Matthew RamirezSpecial Collections Using Augmented Reality toEnhance Learning and Teaching (SCARLET)IDIG, North Carolina State UniversityFriday 23rd March 2012
Presentation Overview» Project Overview» What is AR?» Implementation of AR with Special Collections» Evaluation» Next steps
Project OverviewAims»Use AR to add value to the learner experience.»Produce a methodology that other Special Collectionslibraries can follow, making these resources accessible forresearch, teaching and learning.Challenges and considerations»Students must consult rare books within the controlledconditions of library study rooms.»The objects are isolated from the secondary, supportingmaterials and the growing mass of related digital assets.»How does the use of AR enhance Learning & Teaching?»What application does AR have to the wider audience?
Educational Context in the UK» Tuition Fees increased in most UK universities to £9000 per year.» Students require more demonstrative input and contact time from academics.» E-learning materials offer flexibility to support traditional form of study.» Engaging students with innovative use of technologies will help universities to be seen as cutting edge.
Stakeholder Roles» SCARLET is unique in that it has a multi-disciplinary team working to achieve aims with a focus on student learning Mimas To evaluate learning with students Mimas John Rylands Library Project Management and AR Access and technical integration technology with digitised content and special collections. Expert knowledge of special collections materials Academics Award winning academics from Humanities faculty to develop and deliver content
Introduction to AR» Augmented Reality (AR) is a term for superimposing computer graphics over a live view of the real world» Can be delivered on a desktop, television, mobile device etc.
Examples of AR» In televised sporting events real-time analytical information is displayed offering insight into a player, time left, league tables etc.
AR Student Benefits» Combining the magic of seeing and handling primary sources with leading-edge technology to support research-led teaching.» Surround objects with interpretative and contextual material.» Bridging the gap between tutor-mediated seminars and independent learning.» Using blended learning methodology.» Users retain information when actively involved in a learning experience.
Mobile Usage» Morgan Stanley forecast that by 2014 mobile internet usage will overtake user access through traditional desktop means.» “The way children use media through the day is also changing… suggesting a push-button, on- demand culture, which is moving away from scheduled television programmes.” – Childwise survey, children 7-16
Storyboarding – Phase 1 development» The GLUE object or visual reference should be kept with the Edition, in this case Dante’s Landino but can also be copied for student to take away.» User journey should be self contained to browser app. GLUE Object Landing page Webpage
Content AcquisitionLanding Page»Title»Short Description»Audio (Optional)»Video Walkthrough (Optional)»Email (Optional)Web page»Links to associated resources»Short piece of text to accompany links»Images (Optional)»RSS Feeds - Twitter, blog, news etc. (Optional)»Learning/Research Activities
Initial Evaluation objectives» How effective was the SCARLET application in enhancing the student experience.» How can feedback be used to inform the next development phase?» Does AR add value to students study and assist with learning outcomes?» Is AR more appropriate/beneficial for specific student demographics?
User Journey http://teamscarlet.files.wordpress.com/2011/09/userjourney.png
User Journey video http://youtu.be/UzI1dtSQ7ac
Feedback - Positive» Technology was easy to use.» Provided a central reference to library systems and external resources.» Beneficial for initial planning of essays and basic knowledge acquisition.» Video introductions related to specific objects were most valuable asset in the delivery.» “Makes learning fun”» Enjoyed using the iPads working with peers.
Feedback - Negative» Resources were already available online (Blackboard)» Students felt divorced from physical object; linking to web app diluted the experience» Activity was prescribed and not aligned with some users research methods consulting physical secondary texts.
Feedback – Lessons Learned» Use of AR should be more contextual and linked to the object.» Best used in short byte size learning chunks» Must deliver unique learning values different from online support (e.g.VLE).» User should become less conscious of the technology and more engaged with the text.» Users learn in different ways and AR may not be appropriate to all students.» Evaluation needed from other user groups and course areas.
Next Steps» Develop materials overlaid on the physical resource for other courses (Milton, Ancient Egyptian papyri).» Work with library to promote public engagement.» Investigate funding opportunities in other subject areas (e.g. Medical) and services (Landmap – visual spatial representations).» Disseminate tool kit at project end.
Project Communication» Project blog at http://teamscarlet.wordpress.com/ where all members of project contribute on all aspects (academic, technology, pedagogy, special collections.» Twitter @team_scarlet» Email: firstname.lastname@example.org» Upcoming US Presentations » CNI Meeting 02/04/12 – Baltimore » Electronic Resources and Libraries 02/04/12 - Austin» Publications » CILIP Update magazine (February 2012) » SCONUL Focus (February 2012)