augmenting education
Post on 16-Jan-2015
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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
High Capacity Color Barcode
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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