1. I. J. Education and Management Engineering, 2022, 6, 33-44
Published Online on December 8, 2022 by MECS Press (http://www.mecs-press.org/)
DOI: 10.5815/ijeme.2022.06.04
This work is open access and licensed under the Creative Commons CC BY License. Volume 12 (2022), Issue 6
Augmented Reality and its Science
Nimesh Yadav*
Student, Department of Computer Engineering, School of Technology Management and Engineering, NMIMS
University, Mumbai, India
Email: nimesh.yadav72@nmims.edu.in
ORCID iD: https://orcid.org/0000-0001-7807-1667
*Corresponding Author
Aryan Sinha
Student, Department of Computer Engineering, School of Technology Management and Engineering, NMIMS
University, Mumbai, India
Email: aryan.sinha67@nmims.edu.in
ORCID iD: https://orcid.org/0000-0001-9348-6641
Received: 28 May, 2022; Revised: 25 June, 2022; Accepted: 11 August, 2022; Published: 08 December, 2022
Abstract: Massive innovation enhancements all through the world have ignited wild rivalry among organizations, with
each endeavoring to draw in clients utilizing an alternate methodology. Augmented Reality is a relatively new approach
(AR). AR is a relatively latest technology which can provide better possibilities than other inventions to match. Conduct
of genuine items under specific circumstances, which is especially pertinent to this work. Unfortunately, developing
realistic 3D material is difficult in and of itself and necessitates a lot of human labor. Data analysis requires the use of
scientific visualization. Augmented Reality (AR), on the other hand, is a relatively new trend that includes the overlay
of computer visuals on the actual environment. In this review, we utilize both of these tools to analyze logical
information. As a result, we may use graphical representations derived from numerical statistics to enrich reality. A
simulated system can likewise be put in an authentic climate to get further knowledge into a peculiarity. essential.
This paper reviews research work done in Augmented Reality including the history and technologies that enable
augmented reality like the devices and various means of merging real world with virtual world like tracking types. The
review gives detailed explanation of various applications where AR is currently being used and discusses future
significance of AR where it will be necessary for AR-technology to co-exist with mankind. AR technology is constantly
improving and upgrading makes it exponentially more valuable for businesses to adopt AR tech for better profitability.
Index Terms: Technology, development tools, software development toolkit (SDK), augmented Reality in education,
virtual reality, augmented reality.
1. Introduction
Technological progressions straightforwardly affect our lives and how we act. AR is an emerging kind of
technology in which computer-generated world similar like the real-world at specific places and/or events is used to
better the actual world.
Scientific visualization is a computer-based area that focuses on approaches that enable scientists to build graphical
representations from the results of their calculations, as well as view elements of interest in a dataset gathered through
imaging tools [1]. Experts should also be able to share a graphical representation of a dataset, perceive it according to
their own viewpoints, talk with one another, and attract with the virtual data. The mixture of the presentation of
engineered data and the actual environment may provide useful information into the phenomena as well as the
authentication of numerical simulation. This strategy, which includes superimposing PC visuals over the actual
environment, still can't seem to be completely investigated.
Augmented reality is basically the PC produced 3D universes that permit the client to enter and associate or
interact with them [1]. While the environment in VR is entirely synthetic, and the environment in AR is real, and the
AR user sees the actual world which is virtually enhanced.
Thus, through this review we have attempted to talk in depth about augmented reality and the various key factors
and challenges involved with it. The literature review is presented in Section 2 of this paper and in Section 3 we talk
about some key technologies that enable AR. Section 4 talks about software development kits for AR and Section 5
speaks about the applications of AR. Section 6 speaks about some challenges in the field of augmented reality and how
2. Augmented Reality and its Science
34 Volume 12 (2022), Issue 6
to overcome them. In section 7 we talk about the future of augmented reality and its vision and capabilities. The
conclusion is in Section 8. Section 9 mentions the references and citations.
2. Literature Review
In 1950s when Mr. Heilig, a cinematographer, considered film is a development that would can carry the watcher
into the onscreen move by making in each one of the faculties in a successful way [2]. A model of his vision was
created in 1962, by Heilig, which he portraited in 1955 in The Film Representing what might be on the horizon", named
Sensorama. For instance, requiring reduced power since less pixels are required. L.B Rosenberg demonstrated one of
the principal working AR frameworks, called VF, which was around the same time. In 1997, Ronald Azuma composes
the primary review in AR giving a generally recognized meaning of AR by it as joining valid and virtual climate while
being both signed up for 3D and astute continuously [3]. In 2005, the Reports predicts that AR enhancements will
emerge broadly more totally inside the going with 4-5 years; and, as to affirm that expectation, camera frameworks that
can examine actual conditions and relate positions among articles are fostered that year. This sort of camera framework
has changed into the motivation to solidify virtual articles with reality in AR structures. Nowadays, in 2007 with the
progress in development, an extending proportion of AR systems and applications are conveyed, remarkably with MIT
sixth sense model and the new and upcoming arrival of the iPad furthermore, its substitutions and opponents, amazingly
the I Cushion, and the accompanying iPhone which guarantee AR.
Table 1. Table of literature review
Citations Summary Advantages Limitations Inference
[7]
This paper talks about tools
necessary for the development of
augmented reality. It is necessary
that any toolkit for development
be cross platform as well, like
unreal engine development kit and
existing SDKs like AR Toolkit. If
a developer has to choose a
development tool, he will not only
look at the cross-platform
capability but also at the ease of
transferring the code to other
platforms and making it work.
Development tools allow software
professionals to create
applications for a specific
software package, software basic
development tools, hardware
platform, computer system, game
consoles, operating systems, and
other platforms
At the moment, the choice of
cross-platform products is small.
Moreover, many of the platforms
avaiable for development are
paids or are not avaiable as open
source which has seriously
hindered the progress in this field.
There is no single approach to the
choice of a tool for the
development of augmented reality
technologies, different authors
characterize their choice based on
the number of supported
platforms, ease of transferring
code to different platforms,
performance, and more.
[16]
This paper discusses the potential
of augmented reality in education.
The paper talks in length about the
various equipment that can
potentially make Augmented
reality viable for educators. The
combination of AR with the
educational content creates a new
type of automated applications
and acts to enhance the
effectiveness and attractiveness of
teaching and learning for students
in real life scenarios.
