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Augmented classrooms qsite



Presentation at QSITE2011 Conference, St Aidan's AGS, Brisbane, Australia, 30 Sep 2011 by Dr Jason Zagami

Presentation at QSITE2011 Conference, St Aidan's AGS, Brisbane, Australia, 30 Sep 2011 by Dr Jason Zagami



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Augmented classrooms qsite Augmented classrooms qsite Presentation Transcript

  • Augmented Classrooms
  • Dr Jason Zagami Griffith University
  • 1:38
  • augmented reality n. the use oftechnology which allows theperception of the physical world to beenhanced or modified by computer-generated stimuli perceived with theaid of special equipment;reality as perceived in this way.
  • One Year or Less: Mobile ComputingOne Year or Less: Open ContentTwo to Three Years: Electronic BooksTwo to Three Years: Simple Augmented RealityFour to Five Years: Gesture-Based ComputingFour to Five Years: Visual Data Analysis
  • One Year or Less: Electronic BooksOne Year or Less: MobilesTwo to Three Years: Augmented RealityTwo to Three Years: Game-Based LearningFour to Five Years: Gesture-Based ComputingFour to Five Years: Learning Analytics
  • Gartner Hype Cycle
  • Augmented Reality
  • AR is the closest to the real environment because it consistsmostly of real world images, with a minority of the imagesbeing computer-generated. Augmented virtuality is a term forapplications that create a mostly virtual world, but whichincludes a few images from the real world. (Milgram, 1994)
  • Virtual Reality
  • 0:19
  • Sutherland’s 1965 VisionDisplay as a window into a virtual worldImprove image generation until the picture looks realComputer maintains world model in real timeUser directly manipulates virtual objectsManipulated objects move realisticallyImmersion in virtual world via head-mounted displayVirtual world also sounds real, feels real
  • Augmented Virtuality
  • 0:21
  • Augmented Reality
  • Reality
  • Reality Virtuality Mediality
  • Quick Response Reader Anatomy Desktop QR Reader
  • Google Goggles
  • High Capacity Color Barcode
  • High Capacity Colour Barcode
  • Quick Response Tracking
  • 0:05
  • 0:25
  • 0:08
  • 0:15
  • 0:28
  • 0:20
  • 0:20
  • 0:26
  • 0:58
  • 3:03
  • 0:17
  • 1:30
  • 0:09
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  • 0:51
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  • 0:36
  • A challenge is anactivity to do at aplace. A challengemight ask a studentto take a photo, solvea location-basedriddle, scan a QRcode, complete someactivity, or simplycheck-in. They caninclude text, images,audio and video butmust be tied to aphysical place.
  • Treks:Treks connect places andchallenges into themedand branded paths. Forexample, the “Open Day”trek is a set of locationsduring a campus open daywith a challenge featuredat each one. Players canchoose to visit the placesand do the challenges inthe order listed, or inwhatever order theychoose and each trek hasits own leaderboard andactivity stream.
  • Hoppala Augmentation is free to use up to a total of 100augments. Every augment carries a Hoppala watermark
  • Brain Mapping Your Students
  • Dr Jason Zagami Griffith University