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Paper ID:IJSREM64552

Augmented Reality (AR) Encyclopedia

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM64552

Volume:

10 |

6 |

Jun 2026

Pages:

1-6

Publication Frequency:

Monthly (12 issues per year)

DOI
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Not assigned

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

AS

Amit Shet

Computer Science and Engineering

Sri Siddhartha Institute of Technology, Tumakuru, Karnataka

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DGT

Dr. Gopala T

Computer Science and Engineering

Sri Siddhartha Institute of Technology, Tumakuru, Karnataka

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SGS

Sathavik G S

Computer Science and Engineering

Sri Siddhartha Institute of Technology, Tumakuru, Karnataka

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SCB

Sumedh C Bharadwaj

Computer Science and Engineering

Sri Siddhartha Institute of Technology, Tumakuru, Karnataka

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VH

Vijayanarasimha H

Computer Science and Engineering

Sri Siddhartha Institute of Technology, Tumakuru, Karnataka

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Abstract

The Augmented Reality (AR) Encyclopedia is an innovative educational application designed to enhance learning by integrating digital content with the real-world environment. Traditional encyclopedias and digital learning platforms often rely on text and static images, which may limit user engagement and conceptual understanding. This project addresses these limitations by leveraging augmented reality technology to present interactive 3D models, animations, and contextual information in real time.The AR Encyclopedia allows users to scan images or objects using a mobile device, upon which relevant virtual content is overlaid on the physical environment. This interactive approach enables learners to visualize complex concepts more effectively, improving comprehension and retention. The system is designed to be user-friendly, making it suitable for students, educators, and self-learners across various disciplines such as science, history, geography, and biology, By combining AR technology with educational content, the proposed system transforms conventional learning into an immersive and engaging experience. The AR Encyclopedia demonstrates the potential of augmented reality as a powerful tool in modern education, promoting experiential learning and bridging the gap between theoretical knowledge and real-world.

KEYWORDS

interactive 3D models animations real-time information text and static mages visualize complex concepts more effectively.

Cite This Article

Amit Shet, Dr. Gopala T, Sathavik G S, Sumedh C Bharadwaj, Vijayanarasimha H, "Augmented Reality (AR) Encyclopedia," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 6, pp. 1-6, Jun 2026.

Full Article/Conclusion

The Augmented Reality (AR) Encyclopedia project successfully demonstrates how AR technology can transform traditional knowledge systems into interactive and immersive learning platforms. By leveraging Unity-based AR development along with 3D visualization and multimedia content, the system overcomes the limitations of conventional text-based encyclopedias and provides users with an engaging and visually rich method of exploring educational information.   The      project     effectively    implements    core     AR functionalities such as image target detection, real-time rendering of 3D models, animations, and user interaction using C# scripting and AR SDKs like ARCore or Vuforia. The systematic methodology followed—from environment setup and content creation to testing and deployment—ensured the development of a stable and functional AR application capable of delivering encyclopedic content seamlessly on Android devices. The AR Encyclopedia enhances understanding and knowledge retention by enabling users to visualize concepts in three dimensions and interact with virtual objects supported by multimedia explanations. Its potential applications in education, museums, libraries, tourism,       corporate training,    and       self-learning environments highlight its practical relevance and adaptability in real-world scenarios. this project validates Augmented Reality as a powerful and effective tool for modern education and knowledge dissemination. The modular and scalable design of the AR Encyclopedia allows for future enhancements such as expanded content libraries,  improved user interaction, multilingual support, and cross-platform deployment. Thus, the project provides a strong foundation for next-generation immersive learning systems and  contributes       meaningfully      to the advancement of AR-based educational technologies.

References

[1]       A. Alvarez-Marin and J. Á. Velázquez-Iturbide, “Augmented Reality and Engineering Education: A Systematic Review,” IEEE Transactions on Learning Technologies, vol. 15, no. 2, pp. 263–276, 2022. [2]       J. W. Lai and K. H. Cheong, “Educational Opportunities and Challenges in Augmented Reality: Featuring Implementations in Physics Education,” IEEE Access, vol. 10, pp. 43143–43158, 2022. [3]       H. Kaufmann and D. Schmalstieg, “Mathematics and Geometry Education with Collaborative Augmented Reality,: Computers and Graphics, vol. 27, no. 3, pp. 339-345,2003. [4]        D. Kamińska, T. Sapiński, S. Wiak, T. Tikk, R. Haamer, E. Avots, A. Helmi, C. Ozcinar, and G. Anbarjafari, “Augmented Reality: Current and New Trends in Education,” Electronics, vol. 12, no. 16, pp. 1–25, 2023. [5]        Augmented Reality Learning Systems, “Enhancing Student Engagement Using AR-Based Educational Tool”, International Journal of Emerging Technologies in Learning, vol. 15, no. 12, pp. 45-60,2020. [6]        M. E. C. Santos, A. Chen, T. Taketomi, G. Yamamoto, J. Miyazaki, and H. Kato, “Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation,” IEEE Transactions on Learning Technologies, vol. 7, no. 1, pp. 38–56, 2014. [7]        Computer Graphics Research, “3D Visualization Techniques for Educational Augmented Reality Applictions,” IEEE Access, vol. 10,pp. 45210-45225,2022. [8]       R. T. Azuma, “A Survey of Augmented Reality,” Presence: Teleoperators and Virtual Environments, vol. 6, no. 4, pp. 355–385, 1997. [9]       M. Billinghurst, A. Clark, and G. Lee, “A Survey of Augmented Reality,” Foundations and Trends in Human–Computer Interaction, vol. 8, no. 2–3, pp. 73–272, 2015.  [10]     “Developing an Extended Reality Platform for Immersive and Interactive Experiences for Cultural Heritage,” in Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2020. Available: https://ieeexplore.ieee.org/

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Publication Date

6/6/2026

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Review Rounds: 2

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