Przejdź do treści

Uniwersytet Śląski w Katowicach

  • Polski
  • English
search
Wydział Sztuki i Nauk o Edukacji
Logo Europejskie Miasto Nauki Katowice 2024

TOWARDS AUGMENTED REALITY EDUCATIONAL AUTHORING

full-text article

DOI: 10.34916/el.2019.11.37

Zuzana Berger-Haladová, Andrej Ferko Comenius University (Slovakia)

Abstract: Nowadays, there is a growing interest in Augmented reality (AR) as a field of research, as well as a domain for developing a broad variety of applications. Since the coining of the phrase „Augmented reality” in 1990, the technology has come a long way from research laboratories and big international companies to suit the pockets of millions of users all over the world. AR’s popularity among younger generations has inspired an effort to utilize AR as a tool for education. For teachers, starting with AR educational authoring, we selected some important milestones of the history of the field with the focus on the specific domain of educational applications. We comment on Videoplace and Construct3D projects in more detail. Finally, we draw a few implications from the available literature for educational authoring.

Keywords: Augmented reality, taxonomy, authoring, digital cultural heritage

REFERENCES

  • Aamodt, S. & Wang, S. (2009). Welcome to Your Brain. Bloomsbury USA. ISBN 9781596912830.
  • Adrien, M. & Claire, B. (2013). Emotion with the leap motion – pepper’s ghost technique. Retrieved from http://vimeo.com/71216887 (accessed 1 June 2019).
  • Altshuller, G. (1999). The Innovation Algorithm: TRIZ, systematic innovation and technical creativity. Technical Innovation Center Worcester.
  • Azuma, R. (1997). A survey of Augmented reality. Presence: Teleoperators and Virtual Environments, 6(4): 355–385.
  • Babinska, M., Dillingerova, M., Korenova, L. (2019). AR application and future mathematics teachers. A chapter submitted to (Prodomou, 2019).
  • Bay, H., Fasel, B., & Van Gool, L. (2006). Gool. Interactive museum guide: Fast and robust recognition of museum objects. In B. Schiele, L.van Gool, & L. Paletta (Eds) Proceedings International Workshop on Mobile Vision. Graz: Joanneum Research.
  • Bimber, O., Fröhlich, B., Schmalstieg, D., & Encarnação, L. M. (2001). The virtual showcase. IEEE Computer Graphics and Applications. 21(6), 48-55.
  • Bimber, O. & Raskar, R. (2005). Spatial Augmented Reality: Merging Real and Virtual Worlds. A K Peters/CRC Press.
  • Bohdal, R. (2019). Hardware for Augumented & Mixed Reality. History, overview, basic principles & used technology. A chapter submitted to (Prodomou, 2019).
  • Brzezinski, T. (2018). Augmented Reality: Ideas for Student Explorations. Retrieved from https://www.geogebra.org/ar (accessed 1 June 2019).
  • Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C. (Eds.)  (2004). Funology, From Usability to Enjoyment. Dordrecht: Springer.
  • Bruns, E., Brombach, B., Zeidler, T., & Bimber, O. (2007). Enabling mobile phones to support large-scale museum guidance. Multimedia, IEEE, 14(2):16 –25.
  • Burns, P. (2010). The history of the discovery of cinematography – 1860 – 1869 Retrieved from http://www.precinemahistory.net/1860.htm (accessed 1 June 2019).
  • Cakmakci, O. & Rolland, J. (2006). Head-worn displays: A review. J. Display Technol., 2(3):199– 216.
  • Cameron, F. & Kenderdine, S. (2010). Theorizing digital cultural heritage: A critical discourse. MIT Press.
  • Caudell, T. & Mizell, D. (1992). Augmented reality: an application of heads-up display technology to manual manufacturing processes. In J. F. Nunamaker (jr.) (ed.) System Sciences, 1992. Proceedings of the Twenty-Fifth Hawaii International Conference on, (pp. 659 – 669).
