Augmented Reality Design Principles for Informal Learning (original) (raw)

Teaching and Designing for Augmented Reality

This paper discusses ways emerging interactive technologies are adopted by designers and extended into areas of design, education, entertainment, and commerce. It looks, in detail, at various project development stages and methodologies used to engage design focused students into, often complex, technological issues. The discussion is contextualized through a number of case studies of mobile and marker-based augmented reality (AR) applications developed by students. These applications include an app for a fashion based social event that allows participants to preview recent collection additions, an info-navigational app for the High Line elevated urban park in New York City, a marker-based maze game, and an interior decorating interface to visualize various furnishing scenarios. While a number of case studies will be discussed from a developer perspective, the primary focus is on the concept and content development, interface design, and user participation.

An Approach to Developing Learning Objects with Augmented Reality Content

2018

Augmented reality (AR) has become widely available to the general public. Diverse real-life AR applications, ranging from entertainment to learning, have been created. In this context, this paper describes a systematic approach to creating learning objects with an AR content. This approach yields seven steps to guide the developer: (i) requirements; (ii) design; (iii) implementation; (iv) evaluation; (v) packaging; (vi) distribution; and (vii) learning evaluation. To evaluate the proposed approach, a case study was carried out. We carried out the development and evaluation of learning objects with AR content in an elementary school. We also conducted a usability test with specialists and an experiment with 40 students, on the usage of a learning object with an AR content. The delivered lecture was compared with the use of learning objects with multimedia content (the traditional type). Post and pre-test evaluations were conducted to record the students’ learning; these indicated tha...

Zarwina Yusoff, Mohd Shahrizal Sunar, (2014) Augmented Reality: A Survey in Educational Environment, International Journal of Interactive Digital Media, Vol.2 (1), ISSN 2289-4098, e-ISSN 2289-4101, pp. 1-8

The progress in mobile application development had emphasized it to be embedded in technology especially in educational environment. In parallel, technology enhanced learning where the function was to engage the student focus, enhances the learning experiences and memorable. However, the current mobile learning systems are lacking of interactivity in term of learning content which causes student’s lack of focus and memorable. So, this article is about a survey of mobile learning application through Augmented Reality (AR) which consists of the technology in Augmented Reality, and the concept of visualization of AR in education. In this article, the framework design and integration of mobile based learning system through AR for educational environment is identified and the concept of AR Books are applied to enhances student’s experiences during learning process..

Prospects for the use of Augmented Reality in Education

Embedded Selforganising Systems

Augmented Reality (AR) is an emerging form of experience in which the Real World (RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over the last several years, AR applications have become portable and widely available on mobile de­vices. AR is becoming visible in our audio-visual media (e.g., news, entertainment, sports) and is beginning to enter other aspects of our lives (e.g., e-commerce, travel, marketing) in tangible and exciting ways. The aspects of the use of augmented reality technology in the system of higher education are considered. The findings reveal an increase in the number of AR studies during the last four years. The most reported advantage of AR is that it promotes enhanced learning achievement and also of interest to the younger generation Some noted challenges imposed by AR are usability issues and frequent technical problems. The advantages and limitations of using this technology are given. The prospects for the use of...

Using Augmented Reality as a Medium to Assist Teaching in Higher Education

Eurographics 2010 Education Papers, 2010

In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science.

EXPLORING AUGMENTED REALITY IN COLLABORATIVE LEARNING

IAEME PUBLICATION, 2020

Augmented Reality (AR) enhances learning ability among visual learners as it is common for people to observe real world objects through display hardware such as camera. AR technologies offer the ability of learners to see virtual content overlaid over the real environment. This paper proposes for an AR system called the ArduTech that integrates AR in a collaborative learning setting at higher education level. The motivation is to enhance the level of understanding among university and college students regarding specific area of studies by capitalizing on visualization from different aspects. ArduTech is designed for single marker detection for all the objects by utilizing object-based AR rather than marker-based. ArduTech also promotes the use of marker-free AR which means there is no specific marker for system, hence users can use any marker as they wish but the system is still able to detect and define any marker accordingly. Evaluation of ArduTech received excellent feedback from the target users. Based on the gathered data more than 70% accepted the interface but the information provided by the system were only rated good in average. This is mainly due to the fact that the information were sample, hence does not presents the actual feel of the real application. As future enhancement, ArduTech will be equipped with more functions and modules such as adding and updating content module.

Use of Augmented Reality in Learning

Augmented reality offers great solutions in learning because most of high school students are familiar with them. Augmented reality-based applications such as the Pokémon Go 3D, or Quiver and HP Reveal can be used effectively in education. Using AR technology, teachers or even students can create content. For example, triggers using the provided website. The triggers can be image or videos, so the AR experience can be customized. In this study, authors first introduce the augmented reality and a specific application, Pokémon Go, then demonstrate the use of AR in education and finally present a survey conducted among students of a higher education in Hungary.