The document discusses augmented reality (AR) and its potential applications in education. It provides an overview of AR, including definitions and examples. The history of AR is explored, from early prototypes in the 1960s-70s to recent consumer adoption on mobile devices. Educational uses of AR are examined, such as visualizing concepts spatially and improving understanding of real environments. The document demonstrates an AR authoring tool called Envisage that allows users to create AR scenes. Future research directions are also outlined, such as improved displays, interaction methods, and educational experiences using AR.
6. Augmented Reality Definition
• Combines Real andVirtual Images
• Both can be seen at the same time
• Interactive in real-time
• The virtual content can be interacted with
• Registered in 3D
• Virtual objects appear fixed in space
7. • Put AR pictures here
Augmented Reality Examples
16. Consumer Adoption (2009 - )
• Web pages with AR experiences integrated into them
• Smart phones with built-in sensors suitable for mobile AR
17. Augmented Reality BusinessToday
• Rapidly Growing
• > $80 Billion USD by 2020
• Wide range of HW/SW available
• HMD, mobile phones, PCs
• Many easy to use developer tools
• Many application areas
• Marketing, gaming, education
• Mobile AR
19. Pokemon GO Effect
• Fastest App to reach $500 million in Revenue
• Only 63 days after launch, > $1 Billion in 6 months
• Over 500 million downloads, > 25 million DAU
• Nintendo stock price up by 50% (gain of $9 Billion USD)
21. Technology Requirements
• Combines Real andVirtual Images
• Needs display technology
• Interactive in real-time
• Needs interaction technology
• Registered in 3D
• Needs to track user viewpoint
22. AR Display Technologies
• Handheld Displays
• Mobile phone, tablets
• Head mounted displays
• Optical/video see-through
• Fixed Displays
• Desktop, large screen
• Projected Displays
• Projected images on real world
23. AR Interaction
• Natural user interaction
• Gesture, body input
• Handheld
• Touch based interaction
• Device motion
• Physical object
• Familiar tool, object
24. AR Tracking
• Goal
• Find users viewpoint
• Outdoor Tracking
• GPS, compass
• Indoor
• Computer vision
• Tracking known features
27. • Web based AR
• Flash, HTML 5 based AR
• Marketing, education
• Outdoor Mobile AR
• GPS, compass tracking
• Viewing Points of Interest in real world
• Handheld AR
• Vision based tracking
• Marketing, gaming
• Location Based Experiences
• HMD, fixed screens
• Museums, point of sale, advertising
Typical AR Experiences
29. Example: Haunted Book/AR Book
• Camera hidden in lamp object
• AR content seamlessly integrated into real book
• Natural page turning/manipulation interaction
32. Sales and Marketing
• Connect with brands and branded objects
• Location Based Experiences
• Lynx Angels
• Web based
• Rayban glasses
• Mobile
• Ford Ka campaign
• Print based
• Red Bull Magazine
33. Pepsi AR Experience (2014)
• Video see-through AR in bus shelter
• Bus shelter appears under attack
39. Benefits of AR for Education
• AR can aid Education in a number of ways:
• Teaching spatial concepts
• Visualizing knowledge objects
• Improving literacy and numeracy
• Increase understanding of real environment
• AR allows students to view and interact
with spatial content in a seamless manner
• Focus on educational content rather than
learning the computer interface
40. New Zealand Examples
• Geo AR Games
• Mobile outdoor gaming
• CityViewAR
• See historical Christchurch
• Quiver
• Interactive Colouring Books
• Envisage
• AR scene creation
41. GeoAR Games (iOS/Android)
• Outdoor Mobile AR experience
• Playing with virtual content in real world
• E.g. Sharks in the park – collecting fish, avoiding sharks
• Encourages teamwork and physical activity in the real world
• http://www.geoar.tech/
45. Quiver (iOS/Android)
• Interactive Colouring Books
• Children colour their own AR scenes
• Wide range of educational pages available
• Animals, cells, volcanos, etc
• http://www.quivervision.com/
47. Envisage (Windows)
• Desktop software for easy authoring of AR scenes
• Create your own visual tracking markers
• Upload your own 3D content
• Create and save educational scenes
• www.envisage-ar.com
49. Envisage AR
Just like how you can use PowerPoint to create multimedia slideshows,
you can use Envisage AR to create augmented reality experiences.
Bring together your own markers, 3D models, sounds, images, and text
to create your own story.
From https://envisage-ar.com/shop/
Image
Sound
3D
Text
Abc
Marker
51. Getting Started:Video
1. Select “Video” in the scene tree
2. In the configuration area, select “Camera”
3. Press the green “play” button
4. This dialog box appears – press “OK”
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52. Adding Markers
4. Click “OK” to add
the marker
1. Click the “Add Marker” button on the toolbar
2. Click “Browse”
3. Select the pattern file
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53. Adding Markers 2
We now have a tracked marker we can add things to…
Notice the grid?
54. Adding 3D Models
1. Right click on the newly added marker in the scene tree
2. Select “Add 3D Model”
3. A blue cube appears on the marker
55. Adding 3D Models 2
1. Double-click on the new item in the scene tree
2. Select a model file
3. The blue cube is replaced by the new model 1
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3
56. Adjusting Models
Now we want to adjust the model. We can change its:
- Position: Where it is in relation to the marker
- Rotation: Which way it is facing
- Scale: How big it is
Click on the model to select it.
A set of three arrows appears.
This is the adjustment tool (widget)
57. Adjusting Models 2
The tool has three modes you can
select from the toolbar:
Translation Rotation
Scale
To translate the model,
drag the axis pointing in the
direction you want to go.
58. Adjusting Models 3
To rotate the model, click and
drag around one of the axes
To scale the model, click
and drag one of the axes, or
on the yellow box.
59. Adding Other Things
In addition to 3D models, you can also add:
- Images
- Text
- Simple 3D objects (“primitives”)
- Sounds
60. Images
When you add an image, you can select a picture file. e.g. JPG,
PNG, BMP
It will show up as a rectangle with the picture on it. You can move
the rectangle around in the same way as a 3D model.
61. Text
You can add text and chose what it says.
You can move the text around in the same way as a 3D model.
62. Primitive Shapes
You can add simple shapes, like a box, sphere, or cylinder.
You can move the shape around in the same way as a 3D model.
63. Sounds
When you add a sound, you can select a Wave file. i.e. WAV
You can move the speaker around in the same way as a 3D
model, to make it sound like it comes from a certain place.
64. Training Markers
1. Click the “Marker Training” button on the toolbar
2. Hold your marker up to the camera so you can
see the red-green outline
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3. Click the mouse button
4. Give the marker a filename and save it (“pattern file”)
5. Click the “Marker Training” button again to exit training mode
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65. Tracking Markers
You can make your own markers by drawing inside
the provided black frames.
For your designs to work, they must be:
- Bold: avoid fine detail
- Different from each other: the computer has to tell
them apart
- Different from all sides: the computer has to tell
which way is up
70. Conclusion
• Augmented Reality seamlessly brings digital
content into the real world
• AR industry rapidly growing
• Hardware and software becoming widely available
• Many educational possibilities
• Content creation
• Innovative game play
• Spatial information presentation
• Many interesting areas for future development