Introduction to Augmented Reality
Augmented Reality(AR) is the technology which integrates virtual objects with the real world by superimposing Virtuality in real environment. Azuma properly defines Augmented Reality as a variation of Virtual Reality. As Virtual Reality completely involves a user into virtual environment, however one cannot see the real world surrounding him. Whereas, AR allows users to experience the real world with virtual objects super imposed on them. Instead of replacing reality, AR advocates it (Kaufmann 2003). The very first Augmented Reality interface had been developed by Sutherland in 1960’s (Zhou et al. 2008). In recent years Augmented Reality has been marking its popularity very well. The same trend has been observed in the research articles reviewed in the research.
2.2 Mixed Reality
Mixed Reality is a hybrid reality which produces new environments and visualizations where virtual and real objects co-exist and interact in real time by merging real and virtual objects. There are four realities in Mixed Reality (MR) continuum.
1. Real Environment: This is the real world i.e. the physical world.
2. Augmented Reality: In this, Digital objects are added to real world.
3. Augmented Virtuality: In this, real objects are added to virtual world.
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Educators are to be more interested and encouraged in teaching process when using these technologies. Also, students are to be much more motivated in this process (Fonseca et al. 2014; Kreijns et al. 2013; Roca and Gagné 2008). Researchers have investigated the application of AR in AEC Education domain. Augmented Reality is considered to be a cost effective technology which provides students with attractive contents and much more interesting with respect to paper books. This technology has been said to be utmost important for focusing students’ attention on actual tasks (Martín-Gutiérrez et al.
I knew that I would enjoy the simulations because I have always enjoyed hands-on projects in my classes. Before I did any of the simulations I started the three simulations I looked at their titles. The first simulation, “You Are A Founder” really caught my attention because The Founders had many issues that they had to compromise on while making our Constitution. Since I knew some of The Founders issues they dealt with I figured I would not learn as much from it and thought I knew a lot about a police officers duties. Therefore, I thought I would learn the most from You Are A Federal Judge. All three simulations were very informational and eye-opening, but the simulation I enjoyed and learned the most from was You Are A Police Officer. I had never really considered how quickly they have to survey a certain situation and know exactly what to do. Since I found out so much from the You Are A Police Officer simulation I believe it was my favorite. All three were very cool and fun to participate in though.
But if we are looking for a more modern take on virtual reality we would start in the early 1800’s with a paint style called “Panoramic paintings”. So what are these and how do they relate to virtual reality. Well these paintings were made to fill a person’s field of vision, making them feel like they are at the historical event, scene, or battle they are looking at. (“History Of Virtual Reality”, 2017).
The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So, the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation. Also, virtual reality is the term used to describe a three-dimensional, computer generated environment which a person can explore and interact with. That person becomes part of this virtual world or is immersed within this environment and whilst there, a series of actions can be manipulated objects or performed.
Definition: The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
Definition of virtual reality is "A technology that assures participants that he was actually in another place by replacing the main sensory input with data received by the computer" [6] [10]. One of the key elements of the virtual reality of cyberspace; it is a space fantasy or simulation environment. Which is always linked here is a virtual world and immersion virtual reality, perception is born into the world of alternatives such as ethereal or other point of view of our world
The visualization part refers to the computer generating visual, auditory or other sensual outputs to the user of a world within the computer. This world may be a CAD model, a scientific simulation, or a view into a database. The user can interact with the world and directly manipulate objects within the world. Some worlds are animated by other processes, perhaps physical simulations, or simple animation scripts. Interaction with the virtual world, at least with near real time control of the viewpoint, is a critical test for a 'virtual reality'.
In healthy risks, users using virtual reality for a long period of time would develop disorientation and nausea. The author of Virtual or Real? The mind of cyberspace, Cartwright, has concluded that it’s possible to put them at a certain “at risk” in mental or emotional peril (Cartwright). The users who are in much more at risk are drug users, schizophrenia, and those who are emotionally unstable or have mental illnesses. Privacy is another social issue for Virtual reality users. When the user uses the headset, their perspective outside of virtual reality would put them at vulnerable situation such as hitting objects, walking towards the edge, or even receive a burglary. The users cannot see beyond virtual reality since their senses would be too focused inside the virtual
Remi Paucher, Matthew Turk. Location-based augmented reality on mobile phones. University of California, Computer Science Department, Santa Barbara, 2010.
