The Horizon Report identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years. All of the emerging trends in this year’s report have a relationship to augmented reality: electronic books, mobile learning, open content, gesture-based computing and visual data analysis
AR can also be viewed as a continuum. With reality on one side and a virtual environment on the other. In between we have MIXED Reality or augmented reality
For example in the real world we have the Sistine Chapel on the far side of the continuum we have a the Virtual World’s Second lIfe version of the Sistine Chapel. Here you can fly up to view up close different parts, click to get more information about areas in the chapel. The virtual world becomes part of our experience. ..I’ve never been to the real Sistine Chapel but I have been to the Second Life version a few times. I had an odd sensation when viewing the Sistine Chapel in the movie Angels and Demons. I felt like I had been there. I later read that the producers had recreated the Sistine Chapel for the movie. We are used to having parts of our world augmented! Today we are seeing the use of AR in marketing and entertainment. Examples- Adidas has an Augmented Reality Shoe John Mayer Heartbreak Warfare Augmented Reality Music Video, James Cameron used a special augmented camera to film live and virtual environment. Hollywood Blockbusters like District 9, Star Trek Enterprise and just released Iron Man 2 all have augmented reality promotions There was even an augmented reality matza produced for passover. You can try on clothes, glasses or see how your living room would look in different colours. And GM is even working on an augmented reality windshield that adds information on what is ahead on the road. You can find the nearest bar that sell Stella Artois, and soon look inside your neighbour’s house, if it is for sale.
One of the first times you may have noticed augmented reality is while viewing football and the virtual filed markings. We also see virtual billboards on sporting event fields while watching the events on television. In these two examples, we can see how augmented reality is being used: one to add information to enhance meaning, and two, to help pay for delivery of entertainment of sports though sponsor involvement.
One of the other emerging trends predicted by the Horizon Report is Gesture-Based Computing. Most families today are familiar with gesture based games such as the Wii. Most of these involve the use of a controlling device. Coming this fall is Sony Playstations’s Eye Pet The next big thing in gesture based will be controllerless. Predicted to be the next big thing for next Christmas is Xbox’s Project Natal that uses no controller.
Camera’s allow you to tag your photo’s location. If you put pictures on sites like flckr you can tag the geolocation. Youtube video’s too. Google maps have business locations with geotags.
Two simple types of markers are QR and Semicodes. The two example above trigger the same effect to take you to a website
Considered markerless AR Browsers like Layar and Wikitude use geotags, geolocation and compass on a smart device to layer information onto the camera view. Above is a virtual college tour app called uTourX
What teachers do is augment reality…
The Horizon report splits the educational uses into these main areas: Skills Training, Discovery-based learning, Modeling Objects, AR Books
Conventional laparoscopy requires the surgeon to view a 2-dimensional version of the procedure indirectly through a video monitor. Augmented-reality-guided laparoscopy allows the surgeon to view a 3-dimensional version of the procedure directly through a head-mounted Military is using AR to train mechanics, and to train troops through AR games Firefighters are using AR to learn to fight fires The upside is that in these training scenarios there are no real consequences
BMW augmented reality training
Visitors to historic sites can access AR applications that overlay maps and information about how the location looked at different points of history. Astronomy. Google's SkyMap is an augmented reality application that overlays information about the stars and constellations as a user views the sky through the camera on his or her mobile phone Student Guides. University/College Tours uTourX
Games that are based in the real world and augmented with networked data can give educators powerful new ways to show relationships and connections. Players or game masters create virtual people and objects, tying them to a specific location in the real world. Players interact with these constructs, which appear when the player approaches a linked location in the real world.
Augmented reality can also be used to model objects, allows learners to envision how a given item would look in different settings. Models can be generated rapidly, manipulated, and rotated. Students receive immediate visual feedback about their designs and ideas in a way that allows them to spot inconsistencies or problems that need to be addressed. Architecture. ARSights is a website and tool that allows users to visualize 3D models created in Google's SketchUp.
QR codes have been in use in Japan and Europe for several years, but they are just starting to become popular in North America. Jim Walker of Hatch Consulting points to three new applications of QR codes as the tipping point. One of those is the adoption of QR codes by United Airlines that lets users download their e-Tickets to their phone and use them at the airport departure gate. Starbucks is piloting a QR enabled app that links to a store value account allowing customers to pay and Fandango is using QR codes to buy and redeem movie tickets on mobile phones.
The 2010 Horizon Report, a joint report by The New Media Consortium and Educause, predicts that the use of simple augmented reality in education will be widespread within two to three years
Augmented Reality as a Continuum Real-----------Mixed Reality-------Virtual Reality Augmented Paul Milgram and Fumio Kishino (1994)
Augmented Reality: Real versus Virtual Reality Virtual Reality: Second Life Virtual Reality ( VR ) environment is a computer simulated environment that may simulate the real world or an imaginary world.