Griffith University Dr Jason Zagami www.zagami.info
augmented reality n. the use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment; reality as perceived in this way.
One Year or Less: Mobile Computing One Year or Less: Open Content Two to Three Years: Electronic Books Two to Three Years: Simple Augmented Reality Four to Five Years: Gesture-Based Computing Four to Five Years: Visual Data Analysis
One Year or Less: Electronic Books One Year or Less: Mobiles Two to Three Years: Augmented Reality Two to Three Years: Game-Based Learning Four to Five Years: Gesture-Based Computing Four to Five Years: Learning Analytics
AR is the closest to the real environment because it consists mostly of real world images, with a minority of the images being computer-generated. Augmented virtuality is a term for applications that create a mostly virtual world, but which includes a few images from the real world. (Milgram, 1994)
Sutherland’s 1965 Vision Display as a window into a virtual world Improve image generation until the picture looks real Computer maintains world model in real time User directly manipulates virtual objects Manipulated objects move realistically Immersion in virtual world via head-mounted display Virtual world also sounds real, feels real
A challenge is an activity to do at a place. A challenge might ask a student to take a photo, solve a location-based riddle, scan a QR code, complete some activity, or simply check-in. They can include text, images, audio and video but must be tied to a physical place.
Treks connect places and challenges into themed and branded paths. For example, the “Open Day” trek is a set of locations during a campus open day with a challenge featured at each one. Players can choose to visit the places and do the challenges in the order listed, or in whatever order they choose and each trek has its own leaderboard and activity stream.