Final AR BOOK REPORT
Final AR BOOK REPORT
Bachelor of Technology
In
Session: 2022-2023
INDORE (M.P.)
DECLARATION
We Shivendra Patel, Shrishty Jain, Suraj Soni and Vishal Sharma hereby declare that the
project entitled “Design and Development of Augmented Reality Book For Pre-Primary
Students”, which is submitted by us for the partial fulfilment of the requirement for the award of
Bachelor of Technology in Computer Science & Engineering to the Prestige Institute of
Engineering, Management and Research, Indore (M.P.). Rajiv Gandhi Proudhyogiki
Vishwavidyalaya, Bhopal, comprises my own work and due acknowledgement has been made in
text to all other material used.
Signature of Students:
Date:
Place:
PRESTIGE INSTITUTE OF ENGINEERING MANAGEMENTAND RESEARCH
INDORE (M.P.)
This is to certify that the dissertation entitled “Design And Development of Augmented Reality
Book For Pre-Primary Students” submitted by Shivendra Patel (0863CS191151), Shrishty
Jain (0863CS191153), Suraj Soni (0863CS191163), Vishal Sharma (0863CS191171) to the
Prestige Institute of Engineering, Management and Research, Indore (M.P.) is approved as
fulfilment for the award of the degree of “Bachelor of Technology in Computer Science &
Engineering” by Rajiv Gandhi Proudhyogiki Vishwavidyalaya, Bhopal, (M.P.).
Date: Date:
HOD, CSE
PIEMR, INDORE
PRESTIGE INSTITUTE OF ENGINEERING MANAGEMENTAND RESEARCH
INDORE (M.P.)
CERTIFICATE
This is certified that project entitled “Design And Development of Augmented Reality
Book For Pre-Primary Students” submitted by Shivendra Patel, Shrishty Jain, Suraj Soni
and Vishal Sharma is a satisfactory account of the bona fide work done under our
supervision and is recommended towards partial fulfilment for the award of the degree
Bachelor of Technology in Computer Science & Engineering to Rajiv Gandhi
Proudyogiki Vishwavidyalaya, Bhopal (M.P.) .
Date:
Enclosed by:
Director
PIEMR, Indore
PRESTIGE INSTITUTE OF ENGINEERING MANAGEMENTAND RESEARCH
INDORE (M.P.)
ACKNOWLEDGEMENT
After the completion of Major project work, words are not enough to express my feelings about
all these who helped me to reach my goal; feeling above this is my indebtedness to the almighty
for providing me this moment in life.
First and foremost, I take this opportunity to express my deep regards and heartfelt gratitude to my
Project Guide Dr. Piyush Choudhary and Project Coordinator Prof. Arpit Maheshwari,
Department of Computer Science and Engineering, PIEMR, Indore for their inspiring
guidance and timely suggestions in carrying out my project successfully. They are also the constant
source of inspiration for me. Working under their guidance has been an opportunity for me to learn
more and more.
I am extremely thankful to Dr. Piyush Choudhary, (HOD, CSE) for his co-operation and
motivation during the project. I extend my deepest gratitude to Dr. Manojkumar Deshpande,
Director, PIEMR, and Indore for providing all the necessary facilities and true encouraging
environment to bring out the best of my endeavour’s.
I would like to thank all the teachers of our department for providing invaluable support and
motivation. I remain indebted to all the non-teaching staff of our Institute who has helped me
immensely throughout the project.
I am also grateful to my friends and colleagues for their help and co-operation throughout this
work. Last but not least; I thank my family for their support, patience, blessings and understanding
while completing my project.
Name of Students:
Declaration I
Certificate III
Acknowledgement IV
Table of Contents V
TABLE OF CONTENTS
CHAPTER 1 INTRODUCTION
1.1 Introduction…………………………………………………………………….………2
1.2 Motivation………………………………………………………..............................2
1.3 Objective………………………………………………………………………………3
1.4 Analysis ………………………………………………………….............................3
1.4.1 Functional Requirements ………………………………………………......4
CHAPTER 4 IMPLEMENTATION
4.2 Technology…………………………………………………………………………...27
7.1 Conclusion………………………………………………………..............................42
Bibliography……………………………………………………………………………….43
Augmented Reality is an interactive experience of a real-world environment where the objects that
reside in the real world are enhanced by computer-generated perceptual information,
sometimes across multiple sensory modalities, including visual, auditory, haptic,
somatosensory and olfactory. AR can be defined as a system that fulfills three basic features: a
combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual
and real objects.
Augmented reality is the technology that expands our physical world, adding layers of digital
information onto it. Unlike Virtual Reality (VR), AR does not create the whole artificial
environments to replace real with a virtual one. AR appears in direct view of an existing
environment and adds sounds, videos, and graphics to it.
