This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]
1. Augmenting Education:
The Collision of Real and Virtual Worlds
Presented as part the Visual Resources Association’s 31st Annual Conference
session, “Enhancing Education Beyond the Classroom Experience via
Visualization Technologies.”
Bryan Loar
Senior Director, Research & Knowledge Management
3. Augmented Reality By DanieleCivello
Detail of Google Glass By zugaldia
augmented reality game bibliotheek deventer By
Augmented Reality Brings 3-D to Retail By nilsmengedoht Concept Art 'Tijdmachine' By Tijdmachine
IntelFreePress
Augmented Reality (AR) is the augmentation
of the visual field of a user by enhancing the
current field of vision with additional
information- Caudell and Mizell
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4. [SlideShare: See next slide for video]
MOVABLESCREEN
ALLARD PIERSON MUSEUM, AMSTERDAM
http://youtu.be/0UODkvUTnAU
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5. AR’s
EDUCATIONAL
VALUE ACTIVE NOT PASSIVE
New understanding based on interactions with virtual objects
Objects too large or too small to be manipulated can be brought into a student‟s personal space at a scale and in a form easy to
understand and work with
SITUATED LEARNING
The ability to transfer learning from one context to another is a significant skill, one that AR can facilitate in its overt use of context
and layering
FORMAL + INFORMALLEARNING
Contribute to the evolution of a learning ecology that transcends educational institutions
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6. AR’sIMPORTANCE
TO THE VISUAL
RESOURCES FIELD
METADATA PATRON TRAINING
How should they be treated? A work? An image?
What about “didactic works” like video? As with e-readers, information professionals in public
workplaces and educators may be asked to have a
deep understanding of the technology in order to
VRA Core: Many elements exist to handle AR digital
objects, but can it adequately describe the object? train patrons.
Cataloging Cultural Objects (CCO): The same
questions arise.
WORKFLOW
In the not too distant future, educators, image
professionals, librarians, and information
Getty Research Institute‟s Art & Architecture Thesaurus
(AAT): Does the appropriate controlled vocabulary professionals could be using augmented reality
exist? Virtual reality exists but not augmented reality. glasses to enhance their current responsibilities.
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7. Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment
OSU Fine Arts
Library - Nike By Global kids Screens By NMC Second
Bryan Loar Life [Modified]
3 m.
MIXED REALITY
CONTINUUM
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8. BEGINNINGS Ivan
Sutherland‟s
work at MIT
starting in 1966
led to the first
head-mounted
display
exhibited in
1968. The
1968
display‟s
translucent
properties made
Sutherland, Ivan E. A Head-Mounted Three-Dimensional
Display. Proceedings of the AFIPS Fall Joint Computer it a precursor to
Conference Washington, D.C.: Thompson Books, 1968, p.
757-764. AR.
AR& Virtual Reality (VR) share a
common ancestry.
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9. EARLY
MOBILITY
In the late 1990‟s,
researchers like Wayne
Piekarski began to
develop mobile AR
solutions. Some of the
hardware could be
purchased ready to use,
some modified, and
some created. Many of
these systems used a
backpack design to
carry the array of
necessary equipment. Tinmith-Endeavour backpack By Wayne Piekarski
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11. HEAD
“Utilizing Vuzix‟s patented quantum
optic see-thru technology, the STAR
1200XL enables you to see the real
world directly through its
MOUNTED
transparent widescreen video
displays. Computer content, such
as text, images and video, are
overlaid on the displays in full color
DISPLAYS
2D or 3D in a display overlay
equivalent to a 75-inch flat panel
display, as seen from 10 feet
(~3m).” - Vuzix
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12. Exploring In Situ with Layar By Mosman
Council
MOBILE DEVICES
junaio on iPad 2 - Augmented Reality 2.0 By metaioAR
Patti Maes Projects [Detail] By jurvetson
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14. GEO-
LOCATED
AR
TagWhat AR App - SW Portland By Robin M. Ashford
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15. I thought the ATTENTION: Meet the
artist sculptor today at noon Museum patrons‟
demonstrated and hear a talk … experience can be
technical ability enhanced with
and executed their additional information,
vision well. including time-sensitive
information.