Displaying information by using
virtual things that the user cannot
directly detect with his own senses
can enable a person to interact
with the real world in
ways never before possible.User
can move around the three-
dimensional virtual image and
view it from any vantage point,
just like a real object. The
information conveyed by the
virtual objects helps users perform
realworld
tasks.
AR is sometimes considered
difficult to use: for example,
without well-designed
interfaces—needed to guide
students’ in interpreting the clues
in the devices and the real-world
environment—students may
experience difficulties in
recognizing the information flow
from one device to another and
navigating between fantasy and
reality. In addition, being a novel
technology that involves multiple
senses, AR becomes sometimes a
very complex tool for those who
do not have technological
abilities like children.
Augmented reality makes the
impossible possible and its
potential in education is just
beginning. Augmented reality
interfaces offer seamless
interaction between the real and
virtual worlds.
[13]
This paper first introduces the
concept of AR and its taxonomies
and technologies. The goal of this
article is to debate that augmented
reality is more than just a concept.
It can be very useful in education,
researchers, and designers. AR
signifies a variation of virtual
reality and plays a supplemental
role rather than a replacement of
reality, AR technologies help
learners engage in authentic
exploration in the real world, and
virtual objects such as texts,
videos, and pictures are
supplementary elements for
learners to conduct investigations
of the real-world surroundings.
Features of the task-based
learning approaches could also be
enhanced by AR, because it
could change the nature and lower
the complexity of learning tasks
by showing the content,
tasks, or problems in different
perspectives and making invisible
become observable. There is also
location-independent design
which has advantages in
portability and flexibility that does
not require teachers and students
to be present in specific locations
and could save great cost on
transportation.
In an AR learning environment,
students could be cognitively
overloaded by the large amount of
information they encounter. AR in
classrooms could encounter
constraints from schools and
resistances among
teachers. The cumbersome and
expensive design could cause
problems such as discomfort and
poor depth perception
Research has indicated that AR
systems and environments could
help learners develop skills and
knowledge that can be learned in
other technology-enhanced
learning environments but in a
more effective way
3. Augmented Reality and its Science
Volume 12 (2022), Issue 6 35
[17]
This paper surveys the current
state-of-the-art of technology,
systems and applications in
Augmented Reality. It describes
work performed by many different
research groups, Augmented
Reality involves various
Technologies like computer vision
methods, AR devices, interfaces
and systems, and visualization
tools. These applications were
chosen as they are the most
famous types of applications
encountered when researching AR
apps.
Augmented reality also brings the
possibility of enhancing missing
senses for some
users. For example, AR could be
used as a sense substitution
device. Hearing-impaired
users could receive visual cues
informing them of missed audio
signals and sightless users
could receive audio cues notifying
them of unknown visual events.
We have seen that this might be
the case with some medical
applications and that the health
system might decide against the
use of augmented reality if they
decide that the retraining is too
costly. A system for easy
integration of such system will
have to be developed to avoid
such issues.
When it comes to ethical
concerns, the apprehension mostly
comes from the fact that people
tend to get carried away by
technologies with things they see
in Hollywood movies. However,
with augmented reality, it will be
very important for the developers
to remember that AR aims at
simplifying the user’s life by
enhancing, augmenting the user’s
senses, not interfering with them.
[15]
This paper deals with the different
SDK’s available for Augmented
Reality. It gives comparative
study of various augmented reality
software development kits
(SDK’s) available to create
augmented reality apps. There is
also description about how
Augmented Reality is different
from virtual reality and about the
various types of tracking methods
which make Augmented Reality
possible.There is also Vuforia
SDK which can maintain tracking
even when target is out of view
and a cloud database for storing
many targets.
Metaio SDK offers content
creation in three major areas:
image, movie and 3D animation.
JPG and PNG format of image are
supported and for video 3g2
formats is supported which makes
possible to apply movie textures
to a tracking target. It supports
overlaying of 3D content mostly
in FBX, MD2 and OBJ formats.
But one can’t add multi
textures to 3D object. Sprite
animations, 3D transformations
and also HTML contents can be
overlaid on screen.3D virtual
objects can be overlay in
ARToolKit on real markers.
AR will further blur the line
between what’s real and what is
computer generated by enhancing
what we see, hear, feel and smell.
AR has a great future as it
promises better navigation and
interaction with real and virtual
world in ways which has
previously been unimaginable.
3. Enabling Technologies
Empowering innovations are propels in the essential advances expected to construct convincing AR conditions [3].
AR is in more demand which is the reason the field of AR took more time to develop than that of VR. Presentations,
trackers, and designs PCs and programming are a few fundamental parts of expanded reality. One class for new
advancements is empowering innovations.
Fig. 1. Diagram of Enabling Technologies
3.1 Devices
There are three significant sorts of showcases utilized in AR: head mounted views whose most common
abbreviation used is (HMD), the handheld views and spatial views.
a. Head Mounted Views (HMV)
HMV or HMD, compact perspectives, and spatial perspectives are a few instances of different perspectives [3]. A
head-mounted view (HMD) is a viewing device worn on the eye that overlays both genuine and virtual pictures on the
client's perspective on the world [4].
Video-straightforward systems are more mentioning than optical-straightforward structures since it require the
person to wear two cameras on his/her head and the handling of cameras to provide the two cameras to give two of the
genuine increased part and the virtual items with unparalleled goal, and optical-straightforward systems use half silver
mirror innovation to permit perspectives on the actual world to go AR, while video-transparent frameworks use
4. Augmented Reality and its Science
36 Volume 12 (2022), Issue 6
technology to allow The scene, like the actual world, is seen more organically than at the view's resolution. In video-
see-through systems, on the other hand, the augmented vision is already created by the computer, giving you a lot more
influence over the outcome. This makes pictures look sensitive, anxious, or swimming about, as they are not "related"
to the certifiable articles they are intended to connect with.
This type of show is worn on the client's head and shows illustrations before their eyes. HMVs acts as a
background for the AR overlay, which is shown on a murky presentation, while the optical transparent methodology
utilizes a straightforward showcase to give the AR overlay. Variety, (LCD)- based shopper head-worn shows for
watching movies and playing video games have been made by established electronics and optical businesses (for
example, Sony and Olympus). These views have no stereo, they're light (around 120 grammes) and provide an
affordable choice for video see-through research. Sony offered sound system, variety optical transparent screens with
800 x 600 goal (later ceased) that were generally used in AR research.
