Creating Interactive Augmented Reality Experiences

  • View
    2.227

  • Download
    3

Embed Size (px)

DESCRIPTION

This presentation was devivered at the Alt-C, 2013. The abstract can be found here: http://altc2013.alt.ac.uk/sessions/creating-interactive-augmented-reality-experiences-442

Transcript

  • 1. Creating Interactive Augmented Reality Experiences Farzana Latif Farzana.Latif@shef.ac.uk @farzanalatif University of Sheffield

2. Introduction AR Examples Lesson Learnt Future Directions 3. Examples 4. What is AR?Overlaying Virtual Content on Real World Context SpecificOffering New Opportunities to Interact with surroundings 5. cARe Project carried out JISC funded innovation project cARe (started June 2012)implemented AR in two settings (indoor and outdoor)at the time limited number of examples of ARstudent feedback key to implementation, focus groups (n=11), observations, questionnaires (n=44)http://blogs.city.ac.uk/care 6. Indoor AR - Clinical Skills Lab 7. Image/Object RecognitionLighting can impact recognition 8. Increased Lecturer Student InteractionSelf PacedTechnology Customised Aurasma App PollEverywhereits like having the whole learning process in one sectionReflective Experiential 9. Outdoor AR - Public Health Walk 10. ollaborative learningdata roamingTechnology LayAR HTML 5 Flickrauthenticconsider safety 11. Educational Value Supporting Active Learning Constructivist Situated - context specific Authentic Inquiry Peer coaching Collaborative Experiential 12. Motivation/Memorable Engaging Technology Studies have found that AR can enhance student motivation, involvement, and engagementSerio et al (2012) and P. OShea et al (2008)the fact that you put it on and it comes to life and answer question, its all a bit cool and different, it keeps you focused and its experiencing learning from a different angle. because Im dyslexic, it set that session apart from the others, because it was different and it can help people remember things differently 13. How Effective is AR? research in early days evidence of impact is shallow (mainly case studies) that focus on development, usability, initial implementation (reference) currently taxonomies based on what people are doing not what is effective future longer term evaluations required to quantify whether there are learning benefits 14. Technology easier to use, less time to create so staff can develop(helped see an increased use of AR in Education over the last year) providers compete in terms of functionality Standards ARML - Currently lack of interoperability software prices increase with popularity (Aurasma) 15. Augmented Unreality video/images edited- reality not so magical providers offering features that are difficult to replicate (e.g. 3D object tracking) e.g. Junaio 16. Future of AR OpportunitiesBarriersDoctor wearing Google Glass during knee surgery technology moving faster than society can cope with? 17. Useful Links Free iBook, Augmented Reality in Education (designed for lecturers)https://itunes.apple.com/gb/book/augmented-reality-in-education/id641019829?m AR technologies http://www.augmentedplanet.com cARe website - furtherinformation about the project http://blogs.city.ac.uk/care JISC AR SIG http://moodle.rsc-eastern.ac.uk/course/view.php?id=216 18. Summary 19. Questions? Farzana Latif Farzana.Latif@shef.ac.uk @farzanalatif University of Sheffield