Mr. Jason Haag, ADL Tech Team
Research Analyst, Mobile Learning Lead
The Tolliver Group, Inc. SETA Support for ADL
Examples and Tools for Augmented
Reality
2
“Provide access to the highest quality
education and training, tailored to individual
needs, delivered cost effectively, anywhere
and anytime.”
- ADL Vision
3
4
•  7 Billion people
•  70-100K developers
expressed desire to
use an AR authoring
platform
•  100M people have at
least one AR-ready
device
•  864 million phones AR
enabled in 2014
•  103 million cars AR
enabled by 2020
•  Revenue of $600
billion by end of 2016
Augmented Reality’s Impact
Influencing Many Fields: Advertising, Architecture, Art,
Construction, Education, Gaming, Industrial Maintenance,
Language Translation, Manufacturing, Medical, Mobile,
Publishing, Repair, Tourism, and many more…
5
Agenda
‣  Mobile Augmented Reality (AR) Defined
‣  Classifying AR
‣  Technical and Pedagogical Challenges
‣  Mobile AR Examples
‣  Mobile AR Tools
‣  AR Community Groups
Augmented reality examples and tools
6
AR & Mobile Learning
Augmented reality and mobile learning: the state of the
art, 11th World Conference on Mobile and Contextual
Learning (2012)
•  Institute of Educational Technology, The Open University,
UK
•  FitzGerald, Elizabeth; Adams, Anne; Ferguson, Rebecca;
Gaved, Mark; Mor, Yishay and Thomas, Rhodri
7
AR and Mobile Learning
‣  Examines its potential for mobile learning
‣  Working definition of AR (Open University)
‣  Situated learning in outdoor settings
‣  Attempt to classify AR
‣  Technical and pedagogical challenges
Paper objectives
8
Technology Enhanced Reality
How reality and virtuality are connected:
9
Technology Enhanced Reality
‣  Virtual Reality: Replaces the real world with a
simulated/digital world experience
‣  Augmented Reality: Real world experience enhanced
with digital overlays (text, audio, video, graphics, 3D
objects, touch, GPS data)
‣  Augmented Virtuality/Mixed Reality: Combines
augmented reality with virtuality (merges real world
objects into virtual worlds)
Open University + Wikipedia definitions
Technology Enhanced Reality
Virtual, Augmented, Mixed
Virtual Reality Augmented Reality Mixed Reality
Mobile Augmented Reality
‣  Open University Working Definition:
The fusion of any digital information within real
world settings, i.e. being able to augment one s
immediate surroundings with electronic data or
information, in a variety of media formats that
include not only visual/graphic media but also text,
audio, video and haptic overlays.
Working definition
12
13
Before Mobile, early definitions focused on the
use of AR as a graphical display (too narrow)
Mobile Augmented Reality
‣  More concerned how mobile learning takes place in
an augmented real world (not virtual worlds).
‣  Mobile introduces new aspects of AR:
•  fosters the mobility of the user
•  their geographical position
•  the physical place where learning can occur
•  enables formal learning connections to informal learning
Working definition
14
Mobile Augmented Reality
Device or
Technology
Used
Mode of
Interaction
Method
of
Sensory
Feedback
Personal or
Shared
Experience
Fixed/Static
or Portable
Experience
Learning
Activities or
Outcomes
• Headphones
• Laptops
• PDAs
• Smartphones
• Tablets
• Passive
• Active
• Constructionist
• Auditory
• Mixed
• Visual
• Haptic
• Personal
• Shared
• Fixed/
Static
• Portable
• Situated
inquiry
• Collaborative
inquiry
• Informal
learning
• Constructivist
Classifying AR for mobile learning
15
Mobile Augmented Reality
‣  GPS accuracy can degrade based on environmental
conditions (leading to wrong information)
‣  Typically requires internet access (network signal
quality may vary)
‣  Battery life & drain
‣  Screen readability and glare
Technical challenges
16
Mobile Augmented Reality
‣  eLearning designers, developers, and educators often
lack clarity regarding the impact that a learner’s
situation has on his or her learning
‣  Novelty of the technology may detract from the
learning experience
‣  May require tech support (if not easy to use/install)
‣  Overlay of labels/features through excessive
reinforcement could harm observation skills
Pedagogical challenges
17
Benefits of Augmented Reality
‣  Now commonly available and affordable
‣  Studies have shown that AR for educational purposes
promote engagement and motivation
‣  Enables learners to generate their own contexts for
development (constructivist)
Mobile AR Examples
Aurasma
Mobile AR Examples
Dow Day - ARIS
20
Mobile AR Examples
Star Walk
21
Mobile AR Examples
Layar – Interactive Print
22
Mobile AR Examples
Word Lens – Language Learning
23
Mobile AR Examples
Leaf Snap
24
Mobile AR Examples
Anatomy 4D – Qualcomm's Vuforia
25
Mobile AR Examples
ColAR Mix – Qualcomm's Vuforia
26
Mobile AR Examples
Audi - Augmented Car Manual - Junaio
Mobile AR Examples
Volkswagen MARTA AR Service Support
Mobile AR Examples
Combat Medic - Army Research Lab/UCF
29
AR Apps Future?
