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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interactive Augmented Reality Technologies for Model Visualization in the School Textbook</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Kherson State University</institution>
          ,
          <addr-line>27, Universitetska St., 73000, Kherson</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>AR-technologies can be widely used in the educational process using ICT. Especially valuable is the use of AR-based applications for the visualization of illustrations of models of objects and processes in school books. The use of electronic educational resources using AR-technologies can improve the quality of students' knowledge, as well as provide teachers with a wide range of new opportunities. Using AR technology allows you to design and create effective learning resources. This develops students' creative thinking and increases their motivation to learn. In this paper, we consider a model of a learning system using augmented reality technologies for visualizing illustrations in school textbooks. A survey of secondary school teachers showed the possibility, interest and effectiveness of using e-learning tools based on AR technology. Pupils can use this electronic resource both in class at school and at home during independent study. Students of Kherson State University, interviewed in the STEM education system, showed a willingness to work with augmented reality technologies. To assess the prospects of using AR-based applications in the educational process, an expert method was used. Experts evaluated the prospects of using AR technology to visualize 2D and 3D models of educational objects. For evaluation, a five-point Likert system was chosen. The developed model can be used as a means to create the basis for future research, development and dissemination in the system of educational institutions. The proposed model of the learning system was tested in the classrooms of students in the learning process at STEM.</p>
      </abstract>
      <kwd-group>
        <kwd>Augmented reality</kwd>
        <kwd>ICT</kwd>
        <kwd>mobile application</kwd>
        <kwd>visualization</kwd>
        <kwd>school textbook</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>New information technologies are widely used in the development and use of electronic
educational resources (ESM). Virtual and augmented reality (VR, AR) technologies are
actively used to improve teaching methods using information technology.</p>
      <p>Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
    </sec>
    <sec id="sec-2">
      <title>Augmented reality (AR) is a type of virtual reality technology that blends what the</title>
      <p>
        user sees in their real surroundings with digital content generated by computer software.
The additional software-generated images with the virtual scene typically enhance how
the real surroundings look in some way. AR systems layer virtual information over a
camera live feed into a headset or smart-glasses or through a mobile device giving the
user the ability to view three-dimensional images [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In other words, AR is an
interactive experience of the real world environment in which objects located in the real
world are “augmented” by computer-generated perceptual information, sometimes
through a variety of sensory modalities, including visual, auditory, tactile,
somatosensory and olfactory. AR objects can be interactive, dynamic, or static. Modern
teaching methods are aimed at improving the quality of students' knowledge. This can
be achieved by introducing new approaches into the educational process and using new
technologies. Interactive teaching methods using distance technologies have a positive
impact on the quality of students' training, the development of their professional
competencies necessary for successful competition in the global labor market [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>Augmented reality allows you to study the work of various dynamic and static systems,</title>
      <p>expanding the boundaries of reality, which in turn helps to increase students' interest in
the subject of the study area, better learning new information. The difference between</p>
    </sec>
    <sec id="sec-4">
      <title>AR and VR is a systematic approach to technology and the use of different technical equipment. AR complements the existing one, VR with the help of virtual reality glasses completely changes our environment (only at the visual level, not physical).</title>
      <p>The relevance of using AR in high and secondary school is significant when studying
a wide range of disciplines for
 visualization of models of systems and processes,
 detailing the presentation of properties of complex objects,
 visualization of abstract objects,
 conducting virtual excursions and travels, etc.</p>
      <p>The subject of the study is the software and hardware of the training system using
interactive augmented reality technologies.</p>
      <p>The purpose of this work is to design a system and develop software for visualizing
processes and models of objects in a school textbook using interactive augmented
reality technologies.</p>
      <p>We list a number of works that summarize the experience in the development and
use of training tools using AR in educational institutions of Ukraine and abroad.</p>
      <p>
        The authors of the Institute of Information Technologies and Learning Tools of
NAES of Ukraine” in their article describe the main problems of modern education in
higher educational institutions of Ukraine and their solution using AR [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        A detailed description of tools for developing applications using AR can be found in
the article [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. For ourselves, we have identified such development tools as Unity and
Vuforia. Unity is one of the most common development environments for the
visualization and interaction of 3D objects. You can expand the functionality using the
Asset Store library. There are a large number of different plugins and extensions in the
Asset Store. Vuforia is a platform that allows you to install the application on a mobile
device with a camera to "see" and recognize various objects, images, texts and markers
located on them. Vuforia is supported by mobile devices running Android 4.0.3 and
iOS 7 and above.