The virtual retinal view, which produces pictures straightforwardly on the retina, is an unmistakable method. Low-
power lasers with tweaked radiates are examined by microelectromechanical reflect congregations that clear the bar
horizontally and vertically, and these views, which Mni Vision is developing commercially, actually draw on the retina.
High brightness and contrast, low power consumption, and a broad depth of focus are all potential benefits. Head-worn
AR perspectives ought to preferably be the size of a couple of shades. Several firms are working on views that
incorporate view optics with traditional spectacles. Small Optical made a line of eyeglass shows in which two right-
point gems are installed in a customary remedy eyeglass focal point and reflect the picture of a tiny colour view
positioned on the temple piece facing forward [5]. Others simply see a clear focal point with no sign that the showcase
is turned on, and the presentation adds somewhere around 6 grams to the scenes weight.
b. Handheld Displays
Handheld level board LCD screens with an appended camera are utilized in specific AR frameworks to give video
transparent based AR. The portable view functions as a magnifying glass or window, viewing real- world items with an
AR overlay [4]. Little registering gadgets having a view that the client might convey in their grasp are utilized in
handheld perspectives. They use various sensors like GPS units for their six level of opportunity following sensors,
some frameworks, like ARToolKit, or potentially PC vision calculations, like SLAM, to overlay pictures over the real
world. Advanced mobile phones, PDAs, and Tablet PCs are the three sorts of monetarily accessible convenient screens
that are as of now being used for increased reality frameworks. However, their limited view size makes 3D user
interfaces difficult to implement. PDAs have many of the same benefits and drawbacks as smart phones, although they
are becoming much less common as smart phones as a result of recent improvements, for example, Android-based
telephones and iPhones. Tablet PCs are definitely more remarkable than cell phones, yet they are additionally
undeniably more exorbitant and unwieldy to work without any help, or in any event, for expanded two-gave use.
Nonetheless, that's what we trust, with the appearance of the iPad, Tablet PCs could turn into a suitable stage for
convenient AR views.
c. Spatial Displays
Screen-based video transparent perspectives, spatial optical transparent perspectives, and projective perspectives
fall under the last kind of perspectives, which are situated statically inside the climate [3]. Large lectures and views with
minimal contact benefit from these strategies. Traditional views (computer or television) that view a camera feed with
an AR overlay were used to create AR in the beginning. This technology is currently being used in sports programming,
where surroundings like swimming pools and racecourses are well defined and simple to add to. Screen-based video
transparent perspectives, spatial optical transparent perspectives, and projective perspectives fall under the last kind of
perspectives, which are situated statically inside the climate. Large lectures and views with minimal contact benefit
from these strategies. Traditional views (computer or television) that view a camera feed with an AR overlay were used
to create AR in the beginning. This technology is currently being used in sports programming, where surroundings like
swimming pools and racecourses are well defined and simple to add to.
Most technology is separated from the user by spatial views, which incorporate into surroundings. This helps SAR
to increase gatherings of clients, empowering for participation among clients and helping interest in expanded reality
frameworks in universities, labs, galleries, and the workmanship local area.
Table 2. Table of advances in enabling technologies
HMV(Head mounted view) Handheld displays Spatial Displays
For Mobiles
Multiuser
Brightness & Contrast
Stereoscopic
Opportunities Bright future Currently best Off the rack
Drawbacks Delays Memory limits Shadows
5. Augmented Reality and its Science
Volume 12 (2022), Issue 6 37
3.2 Tracking
This section discusses two types of tracking techniques: sensor-based tracking and vision-based tracking.
a. Sensor-based tracking
Sensor-based tracking employs active sensors. They're utilised to keep track of the camera's movement. When real
things move or communicate information, signals are captured. Sensors are chosen depending on a number of
parameters, including efficiency, calculation, cost, and environmental impact. The following are the many types of
sensors:
Optical Sensor Tracking
In optical sensor tracking, a video camera, either noticeable light or IR, is employed. With just a single video
camera, 2D tracking is achievable [5]. At least two video cameras are required for 3D tracking with a 6DOF width. In a
controlled setting, it is more levelheaded and effective to follow. The sensors are susceptible to commotion, and they
need lengthy computations that slow the whole framework. Because the sensors are touchy to light, it's tough to follow
them. The epiploic math between the two planes of pictures is utilized to process the position and direction of every
camera. People and stereoscopes both work on a similar idea. Optical sensors are utilized to quantify how much light
that goes through them.
They're also employed for touch detection, counting, and part placement. It might be internal or external in nature.
Internal sensors monitor minor changes in light direction, while external sensors disseminate the needed quantity of
light. Light sources for optical sensors include sunlight from a flaring flame, which was the first light source for optics.
Light sources in optical correspondence should be homogenous and obstruction free. Optical sensors are utilized in an
assortment of uses, including PCs and movement identifiers. Numerous normal gadgets, such as, PCs, copiers (xerox),
and light apparatuses that work autonomously in obscurity, rely on these sensors. Optical sensors can also be utilized in
alert frameworks, frameworks that identify the presence of articles, and systems that are synchronized for pictorial
brightness.
Inertial Sensor Tracking
To determine whether a particular axis is rotating (mechanical gyroscope) or moving (accelerometer). Rotational
encoder angles can be used to calculate the target's acceleration [6]. This method may have issues due to the low
friction between the wheel's axles. An accelerometer is a gadget that actions an item's straight speed increase. It finds a
one-level of-opportunity position. This is a quick read with no references. Inertial sensors work by detecting inertia,
which can be caused by motion. Strategic and tactical sensors, like route in defence and business flying, can be
dangerous at times. Because of the increased precision in inertial sensors, a class of MEMS gyroscopes has arisen that
are compact and may be employed in the stabilisation of unmanned and automated vehicles. Submerged vehicles,
elevated vehicles, and earthbound vehicles are instances of automated vehicles.
Acoustic Sensor Tracking
Acoustic tracking employs the use of ultrasonic transmitters. These are worn by individuals and are forever
introduced in the environmental factors [6]. The user's location and orientation may likewise be estimated with the use
of sensors in view of the time it takes to arrive at the sensors. The tracking system's effectiveness is influenced by
changes in sound speed in air caused by temperature or humidity. A photolithographic procedure is used to create these
sensors. The wave propagation mode of these devices is described by the term "piezoelectric substrate." The velocities
and displacements of these waves are used to distinguish them. There are several permutations based on the sensor's
limiting circumstances. These sensors have varied degrees of sensitivity. Acoustic devices used in telecommunications
should scale appropriately to avoid disruptions since if detected by other devices, they will cause an undesirable change
in output.