Wearables
30
“21.6 million US online consumers are willing to
wear the augmented reality glasses on a daily
basis.”
- Forrester Research
AR Apps Future?
Google Glass – Phillips & Accenture
31
AR Apps Future? Mixed Reality
Wearables –SpaceGlasses
32
Seene 3D Capture
Obvious Engineering
Mobile AR Browsers
Create content for AR browser apps
‣  AR-Code (http://ar-code.it)
‣  Argon (http://ael.gatech.edu/argon/)
‣  Aurasma (http://aurasma.com)
‣  GlorAR (http://glorar.com)
‣  Junaio (http://junaio.com)
‣  Layar (http://layar.com)
‣  Wikitude (http://wikitude.com)
AR Authoring Tools / SDKs
Creating Dedicated Apps
‣  3DAR (http://3dar.us)
‣  ARIS (http://arisgames.org)
‣  Aurasma Studio: (http://studio.aurasma.com)
‣  Build AR: (http://buildAR.com)
‣  D’Fusion Studio: (http://www.t-immersion.com)
‣  Metaio (http://metaio.com)
‣  Mixare (http://mixare.org)
‣  String (http://poweredbystring.com)
‣  Vuforia (http://vuforia.com)
Open Source – AWE.js
https://github.com/buildar/awe.js
AR Communities
‣  W3C Augmented Reality Community Group
•  http://www.w3.org/community/ar/
‣  Augmented Reality + Experience API (xAPI) Group
•  http://bit.ly/ARxAPI
•  Next meeting July 2, 12PM EDT (every 14 days on
Wednesday)
‣  Christine Perey & Rob Manson
•  http://arstandards.org
The MoTIF Project
ISD & Learning Design for
Mobile
•  Alternative Approaches
•  Device Affordances
•  Workflow Process
‣  http://motif.adlnet.gov
‣  adlmobile@adlnet.gov
“eLearning designers, developers, and educators often
lack clarity regarding the impact that a learner’s
situation has on his or her learning.”
41
Thank You
Jason Haag
Mobile Learning Lead
ADL Technical Team
The Tolliver Goup, Inc
jason.haag.ctr@adlnet.gov
Twitter: @mobilejson

Augmented Reality Examples and Tools

  • 1.
    Mr. Jason Haag,ADL Tech Team Research Analyst, Mobile Learning Lead The Tolliver Group, Inc. SETA Support for ADL Examples and Tools for Augmented Reality
  • 2.
    2 “Provide access tothe highest quality education and training, tailored to individual needs, delivered cost effectively, anywhere and anytime.” - ADL Vision
  • 3.
  • 4.
    4 •  7 Billionpeople •  70-100K developers expressed desire to use an AR authoring platform •  100M people have at least one AR-ready device •  864 million phones AR enabled in 2014 •  103 million cars AR enabled by 2020 •  Revenue of $600 billion by end of 2016
  • 5.
    Augmented Reality’s Impact InfluencingMany Fields: Advertising, Architecture, Art, Construction, Education, Gaming, Industrial Maintenance, Language Translation, Manufacturing, Medical, Mobile, Publishing, Repair, Tourism, and many more… 5
  • 6.
    Agenda ‣  Mobile AugmentedReality (AR) Defined ‣  Classifying AR ‣  Technical and Pedagogical Challenges ‣  Mobile AR Examples ‣  Mobile AR Tools ‣  AR Community Groups Augmented reality examples and tools 6
  • 7.
    AR & MobileLearning Augmented reality and mobile learning: the state of the art, 11th World Conference on Mobile and Contextual Learning (2012) •  Institute of Educational Technology, The Open University, UK •  FitzGerald, Elizabeth; Adams, Anne; Ferguson, Rebecca; Gaved, Mark; Mor, Yishay and Thomas, Rhodri 7
  • 8.
    AR and MobileLearning ‣  Examines its potential for mobile learning ‣  Working definition of AR (Open University) ‣  Situated learning in outdoor settings ‣  Attempt to classify AR ‣  Technical and pedagogical challenges Paper objectives 8
  • 9.
    Technology Enhanced Reality Howreality and virtuality are connected: 9
  • 10.
    Technology Enhanced Reality ‣ Virtual Reality: Replaces the real world with a simulated/digital world experience ‣  Augmented Reality: Real world experience enhanced with digital overlays (text, audio, video, graphics, 3D objects, touch, GPS data) ‣  Augmented Virtuality/Mixed Reality: Combines augmented reality with virtuality (merges real world objects into virtual worlds) Open University + Wikipedia definitions
  • 11.
    Technology Enhanced Reality Virtual,Augmented, Mixed Virtual Reality Augmented Reality Mixed Reality
  • 12.