      </p>
      <p>
        Tony Liao identifies key themes and areas of focus for AR technology use: AR
users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of
research, manuscript serves as a call for specific future areas of research, suggests new
approaches that researchers could take to explore interrelationships between these
areas, and advocates for the necessity of research that examines different levels
(micro/meso/macro) of analysis within AR [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        The article [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] explores some key features of virtual reality (VR), augmented reality
(AR), and merged reality (MR) as well as the differences between them. The aspects of
possible usage of reality technologies in the contemporary world are considered. The
attachments to augmented and virtual realities that exist and are used in modern
educational process are reviewed. The importance of forming of the students’ STEM
competence and the creation of the innovated STEM-education model are indicated.
The article denotes the need of special technical equipment and special virtual
laboratory for the implementation of virtual and augmented realities’ systems into the
modern educational process.
      </p>
      <p>
        In the article [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], by combining AR with elementary learning materials, the
researchers create a set of Ubiquitous Augmented Reality Digital Learning System and
design Augmented Reality 3D Digital Media teaching materials based on the content
of textbooks. The researchers adopt Triangulation, including System Usability Scale,
NASA-TLX and qualitative research methodologies, to examine Usability Evaluation
of Ubiquitous Augmented Reality E-Learning System.
      </p>
      <p>
        Article [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] describes the experience of using VR and AR-based applications in the
education system of the STEM school at Kherson State University (KSU).
      </p>
      <p>
        The work [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] discusses the evolution and changes over the time of the use of VR and
AR in the main areas of application with an emphasis on the future expected VR’s
capacities, increases and challenges.
      </p>
      <p>
        The work [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] discusses the questions about hardware difficulties, lack of real uses
so far and marketing challenges of using software with AR.
      </p>
      <p>Article [11] describes a typical AR system with software and hardware architecture
based on modern technological advances. The use of AR in various areas, especially in
the field of the military system, equipment support, and simulation training, has been
investigated.</p>
      <p>A smartphone can be used as a mobile device for the tasks of visualizing objects and
processes in a school textbook. Use Case Diagram (Diagram 1) shows the options for
user actions with a smartphone [12]. Aspects of AR-based applications programming
technology were kindly provided by Nicolò Carpignoli [13].</p>
      <p>Diagram 1 contains the following main elements.</p>
      <p>1. Scan QR Code can be a marker of the first interaction of the user and the
system. It is assumed that each textbook has its own QR Code. This user case
is called when the user wants to scan the QR code on the front of the AR popup
book.
2. Scan AR Markers: This interaction is called when the user wants to scan the
various AR markers in the AR popup book after successfully scanning the QR
code of the AR popup book.
