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Appendix
CO	CO Descriptions 	K	EP 
CO1	Integrate new and
previously acquired
knowledge for identifying a
real-life complex
engineering problem as the
capstone project 
	(i) Background [K1, K2, K3]
K1 (Natural Sciences): Augmented reality technology can be used to create interactive and immersive learning experiences that engage all of the child's senses. This can help children understand concepts more deeply, as they can see, hear, and touch different objects in a virtual environment.











K2 (Mathematics): Augmented reality technology requires a strong understanding of geometry and spatial reasoning. This is because the virtual objects and animations need to be placed accurately in the real world. Without a good understanding of these mathematical concepts, the augmented reality content may not be aligned correctly with the real world, which can lead to a poor user experience.














K3 (Engineering Fundamentals): The image recognition feature of the app requires a good understanding of computer vision, which involves developing algorithms that can analyze and interpret images and identify specific objects or features within them. Once an image is detected, it needs to be processed using techniques such as edge detection, feature extraction, and image segmentation, to identify specific elements within the image that can be used to place objects in AR.
The app uses augmented reality technology to place virtual objects in the real world, which requires a combination of computer graphics, 3D modeling, and spatial mapping techniques to create a realistic and immersive AR experience. Mobile app2 development principles, such as software design, user interface design, and mobile platform optimization, are also crucial to ensure that the app is user-friendly and provides an engaging educational experience for children.
	(i) Background [EP1] 
EP1 (K3, K4, K5, K6): This educational app is an innovative and exciting project that aims to provide a fun and interactive learning experience for young children. The app is designed to use AR technology to impose virtual objects and animations onto the real world, allowing children to explore and interact with educational content in a unique and engaging way.

The project was initiated as a response to the growing need for effective educational tools that can engage and inspire young children. The app is designed to be intuitive and user-friendly, making it accessible to children who may not have much experience with technology. By using AR technology, the app aims to enhance children's understanding of complex concepts and encourage their curiosity about the world around them.



 (ii) Research Questions/Problem Statements
[EP6]: We informed stakeholders about our concept and plan to involve them in the testing phase to gather feedback on the app's usability and usefulness. Stakeholders, including educators, parents, technologists, policymakers, and researchers, have provided insights on the challenges and opportunities associated with integrating technology into early childhood education in Bangladesh. By incorporating their feedback and addressing conflicting requirements, we can develop an educational app that is effective, user-friendly, and aligned with the needs and aspirations of all stakeholders.

CO2	Examine various problem
domains (literature review),
define the problems, and
formulate the objectives for
the capstone project 	(i) Related Works [K8]: The Wikitude Augmented Reality Dictionary for English Learning is powered by cutting-edge picture recognition technology. To identify and follow actual physical objects, the app makes use of Wikitude's SLAM (Simultaneous Localization and Mapping)-based AR framework. The AR platform activates the dictionary feature when a user points the camera of their device at an English word, giving them instantaneous access to meanings and translations. One of the most dependable and effective augmented reality language learning tools on the market, this technology has undergone thorough testing to assure excellent accuracy and speed. 	(i) Related Works [EP1]: According to related research, augmented reality technology is rapidly being applied in the field of language acquisition. Modern picture recognition technology is specifically used by the Wikitude Augmented Reality Dictionary for Learning English to deliver instant translations and definitions of English terms on mobile devices. To identify and follow actual physical objects, the app makes use of Wikitude's SLAM (Simultaneous Localization and Mapping)-based AR framework. One of the most dependable and effective augmented reality language learning tools available, the technology has undergone thorough testing to assure excellent accuracy and speed. The success of this strategy has encouraged additional investigation into the application of augmented reality technology for language learning and its potential to transform the educational landscape.

(ii) Objectives [EP2, EP6, EP7]:
The goal is to create an educational application for young children in Bengali language that can improve their learning outcomes and engagement. The aim is to make the application and accompanying book accessible to all children, regardless of their socio-economic status, by offering the app for free and making it available on inexpensive devices, as well as selling the book at a low cost.

To assess the success of the educational app, the focus will be on observing the cognitive development and learning outcomes of the children who use it. Additionally, measures will be taken to ensure the security and privacy of the application and to mitigate any potential risks associated with the use of technology in early childhood education.

Finally, efforts will be made to integrate the educational app into the Bengali education system. This will involve working with relevant stakeholders and conducting advocacy campaigns to promote the adoption of the app.



(ii) Planned Methodology [EP2, EP6]: Development of this project involves a series of steps such as requirements gathering, technical research, design and prototyping, development and testing.
For image detection we will use computer vision and machine learning models. We will place 3d objects into the virtual world using using WebGL, React Three Fiber and Zappar.
.
This methodology ensures that the app is developed and released in an organized and efficient manner, with a strong focus on quality assurance and continuous improvement. We will also gather user feedback and conduct regular updates and improvements to the app to enhance its functionality and user experience.

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