Magnetic Sensor Tracking
Various magnetic fields are employed in this tracking. A magnetic field is created when electric current travels
through coils [7].The precision of these sensors degrades with distance, and they are sensitive to electromagnetic noise.
Attractive fields are produced by three electromagnetic curls that are opposite to one another. However close to any
electrically conductive substance, such as metal objects like iron, or gadgets that might impact an EMF, this tracking
performs poorly.
b. Vision-Based Tracking
Vision-based following is the type of following utilized in the space of AR [7]. PC vision advances are utilized to
compute the camera stance of a genuine climate.
Marker-Based Visual Tracking
6. Augmented Reality and its Science
38 Volume 12 (2022), Issue 6
Fake markers are put in the scenario of AR apps in marker-based following. Due to several special qualities,
fiducial markers are effortlessly recognised in the actual world. On a marker, dispersing materials for square edges and
patterns are employed to decrease the specular part, which brings about lighting changes. Real-time markers with crisp
edges and corners are employed to correctly estimate the camera posture. The benefit of tracking corners is their
stability across a wide variety of distances. a combination of analytical techniques and EKF to address the camera
localization and pose estimation problems (Extended Kalman Filter). a robust and accurate template-based tracker for
AR application based on mutual alignment function, which also saves time. The claim is that employing marker- based
tracking lowered the time complexity and cost. Still, they were unable to tackle the occlusion problem that they
encountered when monitoring fast-moving objects.
Marker-Less Visual Tracking
Natural rather than manufactured characteristics were used to design a system that delivers reliable tracking even
in the absence of original items. The first camera posture is generated in this manner, and the system dynamically
acquires natural characteristics as a result. It additionally has an edge distinguishing capacity to manage fractional
impediment and lighting varieties. A framework has been produced for following in metropolitan open air conditions
that takes into consideration exact constant overlays for handheld gadgets. This system was created by integrating
multiple technologies such as gyroscope measurement and an edge-based tracker. They likewise contrasted their
methodology with an assortment of alternate ways and viewed it as more solid and precise.
4. Augmented Reality SDK
AR SDK works with an enormous number inside the AR application: AR acknowledgment, AR following and AR
content delivering [7]. The acknowledgment part fills in as the cerebrum of the AR application. The going with part can
be imparted as the eyes of the AR experience, and the substance conveying is generally inventive virtual articles and
scenes on the steady data.
4.1. Metaio
The Metaio SDK is particular structure which comprises of various parts like delivering, catching and following.
Executions nuances are typified, and different functionalities are recognized through fundamentals which connects with
various bits of the SDK, in this way give basic execution of AR applications. The stage explicit connection points of the
Metaio SDK upholds simple communication with any improvement climate. Its rundown of capacities contains marker
or marker-less and support for QR code, worked in renderer, enhancements for versatile chips, LLA Marker following,
and so forth.
4.2. Vuforia
The Vuforia stage utilizes prevalent, stable, and proficient PC vision-based picture acknowledgment strategy and
gives a few highlights, empowering ability of portable applications and liberates engineers from specialized
impediments. An engineer just transfers the information picture for his desired objective to follow. The objective assets
are then gotten to by the versatile application either through cloud interface or straightforwardly from portable
application nearby capacity.
4.3. Wikitude
Wikitude integrates picture affirmation and following, maintains conveying with overlaying of video and gives
region based AR. The Wikitude SDK joins picture affirmation abilities to give following and it is build seriously on
web developments. Wikitude SDK into can be facilitated to applications is by adding the stage unequivocal view part
called View to the application client Interface. Wikitude SDK is a business arrangement but on the other hand is
accessible as a preliminary rendition with some limits like Wikitude logo in cam view and so on Wikitude SDK is as of
now accessible for Android what's more iOS stage.
4.4. D'Fusion
D'Fusion innovation incorporates constant intuitive 3D illustrations substance on a live video transfer. Utilizing
D'Fusion Exporter things can be made and traded. D'Fusion SDK is accessible in various stages like work area, portable
and extraordinary Flash Plug-in is likewise accessible. It gives huge information set of pictures around 500 pictures on
portable stage.
4.5. ARToolKit
ARToolKit is intended for PCs and not so much for inserted gadgets.It is a programming library, subsequently
porting it straightforwardly to versatile stages was troublesome and unrealistic in light of the fact that it utilizes a great
deal of FPU estimations. Nonetheless, completed the time bundle of AR have been made which have adaptable stages
as well.
7. Augmented Reality and its Science
Volume 12 (2022), Issue 6 39
4.6. ARmedia
The ARmedia SDK designing include renderer to convey 3D model, tracker to follow the goal, get for getting
edges from the contraption camera and place of connection to nearby android and iOS. ARmedia SDK empowers
formation of uses that reclassify the limit among indoor and open air increased reality in various areas like modern
support, intuitive gaming.
Table 3. Table of SDKs and its benefits, tracking and licenses
AR SDK
Vuforia Metaio Wikitude AR Toolkit D’Fusion ARmedia
Type
Tracking
Marker
Frame markers,
image target,
text targets.
ID,
picture
and LLA
marker,QR
and
Barcode
Image,
barcode
tracking
Square
marker,
multiple
marker
tracking
Multiple
marker
tracking
, Barcode
tracking
Track Fiducial
marker.
GPS
Face
Natural
Feature
3D object
License
Open
source
Free
Benefits
Allows you to
keep track of your
target even when it
is out of sight.
A strong 3D
delivering
motor that can
load.obj
design 3D
models.
Essential coding
might be utilized
to make AR
content.
AR app creation
on several
platforms is
conceivable.
Only open-source
AR SDK, via
which several new
AR frameworks
have been built.
Support for
numerous 3D
object formats
may be added
to high-quality
3D material.
Profundity
camera
alignment is
accessible,
bringing about a
more vivid
encounter.
Special
Characteristics
Thousands of
picture targets can
be stored using
cloud databases..
The amount of
trackable
objects has no
upper limit
and is not
memory-
dependent.
AR apps are
easily
transferable
from one
platform to
another.
Development of
AR apps for
several platforms
is feasible.
Offers
encrypted
media to
minimise
privacy or
replacement
hazards.
A more
immersive
experience is
produced by the
included depth
camera
calibration.
