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ABSTRACT

Abstract — Augmented Reality is an emerging technology and the applications


of technology are still not fully unveiled. This system explores a new application
of augmented reality for a new direction in educational book publishing, which
aims to bring interactive learning experience to life. The project takes printed
images on book to the next level by applying Augmented Reality technology to
provide a unique fascinating experience to its readers on mobile devices. — It
is well documented that Augmented Reality (AR) enhances and supports
learning. Earlier research compares AR applications with existing methods.
Published research typically focuses on one AR in general. Nevertheless, there
are different ways of using AR. This paper gives further insight into how to use
AR as a learning tool as part of a museum experience. It focuses on AR through
smartphones, where the world is measured through the phone’s sensors and the
virtual content is displayed on the device’s screen. This thesis presents the
results of a comparative study between two types of AR: Inworld space and On-
screen space. In-world space AR renders the virtual content registered onto the
physical exhibition. Onscreen space AR renders the virtual content on the
screen of the phone and uses the physical space of the exhibition as an index
retrieval point. The discussion emerging from this study aims to aid the
development and design of AR applications at museum settings, by giving
curators better understanding of design options in AR spaces. Qualitative
results suggest that Inworld space benefits learning.

Keywords - Augmented Reality, In-world space, On-screen space, learning,


short-term memory, interaction, museum, localization, smartphone

Keywords - Augmented Reality, Mobile Computing, Multimedia Services,


E-Learning
CHAPTER 1
INTRODUCTION

All Augmented Reality is a variation of Virtual Reality and is used with visual
object tracking devices. Augmented Reality allows the user to see the real
world, with virtual objects superimposed upon or composited with the real
world. However, Virtual Reality completely engages a user inside a synthetic
environment. While engaged, the user cannot see the real world surrounding.
Therefore, Augmented Reality supplements reality, rather than completely
replacing it. In an application, you can expect that it would appear to the user
that the virtual and real objects coexisted in the same screen on device.
Augmented Reality (AR) is a multi discipline research area. The two main
technological tasks of Augmented Reality are to keep track of video objects
with their movement and position accurately [1][2] and to render a virtual image
seamlessly with shadow and color of real time background environment [3] [4].
We engage the innovative application of Augmented Reality technology for
digital entertainment with educational book publishing. Augmented Reality
enhances a user’s perception of and interaction with the real world. The virtual
objects display information conveyed by the virtual objects could help a user to
perform real-world tasks or provide auxiliary information for training and
learning environment [5].

AR has been the subject of experimentation by museums since the early 2000s,
with promises of transforming the traditional mode of interaction between
visitor and collections. Its main feature of superimposing virtual content onto
the surrounding physical environment, has the potential to merge the
observational and interpretational aspects of experiencing an object or a cultural
site. AR possibly overcomes some of the limitations of an exhibition space by
introducing up-to-date content, delivered in a novel and captivating way,
without the need for a physical renovation, thus being a resource-minded tool. It
also affords the coexistence of the antiquated and contemporary, providing
flexibility to suit different audience preferences, and does not compromise the
emphasis on the museum collections, as the virtual overlay is dependent on and
connected to the tangible exhibition. By adding AR and studying the Visitor
Experience in such an exhibition, one that through neglect was frozen in the
past, this research reflects on the temporal and spatial tensions that are exposed
in museums today when 21st century technology and disruptive museum
practices are revitalizing spaces and replacing traditional methods as a way to
respond to visitor expectations.

Aim
To developed a Augmented reality capable system that enhanced visitors
experience art and history in the museum.

Motivation
The Purpose of system is to overcomes some of the limitations of an exhibition
space by introducing up-to-date content, delivered in a novel and captivating
way, without the need for a physical renovation, thus being a resource-minded
tool. It also affords the coexistence of the antiquated and contemporary,
providing flexibility to suit different audience preferences, and does not
compromise the emphasis on the museum collections, as the virtual overlay is
dependent on and connected to the tangible exhibition.

