Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
This document provides an overview of the COSC 426 Augmented Reality course taught by Mark Billinghurst. The course will cover topics such as AR technology, interaction techniques, applications, and research directions. It will consist of weekly lectures and students will complete a group research project and assignments. Assessment will include the research project, assignments, and a final exam.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
This document provides an introduction to augmented reality gaming. It discusses motivations for AR gaming and highlights some example AR games including AR Quake and Human Pacman. Key benefits of AR gaming discussed include merging the physical and virtual worlds to engage players in multiple ways. The document also describes some AR games developed by the authors including Hybrid AR Worms and Tankwar, and lessons learned from developing these prototypes.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
Creating Immersive and Empathic Learning ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the International Conference on Teaching and Learning in Education, March 3rd 2016, in Kuala Lumpur, Malaysia. Talks about the use of AR and VR to provide educational experiences.
Lecture 1 of the COMP 4010 course on AR and VR. This lecture provides an introduction to AR/VR/MR/XR. The lecture was taught at the University of South Australia by Mark Billinghurst on July 21st 2021.
This document provides an overview of the COSC 426 Augmented Reality course taught by Mark Billinghurst. The course will cover topics such as AR technology, interaction techniques, applications, and research directions. It will consist of weekly lectures and students will complete a group research project and assignments. Assessment will include the research project, assignments, and a final exam.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
This document provides an introduction to augmented reality gaming. It discusses motivations for AR gaming and highlights some example AR games including AR Quake and Human Pacman. Key benefits of AR gaming discussed include merging the physical and virtual worlds to engage players in multiple ways. The document also describes some AR games developed by the authors including Hybrid AR Worms and Tankwar, and lessons learned from developing these prototypes.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
Creating Immersive and Empathic Learning ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the International Conference on Teaching and Learning in Education, March 3rd 2016, in Kuala Lumpur, Malaysia. Talks about the use of AR and VR to provide educational experiences.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Presentation on the next generation of human computer interaction by Mark Billinghurst at the MobileTech 2019 conference, April 3rd 2019 in Rotorua, New Zealand. Showcasing HCI trends and capabilities provided by AR/VR.
The document discusses Microsoft HoloLens, describing it as the first fully untethered holographic computer. It explains that HoloLens uses augmented reality technology to allow users to see holograms overlaid on the real world without wires or a connection to another device. The document provides details on the components inside HoloLens, including its sensors, cameras and lenses that enable it to track gestures and eye movements as inputs. It contrasts HoloLens with virtual reality and Google Glass, noting that HoloLens allows users to remain engaged with their real-world surroundings.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
The document discusses the history and current state of augmented reality (AR) technology. It outlines how AR has progressed from early experiments in the 1960s-1980s to commercial applications today in areas like gaming, medical, and industry. Important research directions are focused on developing improved tracking, displays, interaction techniques, and enhancing the user experience. The future of AR is predicted to include always-on, unobtrusive displays like contact lenses and using AR to annotate and filter information in the user's environment.
The document discusses augmented reality (AR) and its potential applications in education. It provides an overview of AR, including definitions and examples. The history of AR is explored, from early prototypes in the 1960s-70s to recent consumer adoption on mobile devices. Educational uses of AR are examined, such as visualizing concepts spatially and improving understanding of real environments. The document demonstrates an AR authoring tool called Envisage that allows users to create AR scenes. Future research directions are also outlined, such as improved displays, interaction methods, and educational experiences using AR.
The document discusses augmented reality and virtual reality (AR/VR) technologies and proposes augmented humans as a new medium, where humans can be augmented physically and virtually through technologies like wearables, implants, and digital interfaces that are aware of individuals' contexts, personalities, and relationships. Key challenges include developing seamless augmented reality platforms, natural human-computer interaction, and balancing technological enhancement with maintaining human social abilities and quality of life.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
This document discusses the history and future of human-computer interaction and empathetic computing. It describes early visions of interactive computing from researchers like Vannevar Bush and Ivan Sutherland. More recent concepts discussed include ubiquitous computing, tangible interfaces, virtual and augmented reality. The document proposes a vision for "empathetic computing" using sensors and wearable devices to understand and convey emotions between users to enhance empathy. It outlines some initial experiments and analyses opportunities for future research in areas like real-world augmented reality, brain-computer interfaces, and city-scale social analytics.
Mark Billinghurst has researched how augmented reality can enhance collaboration. His work shows that AR can provide spatial cues to make remote collaboration feel more present. While AR introduces seams between real and virtual spaces, studies found people use similar speech and gestures in AR as in face-to-face settings. Current areas of focus include natural hand interaction, real world capture on mobile devices, and lightweight asynchronous collaboration using handheld AR. Future opportunities lie in ego-centric AR collaboration, combining AR with human computation, and scaling augmentation to city-wide levels using sensors and social networks.
