Recently, the presenter conducted a systematic review of the academic literature and an environmental scan to learn how to set up an augmented reality (AR) shop at an institution of higher education. The ambition was to not only set up AR in an accessible and legal way but also be able to test for potential +/- effects of AR on teaching and learning. The research did not go past the review stage, because of a lack of funding, but some insights about accessibility in AR were acquired.
(The visuals are from Deep Dream Generator and CrAIyon.)
Getting Started with Augmented Reality (AR) in Online Teaching and Learning i...Shalin Hai-Jew
University creative shops are exploring whether they can get into the game of producing AR-enhanced experiences: campus tours, interactive gaming, virtual laboratories, exploratory art spaces, simulations, design labs, online / offline / blended teaching and learning modules, and other AR applications.
This work offers a basic environmental scan of the AR space for online teaching and learning, and it includes pedagogical design leads from the current research, technological knowhow, hands-on design / development / deployment of learning objects, and online teaching and learning methods.
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...Shalin Hai-Jew
Augmented reality (AR)—the use of digital overlays over physical space—manifests in a wide range of spaces (indoor, outdoor; virtual) and ways (in real space (with unaided human vision); in head gear; in smart glasses; on mobile devices, and others). There are various authoring technologies that enable the making of AR experiences for various users. This work uses a particular tool (Adobe Aero®) to explore ways to build AR for multiple dimensions, including the fourth dimension (motion, changes over time).
Based on the respective purposes of the AR experience, some basic heuristics are captured for
space design (1),
motion design (2),
multiple perception design (sight, smell, taste, sound, touch) (3),
and virtual- and tangible- interactivity (4).
Some Ways to Conduct SoTL Research in Augmented Reality (AR) for Teaching and...Shalin Hai-Jew
One of the extant questions about augmented reality (AR) is how (in)effective it is for the teaching and learning in various formal, nonformal, and informal contexts. The research literature shows mixed findings, which are often highly context-based (and not generalizable). There are some non-trivial costs to the design/development/deployment of AR for teaching and learning. For the users, there is cognitive load on the working memory [(1) extraneous/poor design, (2) intrinsic/inherent difficulty in topic, and (3) germane/forming schemas]. For teachers, there are additional knowledge, skills, and abilities / attitudes (KSAs) that need to be brought to bear.
Diagramming, Figures, and Imagery (2D): Think Visual in Online LearningShalin Hai-Jew
Learners will…
define “visual thinking” and “visual cognition”
describe some dimensions of visuals in online learning
describe some ways to create visuals in online learning
consider some uses of visuals in online learning
explore legal considerations related to online learning visuals
consider going open-source for visuals
think about signatures and styles in terms of online visuals (and sharing broadly)
contemplate common errors in visualizations for online learning
review ways to think visually
Getting Started with Augmented Reality (AR) in Online Teaching and Learning i...Shalin Hai-Jew
University creative shops are exploring whether they can get into the game of producing AR-enhanced experiences: campus tours, interactive gaming, virtual laboratories, exploratory art spaces, simulations, design labs, online / offline / blended teaching and learning modules, and other AR applications.
This work offers a basic environmental scan of the AR space for online teaching and learning, and it includes pedagogical design leads from the current research, technological knowhow, hands-on design / development / deployment of learning objects, and online teaching and learning methods.
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...Shalin Hai-Jew
Augmented reality (AR)—the use of digital overlays over physical space—manifests in a wide range of spaces (indoor, outdoor; virtual) and ways (in real space (with unaided human vision); in head gear; in smart glasses; on mobile devices, and others). There are various authoring technologies that enable the making of AR experiences for various users. This work uses a particular tool (Adobe Aero®) to explore ways to build AR for multiple dimensions, including the fourth dimension (motion, changes over time).
Based on the respective purposes of the AR experience, some basic heuristics are captured for
space design (1),
motion design (2),
multiple perception design (sight, smell, taste, sound, touch) (3),
and virtual- and tangible- interactivity (4).
