Dr Jason Zagami Griffith University www.zagami.info
augmented reality n. the use oftechnology which allows theperception of the physical world to beenhanced or modified by computer-generated stimuli perceived with theaid of special equipment;reality as perceived in this way.
One Year or Less: Mobile ComputingOne Year or Less: Open ContentTwo to Three Years: Electronic BooksTwo to Three Years: Simple Augmented RealityFour to Five Years: Gesture-Based ComputingFour to Five Years: Visual Data Analysis
One Year or Less: Electronic BooksOne Year or Less: MobilesTwo to Three Years: Augmented RealityTwo to Three Years: Game-Based LearningFour to Five Years: Gesture-Based ComputingFour to Five Years: Learning Analytics
AR is the closest to the real environment because it consistsmostly of real world images, with a minority of the imagesbeing computer-generated. Augmented virtuality is a term forapplications that create a mostly virtual world, but whichincludes a few images from the real world. (Milgram, 1994)
Sutherland’s 1965 VisionDisplay as a window into a virtual worldImprove image generation until the picture looks realComputer maintains world model in real timeUser directly manipulates virtual objectsManipulated objects move realisticallyImmersion in virtual world via head-mounted displayVirtual world also sounds real, feels real
A challenge is anactivity to do at aplace. A challengemight ask a studentto take a photo, solvea location-basedriddle, scan a QRcode, complete someactivity, or simplycheck-in. They caninclude text, images,audio and video butmust be tied to aphysical place.
Treks:Treks connect places andchallenges into themedand branded paths. Forexample, the “Open Day”trek is a set of locationsduring a campus open daywith a challenge featuredat each one. Players canchoose to visit the placesand do the challenges inthe order listed, or inwhatever order theychoose and each trek hasits own leaderboard andactivity stream.