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Final Year Project Proposal
EduTutor: AR based Web application for learning
Submitted By
Student Name Registration No.
Muhammad Hashim 19-SE-53
Rashid Kaleem 19-SE-87
Syed M. Shaffullah 19-SE-90
Hassan 19-SE-93
Supervisor
Dr. Kanwal Yousaf
Lecturer
Supervisor Signature:
DEPARTMENT OF SOFTWARE ENGINEERING FACULTY
OF TELECOMMUNICATION AND INFORMATION
ENGINEERING
UNIVERSITY OF ENGINEERING AND TECHNOLOGY
TAXILA
February 2023
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Table of Contents
Chapter 1................................................................................................................................3
Introduction............................................................................................................................3
1.1 Project Goal...............................................................................................................3
1.2 Aims & Objectives....................................................................................................3
1.3 Deliverables...............................................................................................................3
Chapter 2................................................................................................................................4
Literature Review..................................................................................................................4
2.1 Literature Survey.......................................................................................................4
2.1.1 Benefits of AR in learning................................................................................4
2.1.2 Existing Applications .......................................................................................5
2.2 Market Survey...........................................................................................................7
Chapter 3................................................................................................................................8
Proposed Solution..................................................................................................................8
3.1 Methodology..............................................................................................................8
3.2 Project timeline..........................................................................................................9
3.3 Experimental / Simulation Setup.............................................................................11
3.4 Details of Completed work packages......................................................................11
3.4.1 Basic flow of project.......................................................................................12
3.4.2 Design.............................................................................................................13
3.5 Evaluation Parameters.............................................................................................14
Chapter 4..............................................................................................................................15
Work Plan............................................................................................................................15
4.1 Utilization (End users/Beneficiaries).......................................................................15
4.2 Detailed Work Plan..................................................................................................15
4.3 Budget Description..................................................................................................16
4.4 Market Forecasting..................................................................................................17
Chapter 5..............................................................................................................................18
Conclusion...........................................................................................................................18
5.1 Conclusion...............................................................................................................18
References............................................................................................................................19
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Chapter1
Introduction
1.1. Project Goal
The objective of this initiative is to create an efficient web-based education platform for
students that offers seamless access to educational resources at no charge. The platform has
been designed to conform to the essential standards of the field and to be financially feasible.
1.2. Aims & Objectives
The main aim of this project is to create a web-based platform that utilizes Augmented Reality
(AR) to enhance the learning experience for students.
Objectives:
The AR-powered web application will provide a more interactive and immersive
experience, enabling students to deepen their understanding and acquire new skills.
By offering an engaging and interactive experience, students are encouraged to explore
the content and enhance their ability to retain the information.
The AR-based learning platform can be accessed on various devices including
smartphones, tablets, and laptops, allowing students to access the educational material
from any location and at any time.
1.3. Deliverables
Project Proposal: A detailed proposal outlining the objectives and features of the
project, defining its goals and providing a basic timeline.
Design Specification: A document outlining the design, data flows and system
architecture.
AR-based Web Application: A website that leverages AR technology to improve
learning experience by making images easier to understand.
Chapter 2
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Literature Review
Traditional classroom learning can prove monotonous for young children and does not
necessarily foster a love of learning. The repetition of reading, writing, and memorization for
exams can be unengaging and fail to ignite a passion for education. On the other hand, hands-on
activities and practical experience can help cultivate this interest, especially during the
formative years when young students' minds are still developing.
2.1. Literature Survey
The advancement of technology is rendering the traditional education system outdated. The rise
of media and the Internet has transformed the way we learn and work, connecting the world like
never before. Today's students have access to a wealth of information from a variety of sources
and are no longer confined to learning solely in a classroom setting. However, the conventional
education system fails to meet the demands of the modern world, where innovation, creative
thinking, adaptability, and practicality are essential in almost all fields [1]. This highlights the
need for an advanced and efficient e-learning environment that can better prepare students for
the demands of the digital age [1].
