scarlet educause
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Special Collections Using Augmented Reality to Enhance Learning and Teaching (SCARLET)IDIG, North Carolina State UniversityFriday 23rd March 2012
Matthew Ramirez
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» Project Overview» What is AR?» Implementation of AR with Special Collections» Evaluation» Next steps
Presentation Overview
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Aims»Use AR to add value to the learner experience.»Produce a methodology that other Special Collections libraries can follow, making these resources accessible for research, teaching and learning.
Challenges and considerations»Students must consult rare books within the controlled conditions of library study rooms.»The objects are isolated from the secondary, supporting materials and the growing mass of related digital assets.»How does the use of AR enhance Learning & Teaching?»What application does AR have to the wider audience?
Project Overview
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» Tuition Fees increased in most UK universities to £9000 per year.
» Students require more demonstrative input and contact time from academics.
» E-learning materials offer flexibility to support traditional form of study.
» Engaging students with innovative use of technologies will help universities to be seen as cutting edge.
Educational Context in the UK
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» SCARLET is unique in that it has a multi-disciplinary team working to achieve aims with a focus on student learning
Stakeholder Roles
MimasProject Management and AR technology
John Rylands LibraryAccess and technical integration with digitised content and special collections.Expert knowledge of special collections materials
AcademicsAward winning academics from Humanities faculty to develop and deliver content
MimasTo evaluate learning with students
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Team SCARLET
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» Augmented Reality (AR) is a term for superimposing computer graphics over a live view of the real world
» Can be delivered on a desktop, television, mobile device etc.
Introduction to AR
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» In televised sporting events real-time analytical information is displayed offering insight into a player, time left, league tables etc.
Examples of AR
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» Combining the magic of seeing and handling primary sources with leading-edge technology to support research-led teaching.
» Surround objects with interpretative and contextual material.
» Bridging the gap between tutor-mediated seminars and independent learning.
» Using blended learning methodology.» Users retain information when actively involved in
a learning experience.
AR Student Benefits
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» Morgan Stanley forecast that by 2014 mobile internet usage will overtake user access through traditional desktop means.
» “The way children use media through the day is also changing… suggesting a push-button, on-demand culture, which is moving away from scheduled television programmes.” – Childwise survey, children 7-16
Mobile Usage
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SCARLET Content
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Bringing Special Collections to life using AR
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GLUE-ing information to images
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» The GLUE object or visual reference should be kept with the Edition, in this case Dante’s Landino but can also be copied for student to take away.
» User journey should be self contained to browser app.
Storyboarding – Phase 1 development
GLUE Object Landing page Webpage
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Landing Page»Title»Short Description»Audio (Optional)»Video Walkthrough (Optional)»Email (Optional)Web page»Links to associated resources»Short piece of text to accompany links»Images (Optional)»RSS Feeds - Twitter, blog, news etc. (Optional)»Learning/Research Activities
Content Acquisition
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Overview – Phase 1 workflow
Landing page WebpageGLUE Object
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Student Learning Materials
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» How effective was the SCARLET application in enhancing the student experience.
» How can feedback be used to inform the next development phase?
» Does AR add value to students study and assist with learning outcomes?
» Is AR more appropriate/beneficial for specific student demographics?
Initial Evaluation objectives
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User Journey
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User Journey video
http://youtu.be/UzI1dtSQ7ac
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» Technology was easy to use.» Provided a central reference to library systems
and external resources.» Beneficial for initial planning of essays and basic
knowledge acquisition.» Video introductions related to specific objects
were most valuable asset in the delivery.» “Makes learning fun”» Enjoyed using the iPads working with peers.
Feedback - Positive
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» Resources were already available online (Blackboard)
» Students felt divorced from physical object; linking to web app diluted the experience
» Activity was prescribed and not aligned with some users research methods consulting physical secondary texts.
Feedback - Negative
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» Use of AR should be more contextual and linked to the object.
» Best used in short byte size learning chunks» Must deliver unique learning values different from
online support (e.g.VLE).» User should become less conscious of the
technology and more engaged with the text.» Users learn in different ways and AR may not be
appropriate to all students.» Evaluation needed from other user groups and
course areas.
Feedback – Lessons Learned
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Next Steps
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» Develop materials overlaid on the physical resource for other courses (Milton, Ancient Egyptian papyri).
» Work with library to promote public engagement.» Investigate funding opportunities in other subject
areas (e.g. Medical) and services (Landmap – visual spatial representations).
» Disseminate tool kit at project end.
Next Steps
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Other subject applications
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» Project blog at http://teamscarlet.wordpress.com/ where all members of project contribute on all aspects (academic, technology, pedagogy, special collections.
» Twitter @team_scarlet» Email: [email protected]» Upcoming US Presentations
» CNI Meeting 02/04/12 – Baltimore» Electronic Resources and Libraries 02/04/12 - Austin
» Publications» CILIP Update magazine (February 2012)» SCONUL Focus (February 2012)
Project Communication
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Questions?