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.
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).
NASA’s Jet Propulsion Lab is exploring how it can use virtual and augmented reality, for scientific research and to bring the public to the Mars through virtual experiences. With AR glasses or contact lenses, a user could even run into someone on the street and have data appear to remind him of the other person's name and when they last met. Organizations like The Guardian have used virtual reality to also advance social justice causes creating immersive experience which allow people to (briefly) face what others –those with autism, Syrian refugee fleeing with his son, those in solitary confinement – experience. The power of VR and AR (especially for storytelling) is that they create immersive experiences but that they also create shared experiences among participants. In the case of the Guardian’s work, the hope is that the shared experiences will help develop a better understanding of the complicated issues. The work of several our grantees including Welcoming America, Black Alliance for Just Immigration is predicated on the notion that if you enable positive interactions between immigrant communities and receiving communities, you will help to create a sense of belonging and cohesion. The challenge to date has been how to create this contact at
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
The term of virtual reality was found by Jaron Lanier a founder of VPL researcher at 1989.He is also known as an American writer, computer scientist and composer of classical music. Virtual reality is computer generated 3D environments which user can enter and interact with virtual environment by using of electronic devices such as keyboard, mouse, wired glasses, shutter glasses its involves real time simulation. “The user able to “immerse” themselves to varying degrees in the computer s artificial world which may either be a simulation reality” ( (Pont, 1995) .Virtual reality is for human to visualize with auditory and touch sensation. There are few types in virtual reality which are immersive virtual reality, argument virtual reality, desktop virtual reality and video mapping reality. Immersive virtual reality system make user feeling involvement in the virtual world and equipped with Head Mounted Display known as HMD. Another type is argument virtual reality .Argument virtual reality is integrate computer generated virtual objects into physical world. Furthermore, desktop virtual reality involves three dimensional (3D) on regular desktop without any tracking equipment like playing games. Lastly, video mapping virtual reality allows user interact with body like jumping, hand move with the virtual world. The often hardware are use in virtual reality which are Head Mounted Displays, glove, stereoscopic displays will make user feel of in virtual world when they use these hardware’s although they in real world. Technological development in virtual reality 3D help many area like education, medical, surgery, manufacture, military, architecture, entertainment, prototype and so on. It...
The Purpose of this research paper is to explore the possibilities in virtual reality that helps with education. Is it possible to use virtual reality in the educational system? What does it bring to the table that conventional teachings do not? What other devices are coming to the market that can be used? In this paper we will also be looking at few examples of virtual reality video games that are now used in the glass room or are about to be.
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 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.