Augmented Reality challenged the dealers and producers to provide the customers with an interactive experience for shopping. LEGO was one such company that was successful in creating such an application. They created an augmented reality application, such that when it when the customer places the product in front of this machine, they could see the packaging of the desired model and also view a virtual 3D view of what it would look like when it is completed. This application is created using 2nd generation Intel core i7 processors which power the Digital Box Kiosks, which in turn produces striking 3D details of the products. This LEGO Digital Box Kiosks are available in all LEGO stores and also other large toy stores (Metaio GmbH, 2010).
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).
Ramblib et al. made a statement in their paper that “a static reading experience can be converted into a dynamic, fun and engaging reading experiences for children, with the help of augmented reality. This is done by the integration of augmented reality into a physical book”. (Ramblib et al., 2012). In this paper, a physical story book is made much more interactive for the kids, with the application of augmented reality. It involves the pages of the book with graphic contents, animations and audios.
Tomi and Ramblib Awang Rambili describes in their paper the development of an education story book for the kids which is interactive and is it based on augmented reality. They took the story of “the thirsty crow...
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... that are being offered and through the advancement, it is possible to expand the scope of augmented reality to a much wider area.
Optical Character Recognition (OCR)
According to a particular source (Jim 2012, p 434), The University of Illinois is planning on developing an application that would help their students to use their mobile phones, to scan any matter and find out more resources for that topic in the library, using that very same application itself. The main purpose of this application would permit the students to scan the page or contents of the book, and the app would in turn provide them with a list of resources where they could refer.
This application, with the help of OCR compares and checks with the database, and sees if there is any match to the resource searched for and provides the user with the relevant information on the mobile phone.
I chose to read and comment on Barbara Kiefer’s “Envisioning Experience: The Potential of Picture Books.” Kiefer’s main point in writing this essay was to get the message across that children enjoy picture books that allow them to identify and make connections with the characters or the plots, and that while reading and analyzing the pictures, they gain a better sense of aesthetics and how to interpret them.
Picture books are books in which both words and illustrations are essential to the story’s meaning (Brown, Tomlinson,1996, Pg.50). There are so many different kinds of children’s books. There are books for every age and every reading level. There are many elements that go into picture books such as line and spacing, color and light, space and perspective, texture, composition and artistic media. Picture books are an essential learning element in today’s classroom.
The question of the extent to which children learn through technological play is disputed. Most early years specialists agree that the best educational experiences are based on play. Some of the products available for young children use the concept of interactivity to claim they can accelerate progress in learning to read, write and use numbers. The learning toys are marketed at parents who want to get children ready for school but they are often based on mundane educational tasks disguised as entertainment. The so-called interactivity may well provide some initial motivation for learning but it rarely continues beyond the first few encounters and may even get in the way of the educational potential. Exposing young children to such technology presents hindrance to not only their physical and mental development, but their emotions as well.
The modification of literary engagement is quickly happening in the 21st century because of the entry of various technologies that can transfer literacy (Birkerts (1994). Lockyer & Patterson (2007) have also recognized the significance of pre-school teachers integrating technologies in their placements to support learning surrounding multi-literacies. The introduction of various technologies into the classroom is a strategy that might be used to adjust the available new multimodal forms of literacy (Kalantzis & Cope, 2012). By using new technology formats, for example, social media, discussion forums, blogs, video games and wiki groups, literacy could be conveyed interpersonally, allowing students to understand from each other (Cattafi & Metzner, 2007; Gee, 2007 and Kalantzis & Cope, 2012).
The LEGO Group organization is famous due to its flagship product – colourful plastic bricks that can be interlocked to form a variety of figures, and then disconnected again. These binding bricks originated in a wooden form when the company was first established in Billund, Denmark by Kirk Kristiansen in 1932 (The LEGO Group, 2012), and today’s well known plastic version was introduced in 1958 (Rosenberg). The company’s head office is located in Billund to this day, and The LEGO Group remains privately owned by Kristiansen’s family (The LEGO Group, 2012). They currently sell toys and teaching materials in over 130 countries worldwide.