Some Ways to Conduct SoTL Research in Augmented Reality (AR) for Teaching and...Shalin Hai-Jew
One of the extant questions about augmented reality (AR) is how (in)effective it is for the teaching and learning in various formal, nonformal, and informal contexts. The research literature shows mixed findings, which are often highly context-based (and not generalizable). There are some non-trivial costs to the design/development/deployment of AR for teaching and learning. For the users, there is cognitive load on the working memory [(1) extraneous/poor design, (2) intrinsic/inherent difficulty in topic, and (3) germane/forming schemas]. For teachers, there are additional knowledge, skills, and abilities / attitudes (KSAs) that need to be brought to bear.
Diagramming, Figures, and Imagery (2D): Think Visual in Online LearningShalin Hai-Jew
Learners will…
define “visual thinking” and “visual cognition”
describe some dimensions of visuals in online learning
describe some ways to create visuals in online learning
consider some uses of visuals in online learning
explore legal considerations related to online learning visuals
consider going open-source for visuals
think about signatures and styles in terms of online visuals (and sharing broadly)
contemplate common errors in visualizations for online learning
review ways to think visually
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
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 presentation explores our collaborative strategies and work for designing and building OVAL (Oklahoma Virtual Academic Laboratory), a multi-disciplinary, multi-user academic virtual reality (VR) system.
For more information:
https://github.com/OUETL/OVAL
bill.endres@ou.edu
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
IET Technology Coffee Morning - Location-based learning: education in the WildLiz FitzGerald
Slides presented at the IET Technology Coffee Morning at the Open University.
Abstract and further details available at http://cloudworks.ac.uk/cloudscape/view/2350.
Online Learning Design for Diversity and Inclusion Shalin Hai-Jew
Social inclusion and respect for diversity are some of the most important democratic values that inform learning design. The educational research literature offers methods for how to design teaching and learning for people in all (many of?) their complex dimensions:
demographics;
cultures [including worldviews, beliefs, values, practices, and others];
languages;
learning preferences;
differing perceptions and information processing, and others,
… so that all are included and supported and welcomed. Widely known approaches include accessibility mitigations, universal design practices, multi-cultural adaptations, and others. This presentation provides a light overview of suggested practices and how these are applied to practical instructional designs of online learning with modern technological enablements.
Research seminar at the University of Brighton presenting the ARISE project.
Here's the abstract:
Augmented Reality (AR) has a range of affordances that resonate with learning theory. Reflecting the early stage of the technology however, much existing research into AR focuses on technical issues and is based on prototype systems not suitable for end user deployment.
This presentation gives an insight into experiences gained in the European ARiSE (Augmented Reality in School Environments) project, which aims to develop a robust and affordable AR teaching platform suitable for deployment in schools.
In order to evaluate the tabletop AR learning platform, three consecutive prototypes of educational applications were produced, each reflecting the evolving technological capabilities of the platform and addressing different pedagogical approaches. These ranged from process visualisation in a human biology setting based on behaviourist and cognitive approaches, through guided construction of chemical elements based on constructivist ideas, to knowledge creation through communication and negotiation of meaning around cultural heritage objects with peers from another country, based on theories of social learning. The first two applications have been evaluated in summer schools involving video observations and interviews with secondary school students from Romania, Latvia and Germany.
Preliminary results indicate a high acceptance rate for the AR learning platform amongst students. The main advantages were seen in the 3D visualisation capabilities and the haptic user interface, which led to increased motivation, better concentration during learning activities, and faster and more accurate understanding of the learning content. Balancing these positive results were technical and usability issues that had a negative impact on the learning process.
The third lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR Interaction Techniques
Long nonfiction chapters are not in-style and may never have been. Where average chapter lengths of nonfiction book chapters are about 4,000 – 7,000 words in length, some may be several times that max range number. The explanation is that there is some irreducible complexity that that chapter addresses that cannot be addressed in shorter form. This slideshow explores some methods for writing longer chapters while still maintaining coherence, focus, and reader interest…and while using some technological tools to write and edit more efficiently.
Overcoming Reluctance to Pursuing Grant Funds in AcademiaShalin Hai-Jew
Starting as an organization’s new grant writer can be a challenge, especially in a case where there has been a time lapse since the last one left. People get out of the habit of pursuing grant funds. This slideshow addresses some of the reasons for such reluctance and proposes some ways to mitigate these.
