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Augmented Reality

Augmented Reality. Brianne Schultz, Brianna Schneider, Briana Burdick, Katie Dahly. History of Augmented Reality. The first applications appeared in the late 1960s and 1970

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Augmented Reality

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  1. Augmented Reality Brianne Schultz, Brianna Schneider, Briana Burdick, Katie Dahly

  2. History of Augmented Reality • The first applications appeared in the late 1960s and 1970 • By the 1990s, augmented reality was being put to use by a number of major companies for visualization, training, an other purposes • In 2008, AR mapping and socials tools were on the market • Today, it is powerful enough to deliver augmented reality experiences to personal computers and mobile devices

  3. How Does it Work? • The camera and screen embedded in smart phones and other devices now serve as the means to combine real world data with virtual data. • Using GPS, image recognition, and a compass, AR apps can pinpoint where the mobile’s camera is pointing and overlay relevant information at appropriate points on the screen

  4. Augmented Reality Applications • Applications can be marker-based or markerless • Markerless applications use mobile’s GPS or image recognition where input to the camera is compared against a library of images • Markerless apps function anywhere without reference points and have wider applicabilitly

  5. What is Augmented Reality? • It is the enrichment of the real world with the virtual world • Layar is a leader in the Augmented Reality space for Androids and iPhones. • Includes ratings, reviews, and other information for customers. • http://www.layar.com • http://www.youtube.com/watch?v=C8g2xjysyKU (until about 3 minutes)

  6. AR & Education • Strong potential to provide powerful, contextual learning experiences • Mostly happening in universities • Easily transferred to K-12 • Discovery based learning

  7. AR & History • Used to model objects, allowing students to envision how a given item would look in different settings • Ex: Coliseum, Visitors can pan across the coliseum and see what it looked like during a historical event, complete with cheering spectators and competing athletes

  8. AR & Science • Mobile application pUniverse turns a mobile device into a portable planetarium • Overlays data about celestial objects as the student pans the device around the sky

  9. AR & Language Arts • Students created AR costumes for characters of A Midsummer Night’s Dream • The students drew the costumes • Then “became” the characters as they acted out the play in front of a camera

  10. AR & Reading • Zooburst: Tool that allows students to create their own augmented reality storybooks • Metaio: developing books that include AR elements such as globes that pop up on pages about the earth • Books printed normally • Consumers install special software and point a webcam at the book to see visualizations • Allows any existing book to be developed into an augmented reality edition after publication

  11. Useful Sites for Teachers • www.zooburst.com • http://scimorph.greatfridays.com/#/home

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