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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning Technologies through Augmented Reality Projects</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Viktoriya N. Taran</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Movldi I. Usmanov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Chechen State Pedagogical University</institution>
          ,
          <addr-line>Grozny</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>V.I.Vernadsky Crimean Federal University</institution>
          ,
          <addr-line>Prospekt Vernadskogo, 4, Simferopol, 295007, Crimea</addr-line>
        </aff>
      </contrib-group>
      <fpage>253</fpage>
      <lpage>259</lpage>
      <abstract>
        <p>This article describes the need to use augmented reality technologies in teaching, as well as technologies for developing augmented reality applications in the educational process in engineering and IT areas. The directions of research of augmented reality technologies are given, such as the study of augmented reality technologies as a means of designing and developing applications, the use of pedagogical technologies for the visualization of laboratory training workshops, the definition and experimental verification of the organizational and pedagogical conditions for the effective use of such teaching aids in the educational process. It is proposed to introduce some disciplines into the training course for IT students, which would be studied from the 2nd to the 6th semester and had as their goal to prepare one large project using augmented reality technologies. The competencies obtained in the study of these disciplines, software, and the result of the project, as its component from semester to semester, are considered. Augmented reality, AR applications, information visualization, design of augmented reality Proceedings of VI International Scientific and Practical Conference Distance Learning Technologies (DLT-2021), September 20-22,</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>applications, modeling, the efficiency of the learning process</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        The digitalization of modern society is playing a key role in the fourth generation of
industrialization, in which the perspectives of augmented reality (AR) and virtual reality (VR) are vital
for various businesses in different sectors around the world [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Educational technologies are being
integrated into the digital space, which involves the use of modern teaching methods, technical and
specialized means, attracting students to project activities, self-study, and self-education. The use of
gadgets by students in everyday life involves the introduction of teaching techniques based on the use
of such tools as smartphones, tablets, laptops, etc.
      </p>
      <p>
        Educational technologies through virtual and augmented reality make it possible to more fully
understand and master the studied material, including for students with disabilities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Augmented
reality technology will enhance the learning process through the development of spatial thinking with
the use of vivid three-dimensional images, game elements, and also activates the interaction and
participation of students [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        The use of digital technologies in teaching makes it possible to increase the efficiency of the
educational process while providing convenience and accessibility for teachers and students, and also
make it easy to organize a remote lesson in discipline or conduct testing on the studied material [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Teaching staff must master new interactive pedagogical and technological methods and teaching
techniques to maintain a high level of professionalism. This allows students to receive modern
knowledge and competencies, which means it improves the quality of education. If a teacher lags behind
his students in technical terms, he will not be perceived as a specialist, they will not want to learn from
      </p>
      <p>2021 Copyright for this paper by its authors.
him. A student will not be able to come to such a teacher with a question, will not ask for advice to
solve a complex problem or project.</p>
      <p>A modern schoolchild, student, or young person enrolled in retraining programs practically freely
master’s computer technologies at the level of intuition and the "trial and error" method, using all kinds
of technical means such as laptops and computers, smartphones and tablets, and also software platforms
and social networks. The task of a modern teacher is to apply these skills, that is, to oppose empty time
spent on the Internet with interesting and visual stories that aim not only to present information, but
also to make one think, ask questions, and seek answers to them (independently or jointly).</p>
      <p>Investing a set of knowledge, helping to remember a large amount of information - this is not a goal
for a modern teacher. Knowledge, like information, is now widely available on the Internet, you just
need to correctly compose a request or formulate a question in a search engine. The main task of the
teacher is to direct the student to comprehend the studied information, to generalize it, and to obtain
further conclusions.</p>
      <p>Augmented reality can serve as a motivation or stimulus for learning and developing interest in the
material being studied. The use of augmented reality with a skillful combination of technical, software,
and didactic teaching aids for both schoolchildren and students of various specialties and areas can give
an impetus to the development of interest in technical disciplines, which has significantly decreased
recently.</p>
      <p>The purpose of this study is to analyze augmented reality technologies and study the methods of
using these technologies in the educational process when teaching technical areas of training.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Features of Augmented Reality</title>
      <p>Augmented reality is an innovative technology for superimposing virtual information into the real
world. AR in the modern world is becoming an indispensable assistant in the presentation of complex
projects and designs, that is, augmented reality is becoming the best mediator between the consumer
and the product.</p>
      <p>One of the main principles of augmented reality is the interaction on the screen of a live image and
virtual information tied to objects in the field of view of the gadget's camera.</p>
      <p>Augmented reality (AR) can be represented in the form of adding some digital information to the
real world, which is virtually generated to combine two worlds (real and virtual). To create a video
sequence with complete visual fusion, the task is to integrate interdisciplinary knowledge, such as 3-D
computer graphics (Fig. 1), computer vision, human-computer interaction, and hardware software and
design, signal processing, sensor network, Internet of Things (IoT).