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Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
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 presentation explores our collaborative strategies and work for designing and building OVAL (Oklahoma Virtual Academic Laboratory), a multi-disciplinary, multi-user academic virtual reality (VR) system.
For more information:
https://github.com/OUETL/OVAL
bill.endres@ou.edu
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
IET Technology Coffee Morning - Location-based learning: education in the WildLiz FitzGerald
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Abstract and further details available at http://cloudworks.ac.uk/cloudscape/view/2350.
Online Learning Design for Diversity and Inclusion Shalin Hai-Jew
Social inclusion and respect for diversity are some of the most important democratic values that inform learning design. The educational research literature offers methods for how to design teaching and learning for people in all (many of?) their complex dimensions:
demographics;
cultures [including worldviews, beliefs, values, practices, and others];
languages;
learning preferences;
differing perceptions and information processing, and others,
… so that all are included and supported and welcomed. Widely known approaches include accessibility mitigations, universal design practices, multi-cultural adaptations, and others. This presentation provides a light overview of suggested practices and how these are applied to practical instructional designs of online learning with modern technological enablements.
Research seminar at the University of Brighton presenting the ARISE project.
Here's the abstract:
Augmented Reality (AR) has a range of affordances that resonate with learning theory. Reflecting the early stage of the technology however, much existing research into AR focuses on technical issues and is based on prototype systems not suitable for end user deployment.
This presentation gives an insight into experiences gained in the European ARiSE (Augmented Reality in School Environments) project, which aims to develop a robust and affordable AR teaching platform suitable for deployment in schools.
In order to evaluate the tabletop AR learning platform, three consecutive prototypes of educational applications were produced, each reflecting the evolving technological capabilities of the platform and addressing different pedagogical approaches. These ranged from process visualisation in a human biology setting based on behaviourist and cognitive approaches, through guided construction of chemical elements based on constructivist ideas, to knowledge creation through communication and negotiation of meaning around cultural heritage objects with peers from another country, based on theories of social learning. The first two applications have been evaluated in summer schools involving video observations and interviews with secondary school students from Romania, Latvia and Germany.
Preliminary results indicate a high acceptance rate for the AR learning platform amongst students. The main advantages were seen in the 3D visualisation capabilities and the haptic user interface, which led to increased motivation, better concentration during learning activities, and faster and more accurate understanding of the learning content. Balancing these positive results were technical and usability issues that had a negative impact on the learning process.
The third lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR Interaction Techniques
Long nonfiction chapters are not in-style and may never have been. Where average chapter lengths of nonfiction book chapters are about 4,000 – 7,000 words in length, some may be several times that max range number. The explanation is that there is some irreducible complexity that that chapter addresses that cannot be addressed in shorter form. This slideshow explores some methods for writing longer chapters while still maintaining coherence, focus, and reader interest…and while using some technological tools to write and edit more efficiently.
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Starting as an organization’s new grant writer can be a challenge, especially in a case where there has been a time lapse since the last one left. People get out of the habit of pursuing grant funds. This slideshow addresses some of the reasons for such reluctance and proposes some ways to mitigate these.
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20240605 QFM017 Machine Intelligence Reading List May 2024
Augmented Reality for Learning and Accessibility
1. Accessibility Summer Camp 2023
#AccessibilityICT
AR for Learning and Accessibility:
Insights from a Systematic Review of the Literature and an
Environmental Scan (with an Early AR Accessibility Checklist)
Shalin Hai-Jew, Kansas State University
5. Presentation Overview
Recently, the presenter conducted a systematic review
of the academic literature and an environmental scan
to learn how to set up an augmented reality (AR) shop
at an institution of higher education. The ambition was
to not only set up AR in an accessible and legal way but
also be able to test for potential +/- effects of AR on
teaching and learning. The research did not go past the
review stage, because of a lack of funding, but some
insights about accessibility in AR were acquired.
5
6. Presentation Overview (cont.)
AR is seen by some researchers as supportive of
learners with alternate (alt) needs in various ways
because it provides another modality, another channel,
for perception and cognition. Others find challenges in
too much motion and busyness and shapes/colors.
There are challenges in offering information in multiple
channels, and others.
