By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena,...

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By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego A ug m en t ed R ea l it y A Literature Review WEIRD

Transcript of By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena,...

Page 1: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

By, The Group(Wise Educators Increasing Reality Dramatically)

Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego

Augmented RealityA Literature Review

WEIRD

Page 2: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Virtual reality replaces the real world with a simulated one.

What is Virtual Reality or VR???

What is Augmented Reality or

AR???A live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics or GPS. As a result, the technology functions by enhancing one’s current perception of reality.

Page 3: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

THE PAST…

Page 4: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

• Began in 1957 by Morton Heilig• Cinematographer who added visuals, sound, vibration, and smell to movies

• 1966 – First Head-Mounted Display (HMD) – Ivan Sutherland

• 1975 – Videoplace virtual object interaction – Myron Krueger

• 1977 – Star Wars AR in Star Wars in 1977

• 1990 - Thomas Caudell of Boeing Corporation coined the phrase AR

• 1992 – First functional AR system (Virtual Fixtures) created (L.B. Rosenberg)

• 1994 – First AR theater production, Dancing in Cyberspace

• 1998 – AR first introduced in education (University of North Carolina)

• 2000 – First mobile AR game, ARQuake – Bruce Thomas

• 2008 – AR travel guide launched

• 2009 – AR Toolkit brought AR to the web browser

• 2011 – AR apps available for mobile devices

History of AR

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THE PRESENT…

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1.AR Field Trips

2.Participatory Simulations

3.Digital Object Manipulation

4.Social Interaction in Distance Learning

5.Student Engagement

Augmented Reality

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• NFL Yellow First-Down Line

• NHL Hockey Puck Tracer

• Heads-Up Display in Vehicles

• First-Person Video Games

• Nintendo Wii Interface

Familiar Examples of AR

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Not-So-Familiar Examples of ARLego AR (2008) Smart Grid (2009)

iPad AR (2011) Star Wars AR: TIE Fighters Attack NYC (2011)

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AR Markers

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AR Field Trips

Tamara Henry

Page 11: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Field trips have been an important part of education for many years. Unfortunately, rising costs and falling revenues have caused many schools to eliminate “extra” expenditures, such as field trips.

(Klemm, & Tuthill, 2003)

Tamara Henry

AR Field Trips

Page 12: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Using AR, schools can either boost the educational value of actual field trips or provide a digital alternative when an authentic field trip is not possible.

AR provides the opportunity for students to be immersed in the learning experience from within a culturally-relevant perspective. This makes learning educationally and personally relevant to the student.

(Blase, 2007)Tamara Henry

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AR provides the opportunity for narrative mapping, where events that have occurred over time are shown in a way that examines how the occurrences overlap and influence one another. For example, the shifting battlefronts at Gettysburg can be displayed in a way that shows the interaction among the troops.

Because AR is computer and technologically-driven, it is possible to explore places that are inaccessible to students, such as locations in space or on the ocean floor.

(Kitalong, Moody, Middlebrook, & Ancheta, 2009)

Tamara Henry

Page 14: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

• Real-life environment

• Practical skills can be mastered

• Mistakes can be made

• Sounds can be created

• Algorithms can be managed

• Direct patient to provider interaction

Participatory Simulations

Joseph A. Crouchman

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• Cardiac Arrest

• Chest pain

• Respiratory distress

• Shock trauma

• Diabetic emergencies

• Stroke

Medical Education Simulations

Joseph A. Crouchman

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• Blood pressure

• Pulse

• EKG

• Respiratory rate

• Lung sounds

• Oxygen saturation

Medical Education Simulations

Joseph A. Crouchman

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• Patient interview

• IV skills

• Needle chest decompression

• Needle cricothyrotomy

• Intubation

• Defibrillation/Cardioversion/Pacing

Medical Education Simulations

Joseph A. Crouchman

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Medical School Simulation

• Realistic scenarios

• True 3D structure

• Assess, interact, and perform

• More efficient

• A smarter approach to learning

• The students love it! Wow factor.

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The use of augmented reality tools where virtual objects such as tables and graphs can be displayed and be interacted with in real scenes created from imaging devices.

This digital object manipulation has the potential to facilitate the opening up of new learning spaces within interdisciplinary core academic domains.

(Guven, 2003)

Sharon Morris

Digital Object Manipulation VIDEO

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• Basic science

• Physics

• Mathematics

• Biology/physiology

• Biomechanics

• Sports science

• Physical education

Academic Domains Include:

Sharon Morris

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Chris Dede, professor at Harvard Graduate School of Education, on technology and education believes the greatest challenge facing educators is empowering students to master such 21st Century skills as “understanding and resolving complex, novel situations…producing knowledge by filtering and synthesizing information.” He asserts that immersive, situated learning such as augmented learning can effectively engage students in critical thinking to prepare them for the future. (Thatcher, 2005)

Sharon Morris

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HITLAB VIDEO

Augmented Reality by Hitlab

Sharon Morris

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A national initiative in Singapore, funded by the national Research foundation has made the development of such tools affordable and mobile so that they can be used to scaffold learning.

