By Abby Kerr and Leela Welch
Background
What is AR?
AR, or Augmented Reality, is defined as a technology that lends to an enhancement of the “real world” with the use of virtual items that creates a unique interactive experience. (Altinpulluk, 2019) AR technology is unique in form because it brings virtual elements into the physical world. This is in contrast to VR, or Virtual Reality, a completely immersive technology where the user is transported to a virtual world and MR, or Mixed Reality, where certain elements of the physical world are used in a virtual world.
The three main components of defining AR are:
AR, or Augmented Reality, is defined as a technology that lends to an enhancement of the “real world” with the use of virtual items that creates a unique interactive experience. (Altinpulluk, 2019) AR technology is unique in form because it brings virtual elements into the physical world. This is in contrast to VR, or Virtual Reality, a completely immersive technology where the user is transported to a virtual world and MR, or Mixed Reality, where certain elements of the physical world are used in a virtual world.
The three main components of defining AR are:
- Combining virtual and real information, with the real world as the primary place of action.
- Interactivity with real-time updates and have virtual information in 3D space and in the physical environment.
- Virtual information is registered in 3D space, in the physical environment. (Lima, 2018)
Types of AR
AR spans a lot of different “virtual reality” applications and is a seemingly pedestrian technology that is widely used on a regular basis. The following four types of AR are very similar, but when disseminating what type of learning experience the user is going to engage in, the coding and technical differences are important to take into account.
AR spans a lot of different “virtual reality” applications and is a seemingly pedestrian technology that is widely used on a regular basis. The following four types of AR are very similar, but when disseminating what type of learning experience the user is going to engage in, the coding and technical differences are important to take into account.
Marker Based AR
This is type of AR is also called “image recognition” uses a visual marker (usually a QR or 2D) code that a camera detects and produces ‘a result’ on the screen when the marker is sensed by the camera. (Gayathri et al, 2016) Marker based AR produced ‘results’ are often a 3D image or a simulation of the object. This type of AR is common for educational settings and often used in museums like the Center on Contemporary Arts in Seattle that was lauded for curating an art exhibition that took the user into a more in-depth 3D dimensional look at the artwork through a camera. (Morozova, 2018)
Marker-Less or Location Based AR
Marker-Less or location based AR is the most common version of AR technology, it relies on the use of location technology like GPS, digital compass, velocity meter, and accelerometer. (Reality Technologies, 2016) This technology works by using the location technology embedded within a device to provide data from the fixed markers around the device to decode a location. The most common example is the simple maps function on a smartphone or other location centric mobile apps. (Singh, 2018)
Projection Based AR
The name for this AR is pretty self explanatory. It occurs when artificial light is projected onto real world surfaces. (Reality Technologies, 2016) This allows for human interaction of touch and detects the users movements as an altered projection differentiating it between the expected projection. Often this brand of AR uses laser plasma technology to project a 3D hologram. (Singh, 2018) Typically used in training in the manufacturing sector, aiding in the breakdown of complex building tasks by projected guided systems. (LightGuide Systems, 2017)
Superimposed Based AR
This type of AR is based on image recognition, the augmented image can replace the original image either partially or fully. (Singh, 2018) This technology is usually very specialized and uses CAD programming to help the program recognize the device. An example of this in use is Ikea’s Virtual Catalog that superimposes the furniture in your home. (Reality Technologies, 2016)
This is type of AR is also called “image recognition” uses a visual marker (usually a QR or 2D) code that a camera detects and produces ‘a result’ on the screen when the marker is sensed by the camera. (Gayathri et al, 2016) Marker based AR produced ‘results’ are often a 3D image or a simulation of the object. This type of AR is common for educational settings and often used in museums like the Center on Contemporary Arts in Seattle that was lauded for curating an art exhibition that took the user into a more in-depth 3D dimensional look at the artwork through a camera. (Morozova, 2018)
Marker-Less or Location Based AR
Marker-Less or location based AR is the most common version of AR technology, it relies on the use of location technology like GPS, digital compass, velocity meter, and accelerometer. (Reality Technologies, 2016) This technology works by using the location technology embedded within a device to provide data from the fixed markers around the device to decode a location. The most common example is the simple maps function on a smartphone or other location centric mobile apps. (Singh, 2018)
Projection Based AR
The name for this AR is pretty self explanatory. It occurs when artificial light is projected onto real world surfaces. (Reality Technologies, 2016) This allows for human interaction of touch and detects the users movements as an altered projection differentiating it between the expected projection. Often this brand of AR uses laser plasma technology to project a 3D hologram. (Singh, 2018) Typically used in training in the manufacturing sector, aiding in the breakdown of complex building tasks by projected guided systems. (LightGuide Systems, 2017)
- Parking assistant technology, a video screen that shows you how to park your car and has cameras to help you best assess the objects around. (Mayilyan, 2019)
Superimposed Based AR
This type of AR is based on image recognition, the augmented image can replace the original image either partially or fully. (Singh, 2018) This technology is usually very specialized and uses CAD programming to help the program recognize the device. An example of this in use is Ikea’s Virtual Catalog that superimposes the furniture in your home. (Reality Technologies, 2016)
- Ikea Place
History
AR was envisioned by Ivan Sutherland in 1965 as a head mount display (HMD) that overlays everyday tasks, the sword of damocles. The prototype of the sword of damocles was a HMD hung from the ceiling over the user’s head with goggles - not unlike an ophthalmologist's Phoropter - the technology included head tracking, 3D movement freedom, and see-through optics. AR did not have any major breakthroughs until 30 years later - flash forward to the 90s- where research mounting in the use of AR as an assistive and learning technology for workers in the manufacturing industry started to boom.