Mark Billinghurst discussed the field of empathic computing, which aims to develop systems that can understand users' emotions and help users understand the feelings of others. This involves affective computing to recognize emotions and interfaces that allow sharing experiences by capturing sights, sounds and emotions. Examples include capturing social spaces in real-time panoramas using Google Glass and sharing emotion and views between a wearable and desktop using physiological sensors. Major challenges include measuring empathy between users and scaling systems to the city-level by matching data from mobile networks and sensors. Potential applications include education, remote collaboration and psychological treatment.
This document discusses various types of human-computer interfaces. It begins with an introduction explaining the need for effective communication between humans and machines. It then defines what an interface is, as the point where two objects meet and allow communication. It describes several types of interfaces: command-line, graphical user interface (GUI), touch screen, virtual reality, voice control, gesture control, and brain control. For each interface type, it provides brief details about how it works and examples of its use. The document concludes by thanking the audience and asking if there are any questions.
Design Approaches For Immersive Experiences AR/VR/MRMark Melnykowycz
Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Ubiquitous computing described in the domain of Computer Vision and how these two concepts can be deployed in IoT. Why future integrity is necessary to achieve a better technology for the future world.
This document discusses various aspects of examining the respiratory system. It covers topics such as respiratory rates, breath sounds, percussion findings, and signs and symptoms of common respiratory conditions. Key points include different types of breath sounds (bronchial, bronchovesicular, vesicular), adventitious sounds like crackles and wheezes, and physical exam findings associated with conditions like pneumonia, COPD, pleural effusion, and pneumothorax. The document provides detailed guidance on respiratory exam techniques and interpretations.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
COMP 4010 Lecture 8 on an Introduction to Augmented Reality. This lecture provides a basic introduction to AR. Taught by Gun Lee on September 17th 2019 at the University of South Australia.
Presentation on the next generation of human computer interaction by Mark Billinghurst at the MobileTech 2019 conference, April 3rd 2019 in Rotorua, New Zealand. Showcasing HCI trends and capabilities provided by AR/VR.
The document discusses Microsoft HoloLens, describing it as the first fully untethered holographic computer. It explains that HoloLens uses augmented reality technology to allow users to see holograms overlaid on the real world without wires or a connection to another device. The document provides details on the components inside HoloLens, including its sensors, cameras and lenses that enable it to track gestures and eye movements as inputs. It contrasts HoloLens with virtual reality and Google Glass, noting that HoloLens allows users to remain engaged with their real-world surroundings.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
The document discusses the history and current state of augmented reality (AR) technology. It outlines how AR has progressed from early experiments in the 1960s-1980s to commercial applications today in areas like gaming, medical, and industry. Important research directions are focused on developing improved tracking, displays, interaction techniques, and enhancing the user experience. The future of AR is predicted to include always-on, unobtrusive displays like contact lenses and using AR to annotate and filter information in the user's environment.
The document discusses augmented reality (AR) and its potential applications in education. It provides an overview of AR, including definitions and examples. The history of AR is explored, from early prototypes in the 1960s-70s to recent consumer adoption on mobile devices. Educational uses of AR are examined, such as visualizing concepts spatially and improving understanding of real environments. The document demonstrates an AR authoring tool called Envisage that allows users to create AR scenes. Future research directions are also outlined, such as improved displays, interaction methods, and educational experiences using AR.
The document discusses augmented reality and virtual reality (AR/VR) technologies and proposes augmented humans as a new medium, where humans can be augmented physically and virtually through technologies like wearables, implants, and digital interfaces that are aware of individuals' contexts, personalities, and relationships. Key challenges include developing seamless augmented reality platforms, natural human-computer interaction, and balancing technological enhancement with maintaining human social abilities and quality of life.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
This document discusses the history and future of human-computer interaction and empathetic computing. It describes early visions of interactive computing from researchers like Vannevar Bush and Ivan Sutherland. More recent concepts discussed include ubiquitous computing, tangible interfaces, virtual and augmented reality. The document proposes a vision for "empathetic computing" using sensors and wearable devices to understand and convey emotions between users to enhance empathy. It outlines some initial experiments and analyses opportunities for future research in areas like real-world augmented reality, brain-computer interfaces, and city-scale social analytics.
Mark Billinghurst has researched how augmented reality can enhance collaboration. His work shows that AR can provide spatial cues to make remote collaboration feel more present. While AR introduces seams between real and virtual spaces, studies found people use similar speech and gestures in AR as in face-to-face settings. Current areas of focus include natural hand interaction, real world capture on mobile devices, and lightweight asynchronous collaboration using handheld AR. Future opportunities lie in ego-centric AR collaboration, combining AR with human computation, and scaling augmentation to city-wide levels using sensors and social networks.