5. Applications of Augmented Reality
The quantity of utilizations using expanded the truth is expanding ceaselessly and the results are clear in numerous
areas for example medical services, business, schooling, and entertainment [7]. This part worries with summing up the
earlier investigations that exploit the expanded reality applications.
Fig. 2. Diagram of real-world interaction with user
5.1 Medical
It is notable that AR has introduced better approaches for submitting data. The medical care world would be
rearranged to be addressed in a portable AR way [8]. Such wellbeing related data can be put together by AR in its
outrageous visual. The AR became far and wide by ideals of the cell phones that are provided with sensors and camera.
Such sensors grant the arrangement of exact setting data to the climate mindful circumstances, the matter that grants
specialists to assemble data, outline what's more, distinguish the actions and methods. Likewise, specialists can
8. Augmented Reality and its Science
40 Volume 12 (2022), Issue 6
undoubtedly have command over the wiped-out people requiring steady escalated care, for example estimating the
temperature also pulses, so on this data can be submitted through the AR.
5.2 Education
a. Digital Book
This application portrays an actual point of interaction (augmented book) depending on expanded reality
innovation for learning standard mechanical parts [7]. Such book has been contained over a designing illustrations
subject in a mechanical science level of a Spanish college portrays the augmented book.
b. Kids Education
Lunch Rush is characterized as an AR application that is worried about showing numerical proficiencies to essential
students through utilizing representation [5]. Planned in three dimensional, the application uses a cell phone camera to
put photographs on your camera over true environmental factors. From that point onward, the application educates
essential students to add and take away through using true circumstances that licenses representation at the hour of
taking care of numerical issues.
5.3 Commerce
a. Mobile coupons
Nowadays, mobile coupons have become a habit among clients. For clients, it was illogical dream to go to the
retail location and to have all the coupon bargains sent straightforwardly to your cell phone [5].Thus, the versatile
coupon turns into a significant instrument. With the improvement of AR innovation, clients became equipped for
getting great neighborhood bargains around their specific spots.
b. Shopping
Online business is thought of as a utilizations of the AR applications [5]. Explicitly online clothing shopping
because of the clients can't foresee whether the garments will fit them or not. Henceforth, people start to interface AR
with electronic shopping, for example clothing shopping. This progression assists with getting beaten, a greatest
hindrance clients face in pick clothing and simultaneously work on the quality level and seriousness of this business is
higher.
5.4. Entertainment
a. Sightseeing
Through this application, clients can without much of a stretch distribute and share touring data through utilizing
portable gadgets [9].Henceforth, this application will help clients to upgrade touring data. Additionally, the proposed
application framework uses AR which supports the genuine environment with PC created objects. Thusly, the
application framework can be used as a touring direction framework that overlays comments on a genuine world.
Especially, the recommended application framework submits virtual local area experts to help their visit.
5.5 Ads
Over the past year, a few brands have to advance and market their items, for example LEGO, JC Penny, Adidas,
and so on [9]. No matter what the application type, for example on the web, or portable applications, they all have been
planned so that includes the client in a more cooperative way rather than the conventional advertising.
These days, portable expanded reality (known as MAR) makes it feasible for merchants and publicists to move
along their print notices in their arrangement of media plan strategies. As of late, many organizations, for example,
Coca Cola in Germany and Absolut Vodka in Spain, make client of Damage to add additional aspect and zing their
present printed promotions.
6. Challenges of AR
6.1 Environment
There are a few perceptual issues related with the actual climate. Such matters can bring on additional issues
through the collaboration between the climates what's more the increases [10]. The primary challenges are basically:
Lighting and weather patterns sadly, it is shown that in external conditions, a large number of the highlights existing in
normal pictures are not associated to genuine actual elements [12]. Shadows brought about by light being impeded by
objects in the scene help corners also lines to happen and to move as lighting or environment conditions change.
Subsequently, countless outliners and divergences impact limitation quality, paying little mind to choosing relating
calculation. The shading plan and variety of a climate can hamper exact discernment in general and result in serious
9. Augmented Reality and its Science
Volume 12 (2022), Issue 6 41
issues while representing it. Furthermore, the shading plan of a climate would cause serious issues in the light
circumstances variety. At last, surfaces with high shading fluctuations would impact the brilliance of extended pictures
in projector-camera frameworks.
6.2 Education
Education is participatory reenactments, issue based learning, pretending, studio-based instructional method, and
jigsaw strategy [10]. Various subsets of like multiplayer games offer different types to help the execution of these
methodologies [13]. In light of the most remarkable elements of the methodologies, we order the informative
methodologies into three significant classifications: approaches accentuating drawing in students into "jobs,"
approaches stressing students' connections with physical "areas," and approaches stressing the plan of learning
"undertakings." It is important that each approach might incorporate a few learning approaches, and that some sub-
approaches may cross-over. Additionally, approaches across various classifications might share a comparable
philosophical ground or an instructive brain research perspective.
a. Technological Issues
One sort of AR advances incorporates a head-mounted show as well as an extra knapsack with PC gear. The bulky
and costly plan could create issues like distress and unfortunate profundity discernment [11]. To keep away from these
issues, current advancement of AR frameworks takes on compact advancements that are less prominent and improve a
feeling of inundation and presence. However, these frameworks coordinate a few equipment and programming gadgets
and lead to issues like communicating between different gadgets and strength of the gadgets. Without well-plan points
of interaction or conventions to guide understudies' activities, understudies could experience issues in deciphering the
hints in the gadgets and this present reality climate, perceiving the data stream starting with one gadget then onto the
next, and exploring among dream and reality. Moreover, the more the gadgets utilized, the more noteworthy the gamble
of gadget disappointment.
Instructions to keep up with high strength of various gadgets becomes basic. GPS blunders caused understudies'
dissatisfaction and were distinguished by instructors as an exceptionally tricky issue. Luckily, the issues of gadget
joining and soundness could be addressed by the new quick progression in entrance and remote advancements.
