The objective is to ensure that these integrated elements work
harmoniously to deliver the intended functionality. In the context of image processing, this includes
testing the flow of data and operations between modules responsible for image recognition, tracking,
rendering, and other AR features. By assessing how these components collaborate, integration testing
helps identify potential issues such as data inconsistencies, communication errors, or interoperability
challenges. Through this process, developers can catch and address integration-related issues early in
the development lifecycle, ensuring that the AR application functions cohesively and delivers a
unified and reliable user experience.
System testing for an Augmented Reality (AR) application using image processing in Unity
is a comprehensive evaluation of the entire application as a unified system. This testing phase aims
to verify that all individual components, including image recognition, tracking, rendering, and user
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System Testing Chapter 6
interaction, work harmoniously to meet specified requirements. System testing involves testing the
application in various scenarios and conditions, assessing its behavior under different
environmental settings and user interactions. It ensures that the AR application functions as
intended, placing virtual objects accurately based on image recognition results, and adapting to
real-world changes. Additionally, system testing addresses aspects such as performance, security,
and overall user satisfaction, providing a thorough examination of the application's reliability and
functionality before deployment. Any discovered issues are addressed to guarantee a robust and
user-friendly AR experience.
Acceptance testing for an Augmented Reality (AR) application with image processing in
Unity is the final phase of testing before deployment, focusing on validating that the application
meets the specified business requirements and user expectations. This testing assesses whether the
AR application delivers the intended features and functionalities in a real-world context. Typically
involving end-users or stakeholders, acceptance testing evaluates the application's usability,
performance, and adherence to predefined criteria. Users interact with the AR features, such as
image recognition and object rendering, providing feedback on the overall user experience. Any
necessary adjustments are made based on this feedback to ensure that the application aligns with
business goals and fulfills user needs. Successful acceptance testing indicates that the AR
application is ready for deployment, having undergone thorough evaluation from the perspective of
those who will ultimately use and benefit from it.
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System Testing Chapter 6
compromising the device's resources. By measuring and optimizing key performance indicators,
developers can enhance the application's efficiency and responsiveness, ensuring it meets the
required standards and provides a seamless AR experience for users.
6.2 SUMMARY:
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Coding And Output Chapter 7
CHAPTER 7
CODING AND OUTPUT
7.1.1 CODING:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
[RequireComponent(typeof(ARTrackedImageManager))]
public class imageTracking : MonoBehaviour
{
[SerializeField]
private GameObject[] placedPrefab;
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Coding And Output Chapter 7
7.1.2 DESCRIPTION:
The provided C# script is designed for Unity using the AR Foundation package, facilitating image
tracking in augmented reality (AR) applications. Upon initialization, the script creates a
dictionary to manage GameObjects corresponding to images and instantiates them based on a
specified array. The script subscribes to the `trackedImagesChanged` event of the
ARTrackedImageManager in the `OnEnable` method and unsubscribes in the `OnDisable`
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Coding And Output Chapter 7
7.2 OUTPUT:
EARTH:
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Coding And Output Chapter 7
URANUS:
MARS:
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Coding And Output Chapter 7
MERCURY:
NEPTUNE:
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Coding And Output Chapter 7
SUN:
SATURN:
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Coding And Output Chapter 7
VENUS:
7.2.2 SONOMETER:
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Coding And Output Chapter 7
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Coding And Output Chapter 7
PROJECT DEVELOPMENT
The " Augmented Horizons of Exploring New Realities in Education" project represents
a groundbreaking endeavor poised to redefine the educational landscape. By harnessing the
robust capabilities of the Unity game engine, this initiative aims to seamlessly integrate
augmented reality technology into the learning process. Through dynamic digital overlays,
students will gain access to a wealth of interactive 3D models, simulations, and virtual field
trips, transcending the limitations of traditional educational materials. The core objective of
this project is to foster deeper understanding and engagement among learners of varied
backgrounds and learning styles.
Meticulous attention has been given to ensuring that the educational content aligns
seamlessly with established curriculum standards, enhancing the relevance and applicability
of the augmented reality experiences. Moreover, a user-centric approach to interface design
guarantees an intuitive and immersive learning experience. Rigorous testing protocols,
including functional and usability testing, have been implemented to ensure the application's
robustness and user-friendliness. Additionally, the project adheres to strict legal and ethical
considerations, safeguarding user privacy and intellectual property rights.
As the project nears its completion, there is a keen anticipation for the transformative impact
it is poised to make in educational spheres. Not only does it promise to enhance traditional
learning methods, but it also lays the foundation for future advancements in augmented
reality technology. Through this project, education is poised to transcend conventional
boundaries, ushering in a new era of interactive and engaging learning experiences.
In conclusion, the integration of Augmented Reality (AR) into education using the Unity platform
is a remarkable stride towards revolutionizing the learning experience. This innovative approach
marries advanced technology with educational content, providing students with interactive and
immersive lessons that transcend the boundaries of traditional teaching materials. By seamlessly
merging the physical and digital realms, AR in education stimulates deeper understanding,
engagement, and retention of knowledge, accommodating diverse learning styles.
The project's meticulous attention to aligning educational content with established curriculum
standards underscores its commitment to enhancing the educational process. Furthermore, the
user-centric design ensures an intuitive and accessible learning experience for all students.
Rigorous testing protocols, alongside adherence to legal and ethical considerations, affirm the
project's dedication to delivering a high-quality, responsible, and secure application.
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Future Scope
FUTURE SCOPE
The future scope of Augmented Reality (AR) in education is incredibly promising, poised to
revolutionize the way knowledge is acquired and assimilated. As AR technology continues to
advance, it is expected to bring about a paradigm shift in traditional learning methods. Students
will soon find themselves immersed in interactive educational experiences where virtual objects
seamlessly blend with the physical world, enhancing comprehension and retention of complex
concepts. With the advent of AR glasses and wearables, the learning process will become even
more seamless, offering a hands-free and intuitive augmented learning environment. This
technology's potential for personalized learning paths is particularly exciting, as AR applications
can adapt content to suit individual learning styles and preferences.
Moreover, AR's capacity for real-time collaboration among students, regardless of their
physical location, opens up new frontiers for cooperative learning and problem-solving. As the
boundaries of AR's capabilities continue to expand, we can anticipate its integration into an
even wider range of subjects and disciplines, creating opportunities for more interactive and
engaging lessons. In essence, the future of AR in education promises a dynamic and inclusive
learning environment that caters to the diverse needs and preferences of students, ultimately
reshaping the landscape of education.
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Bibliography
BIBLIOGRAPHY
[1] Billinghurst, M., & Dunser, A. (2012). Augmented Reality in the Classroom. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 441- 442).
IEEE.
[2] Dede, C., & Richards, J. (2017). 21st century skills, education, and competitiveness: A
resource and policy guide. Routledge.
[3] FitzGerald, E., Adams, S., Ferguson, R., Gaved, M., Herodotou, C., Hillaire, G., ... &
Wimpenny, K. (2018). Augmented reality and mobile learning: The state of the art.
International Journal of Mobile and Blended Learning, 10(4), 1-17.
[5] Liarokapis, F., & White, M. (2016). Educational augmented reality applications: Where
we are and what is next. Journal of
Interactive Learning Research, 27(4), 325-343.
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