Friday, February 17, 2017

Augmented Reality

kevinokorn (Aurasma Username)

The Merriam-Webster Dictionary defines Augmented Reality as,
"an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device."
Unlike virtual reality, which creates a totally immersive experience, augmented reality uses the real world and enhances it for the user. Also, unlike traditional book learning, augmented reality is interactive. These two aspects of AR help make the user active part of the learning experience.

The Augment article, 5 reasons to use Augmented Reality in Education, shows how augmented reality can be used to help promote learning.  I'll take a look at three of these reasons.

  1. Interactive Lesson - When a student can interact during the course of a lesson, they will feel like they are part of the learning process.  Even the augmented reality may be virtual, by making the lesson interactive can help the students have a hands-on experience during the lessons.
  2. Higher Retention - the article sites using a three dimensional rendering of the eiffel tower.  Students can get a deeper understanding of the subject because they can view it from all angles.  Also, augmented reality can include links to other sights where all it takes is a touch to take the student to a different site with additional information on the subject.  Having these extras can help lead the student to deeper learning and ultimately help increase retention and even encourage mastery of a subject.
  3. Foster Intellectual Curiosity - Using myself as the student and once again the example of the Eiffel Tower, I've always wondered what it would be like to stand at the base of the tower, walk around it, and go up to the top to see the view.  Augmented reality can help place the tower right in the room with me and can explore and satisfy my curiosity from the screen of my smartphone or tablet.
Companies are finding new ways to incorporate Augmented Reality into the educational setting. Aaron Burch's article, 12 Companies Working on AR Technology for Kids. shows how this is being accomplished.

  1. Curiscope is incorporating AR in to collaborative learning with their Virtual-Tee. One student wears their special t-shirt and other students can use their smartphones to explore the human body in a once of kind experience.
  2. Popar is an augmented reality app that helps bring their toys, books and charts to life. Readers can use their smartphones and tablets to access the Popar app and when they look at their books and charts through the application they come to life. The often mundane act of studying then becomes an interactive lesson and encourages the uses to explore further to satisfy their curiosity.
  3. Blippar takes the users world around them and turns it into a classroom. the article used pizza as an example.  Using the Blippar App the student  would take a picture, "of a pizza it would bring up things related to pizza like Italian food, and it would also bring up something you could click on that would show you pizza places near you."  Again applications like this help satisfy a persons natural curiosity and allows them to explore any number of things around them to gain a better understand and deeper knowledge.

I've describe the benefits Augmented reality can have in the education environment, but ultimately there will be criticism of the technology.  One shortcoming that immediately came to mind is information overload.  I looked at how I use my computer when researching information.  I often find myself diving deep into the rabbit hole and getting far away from what I initially began searching for.  Augmented reality can be that gateway to the rabbit hole.  The lure of interactive technology may encourage deeper research but it can also open the flood gates of information and make it difficult to narrow down what information is important.  It can also lead the user in the wrong direction and away from what they were originally searching for.


Rocket Hall TV Studio Aurasma Aura Project

Aurasma is another exciting augmented reality application.  I can see it being very useful in my educational setting.  Students could the Auras to learning about the different equipment in the studio and how to use it.  Also they could scan over the different production people and learn what is expected in those roles.  If I were to further develop this I would make my trigger image a 360 degree photo of the studio and add a geotag to the picture. This would allow students to walk into the studio and pan and tilt around the studio with the Aurasma app.  Throughout the picture I would add overlays on each piece of equipment and production positions that would have introductory or how to videos for them to view.  This would allow the user to get a better understanding about what happens in the studio during a live television production.


Sunday, February 5, 2017

Virtual Reality




Virtual reality in the most simple terms can be defined as, "experiencing things through our computers that don't really exist" (Woodford, C., 2016).  However it's not quite as simple as that.  Chris Woodford in his article Virtual Reality further defines virtual reality as, "A believable, interactive 3D computer-created world that you can explore so you feel you really are there, both mentally and physically." 

To meet this definition Woodford states virtual reality must be: believable, interactive, computer-generated, explorable, and immersive.  Believable means the user feels like they are in an alternate work.  The user must be able to interact with the world around them.  It may be obvious, but these worlds need to be computer-generated.  As Woodford states, only high powered computers are capable of creating the worlds of virtual reality. Explorable differs from interactive, meaning the world around the user changes as the user moves. Finally the virtual reality world needs to be immersive. Woodford uses the comparison between a flight simulator computer game versus a real flight simulatorWoodford says, although the scenery changes while playing the computer game, it doesn't give the user the same immersive experience or actual sights, sounds, and feelings of a real flight simulator. 

Virtual Reality continues to get better, but it still is limited by the speed of the computer running the VR program. Also in the school setting there is the barrier of cost.  Budgets always seem to tight so the extra expense to purchase equipment or headsets could make it restrictive. Woodford also sites a concern with virtual reality.  He says much like the internet, television and radio there is the concern that people will be "seduced by alternative realities to the point of neglecting their real-world lives" (Woodford, C., 2016).

Despite the concerns about virtual reality, the opportunity for use in the classroom will continue to grow.  Some of the uses I can see being used include:  taking students on virtual tours of the worlds historic sites, setting up virtual classrooms where students can meet with other students anywhere in the world, and in a more complex setting immersive VR can help medical students learn how to perform complex procedures repeatedly and without risk of harming patients.

Non-Immersive VR

Non-immersive VR gives the user a engaging 3D world but they don't need to be completely engaged with the program. The video above is a great example.  It is a three dimensional world but all the viewer needs to do is sit back and relax and go on a virtual tour of the home.

360 VR Videos

360 VR videos immerse the user further than non-immersive VR.  The viewer can change the perspective of the virtual world just by moving their head.  In video above the view is taken on roller coaster ride and not only can they experience all the dips and flips of the ride, they can look anywhere and turn 360 degrees to see everything that is happening around them.

Collaborative VR

Collaborative VR allows multiple users to exist and work in the same virtual environment.  In the video above users work together using math skills to fire a cannon.  The graphics may not be as great as some other more immersive VR environment, but users linked into the program can work together side by side regardless of where they are in the world.

References

Corneel19. (2010, August 10). My PC Flight Simulator setup Demo Flight 1 Part 1 - Boeing 737 
     [HD 720p]. Retrieved from https://youtu.be/p16jyQIeIyY

Skims. (2016, June 22). Guns of Mosede - a collaborative VR math game. Retrieved from 
     https://youtu.be/3KudUzb26mU

Stancurtin. (2010, June 24). Virtual Reality Flight Simulator Navy Demo. Retrieved from 
     https://youtu.be/KvzkgEpbyec

Theme Park Review. (2016, September 07). Hydra Roller Coaster 360 Degree POV Dorney Park 
     Allentown PA - Filmed w/ Giroptic 360. Retrieved from https://youtu.be/u3DSqiPBQiE

Value Build Homes. (2014, January 30). 3D Virtual Tour of Pamlico House Plan. Retrieved from https://youtu.be/RIdmh1Nf-Xs

Woodford, C. (2016, December 25). Virtual Reality. Retrieved from