The integration of virtual information and physical objects into the classroom is becoming
increasingly popular, but it has long been a challenge. One subject that students frequently
struggle with is geometry and its concepts of three-dimensional space. This study aims to
address this challenge by creating an Augmented Reality (AR) geometry learning web
application for high school students. This technology, specifically geared towards science
students, will examine the benefits and limitations of utilizing an AR-based learning
environment [2].
2.1.1. Benefits of AR in learning
Following are the benefits of using Augmented Reality (AR) in learning:
AR helps overcome the limitations of traditional learning materials, such as static
images, by providing a more dynamic and interactive experience. It allows students to
visualize complex concepts in real-time and from different perspectives, making
learning more memorable and effective [2].
AR provides instant feedback and assessment capabilities, which helps teachers monitor
student progress and tailor the learning experience to their needs. It also provides
opportunities for formative assessments, helping students to identify areas where they
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need further improvement [3].
AR technology can also personalize learning, allowing students to learn at their own
pace and on their own terms. With AR, students can revisit previously learned material
at any time, making it easier to retain information and stay engaged in the learning
process [4].
By using AR to visualize complex concepts, students can see how they apply to real-
world scenarios. This not only makes learning more interesting and relevant, but also
helps students to develop critical thinking and problem-solving skills that are essential
for their future careers [4].
Finally, AR can bring a new level of excitement to the classroom and help to break
down traditional teaching barriers. It allows for a more interactive and engaging
experience, making education more enjoyable and accessible for all students.
2.1.2. Existing Applications
Quiver
Quiver is a unique AR-based coloring book application that enhances traditional coloring
pages with a more interactive and exciting experience. The app offers a variety of coloring
pages, featuring popular characters and scenes from children's books, TV shows, and
movies. When used with the Quiver app, these coloring pages come to life as characters
animate, make sounds, and interact with their surroundings as children color.
This creates an educational and entertaining learning experience, allowing children to
develop their imagination and creativity. Quiver is accessible to a large audience, as it can
be used on both iOS and Android devices. Users can choose to either print the coloring
pages or use them within the app for a flexible experience that can be tailored to their
needs [5].
Anatomy 4d:
Anatomy 4D is a medical education app that uses augmented reality (AR) technology to
provide a unique and interactive way to learn about the human body. With Anatomy 4D,
students can explore 3D anatomy models in a virtual environment, providing a more
engaging and memorable way to learn anatomy.
The app uses AR to bring the anatomy models to life, allowing students to see the body in
a new way [6]. They can interact with the models, rotating and zooming in to view
different parts of the body in detail. The app also includes information about each part of
the body, making it a comprehensive tool for learning anatomy.
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Anatomy 4D provides an innovative and interactive way for students to learn about the
human body, making the subject more engaging and memorable. The use of AR
technology makes it possible for students to experience the body in a new way, helping
them to better understand and retain the information. This can be especially useful for
students who are visual learners or who struggle with traditional textbook-based learning
methods [6].
Physics AR:
An AR physics application is an educational tool that utilizes augmented reality to educate
students about the principles and concepts of physics. The app allows learners to interact
with virtual objects in a real-world setting, making the learning of physics more
fascinating and accessible [7]. The use of AR in an physics app provides a more immersive
experience for students, enabling them to visualize and experiment with physical concepts
in a way that is difficult to achieve with traditional learning methods. For instance,
students can observe objects moving in real-time and the effects of gravity and other
forces, making abstract physics ideas more tangible and easier to grasp. In addition to
being a fun and interactive way of learning, AR physics applications can also enhance
student engagement and motivation. The utilization of AR technology can make physics
more attractive and exciting, which can spark interest in the subject [8]. In conclusion, an
AR physics app is a valuable resource for students and teachers alike. It offers a novel and
innovative approach to learning and teaching physics that is more engaging, accessible,
and memorable. The use of AR technology can help students to better understand and
retain physics concepts [9].
