augmenting education: the collision of real and virtual worlds [vra]

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Bryan Loar Senior Director, Research & Knowledge Management Augmenting Education: The Collision of Real and Virtual Worlds Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”

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This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience. Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.” The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]

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Page 1: Augmenting Education: The Collision of Real and Virtual Worlds [VRA]

Bryan Loar

Senior Director, Research & Knowledge Management

Augmenting Education: The Collision of Real and Virtual Worlds

Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom

Experience via Visualization Technologies.”

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WHAT’S AR?

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Augmented Reality (AR) is the augmentation of the visual field of a user by enhancing the current field of vision with additional information - Caudell and Mizell

Augmented Reality By DanieleCivello

Augmented Reality Brings 3-D to Retail By IntelFreePress

augmented reality game bibliotheek deventer By nilsmengedoht Concept Art 'Tijdmachine' By Tijdmachine

Detail of Google Glass By zugaldia

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MOVABLESCREENhttp://youtu.be/0UODkvUTnAU

[SlideShare: See next slide for video]

ALLARD PIERSON MUSEUM, AMSTERDAM

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ACTIVE NOT PASSIVENew understanding based on interactions with virtual objects

Objects too large or too small to be manipulated can be brought into a student’s personal space at a scale and in a form easy to understand and work with

SITUATED LEARNINGThe ability to transfer learning from one context to another is a significant skill, one that AR can facilitate in its overt use of

context and layering

FORMAL + INFORMAL LEARNINGContribute to the evolution of a learning ecology that transcends educational institutions

AR’s EDUCATIONALVALUE

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METADATAHow should they be treated? A work? An image? What

about “didactic works” like video?

VRA Core: Many elements exist to handle AR digital objects, but can it adequately describe the object?

Cataloging Cultural Objects (CCO): The same questions arise.

Getty Research Institute’s Art & Architecture Thesaurus (AAT): Does the appropriate controlled vocabulary exist? Virtual reality exists but not augmented reality.

AR’s IMPORTANCE TO THE VISUAL

RESOURCES FIELD

WORKFLOWIn the not too distant future, educators, image

professionals, librarians, and information professionals could be using augmented reality glasses to enhance their current responsibilities.

PATRON TRAININGAs with e-readers, information professionals in public

workplaces and educators may be asked to have a deep understanding of the technology in order to train patrons.

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MIXED REALITYCONTINUUM

Real Environment Augmented Reality (AR) Virtual EnvironmentAugmented Virtuality (AV)

3 m.

OSU Fine Arts Library - Nike By Bryan Loar

Global kids Screens By NMC Second Life [Modified]

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BEGINNINGS

AR & Virtual Reality (VR) share a common ancestry.

1968Sutherland, Ivan E. A Head-Mounted Three-Dimensional Display. Proceedings of the AFIPS Fall Joint Computer Conference Washington, D.C.: Thompson Books, 1968, p. 757-764.

Ivan Sutherland’s work at MIT starting in 1966 led to the first head-mounted display exhibited in 1968. The display’s translucent properties made it a precursor to AR.

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In the late 1990’s, researchers like Wayne Piekarski began to develop mobile AR solutions. Some of the hardware could be purchased ready to use, some modified, and some created. Many of these systems used a backpack design to carry the array of necessary equipment. Tinmith-Endeavour backpack By Wayne Piekarski

EARLYMOBILITY

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AR TOOLS TODAY

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HEADMOUNTEDDISPLAYS

“Utilizing Vuzix’s patented quantum optic see-thru technology, the STAR 1200XL enables you to see the real world directly through its transparent widescreen video displays. Computer content, such as text, images and video, are overlaid on the displays in full color 2D or 3D in a display overlay equivalent to a 75-inch flat panel display, as seen from 10 feet (~3m).” - Vuzix

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MOBILE DEVICESjunaio on iPad 2 - Augmented Reality 2.0 By metaioAR

Exploring In Situ with Layar By Mosman Council

Patti Maes Projects [Detail] By jurvetson

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AR TECHNIQUES & POTENTIAL EDUCATIONAL USES

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GEO- LOCATED AR

TagWhat AR App - SW Portland By Robin M. Ashford

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AR CAMPUS EXPLORATION

Museum patrons’ experience can be enhanced with additional information, including time-sensitive information.

Students can produce geo-located, asynchronous discourse.

I thought the artist

demonstrated technical

ability and executed their

vision well.

Jane Doe 12:35 4/3/13 Twitter

ATTENTION: Meet the sculptor today at noon and hear a

talk …

@Jane, why?

John Smith 10:07

4/4/13 Twitter RISD Sculpture By Mr. Ducke

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MARKERS“The Augsburg Display Cabinet, the Getty Museum’s 17th-century ‘cabinet of curiosities’… [The] “AR feature is intended to generate excitement for what museums are all about: discovery and wonder.” - Anne Martens, J. Paul Getty Trust

The Getty Museum's Augmented Reality Demo By The Getty Museum

http://youtu.be/6UGkFU-ahFo

[SlideShare: See next slide for video]

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EXHIBIT MARKERS

Increase engagement and understanding by using markers to enhance students’ and museum patrons’ knowledge.

Markers can be placed on exhibition placards, posters or other associated ephemera.

Picasso en Acción By algargos

AR fiduciary marker mockup of the Virginia Museum of Fine Arts (VMFA) and The Martin Agency’s poster for VMFA’s exhibit Picasso:

Masterpieces from the Musée National Picasso, Paris.