Mark Billinghurst discussed the field of empathic computing, which aims to develop systems that can understand users' emotions and help users understand the feelings of others. This involves affective computing to recognize emotions and interfaces that allow sharing experiences by capturing sights, sounds and emotions. Examples include capturing social spaces in real-time panoramas using Google Glass and sharing emotion and views between a wearable and desktop using physiological sensors. Major challenges include measuring empathy between users and scaling systems to the city-level by matching data from mobile networks and sensors. Potential applications include education, remote collaboration and psychological treatment.
This document discusses various types of human-computer interfaces. It begins with an introduction explaining the need for effective communication between humans and machines. It then defines what an interface is, as the point where two objects meet and allow communication. It describes several types of interfaces: command-line, graphical user interface (GUI), touch screen, virtual reality, voice control, gesture control, and brain control. For each interface type, it provides brief details about how it works and examples of its use. The document concludes by thanking the audience and asking if there are any questions.
Design Approaches For Immersive Experiences AR/VR/MRMark Melnykowycz
Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Ubiquitous computing described in the domain of Computer Vision and how these two concepts can be deployed in IoT. Why future integrity is necessary to achieve a better technology for the future world.
This document discusses various aspects of examining the respiratory system. It covers topics such as respiratory rates, breath sounds, percussion findings, and signs and symptoms of common respiratory conditions. Key points include different types of breath sounds (bronchial, bronchovesicular, vesicular), adventitious sounds like crackles and wheezes, and physical exam findings associated with conditions like pneumonia, COPD, pleural effusion, and pneumothorax. The document provides detailed guidance on respiratory exam techniques and interpretations.
The ARTECA technical center has 700 square meters of controlled climate space for materials and functional testing. They are equipped to perform various mechanical tests like tension, compression, torsion, and fatigue on automotive, railway, and industrial parts. The center also has chemical laboratories for testing rubbers and metals according to international standards, as well as equipment for dimensional inspection and vibration testing.
Sitaraman has over 20 years of experience in supply chain management, logistics, transportation and fleet management. He has expertise in air/sea cargo, managing a fleet of vehicles, and ensuring on-time deliveries. Sitaraman is skilled at providing customized distribution and last mile fulfillment solutions. Currently, he works as a transportation manager where he is responsible for fleet management, maintenance, and tracking. Previously, he has held logistics management roles coordinating transportation, warehouses, and vendors to deliver products in a timely and cost effective manner.
Udaykumar is seeking an opportunity in HR and administration with over 15 years of experience. He has handled HR functions like recruitment, performance reviews, payroll, and training. He is proficient in personnel management, statutory compliance, wage administration, and facilities management. Udaykumar has worked in various industries and aims to update his skills in a challenging environment. He holds an MBA in HR and a bachelor's degree in history.
Можливості бібліотек у впровадження сервісів Research Data ManagementTetiana Borysova
Презентація до виступу на 4-ій Міжнародній науково-практичній конференції "Наукова комунікація в цифрову епоху" (30-31 березня 2016 р., м. Київ, Наукова бібліотека НаУКМА).
This document provides a summary of Nagaraju Maskikar's work experience and qualifications. He has over 13 years of experience in technical support and software development roles, specializing in areas like metrics/KPI development, dashboard design, and process improvement. His background includes working with various technologies like Java/J2EE, SQL, MS Office VBA, and EMV. He has worked on projects for companies like NCR, Prokarma Softech, and Union Pacific Rail Road.
Este documento proporciona una introducción a Dropbox y sus funciones principales. Explica cómo los usuarios pueden guardar archivos de forma segura en la nube y acceder a ellos desde cualquier dispositivo, enviar archivos grandes sin problemas de tamaño, y colaborar en documentos en tiempo real con otras personas. El resumen también menciona brevemente las herramientas de seguridad y planes de suscripción adicionales de Dropbox.
1) Renata Limited is one of the leading pharmaceutical companies in Bangladesh that manufactures human and animal health products. It has the goal of becoming one of the best innovative generic drug companies.
2) Renata Limited has adequate working capital per day based on an analysis of its current assets, current liabilities, and working capital cycle from 2014.
3) The cash budget for Renata Limited in 2014 shows a cash surplus, though interpretation is limited without estimated data for comparison. The cash budget allows evaluation of the company's cash inflows, outflows, and financing needs.
The document provides information on resume samples, templates, and other career resources for assistant site managers. It includes links to resume examples, cover letter samples, interview questions and answers, and career development guides. Materials cover resume types like chronological, functional, and professional resumes. Suggested fields for an assistant site manager role include construction, healthcare, IT, and engineering.
