2. The overlay of computer-presented
information on top of the real world
Combines real and virtual realities
Interactive in real time
Registered in 3D
Not the same as “virtual reality”
3. Virtual reality
Immerses the viewer into computer-generated
environments
Requires equipment which completely obstructs
visual view of physical objects in the real world
Augmented reality
Augments or adds graphics, audio, and other
sensory enhancements to the natural world as it
exists
4. Virtual and real environments are at opposite
ends of this continuum
AR is closer to the real environment
5. 1957-62 – Morton Heilig, Sensorama
1966 – Ivan Sutherland, head-mounted
display
1975 – Myron Krueger,Videoplace
1989 – Jaron Lanier coined the term Virtual
Reality
1992 –Tom Caudell coined the term
Augmented Reality
7. Requires Internet connection
Can be accomplished in two ways by:
1. Looking at a screen showing visible and
augmented objects
2. Looking through a device using the generated
screen display
8. Yellow “first down” line
Direction of ice hockey puck
Giant logos or ads on athletic fields
World record lines for swimming events
11. Combines and displays physical world images
and virtual graphical objects
SVGA Head-Mounted Display Vehicle Heads-Up Display
12. Small handheld computing device
Uses global positioning systems (GPS)
iPhone Applications
13. Nothing to wear and/or carry
Uses digital projectors to display information
Marker-based and markerless devices
AR KeyboardAR Phone Keypad
14. Wireless mobile devices
Anywhere, anytime access
State-of-the-art cell phones
Available applications
15. Promote products via interactiveAR
applications
Movie character speaks
to you when you pass
her outdoor movie
poster
City Sites Tour
16. Assist consumers on location with ratings,
reviews, and other information
Restaurant search Social shopper
17. Compare the data of digital mock-ups with
physical mock-ups
Provide instructions, specs, and training for
mechanics and machine operators
18. Visualize 3D phenomena
Display interactive analysis of terrain
characteristics
Whole body PET scanTerrain rendering
19. Create art over real art
Simulate construction projects
Create virtual objects on locations
20. Launch interactive AR music videos
Visit historical sites and step
back in time
21. Project AR into musical stage shows
Duran Duran
Animated character at concert
22. Provide powerful contextual, explorative, and
discovery learning experiences
Show network learning
Facilitate collaboration among distributed
team members
Create 3D graphics of curriculum content
Overlay factual onto view of real world
23. Teach critical thinking, science, and social
studies through AR gaming
Racetrack Pit Strategy GameMilitary Strategy Game
28. Expanding a PC screen into the real world
“Holodecks”
Replacement of cell phone and vehicle
navigation screens
Virtual everything
Virtual gadgetry
Subscriptions to group-specific AR feeds
Virtual retinal displays
AR-enabled contact lenses
29. Exposure to learning experiences
Connected to many learning opportunities
Learn from anywhere and share with anyone
Used to enhance collaborative tasks
Support of seamless interaction between real
and virtual environments
Use of a tangible interface metaphor for
object manipulation
Ability to transition smoothly between reality
and virtuality
30. Learning goes beyond space and time to
extend past the current semester
Community-Community Interaction
Learners get real time, up-to-date
information
Aggregation
Learners combine online content with online
resources to enhance learning
Mash Up
31. Learners apply visualizations (2D and 3D) to
enhance learning
Info-Viz
Learners use mobile devices to gain
knowledge
Mobile learning
Learners use distant network servers for web
applications
Cloud computing
32. Accuracy
Large margin of error
Standards
No open standards among AR browsers
Availability of AR-capable devices
SmartPhones only
33. ARhrrrr - An AR Shooter
http://www.youtube.com/watch?v=cNu4CluFOcw
&feature=player_embedded
ARIS Mobile Media Learning Games
http://arisgames.org
MirrorWorlds
http://www.augmentedenvironments.org/lab/200
9/10
35. Augmented Learning: An Interview with Eric
Klopfer (Part One)
http://henryjenkins.org/2008/07/an_interview_with_e
ric_klopfer.html
(Henry Jenkins, Confessions of an Aca-Fan, 7
July 2008.)