Objectives
 To making art and history come alive is main objective.
 To offers portable and less expensive way at museum.
 To keeps visitor engaged throughout the time and makes learning fun and
effortless.
 To helps visitor achieve better results through visualization and full
immersion in the subject matter.
Chapter 2

LITERATURE SURVEY

Examples of Interactive Exhibits With Augmented Reality

 Story of the Forest at National Museum of Singapore

Making art and history come alive is one of the main objectives of museum
curation. At the National Museum of Singapore, there is an immersive exhibit
“Story of the Forest” that transforms 69 images from the William Farquhar
Collection of Natural History Drawings – the museum’s most prized collection
– into three-dimensional digital animations.

The exhibit boasts interactive elements designed to engage visitors of all ages.
Little ones can interact with the animated wildlife native to Singapore while
older visitors can download a mobile app that lets you “capture” (Pokemon Go-
style) flora and fauna from the exhibit and learn more about them in AR
experience.

 Heroes & Legends, Kennedy Space Center

The Kennedy Space Center presents the incredible history of NASA’s space
exploration, from moon landings to space walks. It’s has numerous displays of
NASA artifacts. With the addition of Heroes and Legends, visitors are treated to
a combination of virtual and augmented reality presentations with astronauts
telling their stories in their own words. Through this integrated visual
experience, visitors are taken beyond facts and figures to get a true taste of
space exploration.

 Guerilla AR

Right outside PTC’s new global headquarters in Boston is an interactive exhibit


highlighting the history of the neighborhood and the discovery of a shipwreck
that dates back to the 1800s during the building’s construction. Created by
Skanska, the developers of the property, the open-air museum features
sculptures and an immersive augmented reality experience powered by Vuforia.

Augmented reality technology has the capacity to both tell and enhance
important stories from our past, present, and future. It’s also emerging as a
powerful learning tool with diverse applications, Museums are using it to
enhance how visitors experience art and history, while manufacturers are
implementing the technology to drive efficiency, improve training, and reduce
errors. However, these use cases can be distilled to something that’s universal:
education. AR provides a seamless way for learners to view and absorb
information.

Sr. Paper / Publication Author Year


No
.
1. The augmented Van Gogh's: Yolande Kolstee ; 2011
Augmented reality experiences for Wim van Eck
museum visitors
2. A day at the museum: An augmented Anne Bationo 2010
fine-art exhibit Tillon ; Eric
Marchand ; Jean
Laneurit ; Fabien
Servant ; Isabelle
Marchal ; Pascal
Houlier
3. MUZZEUM — Augmented Reality Vitomir 2012
and QR codes enabled mobile platform Jevremovic ; Sara
with digital library, used to Guerrilla Petrovski
open the National Museum of Serbia
4. Touching an ancient stone: 3d Nikita Pikov ; 2015
modeling and augmented reality Maxim
techniques for a collection of Rumyantsev ;
petroglyphs from State Hermitage Mariia
Museum Vishniakova ;
5. Making a Hands-On Display with Inna Kizhner ; 2013
Augmented Reality Work at a Science Daria Hookk
Museum.
Chapter 3
ARCHITECTURE

Fig. System Architecture

The system uses the client-server architecture, where the mobile application
communicates with the Vuforia Cloud. Scanned AR Markers are sent to the
cloud as requests and the corresponding metadata is returned as response. Fig.
shows the relationship between all the system modules. The mobile application
was implemented as an Android application using Java as the primary
programming language. This component is responsible for controlling the
viewfinder of the camera for scanning Quick Response (ThingMark) codes and
Augmented Reality (AR) Markers, recognition of ThingMark codes, giving the
appropriate interpretation, sending requests based on the scanned AR markers,
sending those requests to the cloud for recognition to obtain metadata and
displaying the interpreted information from the metadata as augmented
information on the phone’s display. The Vuforia Cloud Target Recognition
System (VCTRS) is an enterprise class image recognition solution that enables
developers to host and manage image targets online. It acts as a recognition
system that compares requests from the mobile application with the targets
saved in the cloud database to find a match, once a match is found, the
appropriate metadata bound to the target is returned as response to the client.
s

