Augmented reality (AR) can take any situation, location, environment, or experience to a whole new level of meaning and understanding. Mobile AR technologies provide an innovative tool for contextual learning, but mobile learning designers and developers are unaware of where to look for examples or development options.
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
It is a halfway point between the real world and Virtual Environments. In augmented reality simulations, the real world is infused with virtual objects, and provides an interactive experience. Augmented Reality in Education features aspects that enhance learning of abilities like problem solving, collaboration and creation to better prepare students for the future.
Augmented Reality - General conclusions and recommendationsbanholzer76
Augmented realities as an emerging technology offer new opportunities due to several
shifting external conditions or changing forms of social interaction. In order to investigate
possible impacts, trends and relationships the employed method is based on an
environmental scanning and on several semi-structured interviews, conducted with several
technology experts, researchers and futurologists. The process aims to obtain valuable
information on competitors, markets, customers and suppliers as well as on macroeconomic
factors, such as social, economic, technological and political factors.
The main research findings afforded that AR can be seen as a new communication medium
or tool in an early stage level due to several major technical and social challenges and that it
goes along with the evolving information technology. These days one of the most promising
devices for AR applications is the mobile phone, which could open the floodgates for the
mass implementation of AR. With regard to the evolving ubiquity of information and
interactivity through smart things and sensors, AR will provide customized-, perceptional-,
and location-based information. Life and task enhancing services and applications are
assigned big potential in future solutions, which could occur in many areas and industries.
Due to an economical shift towards free business models, often financed by the
advertisement industry, the future development of AR will certainly be affected.
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
It is a halfway point between the real world and Virtual Environments. In augmented reality simulations, the real world is infused with virtual objects, and provides an interactive experience. Augmented Reality in Education features aspects that enhance learning of abilities like problem solving, collaboration and creation to better prepare students for the future.
Augmented Reality - General conclusions and recommendationsbanholzer76
Augmented realities as an emerging technology offer new opportunities due to several
shifting external conditions or changing forms of social interaction. In order to investigate
possible impacts, trends and relationships the employed method is based on an
environmental scanning and on several semi-structured interviews, conducted with several
technology experts, researchers and futurologists. The process aims to obtain valuable
information on competitors, markets, customers and suppliers as well as on macroeconomic
factors, such as social, economic, technological and political factors.
The main research findings afforded that AR can be seen as a new communication medium
or tool in an early stage level due to several major technical and social challenges and that it
goes along with the evolving information technology. These days one of the most promising
devices for AR applications is the mobile phone, which could open the floodgates for the
mass implementation of AR. With regard to the evolving ubiquity of information and
interactivity through smart things and sensors, AR will provide customized-, perceptional-,
and location-based information. Life and task enhancing services and applications are
assigned big potential in future solutions, which could occur in many areas and industries.
Due to an economical shift towards free business models, often financed by the
advertisement industry, the future development of AR will certainly be affected.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Augmented Reality lets you peel away the blinkers from your real world eyes to see the rich data and information that exists all around you. But up until now it has relied largely on proprietary tools and standards. Finally, we’re close to being able to augment our world using web technologies. Soon this will be a common part of the web browsing and mobile device experience. Now is the time to look at these future trends and the state of a specific list of API standardisation activities and the forces shaping them. We’ll also look at the current obstacles, risks and issues to explore what may prevent this landscape from evolving as it appears it will.
This presentation aims to document the AR standardisation efforts over the last few years as well as what’s possible right now and in the near future from a distinctly web-based perspective.
Recent Trends And Challenges In Augmented Realitysaurabh kapoor
Augmented Reality is a developing area in the field of virtual reality research. Similarly like Virtual Reality, Augmented Reality is becoming an emerging platform for numerous applications. The work done here reveals the current state-of-the-art in Augmented Reality. Moreover current issues, trends and challenges are analyzed here.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
Augmented reality (AR) is a promising technology for building applications in an Internet of Things (IoT) environment, utilized for visualizing information provided by IoT devices.In this paper, we enable Web-based mobile AR applications with mobile agents in a resource-oriented IoT system architecture. We present an adaptable mobile agent composition that contains the data representation logic and mappings between AR applications and system resources. Thus, mobile agents and AR application-specific data structures are exposed as global system resources. System resource linkages are considered between real-world objects and their virtual representations for mobile agent-based AR applications. The agent composition also complies with the REST principles for resource access and control system-wide. This allows dynamic runtime adaptation and dealing with the device and resource heterogeneity, thus eliminating the need for application-specific communication protocols. Moreover, we utilize a Web-based mobile AR application framework, running completely in a Web browser, which facilitates straightforward AR application development. Lastly, a proof-of-concept mobile AR application is implemented, where a coffee maker with a visual tag is connected to a low-power resource-constrained wireless sensor network node as an IoT device. A mobile agent is injected into the IoT environment to expose state changes of the coffee maker. Through the visual tag, AR applications are able
to visualize the state changes of the coffee maker in their user interface.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Augmented Reality lets you peel away the blinkers from your real world eyes to see the rich data and information that exists all around you. But up until now it has relied largely on proprietary tools and standards. Finally, we’re close to being able to augment our world using web technologies. Soon this will be a common part of the web browsing and mobile device experience. Now is the time to look at these future trends and the state of a specific list of API standardisation activities and the forces shaping them. We’ll also look at the current obstacles, risks and issues to explore what may prevent this landscape from evolving as it appears it will.