3. View Overlaid Information: This interaction is called when the user wants to
view information overlaid after successfully scanning the AR markers.</p>
    </sec>
    <sec id="sec-5">
      <title>4. View Help: This interaction is called when the user wants to view help</title>
      <p>information. It is a simple call that terminates after the information is
displayed.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Quit: This interaction is the link to the application endpoint. All calls to this use case represent a request to terminate the application.</title>
    </sec>
    <sec id="sec-7">
      <title>Diagram 1. Use Case Diagram.</title>
      <p>When developing software using VR and AR-based applications, the platforms on
which computer games are created are usually used (Unity [14], Unreal Engine [15],
etc.). At the same time, such tools as Steam VR [16], Google VR [17], Oculus [18],
Windows Mixed Reality [19], Google ARCore [20], Apple ARkit [21], Google Tango
[22], Vuforia [23] and others can be used.</p>
      <p>Consider several examples of the use of these programs and technologies:
Authors of article [24] presents the experience of developing 2D and 3D virtual
laboratories based on the cross-platform game engine Unity for studying physical
phenomena and processes.</p>
      <p>Expeditions [25] is an application developed by Google. Using Google Cardboard,
you can go on an archaeological expedition and see the excavations, take an underwater
trip along the ocean floor or swim with sharks. This application is already used in their
lessons by many teachers around the world.</p>
      <p>The mobile application "Mars is a Real Place" was developed using Oculus
technology [26]. The musical slide show consists of stereoscopic 3D photographs of
Mars. 80 fascinating high-resolution 3D images are presented, carefully thought out for
easy viewing. Images are a combination of views from the orbit of Mars and panoramas
taken on the surface.</p>
      <p>Sky Map [27] is an Android planetarium software application. Sky Map was
designed and developed by a group of Google engineers in Pittsburgh, Pennsylvania.
This application used to identify stars, planets, nebulae and more.
2</p>
      <p>Description of the learning system model using AR</p>
      <p>Visualization in a Schoolbook
First of all, let's consider the definitions of the basic concepts. By a learning system
using AR, we mean a hardware and software environment in which the states and
processes of functioning of complex systems are visualized, and aimed at improving
the efficiency of student learning. Interactive technology enables the information and
communication training system to variably respond to user actions in an active mode.
The main goal of such a learning model is the active involvement of students in the
educational process.</p>
      <p>The term “trigger image” will be understood as any image on the pages of an
electronic textbook that has the properties of a trigger for a mobile application and
allows displaying elements of augmented reality on the device.</p>
      <p>A virtual object is a 3D object that is displayed and used in a mobile application for
demonstration in AR.</p>
      <p>Consider a learning system using interactive augmented reality technologies,
consisting of a regular paper school textbook containing textual information of a
specific subject area, which is illustrated by drawings or photographs.</p>
      <p>A model of this system is shown in Fig. 1.</p>
      <p>School textbook is the main learning resource in the learning system using AR.
Images in the school textbook serve as a trigger for visualizing models of existing
objects that the user sees on the smartphone screen as a result of the application. An
electronic book may also be used, which is the publication of a book in digital form,
consisting of text, images, or both, which can be read on a flat display of computers or
other electronic devices.</p>
      <p>Smartphone is a mobile device with the necessary OS parameters (version of
Android or IOS, camera availability, Internet access) and with the installed AR
application.</p>
      <p>Database is used for external storage of training resources and is an important
element of the training system. All mobile devices have memory limitations, on the
basis of this, a system should be developed, part of the resources of which will be stored
in the database.</p>
    </sec>
    <sec id="sec-8">
      <title>School textbook</title>
      <sec id="sec-8-1">
        <title>Page with figures</title>
      </sec>
      <sec id="sec-8-2">
        <title>Page with figures</title>
      </sec>
      <sec id="sec-8-3">
        <title>Page with figures</title>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Smartphone</title>
    </sec>
    <sec id="sec-10">
      <title>Screen</title>
    </sec>
    <sec id="sec-11">
      <title>Application with AR</title>
    </sec>
    <sec id="sec-12">
      <title>Database</title>
      <p>Before creating a learning system using AR, a scenario plan is required, which
should include the following components:
 name of e-learning resources;
 class e-learning resources: multimedia electronic educational resource;
 presence of interactivity and multimedia: This system contains multimedia and
interactive elements - tests, videos, simulators;
 description of the user interaction with the content: User interaction is carried out
through data exchange with the system server (the User can download the necessary
resources and also enter data during the test);
 indication of the software required to work with the e-learning resource;
 3D objects to create models;
 convenient user interface for using the application.</p>
      <p>When creating an e-learning resource, the following tools are used:
 Multimedia technologies and platforms, that used to create AR applications (3ds</p>
    </sec>
    <sec id="sec-13">
      <title>Max, Unity 3D, C #, JavaScript, Vuforia).</title>
      <p> UML modeling tools (www.draw.io), when designing the program.