A.R. technology tools can facilitate inquiry-based experiential and authentic learning in mainstream schools.

(Ong, 2010)

Sharon Morris

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Most of the research shows that the virtual learning environment help to achieve higher learning results. The analysis of the research data shows that pupils’ achievement after use of ARTP (Augmented Reality Technology) significantly improved while completing some tasks.

(Vilkoniene, 2009)

http://www.youtube.com/watch?feature=player_detailpage&v=ukrDPyPPYnE

Sharon Morris

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Social Interaction in Distance Learning Augmented Learning Environments“One of the most important purposes of an educational environment is to promote social interaction among users located in the same physical space.” (Kaufmann, 2003, p. 1)

“Due to advances in pedagogical concepts, technology, and a simultaneous decline in hardware costs, the use of small-scale AR systems could become feasible for educational institutions within this decade.” (Kaufmann, 2003, p. 4)

Challenges within augmented learning environments (SL) include: understanding oneself, preparing students, proper technology, developing instructional components, and creating a safe, predator-free environment. (O’Connor & Sakshaug, 2009)

Marty Felesena

Page 27: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

“Group awareness…is the knowledge and perception of who is there, where other persons are located, where they are looking, and what they are doing.” (Buder & Bodemer, 2008, p. 124)

Buder’s & Bodemer’s experimental study showed that, “groups using an augmented group awareness tool showed higher performance in terms of group decision and individual correctness than unsupported groups.” (Buder & Bodemer, 2008, p. 135)

Marty Felesena

Group Awareness Tools

Page 28: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Allows for rich, private communication between the teacher and student without the rest of the classroom noticing the communication. (Zarraonandia, et al., 2011)

Augmented Lectures

Tangible Augmented Reality (TAR)The 3-D virtualization of objects that can be collaborated and manipulated by teachers and students in a shared AR environment.

This allows the remotely located student to interactively and collaboratively participate in the AR-based study environment and acquire knowledge in a natural and intuitive manner.

(Li, 2010)Marty Felesena

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3-D Live and Magic Land are technologies for capturing a person and, at the same time, displaying his/her 3-D images in a mixed-reality environment in real time.Reasons for AR technology in distance education:

• Support of seamless interaction between real and virtual environments

• Use of a tangible interface metaphor for object manipulation

• Ability to switch smoothly between reality and virtuality

Interactivity…promises physical and sensor, in addition to mental, activity and response.

(Liu, et al., 2009)

3-D Live & AR Magic Land

Marty Felesena

Page 30: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

The MagicMeeting system presented is a collaborative AR system designed to support a scenario where a group of people meet to discuss the design of a product.

MagicMeeting is looking to replace the HMD-based approach with a projection-based system.

(Regenbrecht, Wagner, & Baratoff, 2002)

AR MagicMeeting (3-D Collaboration)

Marty Felesena

Page 31: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

“I can’t believe you let students access the Internet without even talking to us parents about it. I don’t see why they need to be online. We didn’t have these things when we were in school and we got a good education. Kids are just wasting their time online on websites like MySpace and schools are doing nothing about it. How about you use the taxpayer money you waste on expensive computers to fix up the schools or pay the teachers more?” Reeve (2011)

One concerned parent…

Steve Rego

Student Engagement

Page 32: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Engaging Augmented Reality is…

NASA

Next Generation Air Traffic Control Systems

Medicine

Engineering

Research

Steve Rego

Page 33: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Learners find AR…

-Interesting

-Participating

-Skill practicing

-Skill building

-Challenging

-Responsive

Educators find AR…

-Experiential

-Authentic

-Critical thinking

-Higher learning

-Achievement

-Measurable

Results of Engaging AR

Steve Rego

Page 34: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

Challenges to AR Engagement• Understanding

AR

• Designing AR

• Integrating AR

• Software

• Hardware

• Assessment

NASA’s experience:

Steve Rego

Needs

Ideas

Page 35: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

• Can you care for a pet?

• Can you make decisions?

• You see the results!

Diabetic Dog Game

http://nobelprize.org/educational/medicine/insulin/game/insulin.html

One you can try…

Steve Rego

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THE FUTURE…

???

Page 37: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

What Does This All Mean for Education???• According to the 2011 Horizon Report, simple

augmented reality will be ready for educational adoption in 2-3 years.

• Challenges Include:• Technology Needs ($$$)• Learning Curves (Time and commitment)• Pedagogical Implementation (Creativity)• Research (Will it affect student achievement?)

AR in Education

Page 38: By, The Group ( W ise E ducators I ncreasing R eality D ramatically) Joe Crouchman, Marty Felesena, Tamara Henry, Sharon Morris, Steve Rego WEIRD.

AR will impact education!!!

Ready or Not…

Questions???