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AR studio Createworld


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Presentation at the AUC Createworld, Brisbane 2012

Published in: Education
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AR studio Createworld

  1. 1. Creating opportunities formultimodal layered learning throughAugmented Reality
  2. 2. WHAT IS ARSTUDIO? ARstudio is an Australian Government funded innovation and development project to identify effective uses of augmented reality in an educational context, together with tools for mapping its uptake and evaluating its effectiveness. This includes producing a collection of practice models, illustrating interactive, pedagogically-driven uses of augmented reality in common learning spaces.• ARstudio - practice, skills, accessibility• ARchive - case studies, models, guidelines, evaluation & frameworks• ARcamp - community, sharing, ideation
  3. 3. “A collaborative environment tofocus expertise, develop practice,provide resources and build capacityfor effective implementation of ARtechnologies in education”
  4. 4. AR DEFINITIONS“real-time views of a physical, real-world environment whoseelements have been augmented, enhanced or enriched bycomputer-generated sensory input, such as sound or graphics.” (Azuma, R. 1997)“Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data.” (Wikipedia, 2012)
  5. 5. WHAT IS AR• GE’s Augmented Reality, Popular Science Magazine (Jun 2009)• 1st interactive 3D magazine• Fiducial markers• Flash & ARToolkit
  6. 6. WHY AR? WHY NOW?• Horizon Report 2009 • Horizon Report 2010 • Horizon report 2011 • Horizon report 2012 • Mobiles • Mobile Computing • Electronic Books • Mobile Apps • Cloud computing • Open content • Mobiles • Tablet Computing • Geo-everything • Electronic books • Augmented Reality • Game based learning • The personal web • Simple augmented reality • Game Based Learning • Learning Analytics • Semantic-aware • Gesture based computing • Gesture based computing • Gesture based learning computing • Visual data analysis • Learning analytics • Internet of things • Smart objects
  7. 7. GOOGLE TRENDS Augmented Reality 2004-12
  8. 8. 0 37.5 75.0 112.5 150.0 September-08 October-08 November-08 December-08 January-09 February-09 March-09 May-09 June-09 July-09 August-09 September-09 October-09 November-09 December-09 January-10 February-10 March-10 April-10 May-10 June-10 July-10 August-10 September-10 October-10 November-10 December-10(Krix, P 2012) accessed 24/08/12 January-11 February-11 Apps by release date (AR) March-11 April-11 May-11 June-11 Apps by release date on iTunes store July-11 August-11 September-11 October-11 n=2057 November-11 description December-11 January-12 ‘Augmented Reality’ February-12 where the term ‘AR’ or appear in trackName or March-12 April-12 May-12 June-12 July-12 August-12
  9. 9. 0 50 100 150 200 Entertainment Navigation Games Lifestyle Travel Photo & Video Utilities Reference Action Arcade Education Simulation Social Networking Sports Business Music Kids Productivity Family Puzzle Apps per genre (primary) Medical Adventure(Krix, P 2012) from iTunes store accessed 24/08/12 News Role Playing Food & Drink Apps ordered by genre on iTunes store Books Catalogs Health & Fitness Weather Racing n=2057 Educational description Finance ‘Augmented Reality’ Dice where the term ‘AR’ or appear in trackName or
  10. 10. WHY AR? (World Bank, 2012)
  11. 11. Miniaturisation Massification Nokia timeline, (legacy map)Mobile Evolution by Kyle Dean
  12. 12. (Sutherland, I. 1968) A head- (Helig, M. 1962) The Sensorama, mounted three dimensional from U.S. Patent #3050870 display. pg 757-764
  13. 13. Claude Glass, 1778‘the view could sell for 1000 pounds...if only one could fix the image!‘ Camera Obscura, Thomas Gray (poet) Aristotle to Daguerre, 384BC-1826
  14. 14. OPPORTUNITIESAR offers opportunities to expand our concept of learningspaces, to create new dimensions in mobile learning and to increase connectedness of learners in multiple contexts ‘learning can occur at a deeper level when pedagogy and content knowledge exist in context.
  15. 15. User experience of AR cc-by-sa (Manson, R. 2012)
  16. 16. PERSONAL• MOMA NYC Art Hijack• 9th Oct 2010• Geolocated• Flash & ARToolkit
  17. 17. PUBLIC• NSW Australia Tourism, Jul 2012• Fiducial marker & Kinect
  18. 18. PRIVATE Google glass project, April 2012
  19. 19. INTIMATE• Internet of things• 30th Jun 2009• Marker & Arduino sensor• Unity & ARtoolkit
  20. 20. AR THEMES Hijack Imagine Promote Narrate Confront Inform Reveal Simulate
  21. 21. Live demoARstudio - Anna’s story & prospectus, (theme:narrate) OTHER APPS Aurasma AR studio String Spacecraft 3D Toyota 86SkyView & Transparent Earth, Plane Finder (theme: inform, reveal) Defend the earth AR Basketball Transparent Earth Londinium Plane Finder AR Skinvaders Theodolite ($)Theodolite (theme: reveal, simulate) Magic Plan Wikitude Google JunaioLondinium (theme: reveal)
  22. 22. WHAT LIES AHEAD?The device in your pocket already knows where you are and has the potential to hear you, see you and communicate with anyone in the world. Steve Wozniak ‘as yet we lack a lexicon and conventions for AR user interfaces’ (Styles.C 2012)Steve Mann, a professor at the University of Toronto and a pioneer in wearable computing, alleges that he was attacked at a Paris McDonalds for wearing his EyeTap Digital Eye Glass, a product evocative of Googles Project Glass. Andbecause his augmented reality spectacles record images, Mann even has pictures of the alleged incident. Huffington Post, 2012