3</p>
      <p>Software modeling and design
The application for learning with AR usually consists of the following components:
 “Help” (instructions for this application),
 “Exit” (exit from the application),
 “View object” (the camera screen for trigger scanning appears).
 “levels” (opens the screen to select the level of the scenario),
 “level” (opens the selected level).</p>
      <p>The diagram of use cases for interactive training application with augmented reality
is shown in Fig. 2.</p>
      <p>The sequence of user actions when working with the application for learning
augmented reality and virtual reality is shown in Fig. 3.</p>
      <p>An example of designing classes in the development of virtual and augmented reality
applications is shown in Fig.4.</p>
      <p>To use the AR environments, the student needs to install two corresponding
applications on his smartphone.</p>
      <p>When application for AR launched, the student gets to the main menu of the
program:
 by clicking on the “help” button you can find out the instructions for this application,
 by clicking on the “exit” button it will close the application,
 by clicking on the “levels” button, a screen appears to select the level of the game
that corresponds to the lab number,
 by clicking on the “level 1” button, the user is inside the virtual space, organized
according to the requirements put forward to conduct this virtual laboratory work.</p>
      <p>After the camera screen appears, you must aim the camera lens on the page with the
task. The program recognizes the image trigger. Each trigger is unique. He links the 3D
image and page of the book with the corresponding task. As a result, a moving 3D
object will appear on the screen against the background of the corresponding page of
the book.</p>
      <p>After the user opens a certain level, he gets the opportunity to study in detail all the
3D objects of the scenario in virtual reality and their interaction according to the
learning objectives. Since the inclusion of a certain level of the program is in standby
mode, the user can perform control and navigation actions. At the moment of
performing a certain action with objects, the user in the background can see the
corresponding contextual help and training information.</p>
      <p>For a better understanding of the technical characteristics inherent in the objects used
in this model, consider the description of meta-objects, objects in the real world and
objects used in laboratory work.</p>
      <p>Consider a model for constructing a learning system using AR (Fig. 4).
 Unity 3D allows to develop applications for Android.</p>
      <p> Vuforia is an augmented reality mobile platform supported on Unity 3D.
o AR camera initializes Image with the image that the camera transmits.
o Image is a graphic object from the database, which is a trigger for the AR
application.
 3D models – multimedia 3D objects in the public storage for users (Asset Store,
Google search) or developed own models (3D Max).
o Static elements – elements that the user cannot move.</p>
      <p>o Dynamic elements – elements that the user can move.
 Lean s a class library of the Unity 3D platform for managing objects.
o Rotate - rotate an object.
o Scale - resize an object.</p>
      <p>o Move - move an object.
 Database – Vuforia platform database, which stores images for later use in the
application.
 Book – school textbook with images that serve as triggers in an AR application.
 PNG, JPG images – images and other multimedia resourses, that are added to the
database.</p>
      <p>To use the software for its intended purpose, you must have a textbook with triggers
and a smartphone with an AR application. The application will display a scene with a
3D model depending on the trigger found, each trigger has its own scene. The trigger
is the image in the textbook. The camera initializes the image and displays a model that
is attached to this image. Since Vuforia is supported only by mobile devices running
Android 4.0.3 and iOS 7 and higher, this is a prerequisite that must be observed (Fig.
5).</p>
      <p>The interaction of objects occurs after the user presses certain control buttons that
trigger a trigger set for interaction between objects.
4</p>
      <p>An example of using a learning system using AR
We will consider in more detail the process of modeling and designing AR educational
objects using the example of visualizing models of physical processes in a school
physics course.</p>
      <p>As an example, consider a school textbook in physics for grade 8 edited by V.G.
