Augmented Reality is an example of a technology (Besin Urologulf.2020) that can make classroom learning more transformational and engaging.

education

Description

CHAPTER – 2

 

AUGMENTED REALITY: A BOON FOR TEACHING AND LEARNING PROCESS

Objectives of Chapter

1.      To learn about Augmented Reality in Education.

2.      To enrich knowledge on utilization of Augmented Reality.

3.      To comprehend environment of Augmented Reality in Education.

4.      To understand role of Augmented Reality in Teaching and Learning process.

5.      To equip Applications of AR in classroom.

6.      To acquire knowledge on Future AR in Education.

 

1. Introduction

 

Augmented Reality is an example of a technology (Besin Urologulf.2020) that can make classroom learning more transformational and engaging.  Augmented Reality is using in classrooms all over world through digital content and information onto real world-using triggers for learning opportunities.  It is referred to use technology to superimpose information such as images, sounds, and text on world.  It provides an interactive, reality-based display environment to enrich real-world experience of user. It advocates and encourages adopting real and computer-based scenes and images for learning hard spots of learners.  Audio-video based learning can be enhanced in Augmented Reality for classroom transactions and it simplifies complex learning.  Augmented reality employs computerized simulation and techniques such as animation, image and speech detection, hand-held devices and powered display environments.

 

1.2. Concept and Purpose of Augmented Reality

 

Although term increased Reality was coined by Tom Caudell a former Boeing scientist in 1990, idea of augmenting important world by virtual information was initially employed by variety of applications within late 1960s and 1970s.   For purpose of visualising and training AR has been used by many companies since 1990.      Schools and Universities are using at present, personal computers and mobile devices to enable concept of Augmented Reality for replacing traditional educational environments in to innovative learning for encouraging classroom transaction.  Adding virtual components in Augmented Reality such as digital images, graphics, or sensations as a new layer of interaction with real world is main purpose of AR.   Contrastingly, computer game creates its own reality that's fully computer generated and driven.

 

 

1.3. Augmented Reality and its elements

 

 Augmented reality consists of vision of an original world physical environment through devices such as Smartphone, tablet, etc.   Have to be shown in real time along with an additional layer of virtual elements. Unlike virtual reality, it is not a matter of replacing physical reality, but different multimedia information elements are placed in view of real world: texts, images, 3D models, videos, audios, and animations, etc. these multimedia elements are stored and associated with a remote server.   Hence it is necessary to have an internet connection on computer, tablet or Smartphone to retrieve them and add them to view of that physical reality.   In order to achieve this superposition of virtual elements in view of a physical environment, an AR system must consist of following elements:

 

        Camera: It is device that captures image of real world. It can be webcam of computer or camera of Smartphone or tablet.

        Processor: It is element of hardware that combines image with information that must be superimposed.

        Software: It is specific computer program that manages process.

        Screen: In it, real and virtual elements are combined.

        Internet connection: It is used to send information of real environment to remote server and recover associated virtual information that overlaps.

        Activator: It is a real-world element that software uses to recognize physical environment and select associated virtual information that must be added. It can be a QR code, a bookmark, an image or object, or GPS signal sent by device.

        Marker: It is an element which has more typical of 3D augmented reality systems. It can be a box printed on paper or an object that we move and place in real space and that system recognizes and uses as a reference where to add virtual three-dimensional model.


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