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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