Augmented Reality presentation - FINAL 1

ug en ed ea it
By, The WEIRD Group
( W ise E ducators I ncreasing R eality D ramatically)
Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego
What is Virtual Reality or VR???
Computer-simulated environments that can simulate
physical presence in places in the real world, as well
as in imaginary worlds. Virtual reality replaces the
real world with a simulated one.
What is Augmented Reality or AR???
A live direct or indirect view of a physical, real-world
environment whose elements are augmented by
computer-generated sensory input, such as sound or
graphics or GPS. As a result, the technology functions
by enhancing one’s current perception of reality.
History of AR
• Began in 1957 by Morton Heilig
Cinematographer who added visuals, sound, vibration, and smell to movies
• 1966 – First Head-Mounted Display (HMD) – Ivan Sutherland
• 1975 – Videoplace virtual object interaction – Myron Krueger
• 1977 – Star Wars
AR in Star Wars in 1977
• 1990 - Thomas Caudell of Boeing Corporation coined the phrase AR
• 1992 – First functional AR system (Virtual Fixtures) created (L.B. Rosenberg)
• 1994 – First AR theater production, Dancing in Cyberspace
• 1998 – AR first introduced in education (University of North Carolina)
• 2000 – First mobile AR game, ARQuake – Bruce Thomas
• 2008 – AR travel guide launched
• 2009 – AR Toolkit brought AR to the web browser
• 2011 – AR apps available for mobile devices
Augmented Reality
1.AR Field Trips
2.Participatory Simulations
3.Digital Object Manipulation
4.Social Interaction in Distance Learning
5.Student Engagement
Familiar Examples of AR
• NFL Yellow First-Down Line
• NHL Hockey Puck Tracer
• Heads-Up Display in Vehicles
• First-Person Video Games
• Nintendo Wii Interface
Not-So-Familiar Examples of AR
Lego AR (2008)
iPad AR (2011)
Smart Grid (2009)
Star Wars AR: TIE Fighters Attack NYC (2011)
AR Markers
AR Field Trips
AR Field Trips
Field trips have been an important part of
education for many years. Unfortunately,
rising costs and falling revenues have caused
many schools to eliminate “extra”
expenditures, such as field trips.
(Klemm, & Tuthill, 2003)
Using AR, schools can either boost the
educational value of actual field trips or provide
a digital alternative when an authentic field trip
is not possible.
AR provides the opportunity for students to be
immersed in the learning experience from
within a culturally-relevant perspective. This
makes learning educationally and personally
relevant to the student.
(Blase, 2007)
AR provides the opportunity for narrative
mapping, where events that have occurred over
time are shown in a way that examines how the
occurrences overlap and influence one another.
For example, the shifting battlefronts at
Gettysburg can be displayed in a way that shows
the interaction among the troops.
Because AR is computer and technologicallydriven, it is possible to explore places that are
inaccessible to students, such as locations in space
or on the ocean floor.
(Kitalong, Moody, Middlebrook, & Ancheta, 2009)
Participatory Simulations
• Real-life environment
• Practical skills can be mastered
• Mistakes can be made
• Sounds can be created
• Algorithms can be managed
• Direct patient to provider interaction
Medical Education Simulations
• Cardiac Arrest
• Chest pain
• Respiratory distress
• Shock trauma
• Diabetic emergencies
• Stroke
Medical Education Simulations
• Blood pressure
• Pulse
• Respiratory rate
• Lung sounds
• Oxygen saturation
Medical Education Simulations
• Patient interview
• IV skills
• Needle chest decompression
• Needle cricothyrotomy
• Intubation
• Defibrillation/Cardioversion/Pacing
Medical School Simulation
• Realistic scenarios
• True 3D structure
• Assess, interact, and perform
• More efficient
• A smarter approach to learning
• The students love it! Wow factor.
Digital Object Manipulation
The use of augmented reality tools where
virtual objects such as tables and graphs
can be displayed and be interacted with in
real scenes created from imaging devices.
This digital object manipulation has the
potential to facilitate the opening up of new
learning spaces within interdisciplinary core
academic domains.