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MARKERLESSClock by dose.daily

“The same spherical clock hangs from the high domed ceiling, much like a similar clock hangs in the converted train station in Paris that is now the Musee d’Orsay.

The clock is one of several remnants of the historic bank building that decorate the interior of what is now the Rhode Island School of Design’s Fleet Library.”

http://www.browndailyherald.com/2013/02/12/risd-library-fuses-modern-style-with-old-architecture/

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INSTRUCTION EVERYWHERE

A teacher, creator, or student can create videos that give greater insight to objects in situ where specific points need to be stressed or where little-to-no information exists. The power of seeing the object in situ combined with a deeper understanding can lead to more in-depth discussions.

MARKERLESS

Arthur Carter Sculpture By Brown University

Appreciating Art Lecture Series - Sculpture as Contemporary Art By nhbnhb1

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TODAY’SAR PIONEERS

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AUGMENTED TYPOGRAPHY

Graffiti artist DAIM partnered with the creative agency Jung von Matt/next GmbH to create an innovative form of typography that can be viewed 360 degrees. The process brings a kinetic element to the creation of digital typography.

"Tagged in Motion" (en) - digital light writing By daimorg

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AUGMENTED TYPOGRAPHY

Fiduciary markers, a head-mounted display (HMD), software, and 3 cameras were used to create 3-D graffiti

"Tagged in Motion" (en) - digital light writing By daimorg

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AUGMENTED TYPOGRAPHY

The video feed is fed through a computer and the software recognizes the markers.

http://youtu.be/d4WZpYFRhg4

[SlideShare: See next slide for video]

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“A Spatially- and Body-Aware Window for Collaborative Editing and Animation of 3D Virtual Objects” – Tangible Media Group

T(ether)

Tangible Media Group MIT Media Lab

T(ether) – a Spatially- and Body-Aware Window for Collaborative Editing and Animation of 3D Virtual Objects By Tangible Media Group

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T(ether)

Object size, shape, and location can be altered by the use of a glove with markers.

T(ether) – a Spatially- and Body-Aware Window for Collaborative Editing and Animation of 3D Virtual Objects By Tangible Media Group

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T(ether)

Multiple collaborators can manipulate their own objects as well as other’s objects.

http://vimeo.com/42173010

[SlideShare: See next slide for video]

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Students explore changing the textiles of virtual curtains in a real room by selecting real materials with radio frequency identification (RFID) tags in them. Because they have virtualized the real textile and their system recognizes the ids, real and virtual worlds are uniquely intertwined.

Figure 15: Touching the RFID tagged textiles at the pole changes the texture of the virtual curtains in the room. By Jurjen Caarls et al.

AR DESIGN & CULTURAL HERITAGE

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Virtual furniture designs with some that are animated to demonstrate the assembly process.

Figure 17: Virtual furniture designs; some are animated to show the assembly process. By Jurjen Caarls et al.

AR DESIGN & CULTURAL HERITAGE

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Fragile museum artifacts were scanned in a CT scanning system, replicas were constructed, and 3-D virtual models were created.

Patrons could touch and study the replicas giving them a greater understanding of the artifact.

Using markers and replicated artifact shards, patrons could see how the objects could have appeared.

AR DESIGN & CULTURAL HERITAGE

Figure 23. Screen-based AR as low cost solution. By Jurjen Caarls et al.

Figure 20. AR visualization of cultural heritage using a rapid prototyped earthenware piece with marker. By Jurjen Caarls et al.

Figure 21. The rapid prototypes can be touched. By Jurjen Caarls et al.

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CHALLENGES TO INCORPORATING AUGMENTED REALITY

DEVICE AVAILABILITY

Not all students or patrons can be expected to have smart mobile devices.

SOLUTIONS: In academic settings, create teams ensuring one person has a smart mobile device. In cultural institutions, some have used mounted displays while others have created auditoriums filled with tablets that have a large range of movement but their housing is tethered to the seating.

APP FATIGUE

Students and patrons may not want to download another app.

SOLUTION: Demonstrate the added value of the information provided through guided demonstrations or pre-recorded video.

AUTHORITY

If everyone is submitting user-generated content, then some of that content may not be relevant.

SOLUTION: Create a unique hashtag to gather the information and weed out the rest.*

OFF-SITE ACCESS

Not all student have transportation to visit sites off campus.

SOLUTION: Keep sites on campus as much as possible. This will also give the student a deeper appreciation of the school.

AR CHALLENGES

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AR TOMORROW

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Google Glass By Stuck in Customs

GOOGLE GLASS

Project Glass: One day... [Detail] By Google

Project Glass eyewear By robpegoraro

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In 2011, researchers under Babak Parviz at the University of Washington successfully tested a 1-pixel lens “powered by a remote radio frequency transmitter in free space…on a live rabbit.” (Lingley et al., 2011)

A single-pixel wireless contact lens display By A R Lingley et al.

CONTACT LENSES

Raygun Studio

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Imagine working with students where only part of the class is present in real life and the rest are virtual holograms visible through a head-mounted display (HMD).

Now imagine projects where their actions are recorded and your interaction does not have to be at the same time (i.e. asynchronous collaboration through AR)

MIXED MASS COLLABORATION

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Why wait for tomorrow’s tools. Begin exploring augmented reality today!Explore AR Today!

Slin'Gooz

Many apps are available for both iPhones and Android-based smart phones.

Aurasma

Tagwhat

JunaioWikitude

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Find this presentation & more at

bryanloar.com

THANK YOU

For more resources on AR, please go tobit.ly/vra2013-AR

All images and videos were used for educational, non-commercial purposes only.