Tuesday, June 16, 2015


 
Intelligence is the ability to adapt to change. ~ Stephen Hawking

Module 1 – Emerging Technology – Augmented Reality
Jennifer Rae Smith
jennifer.smith18@waldenu.edu

Keywords:  Augmented Reality; AR; Gamification; Educational Technology; Emerging Technology




Augmented Reality Image (AZ Tech Beat, 2013)

Scientists continually create innovations.  Sometimes these innovations become the next best thing that everyone must have while other innovations do not go mainstream.  Augmented reality (AR) is an innovation adopted by a small group of people and organizations; however, AR has not gone mainstream yet (Thornburg, 2013).  That said, AR is an emerging technology that is getting recognized as an educational resource due to the increased media coverage, affordability, availability, and advancements in computer technology (Wang et al., 2013).

What is Augmented Reality?

AR utilizes computer technologies to create a virtual enhanced version of the environment that the user can manipulate (Mashable, 2015). AR immerses the user in a simulated world from the past, present, or future.   Many industries embrace this technology to simulate or enhance experiences.   For example, the military uses AR to simulate wartime scenarios and train pilots (Perdue, 2015).  AR is also utilized in the medical field, the gaming industry, and to augment mapping and travel and tourism applications, and to improve sporting broadcasts (Perdue, 2015).

AR has been around for a long time.  Morton Heilig was named the “father of virtual reality” for his innovations of the 1950’s and 1960’s (Shore, 2012).  One invention, the Sensorama Simulator, imitated real scenarios “using a visual image, breeze and vibrations” (Shore, 2012).  In the 1990’s, Tom Caudell is credited with creating and defining the word "augmented reality," while Ronald Azuma researched AR’s potential in 1997.  Finally, Hirokazu Kato from the late 1990’s to 2000’s “combined virtual graphics with real life” (Shore, 2012).

Problems and Challenges of Augmented Reality

AR faced many challenges in the beginning concerning the lack of available applications and computing power necessary to run the technology (Wang et al., 2013).  AR requires the use of cameras and sometimes GPS to be able to run the programs.  Now that many tablets, smartphones, and laptops include GPS programs and cameras, there are more applications available for people to utilize (Wang et al., 2013).  Furthermore, AR has been getting media coverage due to the increased use of this innovation in the industry making people aware of this technology (Wang et al., 2013).

Benefits of Augmented Reality

There are many benefits of AR for education.  Wang et al. (2013) points out that “AR can provide students unique experiences that are consistent with successful pedagogical strategies such as hands-on learning, group collaboration, concept visualization, etc.” (p. 29).  Moreover, it gives students the opportunity to visualize a real-world situation that benefits many types of learning styles and students at all levels (Wang et al., 2013).

Pitfalls of Augmented Reality

The biggest pitfall for AR is the equipment needed to use this technology.  Devices with cameras, GPS programs, and AR applications are required to incorporate this innovation with instruction (Wang et al., 2013).  Furthermore, students and staff must be trained on how to use the applications, computer programs and devices needed for AR.  However, with the proper equipment, time, and curriculum development, AR has the potential to benefit students to make learning engaging and fun!

Organizations Promoting Augmented Reality


Augmented Realtiy.org (AR.org) is an organization of businesses and people in technology that promote AR devices and programs.  AR.org offers training, educational seminars and classes, networking opportunities, and hosts an annual technology conference (AR.org, 2015).  There is a small fee to become a member of this organization.  I have linked my blog to AR.org’s website.


Mashable is a "global media company that informs, inspires and entertains the digital generation" (Mashable, 2015).  This Internet site contains links to articles, definitions, and other information concerning current trends in technology in reverse chronological order with newest articles first and oldest articles last.  I have linked my blog to Mashable's website on the augmented reality page.  Please explore this valuable resource.

References:

AZ Tech Beat (Publisher).  (2013, September 19).  [Digital image of a creature coming out of tablet].  Retrieved from http://aztechbeat.com/2013/09/augmented-reality-app-developers-focus-youth-market/

Mashable, Inc. (Publisher).  (2015).  Augmented reality.  Retrieved from http://mashable.com/category/augmented-reality/

Perdue, T.  (2015).  Applications of augmented reality:  Augmenting reality is evolving as computer power increases.  About Tech.  Retrieved from http://newtech.about.com/od/softwaredevelopment/a/Applications-Of-Augmented-Reality.htm

Shore, J.  (2012, September 24).  Where did augmented reality come from?  Mashable.  Retrieved from http://mashable.com/2012/09/24/augmented-reality/

Thornburg, D.  (2013).  When is technology emergent?  Lake Barrington, IL:  Thornburg Center for Space Exploration.  Retrieved from https://class.waldenu.edu

Wang, Y., Vincenti, G., Braman, J., & Dudley, A.  (2013).  The ARICE framework:  Augmented reality in computing education.  International Journal of Emerging Technologies in Learning, 8(6), 27 – 34.  doi:  10.3991/ijet.v8i6.2809

1 comment:

  1. Hi Jennifer,

    I enjoyed reading your post about AR. It is a very interesting technology, but I think that one of the pitfalls is not planning for using it properly. Like any technology, its educational value has to be explicit so that everyone will know exactly how to use it and therefore preventing it from just being a distraction in the classroom.

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