Augmented Reality in a Contact Lens
http://spectrum.ieee.org/biomedical/bionics/augment
ed-reality-in-a-contact-lens/0
(Babak Parviz, IEEE Spectrum Feature,
September 2009.)
36. If You Are Not Seeing Data,You are Not
Seeing
http://www.wired.com/gadgetlab/2009/08/augme
nted-reality/
(Brian Chen,Wired Gadget Lab, 25August 2009.)
Map/Territory: Augmented RealityWithout
the Phone
http://radar.oreilly.com/2009/08/mapterritoryaug
mented-reality.html
(Brady Forrest, O’Reilly Radar, 17 August 2009.)
37. VisualTime MachineOffersTourists a
Glimpse of the Past
http://www.sciencedaily.com/releases/2009/08/09
0812104219.htm
(Science Daily, 17 August 2009.)
Delicious: SimpleAugmented Reality
http://delicious.com/tag/hz10+augmentedreality
38. What is AR?
The ability to overlay computer graphics onto the real
world
What can AR do?
Combines real and virtual realities to turn an empty
space into a very rich educational experience
How can AR be used in education?
Offers seamless interaction between the real and
virtual worlds, a tangible interface metaphor, and a
means for transitioning between real and virtual
worlds to create learning opportunities and
knowledge connections
39. http://wp.nmc.org/horizon2010/chapters/simple-augmented-reality/
Retrieved September 25, 2010.
http://www.bing.com/images/search?q=Augmented+reality+pictures&FOR
M=IGRE&qpvt=Augmented+reality+pictures. Retrieved October 9, 2010
http://www.bing.com/images/search?q=Augmented+reality+pictures&FOR
M=IGRE&qpvt=Augmented+reality+pictures Retrieved October 9, 2010.
http://www.howstuffworks.com/augmented-reality.htm
Retrieved October 7, 2010.
http://www.britannica.com/EBchecked/topic/1196641/augmented-reality
Retrieved October 7, 2010.
http://www.bing.com/images/search?q=Augmented+reality+pictures&FOR
M=IGRE&qpvt=Augmented+reality+pictures.# Retrieved October 13, 2010.
http://www.newhorizons.org/strategies/technology/billinghurst.htm
Retrieved October 7, 2010.
.
Virtual and real environments are at opposite ends of the reality continuum
Augmented reality is closer to the real environment
Basically, AR is the real world with benefits
Even though it is considered fairly new technology (only 16 years old), it really isn’t new technology.
According to the Horizon Report: Augmented reality is older than the term coined by Tom Caudell in 1992.
They say that the first applications actually appeared in the late 1960s and 1970s.
From 1957 to 1962, Heilig created cinema of visuals, sounds, vibrations, and smells called Sensorama.
In 1966, Sutherland invented the head-mounted display which acted like a window into a virtual world.
In 1975, Krueger created Videoplace where users interacted with virtual objects.
In 1989, Lanier coined the term “virtual reality” and created the first commercial business around virtual worlds.
By the 1990s, augmented reality was being used for visualization, training, and other purposes.
As mentioned earlier, in 1992, Caudell coined the term “augmented reality.”
Once AR was defined, development really took off.
In 1994, Martin created AR Theater, or dancing in cyberspace.
In 1999, Kato, developed the AR Toolkit, a software library for building applications.
In 2000, Thomas invented ARQuake, the first outdoor mobile AR game.
Early mobile applications began to appear in 2008 and reality mapping and social tools are now on the market.
In 2008-2009, Wikitude came out with AR Travel Guide and AR Navigation System for the Android platform.
Also in 2009, the AR Toolkit was ported to Adobe Flash which essentially brought AR to the web browser.
Now the technologies that make augmented reality possible are powerful and compact enough to deliver AR experiences to personal computers and mobile devices.
In order for AR to work, devices must be connected to the Internet.
AR can be accomplished in two different ways.
One, the viewer looks at a screen which shows both the visible objects and the augmented objects (or data), such as a television screen, or
Two, the viewer can look through a device, like a Smartphone, using the screen display generated by a digital camera.