Jane Doe 12:35
4/3/13 Twitter Students can produce
geo-located,
@Jane, why?
asynchronous
discourse.
John Smith 10:07
4/4/13 Twitter
AR CAMPUS
RISD Sculpture By Mr. Ducke
EXPLORATION
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16. The Getty Museum's Augmented Reality Demo By The
MARKERS
Getty Museum
“The Augsburg Display
Cabinet, the Getty
Museum‟s 17th-century
„cabinet of curiosities‟… [SlideShare: See next slide for video]
[The] “AR feature is
intended to generate
excitement for what
museums are all about:
discovery and wonder.” -
Anne Martens, J. Paul
Getty Trust
http://youtu.be/6UGkFU-ahFo
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17. EXHIBIT
MARKERS
Picasso en AcciónBy algargos
Increase engagement and
understanding by using markers to
enhance students‟ and museum
patrons‟ knowledge.
Markers can be placed on exhibition
placards, posters or other associated AR fiduciary marker mockup of the Virginia Museum of Fine Arts
(VMFA) and The Martin Agency‟s poster for VMFA‟s exhibit Picasso:
ephemera. Masterpieces from the Musée National Picasso, Paris.
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18. “The same spherical clock
hangs from the high domed
ceiling, much like a similar
clock hangs in the
converted train station in
Paris that is now the Musee
d‟Orsay.
The clock is one of several
remnants of the historic
bank building that decorate
the interior of what is now
the Rhode Island School of
Design‟s Fleet Library.”
http://www.browndailyherald.c
om/2013/02/12/risd-library-
fuses-modern-style-with-old-
architecture/
MARKERLESS
Clock by dose.daily
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19. INSTRUCTION
EVERYWHERE
A teacher, creator, or
Appreciating Art Lecture Series -
Sculpture as Contemporary Art By student can create
nhbnhb1 videos that give greater
insight to objects in situ
where specific points
need to be stressed or
where little-to-no
information exists. The
power of seeing the
object in situ combined
with a deeper
understanding can lead
to more in-depth
discussions.
Arthur Carter Sculpture By Brown University
MARKERLESS
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21. AUGMENTED
TYPOGRAPHY
Graffiti artist DAIM
partnered with the
creative agency
Jung von
Matt/next GmbH
to create an
innovative form of
typography that
can be viewed 360
degrees. The
process brings a
kinetic element to
the creation of
"Tagged in Motion" (en) - digital light writing By daimorg
digital typography.
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23. AUGMENTED
TYPOGRAPHY
The video feed is fed
through a computer and [SlideShare: See next slide for video]
the software recognizes
the markers.
http://youtu.be/d4WZpYFRhg4
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24. T(ether)
“A Spatially-
and Body-
Aware
Window for
Collaborative
Editing and
Animation of
3D Virtual
T(ether) – a Spatially- and Body-Aware Window for Collaborative Editing and Animation of 3D Virtual Objects By Tangible
Media Group
Objects” –
Tangible
Media Group
Tangible Media Group
MIT Media Lab
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25. T(ether)
T(ether) – a Spatially- and Body-Aware Window for Collaborative Editing and Animation of 3D Virtual Objects By Tangible Media Group
Object size, shape, and location can be altered by the use of a glove with
markers.
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26. T(ether)
[SlideShare: See next slide for video]
Multiple collaborators can manipulate their own objects as well as other‟s objects.
http://vimeo.com/42173010
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27. AR
DESIGN & CULTURAL
HERITAGE
Students explore changing the
textiles of virtual curtains in a real
room by selecting real materials
with radio frequency identification
(RFID) tags in them. Because they
have virtualized the real textile and
their system recognizes the ids,
real and virtual worlds are uniquely
intertwined.
Figure 15: Touching the RFID tagged textiles at the pole changes the texture of the virtual
curtains in the room. By Jurjen Caarls et al.
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28. AR
DESIGN & CULTURAL
HERITAGE
Virtual furniture designs with some
that are animated to demonstrate
the assembly process.
Figure 17: Virtual furniture designs; some are animated to show the assembly process. By
Jurjen Caarls et al.
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29. AR
DESIGN &
CULTURAL
Figure 21. The rapid prototypes can be touched. By
Jurjen Caarls et al.