Baryakhtar, S.O. Dovgy [28], topic “Thermal Conductivity”, § 2. Temperature
dependence of the size of physical bodies, page 15. An example of illustration of the
property of thermal conductivity of bodies is considered in the textbook (Fig. 6).</p>
      <p>In Unity 3D, Vuforia has developed a 3D model for trigger # 1. It consists of such
elements: a book, a glass, half a carrot, a metal dart, two whole carrots (these elements
are static), a candle (this is a dynamic element).</p>
      <p>The user can move the candle along the diagonals x, y, z. If the candle is under the
dart, after some time, due to the temperature change, the dart will change its angle of
inclination, if after that the candle is removed, then the dart tilt will return to its original
position due to the temperature change to the original one. This is confirmed by the
laws of physics. Students can take part in this experiment themselves (Fig. 7).</p>
      <p>Consider the following example, demonstrating the thermal conductivity of metals,
paragraph 5, figure 5.1 from the school textbook [28] (Fig. 8). This figure acts as a
trigger in the AR application.</p>
      <p>Unity 3D with Vuforia has developed a 3D model for the trigger Fig. 8. It consists
of the following elements: a tripod, a metal dart, nails (these elements are static), a
candle (this is a dynamic element).</p>
      <p>A candle is a moving object, when the fire comes in contact with a metal dart and a
certain time passes (2 seconds), the nails begin to fall in turn, thus confirming the
experiment (Fig. 9).</p>
      <p>The “Repeat” button updates the application to its original characteristics. All objects
fall into their original places.
5</p>
      <p>Prospects for using AR in the educational process</p>
    </sec>
    <sec id="sec-14">
      <title>We applied an expert method to assess the prospects of using AR in the educational</title>
      <p>process. 16 experienced teachers of secondary schools of Kherson were interviewed.</p>
    </sec>
    <sec id="sec-15">
      <title>Experts assessed the prospects for using AR technology to visualize 2D and 3D models</title>
      <p>of educational objects. For evaluation, a five-point Likert’s system was chosen. Table</p>
    </sec>
    <sec id="sec-16">
      <title>1 shows the results of the evaluation of indicators.</title>
      <p>Classroom use
Use in independent work
The interest of teachers in the use of learning resource
I plan to use such a training resource
The results of expert’s assessment showed on Diagram 2.
4,9
3,7
3,4
9
,
3
8
,
3
4
7
,
2</p>
      <p>G R A D E
1
,
4
3
,
4
6
,
3
8
,
4
9
,
4
2
,
3
7
,
3
4
,
3</p>
    </sec>
    <sec id="sec-17">
      <title>Diagram 2. Expert assessment of learning resources using AR-based applications.</title>
      <p>An expert assessment of the quality and prospects of using training resources can be
considered sufficiently reliable only if the expert evaluations are in good agreement.
Therefore, statistical processing of the results of expert evaluations should include an
analysis of the consensus of experts. The Concordance method is used to assess the
degree of consensus of experts on options for assessment [29].</p>
      <p>The results of the expert survey are presented in Table 2.
-56
-37
14
9
11
16
15
16
15
47
(1)
1
1
1
1
1
1
1
-92
-20 -42</p>
      <p>-39 -34 -21
W </p>
      <p>12S
m2 (n3  n)</p>
      <p>.
10
7
7
6
5
2
5
15
14
16
13
6
6
11
44
13
15
14
9
11
10
9
47
16
16
15
12
10
8
10
62
11
13
12
15
9
13
16
43
12
6
10
14
16
12
14
17</p>
      <p>Concordance coefficient W is calculated according to the formula proposed by
Kendall [29]</p>
      <p>Here S  in1 2i  in1 mj1 xij  12 m(n 1)2 , m – number of experts, n –
the number of objects of examination, xij – assessment of the i-object by j-expert.