ARKay:
ARkay is a mobile application that uses augmented reality (AR) technology to allow users
to try on virtual watches in real-time. The app allows users to see what a watch would look
like on their wrist before making a purchase, providing a more interactive and convenient
shopping experience [10].
With ARkay, users can access a virtual showroom, where they can try on a range of
watches from various brands. The app uses AR to superimpose the virtual watch onto the
user's wrist, allowing them to see what it would look like in real-life. This can help to
provide a better understanding of the size and style of the watch, making it easier for users
to make an informed purchase decision. In addition to trying on virtual watches, ARkay
also provides detailed information about each watch, including specifications and features.
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This can help users to compare different watches and make a decision based on their
specific needs and preferences. Overall, ARkay is a useful tool for anyone who is
interested in purchasing a watch. The app provides a more interactive and convenient
shopping experience, allowing users to try on virtual watches and get a better
understanding of what they would look like in real-life. The use of AR technology can
make the shopping process faster, easier, and more enjoyable.
2.2. Market Survey
AR technology is commonly used in a variety of industries, including engineering,
manufacturing, and space exploration, for business applications such as research and
development. This way, students can have the opportunity to have a similar experience as the
industry professionals, which can help to enhance the learning experience and make it more
relatable to the students [2] [11].
The utilization of Augmented Reality technology is expanding rapidly and is projected to reach
2.4 billion users globally by 2023. This growth is a remarkable increase from the 200 million
users in 2015 [12]. AR technology is becoming increasingly popular in the field of education
and e-learning as a means of improving the learning experience. Although AR is commonly
known for its use in mobile games and social media apps such as Pokémon Go and Snapchat,
its value in the education sector cannot be ignored. The potential of AR in education is
substantial and deserves attention. [5].
Chapter 3
Proposed Solution
3.1. Methodology
Complete methodology for building an AR based learning website:
1. Research and Preparation: Investigate the intended audience, their needs, and
current market offerings. Establish the goals and objectives of the AR-based website
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and determine the essential features.
2. Design: Design the concept for the website, including the overall look, user interface,
and user experience. Create wireframes and mockups to visualize the design and
navigation.
3. Development: Build the website utilizing technologies like HTML, CSS, and
JavaScript and frameworks like React or Angular for the front-end and Node.js or
Ruby on Rails for the back-end.
4. AR Implementation: Integrate AR technologies like AR.js, A-Frame, or Vuforia into
the website to provide AR capabilities. Test the AR functionality to guarantee smooth
integration with the website.
5. Content Generation: Create educational content for the website, including text,
images, videos, and interactive elements. Ensure the content is engaging and relevant
to the target audience.
6. Testing and Quality Control: Test the website and AR functionality to ensure bug-
free operation and optimal user experience. Conduct user testing to obtain feedback
and make necessary changes.
Development diagram:
3.2. Project Timeline
The possible timeline for this project is mentioned below:
1. Research and Planning: 2-3 weeks
2. Concept Development: 1 week
3. Development: 4-6 weeks
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4. AR Integration: 2-3 weeks
5. Content Creation: 2-3 weeks
6. Testing and Quality Assurance: 1-2 weeks
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3.3. Experimental / Simulation Setup
Here are some possible experimental or simulation setup requirements for building website
using AR:
1. Hardware: A computer equipped with a speedy processor and ample memory to run
the development software, and test the website and AR features.
2. Software: A text editor or an integrated development environment (IDE) for coding, a
web development framework like React or Angular, and a back-end framework such as
Node.js or Ruby on Rails. Moreover, AR development tools such as AR.js, A-Frame, or
Vuforia must be utilized to integrate AR into the website.
3. Development Setup: An environment that permits testing the website and AR features
on various devices and browsers, including a local development environment, a staging
environment, and a production environment.
4. Content Management System: A CMS that simplifies the management and updating
of website content.