This presentation aims to document the AR standardisation efforts over the last few years as well as what’s possible right now and in the near future from a distinctly web-based perspective.
Recent Trends And Challenges In Augmented Realitysaurabh kapoor
Augmented Reality is a developing area in the field of virtual reality research. Similarly like Virtual Reality, Augmented Reality is becoming an emerging platform for numerous applications. The work done here reveals the current state-of-the-art in Augmented Reality. Moreover current issues, trends and challenges are analyzed here.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
Augmented reality (AR) is a promising technology for building applications in an Internet of Things (IoT) environment, utilized for visualizing information provided by IoT devices.In this paper, we enable Web-based mobile AR applications with mobile agents in a resource-oriented IoT system architecture. We present an adaptable mobile agent composition that contains the data representation logic and mappings between AR applications and system resources. Thus, mobile agents and AR application-specific data structures are exposed as global system resources. System resource linkages are considered between real-world objects and their virtual representations for mobile agent-based AR applications. The agent composition also complies with the REST principles for resource access and control system-wide. This allows dynamic runtime adaptation and dealing with the device and resource heterogeneity, thus eliminating the need for application-specific communication protocols. Moreover, we utilize a Web-based mobile AR application framework, running completely in a Web browser, which facilitates straightforward AR application development. Lastly, a proof-of-concept mobile AR application is implemented, where a coffee maker with a visual tag is connected to a low-power resource-constrained wireless sensor network node as an IoT device. A mobile agent is injected into the IoT environment to expose state changes of the coffee maker. Through the visual tag, AR applications are able
to visualize the state changes of the coffee maker in their user interface.
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Making Cultural Heritage Mobile: Challenges and PossibilitiesAndrew Lewis
Discusses the implications on service design that are caused by techological and social trends in mobile use are causing.
Key note for 'Making Cultural Heritage Mobile: Challenges and Possibilities' Conference CRASSH Centre for Research in the Arts, Social Sciences and Humanities
University of Cambridge
29 November 2013
AN EVALUATION OF THE USE OF AUDIO GUIDANCE IN AUGMENTED REALITY SYSTEMS IMPLE...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups,
using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and
Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history”
exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a
scant amount of research is being done at historical sites. An initial experiment used repeated measures
(ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A
further experiment was then undertaken to observe participants using two different AR devices with and
without sound to determine if which device used or the presence of sound impact the usability of the device,
or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and
usability surveys, were provided in order to collect a range of user data. A two-way repeated measures
(ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based
on the quantitative data provided by the surveys, indicating that all devices were equally usable and
satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative
data indicated that users may prefer using AR technology on a smartphone device and preferred to use this
device paired with sound.
An Evaluation of the use of Audio Guidance in Augmented Reality Systems Imple...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
Mobile Learning: the potential, the pitfalls and the perils.Anne Bartlett-Bragg
Workshop presentation for AITD (Australian Institute of Training & Development), 16 September 2014.
Session overview:
Mobile learning has the potential to disrupt our traditional methods of training delivery. Our smartphones are constantly connected, the interactions we use such as swiping and tapping enable these devices to behave very differently to desktop or laptop computers. Yet our designs for learning remain focused on desktop interactions that just won’t suit mobiles.
We’ve been researching the use of mobile in organisations, including mobile learning, for a number of years now. In 2012 we conducted research into the State of Mobile Learning in Australia (see the results Part 1 and Part 2).
What has changed since that study?
A lot!
We now have newer, faster, more responsive devices - including a range of tablets, from iPads to Galaxy, to Surface. These devices and what we can do with them create enormous opportunities. However, they also can generate a number of complexities!
