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ARTICLE
Transforming Education with Photogrammetry: Creating Realistic 3D Objects for Augmented Reality Applications
Department of Computational Intelligence, School of Computing, SRM Institute of Science and Technology, Kattankulathur, 603203, India
* Corresponding Authors: Kaviyaraj Ravichandran. Email: ; Uma Mohan. Email:
Computer Modeling in Engineering & Sciences 2025, 142(1), 185-208. https://doi.org/10.32604/cmes.2024.056387
Received 22 July 2024; Accepted 14 October 2024; Issue published 17 December 2024
Abstract
Augmented reality (AR) is an emerging dynamic technology that effectively supports education across different levels. The increased use of mobile devices has an even greater impact. As the demand for AR applications in education continues to increase, educators actively seek innovative and immersive methods to engage students in learning. However, exploring these possibilities also entails identifying and overcoming existing barriers to optimal educational integration. Concurrently, this surge in demand has prompted the identification of specific barriers, one of which is three-dimensional (3D) modeling. Creating 3D objects for augmented reality education applications can be challenging and time-consuming for the educators. To address this, we have developed a pipeline that creates realistic 3D objects from the two-dimensional (2D) photograph. Applications for augmented and virtual reality can then utilize these created 3D objects. We evaluated the proposed pipeline based on the usability of the 3D object and performance metrics. Quantitatively, with 117 respondents, the co-creation team was surveyed with open-ended questions to evaluate the precision of the 3D object created by the proposed photogrammetry pipeline. We analyzed the survey data using descriptive-analytical methods and found that the proposed pipeline produces 3D models that are positively accurate when compared to real-world objects, with an average mean score above 8. This study adds new knowledge in creating 3D objects for augmented reality applications by using the photogrammetry technique; finally, it discusses potential problems and future research directions for 3D objects in the education sector.Graphic Abstract
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