The experience of using your smartphone as a bridge between the real and digital world is augmented reality’s prime value proposition. The “bridge” could be used to enhance a regular task to make it more exciting and intuitive; for example, in 2009, Yelp! released it’s ‘Monocle’ feature, which allowed users to use their camera to “find” new places to explore around them[1]. This feature made Yelp! the first ever application on the iPhone to have an augmented reality component. The monocle feature aimed at giving users an easier and more exciting way to explore the Yelp! map using geolocation, i.e., through the lenses of their phones but without having to crouch over their screens to do so. The other important use of augmented reality in practice could to allow the user to perform tasks that would normally be impossible given the current environment; for example in
At the beginning, virtual reality try to make people understand that itself has the ability for a great medium, new entertainment and also very powerful type of art (Bates, 1991). Besides, according to Encyclopedia of Virtual Environments, 2006, they defined the virtual reality is a human-computer interface in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behavior of the user. Virtual reality is popular in many areas such as education, architecture and entertainment. The most noticeable in virtual reality is in entertainment application. Through the idea that was presented by Ivan Sutherland, 1965, virtual reality can mimic our real life to make the world look real, sound real, feel real and realistically to the viewer’s actions. Virtual reality can immerse in 3D visual world (Jessica, 2002). Virtual reality with the computer can simulate the three dimensional image and environment. It can be seen real when it is interact with physical way by person that using electric equipment like gloves and helmet. Example of the game is kinect for xbox 360 that we can use our body to become the controller. Kinect sensor also can track our movement such as jump or dance. Besides that, it is like we can explore the game world like mountain, a long river and big aquarium. In addition we are allowed to choose which avatar we want. The movement of the avatar is the same as we do because the avatar can detect the movement of the real person through sensor.
Augmented Reality has been used in the field of mobile advertising also. Aurasma is one such application. This was launched in 2011. This application made use of image recognition. Here the content is hovered over the newspaper or magazine, which has 2D content or videos (Cellan-Jones, 2011).
It was also to identify respondents’ needs in the classroom, if ever the use of audio visual aids are important in the classroom, whether their teacher has used them previously and also their feedback after going through a session of learning the novel using the proposed new method. Respondents have to also provide their views on the success of using the audio visual aid method as compared to traditional “Chalk and Talk” method. And lastly, they are to agree or disagree if the audio visual aid method should be implemented in future classes for learning
Technology properly used in the classroom has many advantages to a student’s learning. Technology can help students become more involved in their own learning process, which is not seen in the traditional classroom. It allows them to master basic skills at their own rate rather than being left behind. Teachers and students alike can connect to real life situations by using technology in the classroom; this can also help to prepare students for real world situations. Technology can be used to motivate students as well as to offer more challenging opportunities. It can also be used as a visualization tool to keep students interested in the subject that is being taught. When technology is used effectively, students have the opportunity to develop skills that they may not get without the use of technology (Cleaver, 2011). Assessing and monitoring students is easier on the teacher because of the ability to use technology in the classroom. When technology is used correctly it offers limitless resources to a classroom atmosphere.
Virtual Reality is a new form of interactive media that is here to stay. A time may come when people might get tired of it but the chances of that happening are really low as the content that can be offered in VR systems is almost limitless.
Technology has rapidly changed over the years and has expanded our infrastructure greatly. In particular, as technology advances the education system adapts to the many changes. The world of technology brings about many new improvements and shows no sign of slowing down. Many people spend their day to day lives utilizing the great aspects of technology doing almost anything imaginable. Through technology teachers and students can connect and expound upon the many fields of education. Technology is an ever growing aid in education that has increased awareness, communication, and accessibility. How is technology shaping education? The uses of mobile devices and applications have shown a great influence in the education system.