Augmented Reality Examples and Tools

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Augmented reality (AR) can take any situation, location, environment, or experience to a whole new level of meaning and understanding. Mobile AR technologies provide an innovative tool for contextual learning, but mobile learning designers and developers are unaware of where to look for examples or development options.

Published in: Technology, Education

Augmented Reality Examples and Tools

  1. 1. Mr. Jason Haag, ADL Tech Team Research Analyst, Mobile Learning Lead The Tolliver Group, Inc. SETA Support for ADL Examples and Tools for Augmented Reality
  2. 2. 2 “Provide access to the highest quality education and training, tailored to individual needs, delivered cost effectively, anywhere and anytime.” - ADL Vision
  3. 3. 3
  4. 4. 4 •  7 Billion people •  70-100K developers expressed desire to use an AR authoring platform •  100M people have at least one AR-ready device •  864 million phones AR enabled in 2014 •  103 million cars AR enabled by 2020 •  Revenue of $600 billion by end of 2016
  5. 5. Augmented Reality’s Impact Influencing Many Fields: Advertising, Architecture, Art, Construction, Education, Gaming, Industrial Maintenance, Language Translation, Manufacturing, Medical, Mobile, Publishing, Repair, Tourism, and many more… 5
  6. 6. Agenda ‣  Mobile Augmented Reality (AR) Defined ‣  Classifying AR ‣  Technical and Pedagogical Challenges ‣  Mobile AR Examples ‣  Mobile AR Tools ‣  AR Community Groups Augmented reality examples and tools 6
  7. 7. AR & Mobile Learning Augmented reality and mobile learning: the state of the art, 11th World Conference on Mobile and Contextual Learning (2012) •  Institute of Educational Technology, The Open University, UK •  FitzGerald, Elizabeth; Adams, Anne; Ferguson, Rebecca; Gaved, Mark; Mor, Yishay and Thomas, Rhodri 7
  8. 8. AR and Mobile Learning ‣  Examines its potential for mobile learning ‣  Working definition of AR (Open University) ‣  Situated learning in outdoor settings ‣  Attempt to classify AR ‣  Technical and pedagogical challenges Paper objectives 8
  9. 9. Technology Enhanced Reality How reality and virtuality are connected: 9
  10. 10. Technology Enhanced Reality ‣  Virtual Reality: Replaces the real world with a simulated/digital world experience ‣  Augmented Reality: Real world experience enhanced with digital overlays (text, audio, video, graphics, 3D objects, touch, GPS data) ‣  Augmented Virtuality/Mixed Reality: Combines augmented reality with virtuality (merges real world objects into virtual worlds) Open University + Wikipedia definitions
  11. 11. Technology Enhanced Reality Virtual, Augmented, Mixed Virtual Reality Augmented Reality Mixed Reality
  12. 12. Mobile Augmented Reality ‣  Open University Working Definition: The fusion of any digital information within real world settings, i.e. being able to augment one s immediate surroundings with electronic data or information, in a variety of media formats that include not only visual/graphic media but also text, audio, video and haptic overlays. Working definition 12
  13. 13. 13 Before Mobile, early definitions focused on the use of AR as a graphical display (too narrow)
  14. 14. Mobile Augmented Reality ‣  More concerned how mobile learning takes place in an augmented real world (not virtual worlds). ‣  Mobile introduces new aspects of AR: •  fosters the mobility of the user •  their geographical position •  the physical place where learning can occur •  enables formal learning connections to informal learning Working definition 14