    Mobile Augmented Reality ‣ Open University Working Definition: The fusion of any digital information within real world settings, i.e. being able to augment one s immediate surroundings with electronic data or information, in a variety of media formats that include not only visual/graphic media but also text, audio, video and haptic overlays. Working definition 12
  • 13.
    13 Before Mobile, earlydefinitions focused on the use of AR as a graphical display (too narrow)
  • 14.
    Mobile Augmented Reality ‣ More concerned how mobile learning takes place in an augmented real world (not virtual worlds). ‣  Mobile introduces new aspects of AR: •  fosters the mobility of the user •  their geographical position •  the physical place where learning can occur •  enables formal learning connections to informal learning Working definition 14
  • 15.
    Mobile Augmented Reality Deviceor Technology Used Mode of Interaction Method of Sensory Feedback Personal or Shared Experience Fixed/Static or Portable Experience Learning Activities or Outcomes • Headphones • Laptops • PDAs • Smartphones • Tablets • Passive • Active • Constructionist • Auditory • Mixed • Visual • Haptic • Personal • Shared • Fixed/ Static • Portable • Situated inquiry • Collaborative inquiry • Informal learning • Constructivist Classifying AR for mobile learning 15
  • 16.
    Mobile Augmented Reality ‣ GPS accuracy can degrade based on environmental conditions (leading to wrong information) ‣  Typically requires internet access (network signal quality may vary) ‣  Battery life & drain ‣  Screen readability and glare Technical challenges 16
  • 17.
    Mobile Augmented Reality ‣ eLearning designers, developers, and educators often lack clarity regarding the impact that a learner’s situation has on his or her learning ‣  Novelty of the technology may detract from the learning experience ‣  May require tech support (if not easy to use/install) ‣  Overlay of labels/features through excessive reinforcement could harm observation skills Pedagogical challenges 17
  • 18.
    Benefits of AugmentedReality ‣  Now commonly available and affordable ‣  Studies have shown that AR for educational purposes promote engagement and motivation ‣  Enables learners to generate their own contexts for development (constructivist)
  • 19.
  • 20.
  • 21.
  • 22.
    Mobile AR Examples Layar– Interactive Print 22
  • 23.
    Mobile AR Examples WordLens – Language Learning 23
  • 24.
  • 25.
    Mobile AR Examples Anatomy4D – Qualcomm's Vuforia 25
  • 26.
    Mobile AR Examples ColARMix – Qualcomm's Vuforia 26
  • 27.
    Mobile AR Examples Audi- Augmented Car Manual - Junaio
  • 28.
    Mobile AR Examples VolkswagenMARTA AR Service Support
  • 29.
    Mobile AR Examples CombatMedic - Army Research Lab/UCF 29
  • 30.
    AR Apps Future? Wearables 30 “21.6million US online consumers are willing to wear the augmented reality glasses on a daily basis.” - Forrester Research
  • 31.
    AR Apps Future? GoogleGlass – Phillips & Accenture 31
  • 32.
    AR Apps Future?Mixed Reality Wearables –SpaceGlasses 32
  • 33.
  • 34.
    Mobile AR Browsers Createcontent for AR browser apps ‣  AR-Code (http://ar-code.it) ‣  Argon (http://ael.gatech.edu/argon/) ‣  Aurasma (http://aurasma.com) ‣  GlorAR (http://glorar.com) ‣  Junaio (http://junaio.com) ‣  Layar (http://layar.com) ‣  Wikitude (http://wikitude.com)
  • 35.
    AR Authoring Tools/ SDKs Creating Dedicated Apps ‣  3DAR (http://3dar.us) ‣  ARIS (http://arisgames.org) ‣  Aurasma Studio: (http://studio.aurasma.com) ‣  Build AR: (http://buildAR.com) ‣  D’Fusion Studio: (http://www.t-immersion.com) ‣  Metaio (http://metaio.com) ‣  Mixare (http://mixare.org) ‣  String (http://poweredbystring.com) ‣  Vuforia (http://vuforia.com)
  • 38.
    Open Source –AWE.js https://github.com/buildar/awe.js
  • 39.
    AR Communities ‣  W3CAugmented Reality Community Group •  http://www.w3.org/community/ar/ ‣  Augmented Reality + Experience API (xAPI) Group •  http://bit.ly/ARxAPI •  Next meeting July 2, 12PM EDT (every 14 days on Wednesday) ‣  Christine Perey & Rob Manson •  http://arstandards.org
  • 40.
    The MoTIF Project ISD& Learning Design for Mobile •  Alternative Approaches •  Device Affordances •  Workflow Process ‣  http://motif.adlnet.gov ‣  adlmobile@adlnet.gov “eLearning designers, developers, and educators often lack clarity regarding the impact that a learner’s situation has on his or her learning.”
  • 41.
    41 Thank You Jason Haag MobileLearning Lead ADL Technical Team The Tolliver Goup, Inc jason.haag.ctr@adlnet.gov Twitter: @mobilejson