Augmented Reality: An Overview and Five Directions for AR in Education

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 de- vices. 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. Facilitating ubiquitous learning, AR will give learners instant access to location- specific information compiled and provided by numerous sources (2009). Both the 2010 and 2011 Horizon Reports predict that AR will soon see widespread use on US college campuses. In prepa- ration, this paper offers an overview of AR, examines recent AR developments, explores the impact of AR on society, and evaluates the implications of AR for learning and education.

[1]  Bjorn Ekengren,et al.  Mobile Augmented Reality , 2010 .

[2]  F. Biocca,et al.  Communication in the age of virtual reality , 1995 .

[3]  Hannes Kaufmann,et al.  Summary of Usability Evaluations of an Educational Augmented Reality Application , 2007, HCI.

[4]  B. Cope,et al.  Ubiquitous Learning , 2011 .

[5]  Hirokazu Kato,et al.  Marker tracking and HMD calibration for a video-based augmented reality conferencing system , 1999, Proceedings 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR'99).

[6]  Ronald Azuma,et al.  Recent Advances in Augmented Reality , 2001, IEEE Computer Graphics and Applications.

[7]  Hannes Kaufmann,et al.  Collaborative Augmented Reality in Education , 2002 .

[8]  Henry Been-Lirn Duh,et al.  Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR , 2008, 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality.

[9]  Hirokazu Kato,et al.  Real World Teleconferencing , 2002, IEEE Computer Graphics and Applications.

[10]  Constance Steinkuehler,et al.  Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.

[11]  Ivan Poupyrev,et al.  The MagicBook: a transitional AR interface , 2001, Comput. Graph..

[12]  Seung Yeon Choo,et al.  Interior Design in Augmented Reality Environment , 2010 .

[13]  Martin White,et al.  Web3D and Augmented Reality to support engineering education , 2004 .

[14]  N. Navab,et al.  Advanced Medical Displays: A Literature Review of Augmented Reality , 2008, Journal of Display Technology.

[15]  LuckinRosemary,et al.  “Making it real”: exploring the potential of augmented reality for teaching primary school science , 2006 .

[16]  Ashok Sisodia,et al.  Advanced helmet mounted display (AHMD) , 2007, SPIE Defense + Commercial Sensing.

[17]  Amir H. Behzadan ARVISCOPE: Georeferenced Visualization of Dynamic Construction Processes in Three-Dimensional Outdoor Augmented Reality. , 2008 .

[18]  G. A. Giraldi,et al.  Introduction to Augmented Reality , 2003 .

[19]  Mark Billinghurst,et al.  Mobile Architectural Augmented Reality , 2009 .

[20]  Eigil Samset,et al.  Augmented reality in surgical procedures , 2008, Electronic Imaging.

[21]  Mor Naaman,et al.  Playable data: characterizing the design space of game-y infographics , 2011, CHI.

[22]  J. Cooperstock The Classroom of the Future : Enhancing Education through Augmented Reality , 2001 .

[23]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.

[24]  Brett E. Shelton,et al.  Using augmented reality for teaching Earth-Sun relationships to undergraduate geography students , 2002, The First IEEE International Workshop Agumented Reality Toolkit,.

[25]  Chris Dede,et al.  Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .

[26]  P. Milgram,et al.  A Taxonomy of Mixed Reality Visual Displays , 1994 .

[27]  Chris Dede,et al.  Immersive Interfaces for Engagement and Learning , 2009, Science.

[28]  J. Galusha Barriers to Learning in Distance Education , 1997 .

[29]  Bruce H. Thomas,et al.  First Person Indoor/Outdoor Augmented Reality Application: ARQuake , 2002, Personal and Ubiquitous Computing.

[30]  M. Turcsányi-Szabó,et al.  Augmented Reality in Education , 2018, Handbook of Mobile Teaching and Learning.

[31]  Greg Welch,et al.  Spatially augmented reality , 1999 .

[32]  Kyusung Cho A Realistic E-Learning System based on Mixed Reality , 2007 .

[33]  Susan A. Yoon,et al.  Developing games and simulations for today and tomorrow’s tech savvy youth , 2005 .

[34]  Charles E. Hughes,et al.  Mixed reality in education, entertainment, and training , 2005, IEEE Computer Graphics and Applications.

[35]  Wei Zhu,et al.  Personalized In-store E-Commerce with the PromoPad: an Augmented Reality Shopping Assistant , 2004 .

[36]  Dan Keast,et al.  The Age of Virtual Reality , 2013 .

[37]  Penelope M Sanderson,et al.  Monitoring with Head-Mounted Displays in General Anesthesia: A Clinical Evaluation in the Operating Room , 2010, Anesthesia and analgesia.

[38]  Louis B. Rosenberg The use of Virtual Fixtures to Enhance Operator Performance in Time Delayed Teleoperation. , 1993 .

[39]  Hirokazu Kato,et al.  Collaborative augmented reality , 2002, CACM.

[40]  Kurt Squire,et al.  Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .

[41]  Fumio Kishino,et al.  Augmented reality: a class of displays on the reality-virtuality continuum , 1995, Other Conferences.

[42]  Robert Riener,et al.  An Augmented Reality Delivery Simulator for Medical Training , 2004 .

[43]  F. Liarokapis,et al.  Multimedia Augmented Reality Interface for F-Learning (MARIE) , 2002 .

[44]  Dieter Schmalstieg,et al.  Mathematics and geometry education with collaborative augmented reality , 2003, Comput. Graph..