6
7. Presentation Overview(cont.)
There are inherent challenges with the following elements
and more:
• visual presentation and communications: low
resolution in outdoors AR, insufficient color values and
contrasts, the use of color as a single channel to convey
information;
• insufficient information: poor object labeling, an
absence of text transcripting for sound and video;
• physical challenges: maneuverability challenges in some
built AR spaces, unwieldy wearables and tangibles;
7
8. Presentation Overview (cont.)
• unclear navigability: unclear (or absent) user interfaces;
• triggering effects: the presence of strobe effects,
uncontrollable motions, speedy motions, a lack of user
controls, a lack of clear user controls;
• cybersickness: feelings of nausea and dizziness from
some AR experiences (given the paucity of visual
information as compared to a real-world visual field,
given flicker and timings);
• and others.
8
9. Presentation Overview (cont.)
This work provides an overview of the AR findings and
an early list of insights for AR accessibility and ideas for
potential mitigations.
9
13. First Use of the Term
Thomas Caudell (of The Boeing Company):
“Augmented reality” was first used in 1990 given its
usage in industrial manufacturing
• AR superimposed information “on the visual field to
make it easier for workers to lay aircraft cables”
(Caudell & Mizell, 1922, as cited in Doerner, Broll,
Jung, Grimm, Göbel, & Kruse, 2022, p. 25)
13
14. Definition
R. T. Azuma (1997) first defined AR as a system that
“combines real and virtual,” is “interactive in real time,” and
is 3d (p. 356).
“AR” does not restrict the technologies used, as various
forms may be used.
• These include projection, lighting, head-mounted
displays, mobile apps (tablet devices, smartphones), and
many others.
• The various devices have strengths and weaknesses.
14
15. Marker-Based AR / Markerless AR
• Marker-based AR requires the use of a camera to
acquire particular visual codes (or “image anchors”)
to trigger the AR to display / play / spawn. [QR
codes are a common example.]
• Markerless AR spawns without visual triggers but
perhaps with users being detected in a locality
(through proximity triggers).
• Other conditionals may be set up to act as triggers.
15
17. Practical Documented Uses of AR
Exploratory art spaces
Museums
Virtual laboratories
Interactive gaming
Simulations
Design labs, design studios
Learning modules
Campus tours
Electronic publications (e-
books, e-journals, and others)
Imaginary immersive worlds
Trainings
Practices
Sales displays
And many others…
17
18. About AR for Learning
AR enables experiential learning that combines the real and the virtual.
This is considered immersive “embodied” (vs. disembodied) learning.
• The experience is visual, including 2d, 3d, and 4d (motion).
• Objects may be textually / symbolically labeled.
• Sound (background or ambient sound, event-based sound) may be
included.
The experience may be interactive (human with physical tactual objects
/ tangibles, human with digital objects, and other combinations)
(including with “collision detection” for virtual AR elements).
The experience may be social and collaborative (with people physically
present or visually tele-present).
18
19. About AR for Learning (cont.)
The AR experiences may be indoors- or outdoors- or a mix of
indoors-outdoors.
• One term used for AR spaces is “spatial augmented
environment” (Oswald, Tost, & Wettach, Nov. 2014, p. 1).
• The external AR experiences may be in the daytime or at
night…
• More sophisticated systems enable adaptive contrast and
lighting given conditions.
19
20. About AR for Learning (cont.)
The AR experiences may be location-based (locative), in a
geographical sense.
• Some are world-scale experiences.
• AR may be part of a walk-sequence, for example.
The AR experiences may be non-location-based. It can be
delivered on an app and mobile device anywhere in the world.
Some require use of headsets, wearables, and others. Some use
projectors. They may be spawned anytime-anywhere, in a
ubiquitous way.
AR experiences may be delivered remotely (virtually) for online
learning.
20
21. About AR for Learning (cont.)
• The designed AR can be exploratory.
• Or it can be guided (such as having individuals or
small groups move from station to station).
• AR may be experienced individually or in small
groups.
• The AR experience may be dynamic.
• For example, data may be streamed to change the scene or parameters
of the scene.
21
23. Data Collection
Some AR systems enable instructor controls to
understand a physical space in which multiple learners
are interacting.
• In some cases, instructors have admin-level access
to systems to change up the AR for the learning.
Some AR systems enable data collection from the
teaching and learning.
23
24. Scale and AR
• Some AR systems are desktop ones, such as for e-
publications.
• Others are mass-scale, such as projected displays
painted on the sides of skyscrapers.
• And others are larger still, with global scale ARs
designed around particular themes and / or
knowledge.
• These depend on GPS coordinates.
24
26. Learning Concepts re: AR
Formal, nonformal, and informal learning:
• AR applies to pre-school to post-graduate school
learning in formal (accredited) learning.
• It has been used in non-formal learning (non-credit
designed learning, trainings).
• It has been used in informal learning (incidental
learning from lived experiences).
26
27. Learning Theories Applied to AR
• Bloom’s (1956, 2001) taxonomy of learning
objectives
• Create
• Evaluate
• Analyze
• Apply
• Understand
• Remember
27
28. Learning Theories Applied to AR(cont.)
• Piaget’s (1964) constructivism (learners are not
passive receptacles of information but actively
sense-make; learning has to be active; learners have
to be active agents in their learning and make
relevant decisions and choices)
28
29. Learning Theories Applied to AR(cont.)
• Vygotsky’s (1968) and Bandura’s (1977, 1986) social
constructivism (meaning is made socially and in
groups)
• Sensemaking as individuals and as groups; individual sensibility informed
by the social even if it may seem like the individual is thinking alone
29
30. Learning Theories Applied to AR(cont.)
• Kolb’s (1974) experiential learning cycle (concrete
learning, reflective observation, abstract
conceptualization, and active experimentation…in a
continuous cycle)
30
31. Learning Theories Applied to AR(cont.)
• Hutchin’s (1990s) distributed cognition (knowledge
and memory external to the learner, so more
cognitive load may be applied to the learning at
hand)
31
32. Learning Theories Applied to AR (cont.)
• Mayer & Moreno’s (2003) multimedia learning
theory (cognitive load—extraneous—in particular
should be lessened given the need to process high-
dimensional information in multimedia learning,
with high intrinsic cognitive load and germane
cognitive load, which tax the working memory)
• And others…
32
34. General AR Design
1. Goal setting
2. Sketching and
storyboarding
3. Prototyping
4. Asset creation
5. AR scene layout
6. Interaction and animation
7. Testing
8. Sharing / publishing out
(per Heather Dunaway
Smith, June 20, 2022)
34
36. Context is Important
• AR experiences have to draw from both the physical
real world and the digital one.
• For location-based AR spawns, there have to be
some site-specific elements for the visuals, sound,
and motion.
• The digital elements of an AR display or experience tend to be in the
foreground, and the physical space tends to be in the background.
36
37. Human Attention Has to be Guided
• Human attention may be guided in various ways in
an AR context:
• Scale (something larger is more attention-getting than something
smaller)
• Color (bright colors attract more than less bright ones; warm colors are
more welcoming than cooler ones, such as yellow over blue)
• Positive vs. negative space (eyes go to the positive space, filled space vs.
negative space)
• Motion (human eyes follow motion / movement)
• Audio (sound can be used to direct attention, such as helping people
focus on direction…or the source of a sound…)
37
38. Human Attention Has to be Guided(cont.)
• The visual hierarchies have to be designed to point
attention to particular areas of visual interest.
• There should not be competition among the visual elements, but they
should be designed to serve the purpose of the AR experience.
38
39. Lightweight Files Needed
• Human attention towards transient multimedia is
limited.
• Screen real estate is small (small screens), so the AR
has to work within those constraints (and others).
• Files in AR have to be optimized in terms of low file
size, low frame rates, small sound files, and others
(the bare minimum to convey the information).
39
40. AR as an Active Medium
• AR is not made for passive consumption in many
cases. It should enable interactivity…sociality…and
other aspects.