5. AR Emulator or Simulator: An important component to test the AR features of the
website, either an emulator or a simulation environment that allows testing the AR
features on different devices and browsers.
6. Testing Devices: A collection of devices, including smartphones, tablets, and laptops,
to test the website and AR features on different screen sizes and resolutions.
7. Internet Access: A stable and dependable internet connection to access the website and
AR content.
8. 3D Modeling Software (Optional): If you want to create your own 3D models for AR
content, a 3D modeling software such as Blender, Maya, or SketchUp (optional) can be
utilized.
3.4. Details of completed work packages
Our AR-based learning website has made substantial progress. Our dedicated team has
completed the research and planning phase, where we gathered insights from the market and
planned the functionality of our platform. During this phase, we made sure to keep user
experience at the forefront of our minds and gather as much information as possible to make
our platform as effective and user-friendly as possible.
After conducting extensive research, we have discovered a multitude of academic papers
related to augmented reality (AR) based learning applications. These studies explore the various
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ways in which AR technology can be used to enhance the educational experience, including the
creation of interactive and immersive learning environments, the improvement of students'
motivation and engagement, and the development of new and innovative teaching methods. Our
thorough investigation has provided us with a wealth of information about the potential of AR
in education. We are now moving forward to the design phase, where we are putting all the
pieces together to create a visually appealing and functional website. Our team is working to
create an interface that is intuitive, engaging, and educational. We are confident that the end
result will be a cutting-edge platform that will revolutionize the way students learn through AR
technology.
3.4.1 Basic Flow of the Project
Basic flow of the AR-based learning website:
3.4.2 Design
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3.5. Evaluation parameters
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These are some possible evaluation parameters mentioned below for a learning website using
AR:
1. User Participation: Determine the level of user interaction with the website and AR
content, this can be accomplished by analyzing metrics such as time spent on the
website, number of pages visited, and completion rates.
2. Educational Effectiveness: Assess the website's effectiveness in terms of learning
outcomes, this can be done through assessments, quizzes, pre- and post-tests, or by
tracking student progress.
3. User Satisfaction: Evaluate the overall user experience of the website, this can be done
through surveys, interviews, or by observing user behavior on the website.
4. AR Capabilities: Assess the AR functionality of the website, this can be done by
testing the AR content on various devices, browsers, and network conditions, and by
measuring the frame rate, loading time, and overall performance of the AR content.
5. Scalability Testing: Determine the scalability of the website, this can be done by
testing the website under varying loads and traffic conditions, and by measuring the
website's performance and response times.
6. Content Quality: Evaluate the quality of the educational content on the website, this
can be done by evaluating the relevance, accuracy, and engagement of the content.
7. Technical Efficiency: Evaluate the technical performance of the website, this can be
done by measuring the website's uptime, response time, and error rate.
Chapter 4
Work Plan
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4.1. Utilization (End users/Beneficiaries)
The end users or beneficiaries for our project can include:
1. Students: The key beneficiaries of an AR-enhanced educational website would be
students of all ages. They would have the opportunity to interact with educational
content in an immersive and interactive manner, making the learning process more
enjoyable and effective.
2. Teachers: Teachers would also benefit from an AR-based educational website, as it
would offer new and engaging methods of presenting material to their students. They
could create custom lessons and activities that utilize AR technology.
3. Educational Institutions: Schools, colleges, and universities would also reap the
benefits of an AR-based educational website as it could offer a unique and innovative
way of delivering educational content to students.
4. Parents: Parents of students would also see the advantage of an AR-based educational
website, as it could help their children become more interested in their studies and
improve their academic performance.
5. Researchers and Developers: Researchers and developers in the field of education
technology would also benefit from an AR-based educational website, as it would
provide a platform for testing and developing new educational technologies.
6. Businesses and Industries: An AR-based educational website could be utilized by
businesses and industries to train their employees in an interactive and engaging way.