Notwithstanding in excess of twelve of programming applications, a tablet PC or a cell phone could incorporate an
inherent camcorder, GPS, remote recipient, quicker processor, and huge hard-drive memory. It tends not out of the
ordinary that the versatile gadgets in AR frameworks will be increasingly incorporated and dependable while running
reproductions, games, recordings, and GPS application.
b. Learning Issues
There are additionally difficulties connected with students and their learning processes [11]. In an AR learning
climate, understudies could be intellectually over-burden by the enormous measure of data they experience, the
different innovative gadgets they are expected to utilize, and the intricate errands they need to achieve. That is,
understudies should be performing multiple tasks in AR conditions. Individuals have announced that understudies
frequently felt overpowered and befuddled when they were occupied with a multi-client AR reenactment since they
needed to bargain with new advancements as well as perplexing assignments. Furthermore, the assignments in AR
conditions might expect understudies to apply and blend numerous mind-boggling abilities in spatial route, joint effort,
critical thinking, innovation control, and numerical assessment. Past examination shown that one justification behind
understudies' learning difficulties in AR conditions lies in a need of these fundamental abilities. Especially for more
youthful students and learners at leading open-finished examinations, extra platform and support would be important to
assist them with producing a suitable strategy, look for potential answers for their concern, and decipher hints gave by
the innovative gadgets and implanted climate.
7. Future of Augmented Reality Applications
AR is as yet in outset phase, and all things considered, next stage potential uses are limitless [11]. MIT Media Lab
project "Intuition" is the best illustration of AR research. It proposes an existence where individuals can collaborate
with data straightforwardly not having any use of the utilization of any halfway gadget. Other concurrent findings
additionally incorporate Babak Parviz AR contact focal point as well as DARPA's contact focal point project. Parviz's
contact focal point makes the way for a climate where data must be seen by the client. Obviously, this can likewise be
done by involving glasses instead of contact focal point, however the benefit in the two cases over utilizing a phone, for
example, is that no other person except for the client can see the data anticipated, making it extremely private. Cisco
created AR for garments, subsequently saving time and giving the capacity to take a stab at more garments, expanding
the opportunity for stores to sell. Expanded reality additionally brings the chance of upgrading missing faculties for
some clients.
For instance, AR could be utilized as a sense replacement gadget. Hearing-impeded clients could get viewable
prompts advising them regarding missed sound signs and blind clients could get sound prompts informing them of
obscure visual occasions. For sure, a large portion of the current applications incorporate gaming, amusement also
10. Augmented Reality and its Science
42 Volume 12 (2022), Issue 6
schooling, and keeping in mind that most as of now accept that these are "astonishing applications". Indeed, even what's
to come isn't a long way from difficulties for increased reality [16]. We observe social acknowledgment concerns,
security issues, and moral issues emerging with the next phase of expanded reality apps in the business. Social
acknowledgment generally emerges via cell phones with requirement for the gadgets to be unpretentious and
inconspicuous and elegantly adequate as was talked about in the Expanded Reality Mobile devices segment, yet
additionally with frameworks that require training of the work force and workers to be used. This may be the case for
certain clinical apps and that the wellbeing framework could rule against the utilization of increased reality assuming
they conclude that the retraining is excessively exorbitant. A framework for simple joining of such framework should
be created to stay away from such issues. Security concerns emerge with clinical applications, yet additionally with
advances that can identify and perceive individuals [16]. For example, MIT's WUW innovation video show has an
application that is equipped for perceiving individuals and showing data about these people so that the client might see.
Albeit those data could be seen as online by anybody on sites, for example, informal organizations, it will raise issues as
a many individuals won't like being detected like that, regardless of whether they mind having these data accessible
online so that anybody might see. An answer for applications like ones like WUW's unmistakable component is make
an informal community inside the clients of this innovation for them to conclude regardless of whether they need to be
perceived or what data about them they permit to be shown.
Non clients of this innovation ought not to be perceived by the framework except if they permit it by joining the
informal community. With regards to moral worries, the worry generally comes from the way that individuals will more
often than not get snatched up by advancements with things they find in Hollywood motion pictures. We don't have the
foggiest idea limits for the utilization of innovation and continue to investigate the development. Nonetheless, with
increased reality, it will be vital for the memorable engineers that AR targets working on the client's life by upgrading,
expanding the clients detects, not obstructing them. For example, while perusing the remarks following Babak Parviz's
contact focal point, there were ideas from per "connecting to the optic nerves and contact and smell receptors" and
proposed that these would ultimately be "more attractive methodology" and a "substantially more exquisite
arrangement". Albeit the pundits do understand that starting today researching essentially has close to zero familiarity
with the human anxious framework do things like this, the way that contemplations and thoughts have begun to arise in
this course brings up issues about moral worries: having innovation in direct cooperation with our people detects
something we need? As was referenced before, AR is about increasing the genuine climate with virtual data; it is tied in
with expanding relationship building abilities and faculties not supplanting them.
8. Conclusion
In this paper we discussed the history of Augmented Reality at first and how the concept of AR was initially
developed. Then we discussed various devices that are used in current day AR use and how these devices vary and how
much they are effective. Then we discussed various types of tracking done of real-life scenario and combining them
with AR. We then went ahead with discussing various SDKs and explained in detail six types of SDKs. We then
discussed various applications of AR and its current importance.
Acknowledgment
We might want to recognize every one of those without whom this venture could never have been effective. We,
right off the bat, might want to thank our teacher Prof. Abhishek Vichare who directed us all through the venture and
gave gigantic help. He caused us to comprehend how to effectively finish this paper and without him, this paper could
never have been finished.
This paper has been a root to understand and convey our theoretical information to the real world. Thus, we would
truly recognize his assistance and direction for this undertaking.
References
[1] R. L. S. Silva ¢ ¡£, P. S. Rodrigues, J. C. Oliveira, and G. Giraldi, “Augmented Reality for Scientific Visualization: Bringing
DataSets inside the Real World.”
[2] R. T. Azuma, “A Survey of Augmented Reality,” 1997. [Online].
[3] R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S.Julier, and B. MacIntyre, “Recent advances in augmented reality,” IEEE
Computer Graphics and Applications, vol. 21, no. 6, pp. 34–47, Nov. 2001, doi: 10.1109/38.963459K. Elissa, “Title of paper if
known,” unpublished.
[4] R. Silva, J. C. Oliveira, and G. A. Giraldi, “Introduction to Augmented Reality.”
[5] I. Rabbi and S. Ullah, “A Survey on Augmented Reality Challenges and Tracking Authors,” 2013.
[6] Handbook of Augmented Reality. Springer New York, 2011. doi: 10.1007/978-1-4614-0064-6.
[7] T. A. Vakaliuk and S. I. Pochtoviuk, “Analysis of tools for the development of augmented reality technologies,” 2021. [Online].