Discover how our use of the smartphones is fundamentally altering our perspectives of consuming content and engaging with friends and colleagues. How can you harness this ever changing resource to your best advantage ? What common traps and pitfalls should you avoid ? Which factors make the difference between an award winning program and costly white elephant?
Topics:
1. Designing for devices (understanding touch and gestures)
2. Do I build an app or use responsive browsers
3. Tapping into existing enterprise social networks
4. What works on mobiles
5. What doesn't work on mobiles
Applying virtual environments in distance learning of product developmentHAMK Design Factory
Applying virtual environments in distance learning of product development webinar of Regional University Network. Hosts Jari Jussila, Markku Mikkonen & Jali Närhi
Both the recent adoption of ‘smart’ mobile devices and the advances in network communications have opened up new opportunities for learning. With our mobile devices we can connect anytime and anywhere to our global identity in the cloud extending our experience with our environment. We are constantly learning in an informal process through our devices in interaction with our physical context
and with people. As Sharples (2010) states, “learning flows across locations, time, topics and technologies rather than occurring within a fixed location”. Novel applications appear everyday, which propose new forms of interactions that superimpose layers of ‘digital’ contextualized information over ‘physical’ environments opening up a new range of learning experiences. In this session, we will discuss recent theory of mobile learning and how this has changed the way we learn. We will review some of the applications developed for supporting learning in several contexts, indoors and outdoors, and how all this
is evolving toward applications for learning in the Smart City. Finally we will discuss the challenges of current and future mobile learning scenarios.
M. Sharples,J. Taylor, and G. Vavoula. Bachmair, B. (Ed.) Medienbildung in neuen Kulturr¨aumen, chapter A Theory of Learning
for the Mobile Age. Learning through Conversation and Exploration Across Contexts, pp. 87–99. Verlag: Springer, 2010.
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
A presentation on mobile assisted language learning presented at he 7th International Technology, Education and Development Conference
Valencia, Spain, 4th - 6th March, 2013
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.
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.
Currently Experience API (xAPI) mostly focuses on providing “structural” interoperability of xAPI statements via JavaScript Object Notation Language (JSON). Structural interoperability defines the syntax of the data exchange and ensures the data exchanged between systems can be interpreted at the data field level. In comparison, semantic interoperability leverages the structural interoperability of the data exchange, but provides a vocabulary so other systems and consumers can also interpret the data. Analytics produced by xAPI statements would benefit from more consistent and semantic approaches to describing domain-specific verbs, activityTypes, attachments, and extensions. The xAPI specification recommends implementers to adopt community-defined vocabularies, but the only current guidance is to provide very basic, human-readable identifier metadata (e.g., literal string name(display), description). The main objective of the Vocabulary and Semantic Interoperability Working Group (WG) is to research machine-readable, semantic technologies (e.g., RDF, JSON-LD) in order to produce guidance for Communities of Practice (CoPs) on creating, publishing, or managing controlled vocabulary datasets (e.g., verbs). In this session, you will see a brief introduction to modern controlled vocabulary practices and how they can be applied to xAPI to add semantic expressiveness of controlled vocabularies. The progress and resources from the Vocabulary WG (started in April 2015) will also be shared.
SCORM, which has been the de facto standard for publishing, launching, and tracking eLearning on learning management systems, is not properly equipped to manage non-traditional learning that is mobile and informal. Experience API, or xAPI, however, provides the eLearning community an interface that is able to collect and record details from any learning experience in one central location, regardless of where the learning takes place. With xAPI’s extreme potential to improve the way learning is captured and administered, it is vital for eLearning professionals to understand:
- xAPI’s capabilities for managing mobile, non-traditional learning
- SCORM’s place in the future of eLearning
- Integration of xAPI into HTML5 for tracking user activity within currently-adopted LMS or LRS
- Real world examples of xAPI implementation
Mobile learning is a new educational technology and introduces both exciting capabilities and complexity into the learning design process, but with very few guidelines. ADL’s MoTIF project will explore new types of learning and design approaches that take advantage of the capabilities of the mobile platform. The MoTIF project will result in interventions such as strategies, materials, products, and guidelines as solutions to the problems, but will also advance our knowledge about the characteristics of these interventions and the processes involved in designing and developing them.This survey report is the first step in the design-based research approach and will drive the needs assessment for the project. The survey report will reveal the MoTIF project objectives as well as highlight other relevant findings from the data collected from the 831 survey respondents from around the world.