Commonly known examples of AR where users are looking at a television screen, which shows both the visible and augmented objects are:
The yellow “first down” line in American football
The colored trail showing the direction of a puck in ice hockey
The giant logos or ads displayed on sports fields for television-viewing audiences only
The world record line on telecasts of swimming events, like the Olympics
Commonly known examples of AR where users are looking through a device are:
Creative photography, such as those found at many amusement and theme parks
Navigation systems, such as Wikitude Drive and Travel Guide
Both video games and cell phone applications are driving the development of augmented reality.
There are basically three types of displays for AR:
First, there are head-mounted or heads-up displays which require some type of equipment.
Next, there are handheld displays, such as Smartphones or digital cameras.
And finally, there are spatial displays which require nothing to be worn or held.
A head-mounted or heads-up display places images of both the physical world and registered virtual graphical objects over the user’s view of the world. Some displays can automatically switch between 2D and 3D representations.
There are state-of-the-art devices on the market today, high resolution, high quality stereoscopic see-through head-mounted displays for augmented reality applications. Head-up displays are currently used in fighter jets that include full interactivity, including eye pointing.
As you can see from the examples, a head-mounted display is rather cumbersome, while a heads-up display appears seamless.
A handheld display employs a small computing device with a display that fits into a user’s hand.
It uses global positioning systems (or GPS) to connect the data with the viewer’s location.
Smartphones with phone apps are the most commonly used handheld devices.
Spatial displays use digital projectors to display graphical information onto physical objects.
For example, Smartphones use GPS, image recognitions, and compasses to overlay the virtual world onto the real world.
The Horizon Report states that a spatial display device can be either marker-based or markerless.
A marker-based camera must perceive a specific visual cue to call up the correct information, while a markerless camera uses positional data (GPS, compass, etc.) which compares camera input against a library of images to find a match.
Markerless applications have uses because they work anywhere without the need of special labeling or reference points.
The AR Hand Phone allows the user to call a friend using an AR keypad without removing their cell phone from their pocket or purse.
The AR Keyboard takes the place of a physical computer keyboard.
Wireless mobile devices are increasingly driving this technology.
At first, AR required headsets and kept users mostly tethered to their computers. Now AR is available anywhere, anytime.
Cell phones now have cameras and screens allowing the combination of real world data to intertwine with virtual data.
Many AR applications are available now.
According to the 2010 Horizon Report, Layar is the lead application for SmartPhones.
Advertising Applications promote products and places via interactive AR applications, such as city buildings, Nissan car specifications, Best Buy circular with AR code, or Disney outdoor advertising.
The first example is Disney’s outdoor advertising…
As you walk near one of the of‘Prince Persia’ outdoor posters and open the layer, the beautiful movie-character Tamina speaks to you and explains that you should watch the movie trailer and enter the augmented reality game to answer 3 questions. If you answer all questions correctly, you earn 50 Movie Minutes.
The other example is a city sites tour available in most major metropolitan areas.
Marketing Applications assist consumers on location when shopping and dining by providing ratings, reviews, menus, and other types of information.
The first example shows an on-location city search application with locations and reviews.
The other example shows a social shopper application where consumers can actually “try on” clothes. They can see how the clothes will look on their own bodies.
Industrial Applications compare the data of digital mock-ups with physical mock-ups for discrepancies and quality assurance.
Mechanics in the military and companies, like Boeing, use AR goggles while working on vehicles to see each step in the repair, show needed tools, and provide instructions.
An instructional usage application like this could help train or retrain mechanics on different vehicles.
Scientific Applications visualize architectural, meteorological, medical, and biological 3D phenomena.
They also display interactive analysis of terrain characteristics for hydrology, ecology, and geology 3D maps.
The examples display the result of a terrain rendering and a whole body PET scan.
Arts Applications are numerous…
Users can create art in real-time over real paintings, drawings, or models.
Users can simulate planned construction projects, as shown in the first example.
Users can create virtual objects—on locations and in museums, exhibitions, theme park attractions, and games.
The second example has water pouring out of the windows of this high-rise building. This is typical special effects for movies.