AR was envisioned by Ivan Sutherland in 1965 as a head mount display (HMD) that overlays everyday tasks, the sword of damocles. The prototype of the sword of damocles was a HMD hung from the ceiling over the user’s head with goggles - not unlike an ophthalmologist's Phoropter - the technology included head tracking, 3D movement freedom, and see-through optics. AR did not have any major breakthroughs until 30 years later - flash forward to the 90s- where research mounting in the use of AR as an assistive and learning technology for workers in the manufacturing industry started to boom.
- From 1965-1968 Ivan Sutherland prototyped ‘the sword of damocles’,a HMD that included head tracking, 3D movement freedom, and see-through optics.
- In 1974 Myrton Kugar built an artificial lab called the ’Video Place.’ The ‘Video Place’ used projectors and video cameras that showed on-screen interactive silhouettes.
- Boeing created a HMD (Head Mount Display) that applied a see through wire assembly schematic to aid workers in wiring complex systems.
- KARMA was the first HMD see-through system that incorporates AR instruction in a sequential assistive technology in the maintenance and repair of laser printers. (Rapoport, 2017)
Connections
The potential of AR in an educational setting is vast, this technology can make a simple learning objective round out into discovery-based approach to education. (Mayilyan, 2019) AR is the most economical technology to use as an educational tool, in comparison to VR and MR. The research shows that the best educational results for an AR learner has been when the design mirrors the curriculum from the face-to-face instruction. (Altinpulluk, 2019) Conversely, there are great supplemental AR applications that educators can use in the classroom that are low cost and will bolster a lesson. The following list is for the former, deep specific formal learning, here are a list of framework and platforms that educators can use to develop their own educational AR application.
- PTC Vuforia is popular platform used to work with augmented reality development that supports Android, iOS and Unity Editor. Supported features are recognition of the different types of visual objects, text and environments recognition. (Schmidt, 2017) PTC Vuforia markets themselves for business and industry learning, although their prices aren’t as economical as other license subscriptions, their products and guarantee seem incredible.
- AKToolKit X is an open source forum and tracking library that supports Android, iOS, Linux, Windows, and Smart Glasses. Supported features are single-camera or stereo-camera camera position/orientation tracking, plugins for Unity and OpenSceneGraph, camera and optical stereo calibration. (Sural, 2018) The goal of this forum is to provide a democratization of technology to those who are interested in AR development. This forum is the most comprehensive forum, to date, and is funded by Realmax a leading AR Chinese company.
- EasyAR touts themselves as “the easiest to use” for developing AR offering a free basic plan (100 uses per day) and a $500 pro-plan. EasyAR supports SDK. Android, iOS, Windows, Mac and Unity Editor, other supported features include 3D object recognition, environment perception, cloud recognition, smart glass solution, App cloud packaging.
- AR Core a google platform for developing AR experiences, the program is free but has some costs within the distribution process. AR Core supports, Android, Unity, Unreal and Android NDK.
- AR Kit is Apple’s leap into the AR business, their platform is limited to and for iOS users. AR Kit is coupled into their developer program which is actually free currently, although the costs start to mount when the developer begins to circulate the application. AR Kit supports, Java, Unity, iOS, and Unreal.
Cases
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Augmented Reality Training Demonstration
This video demonstrates how Augmented Reality can be utilized for training using the Epson Moverio BT-100. The ability to complete self-guided training could have great potential in many different industries and allows learners to be hands free and able to save time by cutting down on the need to stop to look through a textbook or find an instructor. Augmented Reality in Higher Education
at The University of Rochester Using a glass projector table that reacts to the and objects on the table, this tool is used to illustrate large-scale chemical reactions in a chemical production plant. This AR device can give chemical engineering students a chance to collaborate on complicated large scale chemical reactors that would otherwise be impossible to model in a university’s lab. Expeditions AR - Bringing the World Into the Classroom
Similar to the VR Expeditions shown in the VR section, this video demonstrates the use of AR in the secondary classroom. Rather than experiencing things in solidarity in VR students can view and experience different objects such as volcanoes or asteroids together. This allows them to react together and discuss as they are viewing. |
Impact
Pros
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Is AR the best choice?
Augmented Reality has many exciting possibilities in the learning and training space, but it may not be for everyone. Careful consideration of budget and overall need are necessary when deciding whether to invest in the technology. The ability to have shared experiences, rather than individual experiences with VR makes a compelling argument for AR. As with all technology in this arena, AR technology is costly and can turn some potential users with smaller budgets away. Though accessibility through various apps has helped attract some users. It is unclear what the future holds for AR technology as it competes for space with both VR and MR. Cons
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Resources
Ready to Get Started With AR?
5 Ways to incorporate AR in the Classroom:
Five Ways Teachers Can Use and Create Augmented Reality Experiences
Book List to Get Started
Augmented Reality (AR) Books to Add to Your Reading List
A Guide for teachers to get started with AR in the classroom and the AR/VR differences:
Everything You Need to Know to Get Started with AR/VR in the classroom
A journal article exploring how augmented reality can make a difference in education
Augmented Reality Learning
A curated collection of augmented reality resources
The Comprehensive Guide to Getting Started in Augmented Reality
5 Ways to incorporate AR in the Classroom:
Five Ways Teachers Can Use and Create Augmented Reality Experiences
Book List to Get Started
Augmented Reality (AR) Books to Add to Your Reading List
A Guide for teachers to get started with AR in the classroom and the AR/VR differences:
Everything You Need to Know to Get Started with AR/VR in the classroom
A journal article exploring how augmented reality can make a difference in education
Augmented Reality Learning
A curated collection of augmented reality resources
The Comprehensive Guide to Getting Started in Augmented Reality