Google in 2013 introduced Google Glasses that took Augmented Reality to a more physical and
more wearable interface. It displays on the users lens through a projector and responds to voice
commands, overlaying images, videos and sounds onto the screen.
Phones and tablets are the most common way of Augmented Reality in our lives. Most of the
applications we use, are indeed a result of Augmented Reality. The games we play, the
interactive applications we use along with the real time applications all are a mere example of
augmented reality.
One of the most popular recent invention is the mobile game Pokémon Go. Augmented Reality
doesn't stop here. With each day more researchers are working on it and establishing more new
ideas and technologies that help improve our life.
1.1.2 TYPES OF AUGMENTED REALITY
The best part of Augmented Reality is that it’s accessible to all ordinary users. Augmented
reality companies are helping users to experience Augmented Reality through their smart-
phones. This has lead businesses to new heights of developments and inventions. Such
evolution of Augmented Reality technology development created the most available and best fit
Augmented Reality mobile application development for various purposes. Let us have a look at
the types of augmented reality:
Marker-based Augmented Reality- Well you can also call it the image recognition, as it
requires a special visual object and a camera to scan it. It may be anything, from a printed QR
code to special signs. The Augmented Reality device also calculates the position and
orientation of a marker to position the content. Thus, a marker initiates digital animations for
users to view, and so images in a magazine may turn into 3D models.
For many of us the way Augmented Reality works implies to the technical side. Augmented Reality
can be displayed on various devices: screens, glasses, handheld devices, mobile phones, head-
mounted displays. It involves technologies like simultaneous localization and mapping, depth
tracking which is basically a sensor data calculating the distance of the objects. Augmented
Reality also consists of the following components :
CAMERAS AND SENSORS- It collects data about user's interactions and sends it for
processing. Cameras on devices scans the surroundings and with this information, a device
locates the physical objects and generates 3D models. This may be special duty cameras,
like in Microsoft Halogens, or common smart-phone cameras to take pictures or videos.
PROCESSING- Augmented Reality devices at the end should act like little computers,
something modern smart-phones already do. In other words, they require a CPU, a GPU, flash
memory, RAM, Bluetooth or Wi-Fi, a GPS, etc., to be able to measure speed, angle, direction,
orientation in space, and so on.
REFLECTION- Some Augmented Reality devices have mirrors to assist human eyes to
view virtual images. Some have an “array of small curved mirrors” and some have a double-
sided mirror to reflect light to a camera and to a user's eye. The goal of such reflection paths
is to perform a proper image alignment.
1.1.4 AUGMENTED REALITY DEVICES
Many modern devices already use the technology of augmented reality. From our smart-phones
and tablets to gadgets like Google Glass or handheld devices such as sensors and these
technologies continue to evolve. For processing and projection, AR devices and hardware,
first of all, have requirements such as sensors, cameras, accelerometer, gyroscope, digital compass,
GPS, CPU, displays, and things we've already mentioned. Devices suitable for augmented reality
fall into the following categories:
MOBILE DEVICES- These are tablets which are most available and best fit for AR
mobile apps, ranging from pure gaming and entertainment to business analytics, sports, and
social networking.
VIRTUAL RETINAL DISPLAYS- This creates images by projecting laser light into the
human eye. Aiming at bright, high contrast and high-resolution images, such systems yet
remain to be made for a practical use.
1.1.5 APPLICATIONS OF AUGMENTED REALITY
Augmented Reality has been complementing or lives on a daily basis. From our smart-phones to
our tablets and desktop, all of these run some of its program and applications with the help of
Augmented Reality. One of the most popular use of Augmented Reality is gaming. New
Augmented Reality games provide much better experience to the users. Some even promote
outgoing activities nowadays for example as mentioned earlier Pokémon GO one of the most
recent popular AR game requires the need of going out and travelling. Gaming grounds are being
moved from virtual spheres to real life, and players actually perform certain activities. For instance,
a simple gym activity for kids by the Canadian company SAGA, where to crack cubes moving on
a wall children hit it with a ball. Other applications of Augmented Reality are as follows:
EDUCATION: Interactive models for learning and training purposes, from mathematics
to chemistry.
Educators and researchers put hope in new technologies to enhance and support children’s
learning. One such technology may be Augmented Reality, which allows the user to view and
manipulate virtual 3D objects in a real-world environment.
An area of high educational relevance is literacy as a basic cultural technique enabling participation
in society. With interest in books declining educators need to explore means to boost children’s
motivation to read and to support the development of reading skills.
1.3 Objective
• Augmented Reality (AR) in education features aspects that enhance learning of abilities
like problem-solving, collaboration, and creation to better prepare students for the future.
• It is also good for traditional pedagogy focused on technical knowledge and
proficiencies.