Users can also launch interactive AR music videos. The group Lost Valentinos was one of the first to do this.
Users can visit historical sites and see maps and information about how the location looked at different points in history.
The example shows what the site looked like before destruction occurred.
An application currently in development by the European-funded Intelligent Tourism and Cultural Information through Ubiquitous Services Project will allow visitors to pan a location such as the Coliseum and see what it looked like during an event with spectators and competing athletes.
Users can project AR into musical stage shows. The group Duran Duran does this during their concerts.
This is what they did…
The group used a real time 3D visual effects system consisting of a Windows 2000 based desktop PC, a Winnov Videum capture card, and professional grade video cameras. Using software based on the Microsoft Vision SDK and OpenGL libraries, the system captured live video of the band or the audience and composited it with real time 3D graphic imagery. The results were projected onto a large screen where the audience could view the results. Simple animations were pre-programmed and triggered based on the lead singer’s requests during the concert. This process enabled animated characters to appear live with the band on a large projection screen. The system created an augmented reality effect that convincingly mixed 3D graphics with the audience’s real world view of the band.
Augmented reality has the potential to provide powerful contextual, explorative, and discovery learning experiences.
AR shows network learning—the connective nature of information in the real world.
It facilitates collaboration among distributed team members via conferences with real and virtual participants.
AR creates 3D graphic images or footage of curriculum content (like human body systems or WWII)
Wikitude overlays factual information from Wikipedia and other sources onto a view of the real world
AR gaming can be used to teach critical thinking, archaeology, history, or geography by using a game board that becomes a 3D setting when viewed through a mobile device or webcam.
Models can be generated using AR showing how an item can be seen in different settings.
One app can transfer sketches into 3D objects that can help students explore physical properties and interactions with objects. Architect students could use them to show scale models of buildings cutting time down for construction and presentation proposal.
AR books can be used to enhance learning by showing globes that pop out of the page, but the books are printed normally. According to the 2010 Horizon Report, consumers install software on their computers and point a webcam at the books to see the visualization.
For 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.
pUniverse, key detailed (and precisely oriented) maps of the sky to a user’s location and orientation.
For Architecture…
ARSights is a website and tool that allows users to visualize 3D models created in Google’s SketchUp. Pointing a webcam at a
2D printout causes a 3D model to appear on the screen which can then be manipulated.
For Computer Science…
The FourEyes Lab at the University of California Santa Barbara is creating a finger-sensing AR program which determines the finger
positions of the user’s hand (such as spread out, closefisted, etc.) and moves an illustration on the screen accordingly. For example, causing a rabbit to crouch or jump.
Student Guides…
Graz University of Technology, Austria, has developed campus and museum tours using augmented reality. Looking through
the camera on a mobile phone while walking the campus, students see tagged classrooms inside the buildings. At the museum, a virtual tour guide accompanies users through the halls.
The first video clip presents some excellent examples of the power of AR in combining real world and computer generated data.
The second video clip presents a perfect blend of augmented reality and multi-touch technologies dedicated to perfect the ways of learning and forever replace expensive robust models used today. This clip is a demonstration of basic system functionality.
This video clip shows the first true augmented reality application running on the iPhone .. here's a sneak peek of the ARToolKit v4.4 iPhone. This footage is of an alpha release, but we're getting up to 10fps video capture and real time tracking, and we've got lots more to come.
AR technology is costly development. Future applications are dependent on reduction in cost.
The 2010 Horizon Report lists predicted revenues of $2 million in 2010 rising to several hundred million by 2014.
AR is going to enter mainstream in the consumer sector, thereby leading to strong educational applications in the new few years.
Some pending or future AR applications are:
Expanding PC operation to eye movements or gestures on virtual icons
“Holodecks” fictional technology seen on Star Trek are computer-generated imagery that interacts with live entertainers and audience
Replacing cell phone and vehicle navigation screens with eye-dialing, insertion guiding lines directly on the road, or enhancements like "X-ray“ views
Virtual plants, wallpapers, panoramic views, artwork, decorations, windows, posters, traffic signs, advertisement towers, etc.