  15. 15. Mobile Augmented Reality Device or Technology Used Mode of Interaction Method of Sensory Feedback Personal or Shared Experience Fixed/Static or Portable Experience Learning Activities or Outcomes • Headphones • Laptops • PDAs • Smartphones • Tablets • Passive • Active • Constructionist • Auditory • Mixed • Visual • Haptic • Personal • Shared • Fixed/ Static • Portable • Situated inquiry • Collaborative inquiry • Informal learning • Constructivist Classifying AR for mobile learning 15
  16. 16. Mobile Augmented Reality ‣  GPS accuracy can degrade based on environmental conditions (leading to wrong information) ‣  Typically requires internet access (network signal quality may vary) ‣  Battery life & drain ‣  Screen readability and glare Technical challenges 16
  17. 17. Mobile Augmented Reality ‣  eLearning designers, developers, and educators often lack clarity regarding the impact that a learner’s situation has on his or her learning ‣  Novelty of the technology may detract from the learning experience ‣  May require tech support (if not easy to use/install) ‣  Overlay of labels/features through excessive reinforcement could harm observation skills Pedagogical challenges 17
  18. 18. Benefits of Augmented Reality ‣  Now commonly available and affordable ‣  Studies have shown that AR for educational purposes promote engagement and motivation ‣  Enables learners to generate their own contexts for development (constructivist)
  19. 19. Mobile AR Examples Aurasma
  20. 20. Mobile AR Examples Dow Day - ARIS 20
  21. 21. Mobile AR Examples Star Walk 21
  22. 22. Mobile AR Examples Layar – Interactive Print 22
  23. 23. Mobile AR Examples Word Lens – Language Learning 23
  24. 24. Mobile AR Examples Leaf Snap 24
  25. 25. Mobile AR Examples Anatomy 4D – Qualcomm's Vuforia 25
  26. 26. Mobile AR Examples ColAR Mix – Qualcomm's Vuforia 26
  27. 27. Mobile AR Examples Audi - Augmented Car Manual - Junaio
  28. 28. Mobile AR Examples Volkswagen MARTA AR Service Support
  29. 29. Mobile AR Examples Combat Medic - Army Research Lab/UCF 29
  30. 30. AR Apps Future? Wearables 30 “21.6 million US online consumers are willing to wear the augmented reality glasses on a daily basis.” - Forrester Research
  31. 31. AR Apps Future? Google Glass – Phillips & Accenture 31
  32. 32. AR Apps Future? Mixed Reality Wearables –SpaceGlasses 32
  33. 33. Seene 3D Capture Obvious Engineering
  34. 34. Mobile AR Browsers Create content for AR browser apps ‣  AR-Code (http://ar-code.it) ‣  Argon (http://ael.gatech.edu/argon/) ‣  Aurasma (http://aurasma.com) ‣  GlorAR (http://glorar.com) ‣  Junaio (http://junaio.com) ‣  Layar (http://layar.com) ‣  Wikitude (http://wikitude.com)
  35. 35. AR Authoring Tools / SDKs Creating Dedicated Apps ‣  3DAR (http://3dar.us) ‣  ARIS (http://arisgames.org) ‣  Aurasma Studio: (http://studio.aurasma.com) ‣  Build AR: (http://buildAR.com) ‣  D’Fusion Studio: (http://www.t-immersion.com) ‣  Metaio (http://metaio.com) ‣  Mixare (http://mixare.org) ‣  String (http://poweredbystring.com) ‣  Vuforia (http://vuforia.com)
  36. 36. Open Source – AWE.js https://github.com/buildar/awe.js
  37. 37. AR Communities ‣  W3C Augmented Reality Community Group •  http://www.w3.org/community/ar/ ‣  Augmented Reality + Experience API (xAPI) Group •  http://bit.ly/ARxAPI •  Next meeting July 2, 12PM EDT (every 14 days on Wednesday) ‣  Christine Perey & Rob Manson •  http://arstandards.org
  38. 38. The MoTIF Project ISD & Learning Design for Mobile •  Alternative Approaches •  Device Affordances •  Workflow Process ‣  http://motif.adlnet.gov ‣  adlmobile@adlnet.gov “eLearning designers, developers, and educators often lack clarity regarding the impact that a learner’s situation has on his or her learning.”
  39. 39. 41 Thank You Jason Haag Mobile Learning Lead ADL Technical Team The Tolliver Goup, Inc jason.haag.ctr@adlnet.gov Twitter: @mobilejson

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