CHAPTER 2
BACKGROUND AND RELATED WORK
Now a days teachers and parents are facing difficulties and problems while establishing a
connection between child and neural learning.
Visualization is better way of creative learning instead of traditional learning.
So, to overcome this old traditional way of learning and establishing a positive connection
between child and its psychology we came up with a 3D model learning method.
Educators and researchers put hope in new technologies to enhance and support children’s
learning. One such technology may be Augmented Reality, which allows the user to view and
manipulate virtual 3D objects in a real-world environment. An area of high educational relevance
is literacy as a basic cultural technique enabling participation in society. With interest in books
declining educators need to explore means to boost children’s motivation to read and to support
the development of reading skills.
These employ a combination of physical story pages and desktop interaction (screen,
mouse), and alternate traditional narrated text pages with interactive sequences. On each
text page (on-screen) the children can either read by themselves or listen to a recording. By
clicking on buttons on the screen they can navigate between consecutive text pages. After
each text section they need to close the text age, starting an interactive sequence where
they interact with physical pages and paddles and see an augmented view on the monitor.
The paddles represent and control the main characters of the story and the paper pages
constitute the setting (and other characters) for interactive sequences, organized as a series
of physical pages. The augmentation is based on AR Toolkit markers on the pages and
paddles that are detected by a web-cam and are replaced in the video image with computer
generated, animated 3D images. The image also is overlaid with navigation elements.
In addition to that, some literatures drew attention to the social impacts of AR on students.
For instance, the use of AR technology provided more opportunities for students to
communicate and collaborate in the real world. The social interactions between students
and teachers, students and their parents were also encouraged.
Structured literature reviews were found on AR for educational purposes. For example,
one systematic review of AR for education investigated 68 AR studies in education and
concluded a number of advantages and challenges. In this review, the advantages of AR in
educational settings were classified into learner outcomes, pedagogical contributions,
interaction, and others.
CHAPTER 3
DESIGN (UML AND DATA MODELING)
3.1 USE CASE DIAGRAM: Augmented Reality Books are actual paper or digital copies of
traditional books. Similarly, they have both text and illustrations. They are linked to the additional
content . The camera is pointed at a page in the book. Then, the application ‘reads’ the page and
displays that content on the screen of the device.
3.2 Activity Diagram
CHAPTER 4
IMPLEMENTATION
The aim is to enable students to master the production process of “AR + Books”. By setting up the
implementation process of children’s AR books, including traditional book production,
multimedia resource design and AR content implementation, students can experience the
realization process of “AR + book” production process in the virtual simulation system, so that
they can make AR books by themselves according to the overall process. Using unity 3D, Vuforia
and other design software to complete the development and production of AR books and mobile
terminals. Based on virtual simulation laboratory and “AR + book” technology, the realization
process of “AR + book” is fully displayed by virtual simulation experiment, so that students can
learn and master the whole process of “AR + book” production on the basis of immersing in virtual
reality.
1. DISPLAY
This corresponds to head mounted devices where images are formed. Many objects that do not
exist in the real world can be put into this environment and users can view and exam on these
objects. The properties such as complexity, physical properties etc. are just parameters in
simulation.
2. TRACKING
Getting the right information at the right time and the right place is the key in all these applications.
Personal digital assistants such as the Palm and the Pocket PC can provide timely information
using wireless networking and Global Positioning System (GPS) receivers that constantly track
the handheld devices
3. ENVIRONMENT SENSING
It is the process of viewing or sensing the real world scenes or even physical environment which
can be done either by using an optical combiner, a video combiner or simply retinal view.
4. VISUALIZATION AND RENDERING
Some emerging trends in the recent development of human-computer interaction (HCI) can be
observed. The trends are augmented reality. computer supported cooperative work, ubiquitous
computing, and heterogeneous user interface. AR is a method for visual improvement or
enrichment of the surrounding environment by overlaying spatially aligned computer-generated
information onto a human's view (eyes).
This paper presented the development of an interactive mobile augmented reality magical
playbook for preschool children in learning numbers using an old ABC literature, Numeric System.
This playbook consists of mobile AR application and interactive physical book interface design.
Based on observational study on the prototype, this playbook turns reading Alphabetical
Characters and Numeric Letters from traditional book into a new joyful, interactive and engaging
learning experience. Based on encouraging response from observational study, it motivates the
development of the AR playbook series for preschool education as future work.
REFERENCES
1. https://www.udemy.com/course/develop-augmented-reality-book-ar-business-card-with-
unity/
2. https://cxocard.com/augmented-reality-for-children-books/
3. https://www.slideshare.net/VaibhavMehta48/augmented-reality-paper-presentation/
4. 2013 International Conference on Virtual and Augmented Reality in Education by
ScienceDirect.
5. FreeCodeCamp- https://youtu.be/WzfDo2Wpxks
Augmented Reality Course Certification: