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Augmenting World History
   {   Mobile AR & 9th Grade World History Curriculum
       Investigators: Nettrice Gaskins & Laurie Marion
What is mobile
Augmented Reality (AR)?
Augmented
                    Reality
                    superimposes
                {   virtual or digital
                    content over a
                    live view of the
                    world.



Science is no longer
fiction.
Platform - A platform is a crucial element in mobile AR
development. A platform might be simply defined as a place to
launch application/software. The platform provider offers the
software developer a coding environment in which to create the
mobile AR application.

Software Development Kit (SDK) - This is typically a set of tools
that allow for the creation of mobile AR applications (ex. pattern or
frame-based AR).

Applications โ€“ Applications are designed to help users perform
specific tasks (user experience, or interaction).

Other Key Terms To
Know
Mobile AR Development
Surface AR uses screens, floors, walls, etc. that
respond to the user's touch to give them virtual
information.
Pattern AR uses pattern recognition on a
shape, marker, or face and replaces it with a static or
moving virtual element, i.e. a 3D
model, audio, video, etc.
Outline AR uses the hand, eye, or body outline that
is picked up and merged with virtual elements.
Location AR uses GPS coordinates to locate a
person, object, or building and overlay virtual
information about it as you move through real
space.
Hologram AR projects virtual overlays on physical
space using cameras or projectors to track gestures
or audio signals.



Types of AR
{   A cylindrical panorama from multiple images taken
         in Second Life, stitched together using AutoStitch.




Virtual Panoramas
{   A virtual timeline overlays content from the past on
         the present, in this case using Historypin.




Virtual Timelines
{   Using a camera-enabled device an entire scene can
         reveal stories to users through AR placemarks.




Virtual Stories
What is an AR user
experience?
KML (Keyhole Markup Language) + HTML and JavaScript are used to create a
channel for media content in the Argon Augmented Reality browser. Subscribing
to an Argon channel enables the user to view augmented reality displays on a
mobile device.
The Qualcomm SDK
                  contains frame
                  markers that can be


              {
                  embedded in real
                  objects like murals
                  and used by the
                  Argon Augmented
                  Reality Browser
                  (platform).




AR User Experience
Students use a camera-enabled mobile
device, with Argon to view AR content.
Coding Argon for Frame
Markers
The KML file includes Javascript, placement of an image, and identification of the
marker.
The name of the channel is on line 48. In Argon, when right arrow
next to the channel is clicked, the description is displayed.
The modified KML file (see right)
contains specific AR marker
content, including the Javascript
function
(โ€œupdatePlacemarkVisibilityโ€) .


      Modifying KML to Create
      an Argon Channel
There are two options for working with frame markers: (1) Print markers
onto card stock and cut out centers using an X-acto knife, or (2)
Import/open the image(s) and associated Frame Markers using an imaging
application (e.g. Adobe Photoshop, GIMP); merge (layers) and print.



  Working with Frame
  Markers
We can demonstrate how AR Frame Markers work using large posters, images, or
real objects from ancient civilizations. The screen overlays (see inset) and URLs were
created by the students.
Technology experts provide
          tutorials, resources, and tools to
          bring the project(s) together.

          Teachers and students will
          provide input on the type of
          AR, user experience, interface and
          other design elements for the
          project(s).

          Everyone will showcase the
          project(s) upon completion.


Partcipatory Design
Process
William Schofield, Hall County Schools Superintendent
Dr. Sally Krisel, Hall County Schools Director of Innovative &Advanced
Programs
West Hall High School Personnel
โ€ข Greg Williams (Principal)
โ€ข Chris Turpin
โ€ข Laurie Ecke
โ€ข Shannon Reed
Augmented Environments Lab (AEL)
โ€ข Blair MacIntyre
โ€ข Hafez Rouzati
Professor Jay Bolter
Professor Celia Pearce


   Special Thanks

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Augmenting World History

  • 1. Augmenting World History { Mobile AR & 9th Grade World History Curriculum Investigators: Nettrice Gaskins & Laurie Marion
  • 2. What is mobile Augmented Reality (AR)?
  • 3. Augmented Reality superimposes { virtual or digital content over a live view of the world. Science is no longer fiction.
  • 4. Platform - A platform is a crucial element in mobile AR development. A platform might be simply defined as a place to launch application/software. The platform provider offers the software developer a coding environment in which to create the mobile AR application. Software Development Kit (SDK) - This is typically a set of tools that allow for the creation of mobile AR applications (ex. pattern or frame-based AR). Applications โ€“ Applications are designed to help users perform specific tasks (user experience, or interaction). Other Key Terms To Know
  • 6. Surface AR uses screens, floors, walls, etc. that respond to the user's touch to give them virtual information. Pattern AR uses pattern recognition on a shape, marker, or face and replaces it with a static or moving virtual element, i.e. a 3D model, audio, video, etc. Outline AR uses the hand, eye, or body outline that is picked up and merged with virtual elements. Location AR uses GPS coordinates to locate a person, object, or building and overlay virtual information about it as you move through real space. Hologram AR projects virtual overlays on physical space using cameras or projectors to track gestures or audio signals. Types of AR
  • 7. { A cylindrical panorama from multiple images taken in Second Life, stitched together using AutoStitch. Virtual Panoramas
  • 8. { A virtual timeline overlays content from the past on the present, in this case using Historypin. Virtual Timelines
  • 9. { Using a camera-enabled device an entire scene can reveal stories to users through AR placemarks. Virtual Stories
  • 10. What is an AR user experience?
  • 11. KML (Keyhole Markup Language) + HTML and JavaScript are used to create a channel for media content in the Argon Augmented Reality browser. Subscribing to an Argon channel enables the user to view augmented reality displays on a mobile device.
  • 12. The Qualcomm SDK contains frame markers that can be { embedded in real objects like murals and used by the Argon Augmented Reality Browser (platform). AR User Experience
  • 13. Students use a camera-enabled mobile device, with Argon to view AR content.
  • 14. Coding Argon for Frame Markers The KML file includes Javascript, placement of an image, and identification of the marker.
  • 15. The name of the channel is on line 48. In Argon, when right arrow next to the channel is clicked, the description is displayed.
  • 16. The modified KML file (see right) contains specific AR marker content, including the Javascript function (โ€œupdatePlacemarkVisibilityโ€) . Modifying KML to Create an Argon Channel
  • 17. There are two options for working with frame markers: (1) Print markers onto card stock and cut out centers using an X-acto knife, or (2) Import/open the image(s) and associated Frame Markers using an imaging application (e.g. Adobe Photoshop, GIMP); merge (layers) and print. Working with Frame Markers
  • 18. We can demonstrate how AR Frame Markers work using large posters, images, or real objects from ancient civilizations. The screen overlays (see inset) and URLs were created by the students.
  • 19. Technology experts provide tutorials, resources, and tools to bring the project(s) together. Teachers and students will provide input on the type of AR, user experience, interface and other design elements for the project(s). Everyone will showcase the project(s) upon completion. Partcipatory Design Process
  • 20. William Schofield, Hall County Schools Superintendent Dr. Sally Krisel, Hall County Schools Director of Innovative &Advanced Programs West Hall High School Personnel โ€ข Greg Williams (Principal) โ€ข Chris Turpin โ€ข Laurie Ecke โ€ข Shannon Reed Augmented Environments Lab (AEL) โ€ข Blair MacIntyre โ€ข Hafez Rouzati Professor Jay Bolter Professor Celia Pearce Special Thanks