Classification of Remote Sensing Image Scenes Using Double Feature Extraction Hybrid Deep Learning Approach
Volume-3 | Issue-2
Light Weight CNN based Robust Image Watermarking Scheme for Security
Volume-3 | Issue-2
Principle of 6G Wireless Networks: Vision, Challenges and Applications
Volume-3 | Issue-4
PROGRESS AND PRECLUSION OF KNEE OSTEOARTHRITIS: A STUDY
Volume-3 | Issue-3
Is Internet becoming a Major Contributor for Global warming - The Online Carbon Footprint
Volume-2 | Issue-4
Augmented Reality in Education
Volume-2 | Issue-4
A Study on Various Task-Work Allocation Algorithms in Swarm Robotics
Volume-2 | Issue-2
IoT based Biotelemetry for Smart Health Care Monitoring System
Volume-2 | Issue-3
Tungsten DiSulphide FBG Sensor for Temperature Monitoring in Float Glass Manufacturing
Volume-2 | Issue-4
GUI based Industrial Monitoring and Control System
Volume-3 | Issue-2
AUTOMATION USING IOT IN GREENHOUSE ENVIRONMENT
Volume-1 | Issue-1
Principle of 6G Wireless Networks: Vision, Challenges and Applications
Volume-3 | Issue-4
Classification of Remote Sensing Image Scenes Using Double Feature Extraction Hybrid Deep Learning Approach
Volume-3 | Issue-2
Light Weight CNN based Robust Image Watermarking Scheme for Security
Volume-3 | Issue-2
VIRTUAL REALITY GAMING TECHNOLOGY FOR MENTAL STIMULATION AND THERAPY
Volume-1 | Issue-1
Design of Digital Image Watermarking Technique with Two Stage Vector Extraction in Transform Domain
Volume-3 | Issue-3
Analysis of Natural Language Processing in the FinTech Models of Mid-21st Century
Volume-4 | Issue-3
PROGRESS AND PRECLUSION OF KNEE OSTEOARTHRITIS: A STUDY
Volume-3 | Issue-3
Image Augmentation based on GAN deep learning approach with Textual Content Descriptors
Volume-3 | Issue-3
Comparative Analysis for Personality Prediction by Digital Footprints in Social Media
Volume-3 | Issue-2
Volume - 2 | Issue - 4 | december 2020
Published
31 December, 2020
Gaining from books is an unremarkable and latent cycle. The content and images in the books are most certainly not interactive; this prompts the basic barricades to learning looked by students, for example, constraints in comprehending the hypothetical ideas, absence of explanatory, basic reasoning. These detours are overwhelmed by computerized books, however paper-based books are frequently favored over computerized books due to their adaptability and portability. In this paper, we present a remarkable arrangement that utilizes augmented reality to make the learning measure more interactive and fascinating. The application when focused on text or image shows significant 3-dimensional(3D) model or video on the smart phone screen. The application gives some assistance to the students by encouraging them to learn new ideas utilizing graphical guide. Aside from utilization in schooling, it can likewise be utilized in the field of commercial, the travel industry, gaming, medication.
KeywordsAugmented Reality education learning
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