Coefficient of concordance may vary between 0 and 1. If W = 1, all experts gave the
same evaluations for all objects, if W = 0, the evaluations of experts are not coordinated.</p>
      <p>Using the formula (1) calculated coefficient W = 0, 65 is significantly different from
zero, so we can assume that among experts there is objective concordance. Given that
the value of m(n – 1)W is distributed according to χ2 with (n – 1) is the degree of
freedom, then W2  12S = 117,1. Comparing this value with the tabulated
m  n  (n  1)
value  T2 for n – 1 = 15 degree of freedom and significance level α = 0,01, we find
W2 = 117,1 &gt;  T2 = 30,578. Therefore, the hypothesis of consistency of expert
evaluations confirmed according to Pearson.</p>
      <p>Thus, the results of a pedagogical experiment can be taken as a basis for the design
and creation of learning resources using AR-based applications.
6</p>
      <p>Conclusion and future work</p>
    </sec>
    <sec id="sec-18">
      <title>New teaching methods using information technology are a priority today, especially when studying natural sciences in secondary school.</title>
      <p>We described the training methodology and proposed a model of the training system
using augmented reality technologies.</p>
      <p>Currently, such training systems are in demand both in higher and secondary schools.
Teachers and students can use this electronic resource both in the classroom at school
and university, and at home. A survey of secondary school teachers and students of
KSU showed the readiness of this category of users to work with augmented reality
technologies.</p>
      <p>The proposed model of the training system has been tested in the process of STEM
education.</p>
      <p>The developed model can be used as a means to create a basis for future research,
development and dissemination in the system of educational institutions. We plan to
introduce a system using virtual and augmented reality technologies in the school
educational process of the STEM school of Kherson State University.
7
11. Jun He, Peng Han, Huan Liu, Shiying Men, Lu Ju, Pu Zhen, Ting Wang. The research and
application of the augmented reality technology. IEEE Xplore (2018). online
https://ieeexplore.ieee.org/document/8284781
12. Oluwaranti, A.I., Obasa, A.A., Olaoye, A.O. and Ayeni, S. Architectural Model for an</p>
    </sec>
    <sec id="sec-19">
      <title>Augmented Reality Based Mobile Learning Application. Journal of Multidisciplinary</title>
    </sec>
    <sec id="sec-20">
      <title>Engineering Science and Technology (JMEST), ISSN: 3159-0040, Vol. 2 Issue 7, P. 1972</title>
      <p>1977 (2015), online http://www.jmest.org/wp-content/uploads/JMESTN42350957.pdf
13. Nicolò Carpignoli. Web XR Expert. Maintainer of AR.js, online</p>
      <p>https://medium.com/@nicolcarpignoli
14. Development environment Unity, online https://unity3d.com
15. Development environment Unreal Engine, online
https://www.unrealengine.com/en</p>
      <p>US/what-is-unreal-engine-4
16. Development environment SteamVR, online</p>
      <p>https://developer.valvesoftware.com/wiki/SteamVR
17. Development environment Google VR, online https://vr.google.com/
18. Development environment Oculus, online https://developer.oculus.com/
19. Development environment Windows Mixed Reality, online</p>
      <p>https://developer.microsoft.com/en-us/windows/mixed-reality
20. Development environment ARCore, online https://developers.google.com/ar/
21. Development environment ARKit, online https://developer.apple.com/arkit/
22. Development environment Tango, online https://developers.google.com/tango/
23. Development environment Vuforia, online https://developer.vuforia.com/
24. Gonzalez, J.D., Escobar, J.H., Sánchez, H., De la Hoz, J., Beltrán, J.R. 2D and 3D virtual
interactive laboratories of physics on Unity platform. Journal of Physics: Conference
Series 935(1) (2017), online
https://www.researchgate.net/publication/322106253_2D_and_3D_virtual_interactive_lab
oratories_of_physics_on_Unity_platform
25. Expeditions, online</p>
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