Chapter 4
SOFTWARE REQUIREMENT SPECIFICATIONS

Introduction
Purpose
By adding AR and studying the Visitor Experience in such an exhibition, one
that through neglect was frozen in the past, this research reflects on the temporal
and spatial tensions that are exposed in museums today when 21st century
technology and disruptive museum practices are revitalizing spaces and
replacing traditional methods as a way to respond to visitor expectations..
Document Conventions
In our system mainly two users are there; first one is visitor or user and second
is developer. But in the SRS we are taking one visitor user, because the
operation performed by developer is done manually.
Intended Audience and Reading Suggestions
Audience of this SRS are other project developer, users like visitor, owner of
the museum that will use system. This SRS contains detail description about the
product, its functioning, different external interfaces required, system features,
Nonfunctional requirements and some additional requirements.
Product Scope
This project has chosen PTC’s Vuforia Studio to develop the application.
Vuforia Engine is an outstanding product for AR development. It has an AR
software development kit (SDK) that supports Unity 3D, XCode and Eclipse
and truly integrates and seamlessly work with them. Vuforia is free to
developers and keeps adding remarkable features which help developers to
implement interactive AR and gaming applications. Compared with other
toolkits, Vuforia Engine provides detailed development documentations and
examples and resources which have thus far not been found in other engines.
One most favorable feature is that the output of Vuforia Engine can be installed
on iOS environment and android as well, which definitely reduces the
development costs, time, and recourses in projects if the applications are
required to provide software versions on both iOS and Android environments

References

[1] Augmented Reality Applied to Health Education Marco Aurélio Galvão ;


Ezequiel Roberto Zorzal 2013 XV Symposium on Virtual and Augmented
Reality Year: 2013 | Conference Paper | Publisher: IEEE
[2] Augmented Reality in Education Learning and Training
Doaa Nae'l Nasser 2018 JCCO Joint International Conference on ICT in
Education and Training, International Conference on Computing in Arabic, and
International Conference on Geocomputing (JCCO: TICET-ICCA-GECO)
Year: 2018 | Conference Paper | Publisher: IEEE
[3] Development of image processing based methods using augmented reality in
higher education Orhan Yaman ; Mehmet Karakose 2016 15th International
Conference on Information Technology Based Higher Education and Training
(ITHET) Year: 2016 | Conference Paper | Publisher: IEEE

Overall Description
Product Perspective
The proposed system is a marker-based AR application consist three parts first
is 3D modeling software which is used to develop 3D object second is Vuforia
studio to develop AR mobile app and third is PTC cloud which is used to store
and retrieve 3D model using mobile app.

Product Functions
• making art and history alive.
• Improve visitors learning experience.
• increases the profits in the museum business.

User Classes and Characteristics


In our system have mainly two users, first is the visitor and second is the
developer.
Visitor : visitors are users who use AR application to scan and see realistic 3D
model with grate user experience.
Developer: These users has an authority to create and publish new 3D model to
cloud.

Operating Environment
Our project is based on iOS and Android platform. So we need android or iOS
smart phone to run the application and windows or Mac based system to run
Vuforia studio for development.

Design and Implementation Constraints


There are four major components for our system are Vuforia studio, User
application and cloud so we need system with good hardware configuration and
working internet connection for development.

User Documentation
User manual will be provided with this system.

Assumptions and Dependencies


Only assumptions in the system is that user has knowledge of smartphone and
internet.

External Interface Requirements

User Interfaces
The user must have an Android or iOS application installed in his/her
smartphone with internet connection.
Hardware Interfaces
No any hardware interfaces needed except smartphone.

Software Interfaces
Our project is based on android or iOS operating system so user must have these
operating system based smart phone.

Communications Interfaces
The internet connection plays important role which is download 3D model
associated with thing mark from PTC cloud.

System Features
System Feature 1
Description and Priority
Showing 3D Model: Priority is high
Stimulus/Response Sequences
• Beep two times when thing mark scan successfully.
• Feedback on Android application.

Functional Requirements
• Assign thing mark to 3D model.
• Print Thing mark on object in the museum.
• Publish 3D model on PTC’s Server.

Other Nonfunctional Requirements


Performance Requirements
The 3D realistic model should display when user scans the Thing Mark.
Safety Requirements
The camera should not be used by another application.