Virtual gadgetry (replacement of data-oriented physical devices, such as clocks, radios, and PDAs)
Subscriptions to group-specific AR feeds (work place instructions, public event information, etc.)
A virtual retinal display is a head-mounted display system that projects an image directly onto the human retina with low-energy lasers or LCDs giving the user the illusion of viewing a typical screen-sized display hovering in the air several feet away.
Learning is supported by being exposed to many learning experiences and being connected to many learning opportunities (real and virtual worlds). AR interfaces enhance the real world experience.
Students are connected and can learn from anywhere and share with anyone. They can bring their knowledge back to the classroom to share with other learners to enhance their learning about different subject areas.
AR can also be used to enhance collaborative tasks. For example, collaboratively viewing 3D models of scientific data superimposed on the real world or playing a strategy war game superimposed on a real world terrain.
In a classroom setting, students work together better if they are focused on a common workspace. AR supports seamless interaction between real and virtual environments as opposed to sitting side-by-side having side conversations while focused on a computer screen.
In educational settings physical objects or props are commonly used to convey meaning. In AR there is an intimate relationship between virtual and physical objects. The physical objects can be enhanced in ways not normally possible such as by providing dynamic information overlay, private and public data display, context sensitive visual appearance, and physically based interactions.
AR technology can be used to transition users smoothly along the reality-virtuality continuum. Young children often fantasize about being swallowed up into the pages of a fairy tale and becoming part of the story. With AR, they now have this option.
Learning goes beyond space and time to extend past the current semester
An example of Community-Community Interaction
Learners get real time, up-to-date information
An example of Aggregation
Learners combine online content with online resources to enhance learning
An example of Mash Up
Learners apply visualizations (2D and 3D) to enhance learning
An example of Info-Viz
Learners use mobile devices to gain knowledge
An example of Mobile learning
Learners use distant network servers for web applications
An example of Cloud computing
AR does have its drawbacks…
When it comes to accuracy, currently the margin of error is large.
For example, it is 10 meters on today's GPS systems and when you're trying to superimpose an image on another at close range, that is not accurate enough.
With regard to standards, there are no open standards among the current crop of AR browsers. A user must make a judgment call on the platform of choice because data cannot be shared between platforms at this point in time.
Currently AR is limited to SmartPhones because SmartPhone’s internal hardware components--GPS, camera, compass, 3D rendering capability, and more.
This slide and the next slide list simple augmented reality links.
The first link on this slide is a dynamic, interactive game that uses a handheld mobile device, a table map, and Skittles.
The second link is an alternative reality gaming engine.
The third link was created by students at Georgia Tech. It is a tour of their campus that switches between a view of an avatar in a virtual world and AR superimposed on the real world. Users can move back and forth between worlds.
The first link on this slide allows users to view their surroundings through their mobile device camera, while at the same time seeing historical information, nearby landmarks, and points of interest.
The second link actually assisted the 500,000 ticket holders at Wimbleton this year. Fans saw information about each match, news feeds, local restaurant menus, and more superimposed on a view of the venue on their mobiles.
This slide and the next slide display recommended articles and resources for those who wish to learn more about augmented reality.
The first article on this screen is an interview with AR game developer, Eric Klopfer, who believes that AR has promise in education and beyond.
The second article discusses the AR contact lens developed at the University of Washington in Seattle. They are exploring the use of the lens to measure blood glucose, cholesterol, and more.
The first article on this screen, gives a good overview of AR, including where it currently is situated and what to expect in the future.
The second article address what forms of AR might take beyond its application for mobile devices.
The first article on this screen discusses the Smartphone app that allows users, while on location, to view historical sites as they were hundreds of years ago.
Finally, the delicious URL for additional AR information.
To sum up our training session…
What is AR?
AR is the ability to overlay computer graphics onto the real world
What can AR do?
AR combines real and virtual realities to turn an empty space into a very rich educational experience
How can AR be used in education?
AR offers seamless interaction between the real and virtual worlds, a tangible interface metaphor, and a means for transitioning between real and virtual worlds to create learning opportunities and knowledge connections
This slide cites our sources for the information contained in our presentation.
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