(Guven, 2003)
Academic Domains Include:
• Basic science
• Physics
• Mathematics
• Biology/physiology
• Biomechanics
• Sports science
• Physical education
Chris Dede, professor at Harvard Graduate
School of Education, on technology and
education believes the greatest challenge facing
educators is empowering students to master
such 21st Century skills as “understanding and
resolving complex, novel situations…producing
knowledge by filtering and synthesizing
information.” He asserts that immersive,
situated learning such as augmented learning
can effectively engage students in critical
thinking to prepare them for the future.
(Thatcher, 2005)
Augmented Reality by Hitlab
A national initiative in Singapore, funded by the
national Research foundation has made the
development of such tools affordable and
mobile so that they can be used to scaffold
A.R. technology tools can facilitate inquirybased experiential and authentic learning in
mainstream schools.
(Ong, 2010)
Most of the research shows that the virtual
learning environment help to achieve higher
learning results. The analysis of the research
data shows that pupils’ achievement after use
of ARTP (Augmented Reality Technology)
significantly improved while completing some
(Vilkoniene, 2009)
Social Interaction in Distance Learning
Augmented Learning Environments
“One of the most important purposes of an educational
environment is to promote social interaction among users
located in the same physical space.” (Kaufmann, 2003, p. 1)
“Due to advances in pedagogical concepts, technology, and a
simultaneous decline in hardware costs, the use of small-scale AR
systems could become feasible for educational institutions
within this decade.”
(Kaufmann, 2003, p. 4)
Challenges within augmented learning environments (SL)
include: understanding oneself, preparing students, proper
technology, developing instructional components, and creating a
safe, predator-free environment.
(O’Connor & Sakshaug, 2009)
Group Awareness Tools
“Group awareness…is the knowledge and
perception of who is there, where other persons are
located, where they are looking, and what they are
(Buder & Bodemer, 2008, p. 124)
Buder’s & Bodemer’s experimental study showed
that, “groups using an augmented group awareness
tool showed higher performance in terms of group
decision and individual correctness than
unsupported groups.”
(Buder & Bodemer, 2008, p. 135)
Augmented Lectures
Allows for rich, private communication between the
teacher and student without the rest of the classroom
noticing the communication. (Zarraonandia, et al., 2011)
Tangible Augmented Reality (TAR)
The 3-D virtualization of objects that can be
collaborated and manipulated by teachers and
students in a shared AR environment.
This allows the remotely located student to
interactively and collaboratively participate in the ARbased study environment and acquire knowledge in a
natural and intuitive manner.
(Li, 2010)
3-D Live & AR Magic Land
3-D Live and Magic Land are technologies for
capturing a person and, at the same time, displaying
his/her 3-D images in a mixed-reality environment in
real time.
Reasons for AR technology in distance education:
• Support of seamless interaction between real and virtual environments
• Use of a tangible interface metaphor for object manipulation
• Ability to switch smoothly between reality and virtuality
Interactivity…promises physical and sensor, in addition
to mental, activity and response.
(Liu, et al., 2009)
AR MagicMeeting (3-D Collaboration)
The MagicMeeting system presented is a
collaborative AR system designed to support a
scenario where a group of people meet to
discuss the design of a product.
MagicMeeting is looking to replace the HMDbased approach with a projection-based
(Regenbrecht, Wagner, & Baratoff, 2002)
Student Engagement
One concerned parent…
“I can’t believe you let students access the Internet
without even talking to us parents about it. I don’t
see why they need to be online. We didn’t have
these things when we were in school and we got a
good education. Kids are just wasting their time
online on websites like MySpace and schools are
doing nothing about it. How about you use the
taxpayer money you waste on expensive computers
to fix up the schools or pay the teachers more?”
Reeve (2011)
Engaging Augmented Reality is…
Next Generation Air Traffic Control Systems
Results of Engaging AR
Educators find AR…
Learners find AR…
-Critical thinking
-Skill practicing
-Higher learning
-Skill building
Challenges to AR Engagement
• Understanding AR
• Designing AR
• Integrating AR
• Software
• Hardware
• Assessment
NASA’s experience:
One you can try…
• Can you care for a pet?
• Can you make decisions?
• You see the results!
Diabetic Dog Game
AR in Education
What Does This All Mean for Education???
• According to the 2011 Horizon Report, simple
augmented reality will be ready for educational
adoption in 2-3 years.
• Challenges Include:
• Technology Needs ($$$)
• Learning Curves (Time and commitment)
• Pedagogical Implementation (Creativity)
• Research (Will it affect student achievement?)
Ready or Not…
AR will impact

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