Augmented Reality

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David Grover - One of the best experts on this subject based on the ideXlab platform.

  • Augmented Reality in education cases places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with “perfectly situated scaffolding”, as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of “learning by design” using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the...

  • Augmented Reality in education - cases, places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real-world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with `perfectly situated scaffolding', as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of `learning by design' using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the approach resulted in high levels of independent thinking, creativity and critical analysis. The paper concludes by establishing a future outlook for Augmented Reality and setting a research agenda going forward.

Matt Bower - One of the best experts on this subject based on the ideXlab platform.

  • Augmented Reality in education cases places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with “perfectly situated scaffolding”, as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of “learning by design” using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the...

  • Augmented Reality in education - cases, places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real-world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with `perfectly situated scaffolding', as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of `learning by design' using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the approach resulted in high levels of independent thinking, creativity and critical analysis. The paper concludes by establishing a future outlook for Augmented Reality and setting a research agenda going forward.

Shenghua Hu - One of the best experts on this subject based on the ideXlab platform.

  • designing and implementing outdoor Augmented Reality system based on artoolkit
    Geoinformatics FCE CTU, 2007
    Co-Authors: Zongyi He, Yong Chang, Yongqi Liu, Shenghua Hu
    Abstract:

    Augmented Reality (AR) is the overlay of virtual computer graphics images on real world objects, and has many potential applications in industrial operations and academic research. ARToolKit is a C and C++ language software library that allows programmers develop Augmented Reality applications easily. Since the registration method of ARToolKit is based on computer vision, ARToolKit is not suitable for outdoor environment. ARToolKit needs to be improved for outdoor Augmented Reality. Source code of ARToolkit is improved in this paper. The registration method of vision is kept down, and 3D Electronic compass+RTKGPS is added, so that the registration method of 3D can be carried out not only indoor environment, but also outdoor environment. The paper discusses the framework of outdoor 3D underground pipeline Augmented Reality system based on ARToolKit.

  • designing and implementing outdoor Augmented Reality system based on artoolkit
    Geoinformatics FCE CTU, 2007
    Co-Authors: Zongyi He, Yong Chang, Yongqi Liu, Shenghua Hu
    Abstract:

    Augmented Reality (AR) is the overlay of virtual computer graphics images on real world objects, and has many potential applications in industrial operations and academic research. ARToolKit is a C and C++ language software library that allows programmers develop Augmented Reality applications easily. Since the registration method of ARToolKit is based on computer vision, ARToolKit is not suitable for outdoor environment. ARToolKit needs to be improved for outdoor Augmented Reality. Source code of ARToolkit is improved in this paper. The registration method of vision is kept down, and 3D Electronic compass+RTKGPS is added, so that the registration method of 3D can be carried out not only indoor environment, but also outdoor environment. The paper discusses the framework of outdoor 3D underground pipeline Augmented Reality system based on ARToolKit.

Cathie Howe - One of the best experts on this subject based on the ideXlab platform.

  • Augmented Reality in education cases places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with “perfectly situated scaffolding”, as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of “learning by design” using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the...

  • Augmented Reality in education - cases, places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real-world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with `perfectly situated scaffolding', as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of `learning by design' using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the approach resulted in high levels of independent thinking, creativity and critical analysis. The paper concludes by establishing a future outlook for Augmented Reality and setting a research agenda going forward.

Austin Robinson - One of the best experts on this subject based on the ideXlab platform.

  • Augmented Reality in education cases places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with “perfectly situated scaffolding”, as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of “learning by design” using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the...

  • Augmented Reality in education - cases, places and potentials
    Educational Media International, 2014
    Co-Authors: Matt Bower, Cathie Howe, Nerida Mccredie, Austin Robinson, David Grover
    Abstract:

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real-world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive overload by providing students with `perfectly situated scaffolding', as well as enable learning in a range of other ways. This paper will review uses of Augmented Reality both in mainstream society and in education, and discuss the pedagogical potentials afforded by the technology. Based on the prevalence of information delivery uses of Augmented Reality in Education, we argue the merit of having students design Augmented Reality experiences in order to develop their higher order thinking capabilities. A case study of `learning by design' using Augmented Reality in high school Visual Art is presented, with samples of student work and their feedback indicating that the approach resulted in high levels of independent thinking, creativity and critical analysis. The paper concludes by establishing a future outlook for Augmented Reality and setting a research agenda going forward.