Security Requirements
Here the augmented reality based open source application for education and
learning purpose so there is no need of security mechanism.
Software Quality Attributes
 Reliability
The reliability that anyone can download and use the AR application
easily.
 Availability
System will available at all time until battery or internet problem. If we
provide backup power supply then we can say that our system availability
is 100%.
 Maintainability
Our system usually not required maintenance until some modification to
be done.
 Portability
The application is works on both android and iOS platform.
 Other Requirements
We require a working internet connection to download the 3D models
from cloud.
Chapter 5
SOTWARE AND HARDWARE REQUIREMENTS

Software Required
 Vuforia Studio
 Unity
 PTC Thing Worx Cloud Account
 Any 3D Modelling Software – Blender or Fusion360
 Android or iOS Operating System
 Language – JavaScript

Hardware Required
 Android or iOS based smartphone
 Augmented Reality Headset (Optional)
o Google Glasses
o Microsoft HoloLens
Chapter 6
DATA FLOW DIAGRAM
DFD Level - 0
A level 0 data flow diagram (DFD), also known as a context diagram, shows a
data system as a whole and emphasizes the way it interacts with external
entities. This DFD level 0 example shows how such a system might function
within a typical retail business.

DFD Level – 1
A level 1 data flow diagram (DFD) is more detailed than a level 0 DFD but not
as detailed as a level 2 DFD. It breaks down the main processes into
subprocesses that can then be analyzed and improved on a more intimate level.
Chapter 7
UML Diagrams

Use case Diagram


A use case diagram is a dynamic or behavior diagram in UML. Use case
diagrams model the functionality of a system using actors and use cases. Use
cases are a set of actions, services, and functions that the system needs to
perform. In this context, a "system" is something being developed or operated,
such as a web site. The "actors" are people or entities operating under defined
roles within the system.
Use case diagrams are valuable for visualizing the functional requirements of a
system that will translate into design choices and development priorities.
They also help identify any internal or external factors that may influence the
system and should be taken into consideration. They provide a good high level
analysis from outside the system. Use case diagrams specify how the system
interacts with actors without worrying about the details of how that
functionality is implemented.
Activity Diagram
An activity diagram visually presents a series of actions or flow of control in a
system similar to a flowchart or a data flow diagram. Activity diagrams are
often used in business process modeling. They can also describe the steps in a
use case diagram. Activities modeled can be sequential and concurrent. In both
cases an activity diagram will have a beginning (an initial state) and an end (a
final state).
Basic Activity Diagram Notations and Symbols
 Initial state or start point
 Activity or action state
 Action flow or object flow
 Decision and Branching
 Guards
 Synchronization

Chapter 8
GRAPHS
Project Plan
Chapter 9
CONCLUSION AND FUTURE WORK

Conclusion
augmented reality in education has enormous potential, which is still to be
uncovered. With the current adoption of mobile technologies and the recent
advances in hardware, AR is becoming more accessible and broadly used.
Therefore, right now might be a good time to make the first steps in this
direction.

Future scope
 We will use Augmented Reality headset like google glasses or Microsoft
HoloLens.
 We will use AR application for real world in retail, Healthcare,
automotive travel and tourism sector.

Chapter 10
REFERENCES
1. A mobile augmented reality system for exhibition hall based on Vuforia
Fuguo Peng ; Jing Zhai ,2017 2nd International Conference on Image, Vision
and Computing (ICIVC) Year: 2017 | Conference Paper | Publisher: IEEE
2. Implementation of mobile augmented reality based on Vuforia and Rawajali
Cheng Xiao ; Zhang Lifeng 2014 IEEE 5th International Conference on
Software Engineering and Service Science Year: 2014 | Conference Paper |
Publisher: IEEE.
3. Augmenting Microsoft's HoloLens with vuforia tracking for neuronavigation
Taylor Frantz ; Bart Jansen ; Johnny Duerinck ; Jef Vandemeulebroucke
Healthcare Technology Letters Year: 2018 | Volume: 5, Issue: 5 | Journal
Article | Publisher: IET
4. https://www.slideshare.net/marknb00/mobile-ar-lecture-7-introduction-to-
vuforia?qid=1f8e0379-3fdf-44ee-943d-
d19a4ddc4bae&v=&b=&from_search=4
5. https://www.slideshare.net/DatPham4/introduction-ar-and-vuforia-sdk

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