ADL’s recent research review uncovered the fact that very few actual ID models for mobile learning truly exist. Instead of creating a new ID model, they have presented a framework that can be used to incorporate mobile learning considerations into existing ID models and agile approaches to optimize them for the mobile learner. Ideally, instructional designers should now consider focusing on new opportunities for improving performance and augmenting skills, not just on knowledge transfer.
The flexible approach proposed by the framework takes both instruction and performance support into consideration for the mobile learning task or challenge at hand. This session will provide you with ADL’s mobile learning research findings and an overview of the MoTIF project. This session will specifically address the mLearning considerations during the analysis and design phases. Participants will also receive a list of mobile learning resources and discuss opportunities for getting involved with the community supporting this effort and evolving the framework.
The Experience API (xAPI) introduces several design implications for mobile learning that involve user experience (UX) design, interface design, service and system design, organizational design, reporting and analytics design, and instructional design. You’ll hear about the different use cases focusing on commonly anticipated business requirements that will ultimately help determine and prioritize your design objectives. This stage event will be both informative and interactive and will involve audience participation to identify and discuss the potential types of cognitive and performance processes in designing a learning experience using the xAPI.
This paper summarizes findings from an empirical study that investigated the conversion and delivery of an existing DoD-wide eLearning course, “Trafficking In Persons (TIP) General Awareness Training”, to a mobile format. The Advanced Distributed Learning (ADL) Mobile Learning Team deployed the training content and measured user feedback as a field experiment to volunteers in each of the DoD services. This paper presents both quantitative and qualitative results, including learner performance and overall satisfaction with the mobile course.
There are several technical challenges associated with deploying SCORM content because the current technologies used in SCORM are based on HTTP and JavaScript, which have limited support on mid-end mobile devices. The good news is there are other technical approaches that don't use HTTP and JavaScript that you could leverage as an alternative.
Participants in this session will learn the issues related to deploying SCORM content on mobile devices. Many people are looking for a more lightweight mobile-friendly version of SCORM that can be deployed on mobile devices. This session will look at existing technologies that can be leveraged as alternatives, rather than waiting for SCORM to be updated. You’ll see several example use cases of SCORM implementations and hear the lessons learned from ADL.
This paper identifies three areas for improvement:
1. Unique identifiers should be associated with objectives to avoid "objective collision".
2. There is a need for a specification for learning objectives.
3. There should be a clear rules for how learning objectives are associated with learning activities and how content objects should use learning objectives.
Some solutions are put forward, in particular a suggested extension to the manifest to include learning objectives.
Some of the Department of Defense (DOD) services have had negative experiences when attempting to share SCORM content packages between their various LMS implementations primarily due to differences with both user interfaces and the Application Programming Interface (API) Implementation. The vision of plug-n-play interoperability of learning content is usually achieved only after several additional hours of modifying the content to work in a particular LMS implementation. In order to achieve adoption on a global scale, SCORM 2.0 must have a strategy to improve interoperability by standardizing the user interface controls in further support of flexibility, usability, accessibility, and durability. This paper provides a background and summary of the Navy's successes with extending the SCORM to support standardized user interface options, and further proposes creating or incorporating a new user interface interoperability specification and a recommendation for supplying a standardized API Implementation as part of the Core SCORM.
During the past three months I have been in contact with several organizations and vendors that have either already implemented SCORM or have been working on implementing SCORM as part of their mobile learning strategy. This helped me to identify the use cases for this presentation.
My objectives for this presentation and also for my ongoing research interests are the following:
1) Generate a list of mobile learning technologies that use SCORM.
2) Publish general best practices for designing SCORM content for mobile devices.
3) Identify which technologies are available when implementing SCORM for mobile devices.
4) Identify potential updates to SCORM that will enhance future mobile learning.
Today I will talk about some specific mLearning examples and provide you with the 5 W’s (who, what, when, where, and why) of each use case and how SCORM is being addressed as part of their mLearning strategy. Finally, I will conclude the session with the outcomes I recorded from analyzing these use cases. The outcomes will include:
• Notable Findings
• Common Technical Challenges and Considerations
• General Best Practices
More from Advanced Distributed Learning (ADL) Initiative (14)
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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 to the highest quality
education and training, tailored to individual
needs, delivered cost effectively, anywhere
and anytime.”
- ADL Vision
4. 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
5. 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
6. 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
7. 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
8. 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
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
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, early definitions 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
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
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 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)
30. 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
38. Open Source – AWE.js
https://github.com/buildar/awe.js
39. 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
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
Mobile Learning Lead
ADL Technical Team
The Tolliver Goup, Inc
jason.haag.ctr@adlnet.gov
Twitter: @mobilejson