4.2. Detailed Work Plan
The complete work plan for building an AR-based learning website involve several steps,
including:
1. Research and Planning: Essential to project success, this phase involves determining
the target audience, evaluating their needs and preferences, setting the goals and
objectives of the website, and researching advanced AR technologies and tools. A
comprehensive project plan should be devised, outlining the scope, schedule, and
budget.
2. Design and Development: Wireframes and mockups are created in this stage to
visualize the website's layout, navigation, and user experience. The front-end and back-
end of the website should be constructed using cutting-edge technologies such as
React.js and Node.js, with a focus on integrating AR technology. Knowledge of AR
software development kits (SDKs) and programming languages such as AR.js is
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required.
3. Testing and Quality Assurance: To guarantee responsiveness and correct functioning
across all platforms, the website is tested on various devices and browsers. Any bugs or
issues are addressed, and the website undergoes evaluations for usability and
accessibility.
4. Deployment: The website is launched and made available to users, optimized for search
engines, and monitored for user engagement and website analytics.
5. Maintenance and Updates: This phase involves monitoring website performance,
troubleshooting technical problems, updating content and features, and staying up-to-
date with the latest AR technology. Regular maintenance and updates are essential for
ensuring a seamless user experience and smooth website operations.
4.3. Budget Description
A budget description for an AR-based learning website would likely include the following
items:
1. Development Cost: This encompasses the cost for designing and constructing the
website, as well as any required programming and coding.
2. AR Technology Cost: The expense for acquiring the augmented reality technology or
software essential for creating an AR-based learning experience falls under this
category.
3. Content Creation Cost: This includes the cost of producing educational materials,
videos, and images to be featured on the website.
4. Hosting and Maintenance Cost: The cost of hosting the website on a server and
maintaining it over time falls under this category.
5. Marketing and Advertising Cost: The expense of promoting the website and attracting
users is included in this category.
4.4. Market Forecasting
Market forecasting for an AR-based learning website project involves analyzing market trends
and factors to predict the project's potential success and revenue. Key points to include in the
market forecasting are:
1. Industry Growth: The augmented reality education market is poised to grow rapidly,
with a report by markets and markets projecting the global AR in education market size
to increase from $2.39 billion in 2020 to $18.8 billion by 2025, with a CAGR of 52.5%
during the forecast period.
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2. Target Market: The target audience for an AR-based learning website is likely to be
students, educators, and educational institutions of all levels, as well as parents and
homeschoolers seeking supplementary education.
3. Competitors: Understanding the current competition in the market, including other AR-
based learning websites, mobile apps, and traditional learning platforms, is crucial.
4. Differentiation: The website should strive to differentiate itself from competitors by
offering unique features and benefits, such as an interactive and immersive learning
experience, personalization, or gamification.
5. Revenue Streams: Potential revenue streams for the website may include subscription
fees, advertising, or partnerships with educational institutions and businesses.
6. Market Adoption: The website's adoption may be impacted by factors such as the
availability of AR technology and devices, user engagement, and the effectiveness of its
educational content.
Chapter 5
Conclusion
5.1. Conclusion
To sum up, an AR-based learning website project has the potential to tap into a rapidly
expanding market and offer a cutting-edge and interactive way for students and educators to
access educational content. It's important to carry out comprehensive market research to
comprehend the current competition and trends in the field. Furthermore, it's necessary to plan
and allocate resources wisely, considering expenses such as development, technology, content
creation, hosting and maintenance, marketing and promotion, and project management. Proper
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market forecasting and understanding of the target audience, competitors, unique features,
revenue sources, and market adoption factors will be crucial for the project's success.
Additionally, seamless collaboration and coordination among the project team is vital for the
successful implementation of the website. In conclusion, an AR-based learning website project
has the potential to provide a valuable and innovative learning experience for students and
educators. By keeping in mind, the key points mentioned above, it has the potential to be a
successful project.
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