Augmented reality

The educational technology and digital learning wiki
Jump to navigation Jump to search

Draft

Definition

Augmented reality ('AR) systems

  • combine the virtual and the real (or the opposite)
  • are interactive in real time
  • render in 3D

“Augmented reality (AR). One type of immersive virtual environment is called augmented reality. AR can be defined as computer-mediated scaffolding of a real environment. Freina and Ott (2015) proposed that AR provides a view of a physical, real-world environment whose elements are integrated with computer-generated sensory input. Persefoni and Tsinakos (2015) suggested that AR lets one experience the world with virtual objects without losing a sense of reality.” (Gandolfi, Ferdig, & Immel ,2018 [1]).

“Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data.” (Augmented reality)

“"The internet smeared all over everything." An "enchanted window" that turns contextual information hidden all around us inside out. A platform that will be bigger than the Web. Those are the kinds of phrases being used to describe the future of what's called Augmented Reality (AR), by specialists developing the technology to enable” (Augmented Reality: 5 Barriers to a Web That's Everywhere, ReadWriteWeb, Aug 24 2009.)

See virtual reality for related subjects.

Systems

Software libraries

  • ARToolKit. ARToolKit was originally developed by Dr. Hirokazu Kato, and its ongoing development is being supported by the Human Interface Technology Laboratory (HIT Lab) at the University of Washington, HIT Lab NZ at the University of Canterbury, New Zealand, and ARToolworks, Inc, Seattle.

On mobile phones

Light-weight augmented Reality systems start appearing on mobile phones.

Mobile phone AR technology does not seem to be standardized. Do we have to expect an AR browser war over the next few years ? (Daniel K. Schneider 13:00, 7 September 2009 (UTC))

Technology examples:

Examples

Links

Bibliography

Cited with footnotes

  1. Gandolfi, E., Ferdig, R. E., & Immel, Z. (2018). Educational opportunities for augmented reality. In Voogt, J., Knezek, G., Christensen, R., & Lai, K. W. (Eds.). Second Handbook of Information Technology in Primary and Secondary Education (pp. 968-977). Springer.

Other

  • Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and

challenges of augmented reality in education. Computers & Education, 62, 41–49.

  • Clark, A. M., & Clark, M. T. G. (2016). Pokemon go and research: Qualitative, ‘mixed methods

research, and the supercomplexity of interventions. International Journal of Qualitative Methods, 15(1). https://doi.org/10.1177/16094069166677651.

  • Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for

the classroom. Computers & Education, 68, 557–569.