Top 8 retail department manager resume samplesnicolasravolati
In this file, you can ref resume materials for retail department manager such as retail department manager resume samples, retail department manager resume writing tips,
Virtual Reality and Augmented Reality are emerging technologies that were discussed. VR uses headsets to create immersive 3D experiences by simulating reality, while AR enhances the real world with digital information. Their applications include education, training, healthcare, gaming, and more. Key differences are that VR completely immerses users in virtual environments and requires headsets, while AR blends virtual and real-world elements seamlessly. Both saw rapid growth and are important for industries like data science due to their ability to enhance analytics and decision making through machine learning.
This document provides a seminar report on augmented reality that was submitted by Siddhartha Chauhan. It includes an introduction to augmented reality, its history from 1901 to present day, and its goals of enhancing one's perception of reality without being able to distinguish between real and virtual elements. Applications discussed include education, military, video games, visual art, and sports/entertainment. Limitations and the conclusion are also briefly mentioned.
IRJET-Space Invaders: An Educational Game in Virtual RealityIRJET Journal
This document describes the development of an educational virtual reality game called "Space Invaders" that teaches users about the eight planets in the solar system. The game was created using technologies like HTML, JavaScript, JSON, and React on an A-Frames platform to work on VR headsets, computers, and mobile devices. In the game, users must defeat aliens on each planet level to move on to learning facts about that planet and answering a multiple choice quiz question. The game was designed to be an engaging educational tool that combines virtual reality, gaming, and space science to improve learning outcomes.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. AR is interactive and registered in 3D, allowing virtual objects to be overlaid on the real world in real-time. Successful AR requires three components: a display device, a tracking system, and mobile computing power. Current applications of AR include HUDs in vehicles, mobile travel guides, and games that overlay virtual elements onto real environments. Research into AR continues as it could provide instant information to users across many fields like education, medicine, and gaming through seamless integration of real and virtual worlds.
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Seeing the Library through the Terminator's Eyes: Augmented RealityRachel Vacek
Augmented reality is a location-aware technology that can help libraries widen access to resources and promote services to users in exciting and innovative ways. This emerging technology superimposes layers of computer-generated content such as 3d images, photos, and data over what you are looking at in real-time. This session will explain augmented reality and highlight potential uses and real world examples of how libraries are using this technology to promote, market, outreach, teach, and engage with users in new and exciting ways.
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
This document discusses augmented reality (AR) which overlays computer generated information onto real world video feeds. It provides examples of early AR uses like heads-up displays in aircraft. More recent examples discussed include AR advertisements in the film Minority Report and interfaces in the anime Ghost in the Shell. The document outlines several educational and gaming applications of AR and notes that smartphones and wearable AR glasses could enable widespread AR access.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
This document discusses communication in the age of virtual reality. It outlines how VR can be used for applications like medical training, scientific research, entertainment, and military training by providing immersive and interactive experiences. The advantages of VR include creating realistic virtual worlds and enabling users to explore places. However, VR also has disadvantages like expensive equipment and an inability to move naturally. In conclusion, VR has the potential to transform communication by changing how people interact on a daily basis through more immersive experiences.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
IN140703 service support technologies 4.10.2016Pirita Ihamäki
4.10.2016 Service support technologies second part we go through the Augmented Reality, Historical Overview of the Augmented Reality, Augmented Reality Games, Augmented Reality with Tourist Services, Augmented Reality Instructions, Augmented Reality in Automotive Industry, The Future of Augmented Reality and Workshop.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Augmented reality combines computer generated data with reality. It is still in an early research stage but may become mainstream by the end of the decade. AR systems combine real and virtual worlds in real-time and are registered in 3D. Examples of AR uses include education by allowing students to see virtual objects, instant information for tourists through historical recreations, and gaming by projecting video games into the real world. The future may include expanding computer screens into real spaces using eye or gesture controls.
Presentation at Follow the Sun Conference. 14 April, 2011 Online.
Zagami, J. (2011). Augmenting Education [Presentation slides]. Retrieved from http://www.slideshare.net/j.zagami/augmenting-education
This document provides a technical seminar report on virtual reality submitted by Sujeet Kumar Mehta, an ECE student at the National Institute of Technology. The 3-page report includes an acknowledgment, abstract, certificate, table of contents, and 6 chapters discussing the history of VR, types of VR, technologies used in VR like head-mounted displays and data gloves, the architecture of a VR system, and applications of VR in fields like the military, education, and healthcare. The report was supervised by Assistant Professor Dr. Preetisudha Meher.
Augmented reality (AR) enhances our view of the real world by overlaying computer-generated images, audio, and other sensory enhancements. An AR system combines real and virtual objects, is interactive in real-time, and registers virtual objects in 3D. AR has applications in education, military, tourism, and gaming by providing additional information and immersive experiences overlaid on the real world. Key components of an AR system include head-mounted displays, tracking technology like GPS and compasses, and mobile computing power.
Similar to Augmented Reality -A quick surface view (20)
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
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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