ARstudio is an Australian government-funded project that aims to identify effective uses of augmented reality (AR) in education. It includes developing tools and case studies to map adoption of AR technologies and evaluate their effectiveness in learning. The project consists of three main components: ARstudio for developing best practices, ARchive for sharing case studies and frameworks, and ARcamp for building an AR community. The document discusses definitions of AR, trends in AR technologies and apps, and opportunities for using AR to expand learning spaces and deepen pedagogy. It provides examples of personal, public, and intimate AR experiences and identifies themes for AR applications.
2. WHAT IS ARSTUDIO?
ARstudio is an Australian Government funded
innovation and development project to identify
effective uses of augmented reality in an
educational context, together with tools for
mapping its uptake and evaluating its
effectiveness. This includes producing a
collection of practice models, illustrating
interactive, pedagogically-driven uses of
augmented reality in common learning spaces.
• ARstudio - practice, skills, accessibility
• ARchive - case studies, models, guidelines,
evaluation & frameworks
• ARcamp - community, sharing, ideation
3. “A collaborative environment to
focus expertise, develop practice,
provide resources and build capacity
for effective implementation of AR
technologies in education”
4. AR DEFINITIONS
“real-time views of a physical, real-world environment whose
elements have been augmented, enhanced or enriched by
computer-generated sensory input, such as sound or graphics.”
(Azuma, R. 1997)
“Augmented reality (AR) is a live, direct or indirect, view of a
physical, real-world environment whose elements are
augmented by computer-generated sensory input such as
sound, video, graphics or GPS data.”
(Wikipedia, 2012)
5. WHAT IS AR
• GE’s Augmented Reality, Popular
Science Magazine (Jun 2009)
• 1st interactive 3D magazine
• Fiducial markers
• Flash & ARToolkit
http://www.youtube.com/watch?v=5fGav7FI5P4
6. WHY AR? WHY NOW?
• Horizon Report 2009 • Horizon Report 2010 • Horizon report 2011 • Horizon report 2012
• Mobiles • Mobile Computing • Electronic Books • Mobile Apps
• Cloud computing • Open content • Mobiles • Tablet Computing
• Geo-everything • Electronic books • Augmented Reality • Game based learning
• The personal web • Simple augmented reality • Game Based Learning • Learning Analytics
• Semantic-aware • Gesture based computing • Gesture based computing • Gesture based learning
computing
• Visual data analysis • Learning analytics • Internet of things
• Smart objects
9. 0
37.5
75.0
112.5
150.0
September-08
October-08
November-08
December-08
January-09
February-09
March-09
May-09
June-09
July-09
August-09
September-09
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December-10
(Krix, P 2012) accessed 24/08/12
January-11
February-11
Apps by release date (AR)
March-11
April-11
May-11
June-11
Apps by release date on iTunes store July-11
August-11
September-11
October-11
n=2057
November-11
description
December-11
January-12
‘Augmented Reality’
February-12
where the term ‘AR’ or
appear in trackName or
March-12
April-12
May-12
June-12
July-12
August-12
10. 0
50
100
150
200
Entertainment
Navigation
Games
Lifestyle
Travel
Photo & Video
Utilities
Reference
Action
Arcade
Education
Simulation
Social Networking
Sports
Business
Music
Kids
Productivity
Family
Puzzle
Apps per genre (primary)
Medical
Adventure
(Krix, P 2012) from iTunes store accessed 24/08/12
News
Role Playing
Food & Drink
Apps ordered by genre on iTunes store
Books
Catalogs
Health & Fitness
Weather
Racing
n=2057
Educational
description
Finance
‘Augmented Reality’
Dice
where the term ‘AR’ or
appear in trackName or
12. Miniaturisation Massification
Nokia timeline, (legacy map)
Mobile Evolution by Kyle Dean
13. (Sutherland, I. 1968) A head- (Helig, M. 1962) The Sensorama,
mounted three dimensional from U.S. Patent #3050870
display. pg 757-764
14. Claude Glass, 1778
‘the view could sell for 1000 pounds...if
only one could fix the image!‘ Camera Obscura,
Thomas Gray (poet) Aristotle to Daguerre, 384BC-1826
15. OPPORTUNITIES
'AR offers opportunities to expand our concept of learning
spaces, to create new dimensions in mobile learning and to
increase connectedness of learners in multiple contexts'
‘learning can occur at a deeper level when pedagogy and
content knowledge exist in context.'
22. Live demo
ARstudio - Anna’s story & prospectus, (theme:narrate) OTHER APPS
Aurasma
AR studio
String
Spacecraft 3D
Toyota 86
SkyView & Transparent Earth, Plane Finder (theme: inform, reveal) Defend the earth
AR Basketball
Transparent Earth
Londinium
Plane Finder AR
Skinvaders
Theodolite ($)
Theodolite (theme: reveal, simulate) Magic Plan
Wikitude
Google
Junaio
Londinium (theme: reveal)
23. WHAT LIES AHEAD?
The device in your pocket already knows where you are and has the potential to
hear you, see you and communicate with anyone in the world.
Steve Wozniak
‘as yet we lack a lexicon and conventions for AR user interfaces’
(Styles.C 2012)
Steve Mann, a professor at the University of Toronto and a pioneer in wearable
computing, alleges that he was attacked at a Paris McDonald's for wearing his
EyeTap Digital Eye Glass, a product evocative of Google's Project Glass. And
because his augmented reality spectacles record images, Mann even has pictures
of the alleged incident.
Huffington Post, 2012