augmented reality allows you to study abstract concepts, three-dimensional shapes, and geometric
objects that are difficult to understand and represent using a description on paper, a picture on a plane.</p>
      <p>
        Augmented Reality (AR) presents information in the right context of the real world. To do this, the
system must know where the user is and what he is looking at. Usually, the user observes an object
through a display that displays a camera image along with augmented reality. Thus, in practice, the
system needs to determine the location and orientation of the camera relative to the object [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        AR creates the effect of presence, very clearly displays the connection between the real and the
virtual world, which psychologically attracts a person and activates his attention and sensitivity to the
information component [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        The research [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] examines using AR, which draws on previous scholarship about distributed spatial
sensemaking to analyze the way groups interact over the material, social, and activity contexts.
      </p>
      <p>
        The authors [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] have developed their software system for non-trivial multi-step instructions for
assembling smart city elements and developing virtual assembly instructions using augmented reality.
      </p>
      <p>At the same time, specialists who own augmented or virtual reality technologies will be more in
demand in the labor market every year, since virtual and augmented reality technologies provide
companies with many competitive advantages. Developers of both the devices themselves and the
software for them can get a significant segment of the information technologies market as they have the
potential to improve the quality and cut the costs, which will be in demand even in a crisis.</p>
      <p>
        In a recent report, Gartner claims that AR technology will become one of the most important for
companies that invest in the development and use of artificial intelligence. The main factor in the
advancement of augmented reality technology is its penetration into various spheres of science,
production, and services. Augmented reality acts as an indispensable component for specialized
solutions that require deeper integration between the digital and the real world [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        AR/VR is not only applied in many industries but is also used by scholars for education applications
as it enables students to have an immersive learning experience to enhance their learning effectiveness
and motivation [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Augmented Reality in the Educational Process</title>
      <p>In the modern education system, learning is structured in such a way that during training, theoretical
knowledge dominates over practical knowledge. But it is well known that knowledge acquired by a
practical method is assimilated by students better and is preserved for a longer period than knowledge
gained only in the form of theory (10).</p>
      <p>To consolidate the skills and abilities (or competencies) of IT students, it is necessary to include
work with specialized software in practical classes, so that IT projects that students create are developed
at the most modern level and become in demand.</p>
      <p>
        The teacher must wield special software for the use of e-learning, skills in working in an electronic
learning environment, and also use modern equipment (computer global networks, web-cameras, etc.)
when teaching students [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>When training in IT areas, it is proposed to study technologies for developing augmented reality
applications. This requires a wide study of graphic design methods (pictures, drawings, color schemes,
etc.), as well as software for designing applications, which improves the quality of general professional
training (Fig. 2).</p>
      <p>
        Foreign and domestic experience in the use of augmented reality applications in the classroom in
various disciplines, including tools that can be used by a teacher in everyday activities, shows an
increase in the effectiveness of teaching subjects and assimilation of the studied material [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This is
due to clarity, involvement in the learning process, definition, creativity, and independence in the choice
of decisions.
