Keywords : Augmented Reality
Design and Implementation of AR/VR (Mixed Reality) For Education
European Journal of Molecular & Clinical Medicine,
2022, Volume 9, Issue 1, Pages 60-66
Students in today’s generation used technological gadgets a lot. Engaging these tech-savvy students in the
learning process with their preferred learning style is a daunting task. The differences in teaching and learning
styles result in problems such as disengagement of students, loss of learning aptitude, and loss of knowledge
retention. Recent innovations in visualization technologies such as Virtual Reality (VR)and Augmented reality
(AR) provide avenues that allow these students to engage in a social, collaborative and active learning
environment. AR/VR refers to an immersive digital environment that simulates physical presence in places in
the real or imagined worlds whereas MR represents the merger of real and virtual worlds to produce new
environments and visualizations. Using three controlled experiments these two emerging technologies are
investigated to enhance the educational experience. The results indicated that these technologies significantly
enhance the learning experience and engage students in an active learning process.
Design and Implementation of AR/VR (Mixed Reality) For Education
European Journal of Molecular & Clinical Medicine,
2021, Volume 8, Issue 4, Pages 1753-1759
Students in today’s generation used technological gadgets a lot. Engaging these tech-savvy students in the
learning process with their preferred learning style is a daunting task. The differences in teaching and
learning styles result in problems such as disengagement of students, loss of learning aptitude, and loss of
knowledge retention. Recent innovations in visualization technologies such as Virtual Reality (VR)and
Augmented reality (AR) provide avenues that allow these students to engage in a social, collaborative and
active learning environment. AR/VR refers to an immersive digital environment that simulates physical
presence in places in the real or imagined worlds whereas MR represents the merger of real and virtual
worlds to produce new environments and visualizations. Using three controlled experiments these two
emerging technologies are investigated to enhance the educational experience. The results indicated that
these technologies significantly enhance the learning experience and engage students in an active learning
process.
Library Digital Guide using Augmented Reality
European Journal of Molecular & Clinical Medicine,
2020, Volume 7, Issue 4, Pages 2052-2059
Augmented Reality is a technology which works with recognition algorithms based on computer vision. Day by day, new editions of books make huge volumes to the library as it makes it difficult for students as well as librarian guides to pick a correct book. By using the Augmented Reality (AR) application, our challenging task is, one able to search books in the library using a mobile camera with help of Unity3D and Vuforia. Details of the books like category, title and authors appear to the user through a mobile viewing device. Once we start the application the camera will fetch the image frame and identify the image (Marker can be of QR code). With the help of markers, 3D virtual objects appear in the corresponding location in the real world. So, the objective is to design a flexible model of 3D objects for the library as there is no need for a Library Guide, instead it acts as an AR Guide. The proposed Library Digital Guide using Augmented Reality has been tested at our college Library.