[8] H. A. Alhaija, S. K. Mustikovela, L. Mescheder, A. Geiger, and C. Rother, “Augmented Reality Meets Computer Vision :
Efficient Data Generation for Urban Driving Scenes,” Aug. 2017, [Online].
11. Augmented Reality and its Science
Volume 12 (2022), Issue 6 43
[9] A. O. Alkhamisi and M. M. Monowar, “Rise of Augmented Reality: Current and Future Application Areas,” International
Journal of Internet and Distributed Systems, vol. 01, no. 04,pp.25–34,2013,doi:10.4236/ijids.2013.14005.
[10] M. Billinghurst, A. Clark, and G. Lee, “A survey of augmented reality,” Foundations and Trends in Human-Computer
Interaction, vol. 8, no. 2–3. Now Publishers Inc, pp. 73–272, 2014. doi: 10.1561/1100000049.
[11] N. F. Saidin, N. D. A. Halim, and N. Yahaya, “A review of research on augmented reality in education: Advantages and
applications,” International Education Studies, no. 13, pp. 1–8, 2015, doi: 10.5539/ies.v8n13p1.
[12] A. Zaharim and WSEAS (Organization), Applied computational science : proceedings of the 13th international conference on
applied computer and applied computational science (ACACOS ’14) :Kuala Lumpur, Malaysia, April 23-25 2014.
[13] H. K. Wu, S. W. Y. Lee, H. Y. Chang, and J. C. Liang, “Current status, opportunities and challenges of augmented reality in
education,” Computers and Education, vol. 62, pp. 41–49, 2013, doi: 10.1016/j.compedu.2012.10.024.
[14] E. FitzGerald, R. Ferguson, A. Adams, M. Gaved, Y. Mor, and R. Thomas, “Augmented reality and mobile learning: The state
of the art,” in International Journal of Mobile and Blended Learning, 2013, vol. 5, no. 4, pp. 43–58. doi:
10.4018/ijmbl.2013100103.
[15] D. Amin and S. Govilkar, “Comparative Study of Augmented Reality Sdk’s,” International Journal on Computational Science
& Applications, vol. 5, no. 1, pp. 11–26, Feb. 2015, doi: 10.5121/ijcsa.2015.5102.
[16] M. Kesim and Y. Ozarslan, “Augmented Reality in Education: Current Technologies and the Potential for Education,” Procedia
- Social and Behavioral Sciences, vol. 47, pp. 297–302, 2012, doi: 10.1016/j.sbspro.2012.06.654.
[17] J. Carmigniani, B. Furht, M. Anisetti, P. Ceravolo, E. Damiani, and M. Ivkovic, “Augmented reality technologies, systems and
applications,” Multimedia Tools and Applications, vol. 51, no. 1, pp. 341–377, Jan. 2011, doi: 10.1007/s11042-010-066.
[18] Modlo, Ye.O., Semerikov, S.O.: Xcos on Web as a promising learning tool for Bachelor’s of Electromechanics modeling of
technical objects. In: Semerikov, S.O., Shyshkina, M.P. (eds.) Proceedings of the 5th Workshop on Cloud Technologies in
Education (CTE 2017), Kryvyi Rih, Ukraine, April 28, 2017. CEUR Workshop Proceedings 2168, 34–41. http://ceur-
ws.org/Vol-2168/paper6.pdf (2018). Accessed 21 Mar 2019.
[19] Tao Zhan, Kun Yin, Jianghao Xiong, Ziqian He, Shin-Tson Wu, Augmented Reality and Virtual Reality Displays: Perspectives
and Challenges, iScience, Volume 23, Issue 8, 2020, 101397, ISSN 2589-0042, https://doi.org/10.1016/j.isci.2020.101397.
[20] Kurubacak, G., & Altinpulluk, H. (Eds.). (2017). Mobile Technologies and Augmented Reality in Open Education. IGI Global.
https://doi.org/10.4018/978-1-5225-2110-5.
[21] R. J. Seidel and P. R. Chatelier, Virtual Reality, Training’s Future?: Perspectives on Virtual Reality and Related Emerging
Technologies, Berlin: Springer Science & Business Media, 1997. https://doi.org/10.1007/978-1-4899-0038-8
[22] Mintii, I.S., Soloviev, V.N.: Augmented Reality: Ukrainian Present Business and Future Education. In: Kiv, A.E., Soloviev,
V.N. (eds.) Proceedings of the 1st International Workshop on Augmented Reality in Education (AREdu 2018), Kryvyi Rih,
Ukraine, October 2, 2018. CEUR Workshop Proceedings 2257, 227–231. http://ceur-ws.org/Vol2257/paper22.pdf (2018).
Accessed 30 Nov 2018.
[23] M. Dunleavy, C. Dede and R. Mitchell, "Affordances and limitations of immersive participatory augmented reality simulations
for teaching and learning," Journal of Science Education and Technology, vol. 18, no. 1, pp. 7-22., 2009.
https://doi.org/10.1007/s10956-008-9119-1
[24] H. Kaufmann and M. Papp, "Learning objects for education with augmented reality," in Proc. of EDEN (European Distance
and E-Learning Network) Conference, Budapest, Hungry, 2006.
[25] S. Singhal, S. Bagga, P. Goyal and V. Saxena, "Augmented chemistry: Interactive education system," International Journal of
Computer Applications, vol. 49, no. 15, pp. 1-5, 2012.
[26] D. Sumadio and R. D. R. A., "Preliminary Evaluation on User Acceptance of the Augmented Reality use for Education," in
Second International Conference on Computer Engineering and Applications, Bali Island, Indonesia, 2010.
