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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 Vision Display as a window into a virtual world Improve image generation until the picture looks real Computer maintains world model in real time User directly manipulates virtual objects Manipulated objects move realistically Immersion in virtual world via head-mounted display Virtual 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 Goggles http://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/magictee http://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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Augmenting education