HERITAGE
Figure 23. Screen-based AR as low cost solution.
Fragile museum artifacts were scanned in a CT By Jurjen Caarls et al.
scanning system, replicas were constructed, and 3-D
virtual models were created.
Patrons could touch and study the replicas giving them
a greater understanding of the artifact.
Using markers and replicated artifact shards, patrons Figure 20. AR visualization of cultural heritage using a
could see how the objects could have appeared. rapid prototyped earthenware piece with marker. By
Jurjen Caarls et al.
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30. AR
CHALLENGES
CHALLENGES TO INCORPORATING AUGMENTED REALITY
DEVICE AVAILABILITY
Not all students or patrons can be expected to have smart mobile devices.
SOLUTIONS: In academic settings, create teams ensuring one person has a smart mobile device. In
cultural institutions, some have used mounted displays while others have created auditoriums filled with
tablets that have a large range of movement but their housing is tethered to the seating.
APP FATIGUE
Students and patrons may not want to download another app.
SOLUTION: Demonstrate the added value of the information provided through guided demonstrations or
pre-recorded video.
AUTHORITY
If everyone is submitting user-generated content, then some of that content may not be relevant.
SOLUTION: Create a unique hashtag to gather the information and weed out the rest.*
OFF-SITE ACCESS
Not all student have transportation to visit sites off campus.
SOLUTION: Keep sites on campus as much as possible. This will also give the student a deeper
appreciation of the school.
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32. GOOGLE GLASS
Project Glass: One day... [Detail] By Google
Project Glass eyewear By robpegoraro Google Glass By Stuck in Customs
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33. CONTACT In 2011, researchers under
Babak Parviz at the University
of Washington successfully
LENSES
tested a 1-pixel lens “powered
by a remote radio frequency
transmitter in free space…on a
live rabbit.” (Lingley et al.,
2011)
A single-pixel wireless contact lens display By A R Lingley
et al.
Raygun Studio
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34. Imagine working with
students where only
part of the class is
present in real life and
the rest are virtual
holograms visible
through a head-
mounted display
(HMD).
Now imagine projects
where their
actionsarerecorded
and your interaction
does not have to be at
the same time (i.e.
asynchronous
collaboration through
MIXED MASS
AR)
COLLABORATION
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35. Explore AR
Today! Why wait for tomorrow‟s tools. Begin
exploring augmented reality today!
Many apps are available for both iPhones and Android-based smart phones.
Aurasma Wikitude Junaio
Tagwhat Slin'Gooz
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36. THANK YOU
Find this presentation & more at
bryanloar.com
For more resources on AR, please go to
bit.ly/vra2013-AR
All images and videos were used for educational, non-commercial purposes only.
Bryan Loar +
Notes de l'éditeur
Caudell, T. and Mizell, D. Augmented reality: An application of heads-up display technology to manual manufacturing processes. In Proceedings of the Hawaii International Conference on System Sciences, volume 25, pages 659–659. IEEE INSTITUTE OF ELECTRICAL AND ELECTRONICS, 1992.[Tom Caudell and David Mizell]
Educause 2011 Horizon Reporthttp://www.educause.edu/library/resources/2011-horizon-report7 Things You Should Know About Augmented Reality - Educausehttp://net.educause.edu/ir/library/pdf/eli7007.pdf
Educause 2011 Horizon Reporthttp://www.educause.edu/library/resources/2011-horizon-report7 Things You Should Know About Augmented Reality - Educausehttp://net.educause.edu/ir/library/pdf/eli7007.pdf
Augmented Reality: A class of displays on the reality-virtuality continuumPaul Milgram, HaruoTakemura, Akira Utsumi, Fumio Kishinohttp://web.cs.wpi.edu/~gogo/hive/papers/Milgram_Takemura_SPIE_1994.pdfAdapted milgrams VR-AR continuum.pnghttp://en.wikipedia.org/wiki/File:Adapted_milgrams_VR-AR_continuum.png#filehistory
http://www.tinmith.net/wayne/thesis/piekarski-ch7-hardware.htmSystems like this are still being tested today. However, the increase of broadband networks, the processing power of mobile devices, and the adoption of cloud-based processing and services has given rise to augmented reality solutions for much smaller devices.