[27] Kulikova, Ja.V., Matokhina, A.V., Shcherbakova, N.L.: Obzor bibliotek komp’juternogo zrenija dlja proektirovanija
komponentov dopolnennoj real’nosti v uchebnom processe (Review of OCR libraries for augmented reality components in
education). Nauka vchera, segodnja, zavtra 6(40), 27–32 (2017)
[28] Kyrylenko, O.V., Blinov, I.V., Parus, Y.V., Ivanov, H.A.: Simulation model of day ahead market with implicit consideration of
power systems network constraints. Tekhnichna elektrodynamika 5, 60–67 (2019). doi:10.15407/techned2019.05.060
[29] Honcharova, N.: Tekhnolohiia dopovnenoi realnosti v pidruchnykakh novoho pokolinnia (Technology of augmented reality in
textbooks of new generation). Problemy suchasnoho pidruchnyka 22, 46–56 (2019). doi:10.32405/2411-1309-2019-22-46-56
[30] Lavrentieva, O.O., Arkhypov, I.O., Kuchma, O.I., Uchitel, A.D.: Use of simulators together with virtual and augmented reality
in the system of welders’ vocational training: past, present, and future. In: Kiv, A.E., Shyshkina, M.P. (eds.) Proceedings of the
2nd International Workshop on Augmented Reality in Education (AREdu 2019), Kryvyi Rih, Ukraine, March 22, 2019. CEUR
Workshop Proceedings 2547, 201–216. http://ceurws.org/Vol-2547/paper15.pdf (2020). Accessed 10 Feb 2020
[31] M. Singh and M. Singh, "Augmented Reality Interfaces" in IEEE Internet Computing, vol. 17, no. 06, pp. 66-70, 2013.doi:
10.1109/MIC.2013.107
[32] Lavrentieva, O.O., Rybalko, L.M., Tsys, O.O., Uchitel, A.D.: Theoretical and methodical aspects of the organization of
students’ independent study activities together with the use of ICT and tools. In: Kiv, A.E., Soloviev, V.N. (eds.) Proceedings
of the 6th Workshop on Cloud Technologies in Education (CTE 2018), Kryvyi Rih, Ukraine, December 21, 2018. CEUR
Workshop Proceedings 2433, 102–125. http://ceur-ws.org/Vol-2433/paper06.pdf (2019). Accessed 10 Sep 2019.
[33] Lee K.: Augmented reality in education and training. TechTrends 2(56), 13-21 (2012).
[34] Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in Education. Myth or Reality?. International Journal of
Emerging Technologies in Learning (iJET), 14(03), pp. 234–242. https://doi.org/10.3991/ijet.v14i03.9289.
[35] Leshko, К.V., Rykova, L.L.: Augmented reality as a tool in creative development of future education professionals. New
Computer Technology 17, 76–81 (2019).
[36] Kravtsov, H., Pulinets, A.: Interactive Augmented Reality Technologies for Model 156 Visualization in the School Textbook.
CEUR-WS.org, online (2020, in press)
[37] Machynska, N.I.: Navchalne proektuvannia yak chynnyk rozvytku osobystosti u konteksti akmeolohichnoho pidkhodu
(Educational design as a factor of personality development in the context of acmeological approach). Problemy osvity 84, 226–
232 (2015).
12. Augmented Reality and its Science
44 Volume 12 (2022), Issue 6
[38] Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Transactionson Information Systems E77-D(12),
1321–1329 (1994).
[39] Modlo, Ye.O., Semerikov, S.O., Bondarevskyi, S.L., Tolmachev, S.T., Markova, O.M., Nechypurenko, P.P.: Methods of using
mobile Internet devices in the formation of the general scientific component of bachelor in electromechanics competency in
modeling of technical objects. In: Kiv, A.E., Shyshkina, M.P. (eds.) Proceedings of the 2nd International Workshop on
Augmented Reality in Education (AREdu 2019), Kryvyi Rih, Ukraine, March 22, 2019. CEUR Workshop Proceedings 2547,
217–240. http://ceur-ws.org/Vol2547/paper16.pdf (2020). Accessed 10 Feb 2020.
[40] H. Kato and M. Billinghurst, "Marker Tracking and HMD Calibration for a video-based Augmented Reality Conferencing
System," in Proceedings of the 2nd International Workshop on Augmented Reality (IWAR 99), San Francisco, USA, 1999.
https://doi.org/10.1109/IWAR.1999.803809
[41] E. Klopfer and K. Squire, "Environmental detectives: The development of an augmented reality platform for environmental
simulations," Educational Technology Research and Development, vol. 56, no. 2, pp. 203-228, 2008.
https://doi.org/10.1007/s11423-007-9037-6
[42] Modlo, Ye.O., Semerikov, S.O., Shmeltzer, E.O.: Modernization of Professional Training of Electromechanics Bachelors: ICT-
based Competence Approach. In: Kiv, A.E., Soloviev, V.N. (eds.) Proceedings of the 1st International Workshop on
Augmented Reality in Education (AREdu 2018), Kryvyi Rih, Ukraine, October 2, 2018. CEUR Workshop Proceedings 2257,
148–172. http://ceur-ws.org/Vol-2257/paper15.pdf (2018). Accessed 21 Mar 2019.
[43] Fuchs, P., Moreau, G. and Guitton, P. (2011) Virtual Reality: Concepts and Technologies. CRC Press, Boca Raton.
https://doi.org/10.1201/b11612.
[44] Laghari, A. A., Jumani, A. K., Kumar, K., & Chhajro, M. A. (2021). Systematic Analysis of Virtual Reality & Augmented
Reality. International Journal of Information Engineering & Electronic Business, 13(1).
[45] Pawade, D., Sakhapara, A., Mundhe, M., Kamath, A., & Dave, D. (2018). Augmented reality based campus guide application
using feature points object detection. Int. J. Inf. Technol. Comput. Sci.(IJITCS), 10(5), 76-85.
[46] Rafiq, A., & Ahsan, B. (2014). Secure and Dynamic Model for Book Searching on Cloud Computing as Mobile Augmented
Reality. International Journal of Modern Education & Computer Science, 6(1).
[47] Yong, S. W., & Sung, A. N. (2019). A mobile application of augmented reality for aircraft maintenance of fan cowl door
opening. International Journal of Computer Network and Information Security, 11(6), 38-44.
Authors’ Profiles
Nimesh Yadav is a research scholar and currently pursuing dual degree course of Bachelor of Technology in
Computer Engineering (CSE) and Master of Business Administration in Technology Management degrees from
Mukesh Patel School of technology management and engineering, NMIMS University, Mumbai, India. He is
currently working as a research scholar and a python developer intern in IBM and Phemesoft. His research interest
includes research on applications of machine learning, deep learning, and artificial intelligence. He has also
developed and created various large-scale projects on these topics.
Aryan Sinha is currently pursuing the Bachelor of Technology in Computer Engineering (CSE) and Master of
Business Administration degrees from Mukesh Patel school of management and engineering, NMIMS University,
Mumbai, India. His research interest includes research on applications of machine learning and cyber security.
How to cite this paper: Nimesh Yadav, Aryan Sinha, "Augmented Reality and its Science", International Journal of Education and
Management Engineering (IJEME), Vol.12, No.6, pp. 33-44, 2022. DOI:10.5815/ijeme.2022.06.04