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.
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
“Provide access to the highest quality
education and training, tailored to individual
needs, delivered cost effectively, anywhere
and anytime.”
- ADL Vision
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. 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…
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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. 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
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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
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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
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
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Before Mobile, early definitions focused on the
use of AR as a graphical display (too narrow)
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
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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
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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
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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
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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)
30. AR Apps Future?
Wearables
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“21.6 million US online consumers are willing to
wear the augmented reality glasses on a daily
basis.”
- Forrester Research
38. Open Source – AWE.js
https://github.com/buildar/awe.js
39. 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
40. 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.”
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Thank You
Jason Haag
Mobile Learning Lead
ADL Technical Team
The Tolliver Goup, Inc
jason.haag.ctr@adlnet.gov
Twitter: @mobilejson