40
42. Visual Presentation and Communications
• Adjustments for low resolution in outdoors AR
• Sufficient color values and contrasts for wide range of
viewability
• Replacing the use of color as a single channel to convey
information by offering multi-channel information
• Eliminating object occlusion
• Enabling scene orientation (such as seeing a part or a
whole scene at the beginning…such as controlling for
exits from an AR experience)
• Mitigating poor viewing from various angles
42
43. Visual Presentation and Communications (cont.)
• Sufficient time to perceive and consider the visuals,
the motions, the sounds, the changes over time, and
other aspects of the AR
• Human minds are challenged in terms of transient details
• Using familiar layouts and positions to lighten
cognitive load of participants (understand visual
conventions on 2d and 3d and 4d)
43
44. Information Sufficiency
• Ensuring consistency, comprehensiveness, visibility,
and other factors in object labeling
• The use of basic and accurate language
• Providing (enriched) text transcripting for sound and
video
44
45. Physical Challenges
• Addressing maneuverability challenges in some built AR
spaces (should be wheelchair-accessible)
• Ensuring safe physical spaces for the AR
• Not covering learner vision
• Not setting up an experience that requires walking backwards or sideways
• Not fatiguing those going through the AR experience
• Providing just-in-time directions, not all-at-once directions at the beginning
• Mitigating unwieldy headsets, wearables, and tangibles
(lightening loads)
45
46. Interfaces and Directions for Navigation
• Addressing unclear (or absent) user interfaces
• Orientation on entry, orientation on exit (individuals
and groups)
• Ability to re-experience sections or the whole
• Clear directions for sequences, processes, and
movements
• Ability to exit at any time
46
47. Avoiding Sensory and Cognitive Triggers
• Removing strobe effects (to avoid causing seizures,
nausea, discomfort)
• Disabling uncontrollable motions in the AR display
• Removing excessively speedy motions
• Avoiding a lack of user controls
• Avoiding a lack of clear user controls
• Eliminating excessive busyness, color, and action (causing
challenges for the cognitive neurodivergent)
• Omitting extraneous information that may lead to
extraneous cognitive load
47
48. Avoiding Sensory and Cognitive Triggers (cont.)
• Considering how sensitive and controversial topics
may be addressed
• Avoiding communicating exclusionary or
discriminatory messaging in the AR visual
• Being aware of how visual, audio, motion, interaction, and multimedia
may be misinterpreted (as humans tend to read into their experiences
per apophenia and other aspects)
48
49. Cybersickness
• “Cybersickness” refers to feelings of nausea and
dizziness from some AR experiences (given the
paucity of visual information as compared to a real-
world visual field, given flicker and timings)
• Address with the following:
• Improved visual designs with less visual complexity
• More effective pacing
• Limited time in the AR experience
• Others
49
50. Alternatives to the AR
• Offering learning alternatives to the augmented
reality experience that enable the same depth of
learning albeit without the AR
• Offering notes for post-AR experience review and
learning and practice
• Offering activities for post-AR experience review and
learning and practice
50
52. Others
• The prior slides show some of the known challenges with
deploying AR for learning.
• “Shift(ing) left” or addressing accessibility early in AR
design and development is advisable to head off
problems requiring excessive retrofitting.
• It is important to test and re-test against potential harms
prior to going live.
• What are test users experiencing with going through an AR experience?
• Are test users those who have varying abilities and experiences? Do they
provide a diversity of insights?
52
55. References
Azuma, R. T. (1997). A survey of augmented reality.
Presence: Teleoperators & Virtual Environments, 6(4),
355-385.
Doerner, R., Broll, W., Jung, B., Grimm, P., Göbel, M., &
Kruse, R. (2022). Introduction to virtual and augmented
reality. In Virtual and Augmented Reality (VR/AR) (pp.
1-37). Springer, Cham.
55
56. References(cont.)
Oswald, P., Tost, J., & Wettach, R. (2014, November).
The real augmented reality: real-time game editor in a
spatial augmented environment. In Proceedings of the
11th Conference on Advances in Computer
Entertainment Technology (pp. 1-4).
Smith, Heather Dunaway. (2022, June 20). Adobe.com.
Retrieved from https://helpx.adobe.com/aero/how-
to/augmented-reality-workflows-best-practices-
aero.html
56
58. Contact and Communications
Dr. Shalin Hai-Jew
• Instructional Analysis, Design, and Development
• Kansas State University
• 785-532-5262
• shalin@ksu.edu
58
59. Questions?
If you have questions, please email me at [shalin@ksu.edu].
Thanks to the organizers of the Accessibility Summer Camp
2023 for including me.
This is a pre-recorded session.
Thank you for participating!
59