Smart phones and tablets act as a “magic window” into the virtual world overlaid on the real world. However, prototypes like MIT’s SixthSense, can project information onto real world objects. For example, the system can recognize books and project Amazon ratings as well as other information right onto the real world book.http://www.media.mit.edu/research/groups/1461/sixthsense
Information from third parties like Wikipedia and user-generated content are combined in a single application and visible in specific locations. Notice the radar in the upper-right corner. The application tells you what other points of interest are nearby. In this case, the application Tagwhat indicates that there are a number of user-generated points (those in blue) and Wikipedia points (those in gold) nearby and in what direction they are in relation to the direction of the user.
Geo-located Tweets or geo-located posts on Facebook can be viewed through a number of AR browsers including Tagwhat. By moving discourse outside the classroom and at the convenience of students, educators deepen the learning experience. By directing people to additional resources such as lectures, institutions can further broaden their knowledge base.
http://blogs.getty.edu/iris/cabinet-of-wonders/Fiduciary Markers are symbols that trigger particular actions. Actions can include the appearance to two-dimensional imagery, thee-dimensional models as seen here from the Getty Museum, or even videos.
More information about VMFA and The Martin Agency’s QR code campaign and augmented reality can be viewed at http://www.vmfa.state.va.us/Press_Room/VMFA_News/Social_media_campaign_brings_Picasso%E2%80%99s_art_to_life.aspx#
Other systems use the actual object as the trigger. In this slide we can see additional information about the object, RISD Fleet Library’s clock, by holding up a smart mobile device. The markerless technique works best with static imagery.
http://daim.org/site/en/2008/05/tagged-in-motion-digital-light-writing-video/Note: DAIM is pronounced “Dime.” Additionally, typography become sculptural. Users can walk in and through the object to obtain a greater appreciation of the spatial relationship the object has within its environment.
Imagine being able to understand a work of digital art by walking around and through the piece as well as see it created in 3-dimensions before your eyes long after the artist has completed the work. Students and patrons can gain a greater understanding and appreciation of the work through augmented reality.
http://vimeo.com/42173010
http://vimeo.com/42173010
“Augmented Reality for Art, Design and Cultural Heritage—System Design and Evaluation” by Jurjen Caarls, Pieter Jonker, Yolande Kolstee, Joachim Rotteveel, and Wim van Eck“Manipulation of real objects that influence (through RFID) the virtual world is “magic” for many people.“ - Jurjen Caarls et al.Dutcheese exhibition at the SaloneInternazionale del Mobile 2008 in Milan, Italy.
Dutcheese exhibition at the SaloneInternazionale del Mobile 2008 in Milan, Italy.
Sgraffito in 3Dat The Boijmans van Beuningen Museum, Rotterdam, Netherlands. 2008-2009.
“66% of those ages 18-29 own smart phones” – The Pew Research Center's Internet & American Life Project, Sept. 2012. http://pewinternet.org/Reports/2012/Smartphone-Update-Sept-2012.aspx*While searches can be conducted in Twitter for hashtags, it is not known if the same is true for any of the augmented reality applications.
http://www.youtube.com/watch?v=9c6W4CCU9M4Hands-free mobility combined with voice and image recognition make Google Glass an interesting development. Google glass was introduced in 2012, and will begin shipping to a limited number of buyers in 2013. Currently, the product relies on being tethered to a networked mobile device.In the image at the top illustrates how Google Glass can recognize imagery (in this case a movie poster), make a recommendation to purchase tickets, and then the user could respond user his or her voice.
http://iopscience.iop.org/0960-1317/21/12/125014The image on the left is an illustration of the contact lens developed at the University of Washington. The image on the right illustrates how may we may see information via contacts in the future.
This may also be an interesting case for Massive, Open Online Courses (MOOCs).
Most of the AR browser apps include third party content like geo-located tweets.Aurasmaempowers users to swap one image for another or an image for a video.Another popular app not included above is Acrossair.I found it to be too focused on marketing. NearestWiki works on the Acrossair browser, shows geo-located wiki info, and is a paid app. Other apps like Tagwhat include Wikipedia information for free.