Like all of 8th Wall’s WebAR capabilities, projects created using Curved Image Targets work across iOS and Android devices with an estimated reach of nearly 3 billion smartphones, and can be immediately experienced with the tap of a link or by scanning a QR code.
With AR and especially with what Apple refers to as Mixed Reality (MR), it’s great to be able to see an iPad Pro in front of you, but you need to be able to use it. You have to be able to pick up a virtual object and use it, or otherwise AR is no better than a 3D movie.
Apple’s proposed solution is described in “Manipulation of Virtual Objects using a Tracked Physical Object,” a patent application filed in January 2020 but only revealed this week. It suggests that truly mixing realities, in that the virtual object could be mapped onto an actual object in the real world.
Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (in press). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science – Technolgy for learning across physical and virtual spaces.
Augmented reality (AR) and AR games offer a unique opportunity to
implement this core idea in linking real world situations and problems with learning
support. The theory of situated learning [Lave & Wenger, 90] is grounded on the
assumption that learners do not learn via the plain acquisition of knowledge but they
learn via the active participation in frameworks and social contexts with a specific
social engagement structure. Kolb’s learning cycle [Kolb, 84] and the concept of
experiential learning discusses
de Freitas stresses the importance of linking the
experiences made in a game, simulation or micro world with their application in real
world practices [de Freitas, 06]. [Brown & Cairns, 04] describe game immersion as a
continuum from engagement over engrossment to total immersion.
Despite the huge potential of immersive games to overcome the gap between the real
world and the educational context and the rising market for electronic games [PWC,
10], the use of technology-enhanced immersive games in education is still quite low.
The reasons for this are manyfold:
● high game development costs meet limited educational budgets [Westera et
● predefined games are hard to be integrated in the educational process
[Klopfer, Osterweil & Salen, 09]
● learner support in online games does not easily scale [Van Rosmalen et al.,
● furthermore, game platforms up to now could not easily be integrated with
real world environments.
augmented reality browsers like Layar and Wikitude
first mashups for Google StreetView (called StreetLearn) and for mobile
devices which use the Android Google Maps API (called ARLearn). StreetLearn is
intended to provide an augmented virtuality environment on a Desktop, while mobile
devices are provided with an augmented reality experience through ARLearn. By
creating scripts, adding interactive elements and by introducing gamification
elements, we believe that we can increase the learner’s motivation and provide a
richer learning experience linking mobile augmented reality and augmented virtuality.
freely available tools and offers an open REST API. From the enduser
point of view, playing games is easy for users and requires no special knowledge.
Creating scripts requires no programming skills but does impose still technical
background as scripts are to be edited either in JSON or XML.
The EDUCAUSE XR (Extended Reality) Community Group Listserv <XR@LISTSERV.EDUCAUSE.EDU>
Greetings to you all! Presently, I am undertaking a masters course in “Instruction Design and Technology” which has two components: Coursework and Research. For my research, I would like to pursue it in the field of Augmented Reality (AR) and Mobile Learning. I am thinking of an idea that could lead to collaboration among students and directly translate into enhanced learning for students while using an AR application. However, I am having a problem with coming up with an application because I don’t have any computing background. This, in turn, is affecting my ability to come up with a good research topic.
I teach gross anatomy and histology to many students of health sciences at Mbarara University, and this is where I feel I could make a contribution to learning anatomy using AR since almost all students own smartphones. I, therefore, kindly request you to let me know which of the freely-available AR app authoring tools could help me in this regard. In addition, I request for your suggestions regarding which research area(s) I should pursue in order to come up with a good research topic.
Hoping to hear from you soon.
Grace Muwanga Department of Anatomy Mbarara University Uganda (East Africa)
I’ve been using Roar. They have a 99$ a year license.
I have recently been experimenting with an AR development tool called Zappar, which I like because the end users do not have to download an app to view the AR content. Codes can be scanned either with the Zappar app or at web.zappar.com.
From a development standpoint, Zappar has an easy to use drag-and-drop interface called ZapWorks Designer that will help you build basic AR experiences quickly, but for a more complicated, more interactive use case such as learning anatomy, you will probably need ZapWorks Studio, which will have much more of a learning curve. The Hobby (non-commercial) license is free if you are interested in trying it out.
You can check out an AR anatomy mini-lesson with models of the human brain, liver, and heart using ZapWorks here: https://www.zappar.com/campaigns/secrets-human-body/. Even if you choose to go with a different development tool, this example might help nail down ideas for your own project.
Hope this helps,
Brighten Jelke Academic Assistant for Virtual Technology Lake Forest College email@example.com Office: DO 233 | Phone: 847-735-5168
Description: Join Marialice and Jaime as they join GlobalMindED to present, Solving Problems in Local, Global, and Digital Communities in AR. During their webinar, they will Identify and solve real problems in local, global and digital communities using augmented reality. Participants will gain a better understanding of how digital citizens can confidently and positively engage with emerging technologies to think critically and act creatively. Examples of students using the global goals to make a positive impact on society will be shared.
The error I see many beginning to make is forgetting about the diverse needs of our younger students or, worse, pushing tools intended for older students on younger ones. When considering immersive technology resources for our early elementary students, I’ve shared some important, practical areas to keep in mind.