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ArticlePeer ReviewedOpen AccessPlagiarism Passed
Paper ID:IJSREM65343

AR-Based Interactive Learning System for Engineering Labs Using 3D Motherboard Visualization

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM65343

Volume:

10 |

6 |

Jun 2026

Pages:

1-14

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM65343

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

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Authors

Aditya Jamunpane

Aditya Jamunpane

Departments of Artificial Intelligence

G H Raisoni College of Engineering and Management, Nagpur

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Bhushan Kawale

Bhushan Kawale

Departments of Artificial Intelligence

G H Raisoni College of Engineering and Management, Nagpur

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Arnav Wasnik

Arnav Wasnik

Departments of Artificial Intelligence

G H Raisoni College of Engineering and Management, Nagpur

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Aniket Thaokar

Aniket Thaokar

Departments of Artificial Intelligence

G H Raisoni College of Engineering and Management, Nagpur

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Aditya Meshram

Aditya Meshram

Departments of Artificial Intelligence

G H Raisoni College of Engineering and Management, Nagpur

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Mentors

Rashmi Janbandhu

Rashmi Janbandhu

Departments of Artificial Intelligence

G H Raisoni College of Engineering and Management, Nagpur

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Abstract

Computer hardware education often faces challenges due to limited laboratory resources, restricted access to physical hardware components, and the difficulty of understanding complex motherboard architectures through conventional teaching methods. Traditional learning approaches primarily rely on textbooks, static diagrams, and limited practical sessions, which may not effectively support the development of component identification skills and spatial understanding of hardware structures. To address these limitations, this research presents an interactive WebAR-based learning platform that enables immersive exploration of computer hardware through real-time three-dimensional visualization and Augmented Reality technologies. The proposed system integrates both marker-based and markerless AR modes, allowing learners to interact with virtual hardware models directly through standard web browsers without requiring additional software installation. The platform supports multiple hardware environments, including computer motherboards, Arduino Uno boards, Raspberry Pi systems, and drone flight controllers within a unified educational framework. The system incorporates optimized 3D rendering, raycasting-based component selection, dynamic object interaction, component isolation, and contextual information delivery to enhance user engagement and learning effectiveness. By enabling active exploration of hardware structures, the platform improves conceptual understanding, component recognition, and spatial visualization skills. Furthermore, its browser-based architecture provides a scalable, cost-effective, and accessible alternative to traditional hardware laboratories. The proposed WebAR learning environment demonstrates the potential of modern immersive technologies to bridge the gap between theoretical instruction and practical hardware education, thereby supporting more interactive, flexible, and technology-driven engineering learning experiences.

KEYWORDS

markerless AR modes 3D rendering raycasting-based component

Cite This Article

Aditya Jamunpane, Bhushan Kawale, Arnav Wasnik, Aniket Thaokar, Aditya Meshram, Rashmi Janbandhu, "AR-Based Interactive Learning System for Engineering Labs Using 3D Motherboard Visualization," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 6, pp. 1-14, Jun 2026. https://doi.org/10.55041/IJSREM65343

Full Article/Conclusion

This research presented a WebAR-based Interactive Hardware Learning Platform designed to enhance computer hardware education through immersive visualization and interactive learning experiences. The proposed platform integrates browser-based three-dimensional visualization, component-level interaction, and both marker-based and markerless Augmented Reality technologies to create an accessible and engaging educational environment. The developed system enables learners to explore motherboard architectures and related hardware platforms, including Arduino Uno boards, Raspberry Pi systems, and drone flight controllers, without requiring access to physical laboratory equipment. Through features such as component selection, isolation, real-time information retrieval, and interactive visualization, learners can develop a deeper understanding of hardware structures, component functionality, and spatial relationships. A key advantage of the proposed platform is its browser-based architecture, which eliminates software installation requirements and supports accessibility across desktop and mobile devices. The integration of modern technologies such as React, Three.js, WebGL, and WebAR frameworks demonstrates the feasibility of delivering immersive educational experiences through standard web browsers while maintaining scalability and performance. The results obtained from functional testing, interaction analysis, and visualization assessment indicate that the platform effectively supports hardware exploration, improves learner engagement, and provides a practical alternative to traditional laboratory-based learning environments. By bridging the gap between theoretical instruction and practical understanding, the proposed system contributes to the development of accessible, cost-effective, and technology-enhanced engineering education.

References

[1]    H. Lu and M. E. A. Hashim, “Augmented Reality in Education Applications: A Systematic Review,” International Journal of Modern Education, 2025. [2]    A. Kumar and S. Gupta, “Augmented Reality for Computer Hardware Learning: A Case Study,” International Journal of Computer Applications, vol. 186, no. 4, pp. 22–28, 2024. [3]   K. Patel and S. Mehta, “Recent Developments in Augmented Reality for STEM Education,” Journal of Science Education and Technology, vol. 33, no. 1, pp. 55–70, 2024. [4]     M. Radu, “Evaluating the Usability of Augmented Reality Systems for Education,” Computers & Education, vol. 200, Art. no. 104115, 2024. [5]    M. Bacca, S. Baldiris, R. Fabregat, S. Graf, and Kinshuk, “Augmented Reality Applications in Engineering Education,” IEEE Access, vol. 12, pp. 7890–7905, 2024. [6]      M. Akçayır and G. Akçayır, “Augmented Reality in Education: Current Trends,” Computers & Education, vol. 210, pp. 104–120, 2024. [7]    S. Alalwan and N. Alzahrani, “Augmented Reality in Education: A Systematic Review of Recent Advances,” Education and Information Technologies, vol. 28, no. 2, pp. 1234–1250, 2023. [8]    J. Lee and H. Kim, “The Effectiveness of Augmented Reality in Engineering Education: A Meta-Analysis,” IEEE Access, vol. 11, pp. 45678–45690, 2023. [9]    L. Wang and M. Chen, “User Experience in Educational Augmented Reality Applications: Recent Trends,” Computers & Education: Artificial Intelligence, vol. 5, Art. no. 100123, 2023. [10]     F. Silva and D. Costa, “Markerless Augmented Reality for Interactive Learning of Computer Components,” Computers & Education, vol. 195, Art. no. 104789, 2023.

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Publication Date

6/23/2026

Peer Review Type

Double-Blind Peer Review

Review Rounds: 2

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