In the “age of electronic entertainment”, Harry Potter novels sharply contrast by luring children away from the internet, and away from video games and the television. Children across the globe are rapidly becoming interested in reading the novels. Katherine Thompson, owner of Frugal Frigate Bookstore, declared the series a “literary phenomena.” She noted that children as young as eight-years-old will devour...
A history of the beginning of the year augmented reality 1957-1962, when an inventor named Morton Heilig, a cinematographer, created and patented a simulator called Sensorama with visual, vibration and odor. In Virtual Reality technology, users interact with the virtual environment created for simulating the real world, but the user can not see the real world around him. In the augmented reality technology, the user can see the real world around him with the addition of a virtual object generated by a computer. Augmented reality 3D objects that appear directly in the media, it would require a special tool called a Head Mounted Display
A children book is an extremely substantial and significant form of literature. It educates, affects and amuses at the same time. Although its main audience are the small children, the majority of adults in fact enjoy this type of literature as much as children do. This can be explained by the capacity of children literature to deal with great themes and topics that are too large for adult fiction. (Philip Pullman) For its great importance, the style and technique by which it is produced, is a major concern for both of the authors and critics. One technique has a particular impact in the children book, that is to say, illustration. Bearing the visual nature of children in mind, we understand that their books should be delivered with
Ever since I was a child, I've never liked reading. Every time I was told to read, I would just sleep or do something else instead. In "A Love Affair with Books" by Bernadete Piassa tells a story about her passion for reading books. Piassa demonstrates how reading books has influenced her life. Reading her story has given me a different perspective on books. It has showed me that not only are they words written on paper, they are also feelings and expressions.
Liu, Pei-Hsun Emma, & Tsai Ming-Kuan. “Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study.” British Journal of Educational Technology. Jan, 2013. Vol. 44 Issue 1, pE1-E4. EBSCO. Web.
Augmented Reality – Linking Real and Virtual Worlds. Rep. University of Southern California, n.d. Web. 17 Nov. 2013.
Our readings reference many previously researched benefits of Interactive Reading which include (but certainly are not limited to) developing children's joy of learning, art of listening, vocabulary, concepts of print, patterns and structures of written language, understanding of different genres, oral language expression, and understanding of the components, structure, and function of narrative discourse, connection with others and the world. (Fisher et all, 2006, p. 8-16).
Augmented reality (AR) is the virtual object which is combination of 3D real environment in the real time. It is more interactive either with graphics or audio enhancing from what we can sense such smell, hear, see or feel it. In other words, it is duplicate the environment around the world in computer. There are applications in various areas in augmented reality and one of them is medical visualization more domain for augmented reality. The topic that discussed is augmented reality application in computer aided surgery and medicine. In research article (Tobias Sielhorst, Marco Feuerstein & Nassir Navab, 2008) medical augmented reality takes it motivation from the need of visualizing medical data and the patient within the same physical space. The reason for chose this topic because it is because this application more advance and the technologies always bring new visualization and interaction using augmented reality in 3D in surgery performing requirements. So, discussing these topics actually need many evaluations to perceive the result to the area of surgery and medicine in medical performance.
Some years ago, with the arrival of digital technology, the process of reading has been changed to make it easier for everybody; therefore digital books are replacing the actual physical books. In spite of the fact that paper books and digital books are very similar in some ways, such as tittle pages, copyright page, covers, chapters or tables of contents; they present a visual and a sensory difference. In fact, they have a similar action that gives benefits but drawbacks at the same time. Paper books are tangible, accomplishment, easy to share; they have a unique aroma, and a sensitive side. But people should take in consideration that digital books are the better choice, because they are portable, convenient, cheap in price, and easy to manipulate, not to mention that anybody is able to have an bunch of them in only one file, either their phones or
There is no denying the fact that VR is the future. If you see industry trends, the rate at which VR is becoming mainstream is staggering as almost 75% of the biggest corporations are now investing in this technology. They see the potential and the interest the people have and are constantly working on improving the current virtual reality systems.