      </p>
      <p>The study of augmented reality technologies by IT students can be divided into the following
research groups:
 study of augmented reality technologies as a means of designing and developing applications,
while students use special software, independently build augmented reality projects;
 the use of augmented reality technologies as a methodological goal for the visualization of
laboratory training workshops to increase the assimilation of the studied material;
 application for organizational and pedagogical purposes to determine and experimentally test
the conditions for the effectiveness of training by processing the results of the survey in real-time
and storing these results in the students' database for further analysis of the success of mastering the
material and applying the selected learning technologies.</p>
      <p>
        In addition, augmented reality can become an indispensable aid in explaining terms and definitions,
showing how inaccuracies in the definition change the essence of the object or process in question [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>4. Discussions</title>
      <p>If a few decades ago the main task of the teacher was the task of "teaching and giving knowledge",
then at the present stage the task is "to develop students' skills to navigate in the information space, to
receive and filter out reliable information, as well as to process it correctly." The introduction of
elements of interactivity or practical activity into the learning process will allow instilling interest in
the studied discipline, increasing the student's desire to receive new knowledge, deepening the existing
ones. It is to this goal that augmented reality technology meets, allowing you to interest, unleash
creativity, motivate for independent actions, and self-learning.</p>
      <p>
        When developing projects, we propose to visualize spatial objects that are depicted in a
twodimensional drawing, which will allow you to see "bottlenecks" or poorly understood details of the
figure, due to which you can provide steps to ensure the reliability of an object or process, as well as
draw the right conclusions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>To get a high-quality three-dimensional image or a time series (video), it is necessary to introduce a
whole cycle of disciplines into the curriculum of IT students, which are studied from semester to
semester without interruption. As practical or laboratory tasks for these disciplines, you can propose
the development of one end-to-end augmented reality project, which starts with a simple drawing and
ends with an augmented reality project (Table 1).</p>
      <p>Technical documentation, Freehand drawing
construction of drawings</p>
      <p>Building a drawing in Drawing made in
specialized software specialized software</p>
      <p>Working with color, Creation of textures,
composition, collage of objects, a project of the
filters, and creating textures composition of objects
Working with the wireframe of 3D model of the
the project, creating textures for project (image)
covering the wireframe,
assembling a 3-D model of the project</p>
      <p>Work with project
composition, lighting, static 3D
or dynamic, application scene
transitions</p>
      <p>Implementation of a
3-D model on the project
scene, creation of
lighting, transitions
between project
elements, text
descriptions</p>
      <p>Thus, studying the proposed disciplines, the student will master the technologies that precede the
creation of augmented reality projects during 5 semesters. And on the last discipline, he will be able to
prepare an augmented reality project using previously created parts of the project. As a result, a project
of some sight of a settlement or a tourist object, for example, can be obtained the Massandra Palace, is
shown in Figs. 3 and 4.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusion</title>
      <p>
        Thus, it is proposed to use augmented reality (AR) technologies in teaching IT students by
introducing disciplines into the student training program, which, over 5 semesters, form competencies
that allow creating augmented reality projects in the future. This will improve the quality of training
due to 1) increasing the interest of the audience in the stated and studied material, 2) developing the
desire to use modern interactive technical capabilities and technologies, 3) replacement of manuals and
laboratory equipment with multimedia computer models, 4) motivation of students to self-study [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In
addition, modern teachers will receive higher learning outcomes and moral satisfaction from their
professional activities when using augmented reality technologies.
      </p>
      <p>AR applications or augmented reality applications, due to the visualization of information that is
difficult to perceive, can increase the effectiveness of training. If you need to memorize a large amount
of material and analyze it, then projects of augmented reality come to the fore due to the visibility of
information and actual actions with it. In addition, the development of augmented reality applications
by students of engineering and IT areas allows them to interest and involve young people in
selfdevelopment and self-education, which guarantees the training of highly professional personnel in this
field.</p>
      <p>
        The use of AR provides a new quality of education and simultaneously facilitates the personification
and a significant intensification of the educational process, increasing students' motivation, and
contributing to a more objective personal fulfillment of the students [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>6. References</title>
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