augmenting education

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Presentation at Follow the Sun Conference. 14 April, 2011 Online.Zagami, J. (2011). Augmenting Education [Presentation slides]. Retrieved from http://www.slideshare.net/j.zagami/augmenting-education

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Augmenting Education

Griffith University

Dr Jason Zagami

www.zagami.info

augmented reality n. the use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment; reality as perceived in this way.

One Year or Less: Mobile Computing One Year or Less: Open Content Two to Three Years: Electronic Books Two to Three Years: Simple Augmented Reality Four to Five Years: Gesture-Based Computing Four to Five Years: Visual Data Analysis

One Year or Less: Electronic Books One Year or Less: Mobiles Two to Three Years: Augmented Reality Two to Three Years: Game-Based Learning Four to Five Years: Gesture-Based Computing Four to Five Years: Learning Analytics

Gartner Hype Cycle

Augmented Reality

AR is the closest to the real environment because it consists mostly of real world images, with a minority of the images being computer-generated. Augmented virtuality is a term for applications that create a mostly virtual world, but which includes a few images from the real world. (Milgram, 1994)

Virtual Reality

Sutherland’s 1965 VisionDisplay as a window into a virtual worldImprove image generation until the picture looks realComputer maintains world model in real timeUser directly manipulates virtual objectsManipulated objects move realisticallyImmersion in virtual world via head-mounted displayVirtual world also sounds real, feels real

Sutherland’s 1965 VisionDisplay as a window into a virtual worldImprove image generation until the picture looks realComputer maintains world model in real timeUser directly manipulates virtual objectsManipulated objects move realisticallyImmersion in virtual world via head-mounted displayVirtual world also sounds real, feels real

Augmented Virtuality

Augmented Reality

Reality

Reality Virtuality Mediality

http://dansl.net/QRreader.air

Desktop QR Reader

Quick Response Reader Anatomy

http://www.qrstuff.com

http://icandy.ricohinnovations.com

http://goo.gl

Google Goggleshttp://www.google.com/mobile/goggles

High Capacity Color Barcode

High Capacity Color Barcode

http://tag.microsoft.com

http://www.beqrious.com/generator

http://myqr.co

Quick Response Tracking

http://www.metaio.com/software

http://www.hallmark.com/online/webcam-greetings.aspx

http://www.avataritag.com/app/atv.html

http://www.avataritag.com/#/toys/

http://www.tpostmag.com/collaborations/augmented-reality-t-shirt

http://www.tpostmag.com/collaborations/augmented-reality-t-shirt

http://www.nestle-rio.com/en/

http://ge.ecomagination.com/smartgrid/#/augmented_reality

http://www.ray-ban.com/usa/science/virtual-mirror

http://www.tobi.com/editorial/tobi-blog/1039-try-it-on-in-our-virtual-dressing-room

http://www.brightsandstripes.com/magictee

http://www.brightsandstripes.com/magicteehttp://www.brightsandstripes.com/magictee/hotsite.html

http://tfiw.ar-live.de

www.zooburst.com

http://www.inglobetechnologies.com/en/new_products/arplugin_su/info.php

http://www.arsights.com

A challenge is an activity to do at a place. A challenge might ask a student to take a photo, solve a location-based riddle, scan a QR code, complete some activity, or simply check-in. They can include text, images, audio and video but must be tied to a physical place.

Treks connect places and challenges into themed and branded paths. For example, the “Open Day” trek is a set of locations during a campus open day with a challenge featured at each one. Players can choose to visit the places and do the challenges in the order listed, or in whatever order they choose and each trek has its own leaderboard and activity stream.

http://buildar.com

Hoppala Augmentation is free to use up to a total of 100 augments. Every augment carries a Hoppala watermark

Augmented Classroom

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