  • Cruz-Neira, C., Sandin, D. J., & DeFanti, T. A. (1993). Surround-screen projection-based virtual reality: the design and implementation of the CAVE. In M.C. Whitton (ed.) Proceedings of the 20th annual conference on Computer graphics and interactive techniques, SIGGRAPH ’93, (pp. 135–142), New York: ACM.
  • Feiner, S., MacIntyre, B., Haupt, M., & Solomon, E. (1993a). Windows on the world: 2D windows for 3D augmented reality. In S. Hudson et al. (Eds) Proceedings of the 6th annual ACM symposium on User interface software and technology, UIST ’93, (pp. 145–155), New York, NY, USA. ACM.
  • Feiner, S., Macintyre, B., & Seligmann, D. (1993b). Knowledge-based augmented reality. Commun. ACM, 36:53–62.
  • Föckler, P. et al. (2005). PhoneGuide: museum guidance supported by on-device object recognition on mobile phones. In M. Billinghurst (ed.) MUM ’05: Proceedings of the 4th International Conference, (pp. 3–10), New York, USA. ACM.
  • Forisek, M. & Steinova, M. (2013). Explaining Algorithms Using Metaphors. Springer.
  • Glassner, A. (2009). Interactive storytelling: Techniques for 21st century fiction. AK Peters/CRC Press.
  • Hughes, J. F. e. a. (2013). Computer Graphics: Principles and Practice (3rd Edition). Addison-Wesley Professional.
  • Huron, D. (2004). Music-engendered laughter: an analysis of humor devices in PDQ Bach. Proceedings of the 8th International Conference on Music. pp. 700–704.
  • Kalman, R. E. (1960). A new approach to linear filtering and prediction problems. Transactions of the ASME – Journal of Basic Engineering, 82 (Series D):35–45.
  • Kato, H. & Billinghurst, M. (1999). Marker tracking and HMD calibration for a video-based augmented reality conferencing system. In R. Behringer Gudrun Klinker (ed.) Augmented Reality, 1999. (IWAR ’99) Proceedings. 2nd IEEE and ACM International Workshop on, (pp. 85 –94).
  • Kaufmann, H. (2009). Construct3d – overview. Retrieved from https://www.youtube.com/watch?v=QvsN-5GykhA (accessed 1 June 2019).
  • Kaufmann, H., Schmalstieg, D., & Wagner, M. (2000). Construct3d: a virtual reality application for mathematics and geometry education. Education and information technologies, 5(4): 263–276.
  • Klein, G. and Murray, D. (2007). Parallel tracking and mapping for small AR workspaces. In H. Kato, T. Drummond, M. Livingston (Eds) ISMAR 2007. 6th IEEE and ACM International Symposium on Mixed and Augmented Reality, 2007. (pp. 225–234). DOI:10.1109/ISMAR.2007.4538852
  • Koestler, A. (1964). The Act of Creation. Macmillan USA.
  • Kostrub, D. & Ostradicky, P. (2019). The augmented reality teaching process in it’s subjects interpretations. Qualitative teaching and learning research based on an augmented reality usage. A chapter submitted to (Prodomou, 2019).
  • Krueger, M. W., Gionfriddo, T., & Hinrichsen, K. (1985). Videoplace – an artificial reality. In L.Borman, R. Smith (Eds). Proceedings of the SIGCHI conference on Human factors in computing systems, CHI ’85, (pp. 35–40), New York, NY, USA. ACM. DOI:10.1145/317456.317463
  • Kusunoki, F., Sugimoto, M., & Hashizume, H. (2002). Toward an interactive museum guide system with sensing and wireless network technologies. In M. Milrad, H. Ulrich Hoppe (Eds) Wireless and Mobile Technologies in Education, 2002. Proceedings. IEEE International Workshop on, (pp. 99 – 102).
  • Lacko, J. (2019). Cultural Heritage Objects in Education by Virtual and Augmented Reality. In M. Claudia tom Dieck, Timothy Jung (Eds) Augmented Reality and Virtual Reality (pp. 175-187). Springer, Cham.
  • Lanier, J. (2010). Brief biography of Jaron Lanier Retrieved from. http://www.jaronlanier.com/general.html (accessed 1 June 2019).
  • Mann, S. (2004). Continuous lifelong capture of personal experience with eyetap. In J.Gemmell,  H. Sundaram (Eds) Proceedings of the the 1st ACM workshop on Continuous archival and retrieval of personal experiences, CARPE’04, (pp. 1–21), New York, NY, USA. ACM.
  • Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: a class of displays on the reality-virtuality continuum. In H. Das (ed.) Society of Photo-Optical Instrumentation Engineers (SPIE) Conference Series, 2351 of Society of Photo-Optical Instrumentation Engineers (SPIE) Conference Series, (pp. 282–292).
  • Miyashita, T., Meier, P., Tachikawa, T., Orlic, S., Eble, T., Scholz, V., Gapel, A., Gerl, O., Arnaudov, S., & Lieberknecht, S. (2008). An augmented reality museum guide. In T. Drummond, S. Julier (Eds) Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, ISMAR ’08, (pp. 103–106), Washington, DC, USA. IEEE Computer Society.
  • NuFormer (2011). First 3D video mapping projection. Zierikzee: NuFormer. Retrieved from http://www.nuformer.com/ (accessed 1 June 2019).
  • Olsson, T. & Salo, M. (2011). Online user survey on current mobile augmented reality applications. In M. Wiedmer, V. Lepetit (Eds) Mixed and Augmented Reality (ISMAR), 2011 10th IEEE International Symposium on, (pp. 75–84) Basel: IEEE Computer Society.
  • Papagiannakis, G. et al. (2018). Mixed reality gamified presence and storytelling for virtual museums. In: N. Lee (ed.) Encyclopedia of Computer Graphics and Games. Springer. Cham. https://doi.org/10.1007/978-3-319-08234-9_249-1
  • Prodromou, T. (ed.) (2019). Augmented reality in educational settings. Brill | Sense.
  • Puentadura, R.R. (2018). SAMR: A contextualized introduction. Retrieved from http://hippasus.com/rrpweblog/archives/2014/01/15/SAMRABriefContextualizedIntroduction.pdf (accessed 1 June 2019).
  • Rizvic, S., Sadžak, A., Ferko, A. et al. 2013. A piece of peace in sWARajevo: Locally and globally interesting stories for virtual museums. In A. C. Addison, L. De Luca, G. Guidi, S. Pescarin (Eds) Digital Heritage International Congress (DigitalHeritage) 2, (pp. 445-445).
  • Qualcomm (2013). Vuforia Retrieved from https://www.vuforia.com/ (accessed 1 June 2019).
  • Qvortrup, L. e. (2001). Virtual interaction: interaction in virtual inhabited 3D worlds. Springer.
  • Raskar, R., van Baar, J., Beardsley, P., Willwacher, T., Rao, S., & Forlines, C. (2003). iL-amps: geometrically aware and self-configuring projectors. in ACM Transactions on Graphics (TOG). 22(3), July 2003. ACM. 809-818
  • Rekimoto, J. (1996). Transvision: A hand-held augmented reality system for collaborative design. Retrieved from https://www.researchgate.net/ publication/228929153_Transvision_A_hand-held_augmented_reality_ system_for_collaborative_design (accessed 1 June 2019).
  • Schmalstieg, D. (2016). Portal ARbook. Presentations. Retrieved from https://arbook.icg.tugraz.at/ (accessed 1 June 2019).
  • Schmalstieg, D. & Höllerer, T. (2016). Augmented reality: principles and practice. Addison-Wesley Professional.
  • Shneiderman, B. & Plaisant, C. (2005). Designing the user interface: strategies for effective human-computer interaction. Pearson Education.
  • Sparacino, F. (2002). The museum wearable: real-time sensor-driven understanding of visitors’ interests for personalized visually-augmented museum experiences. In D.  Bearman, J. Trant (Eds) Proceedings of Museums and the Web (MW2002, (pp. 17–20).
  • Sutherland, I. E. (1965). The ultimate display. In W. A Kalenich (ed.) Proceedings of the IFIP Congress, (pp. 506–508). London: Macmillan and Co., 1965.
  • Sutherland, I. E. (1968). A head-mounted three dimensional display. Proceedings of the December 9-11, 1968, fall joint computer conference, part I, AFIPS ’68 (Fall, part I), (pp. 757–764), New York: ACM.
  • Takahashi, D. (2009).           Microsoft games exec details how project Natal was born Retrieved from http://venturebeat.com/2009/06/02/microsoft-games-executive-describes-origins-of-project-natal-game-controls/ (accessed 1 June 2019).
  • the macula (2010). The 600 years Retrieved from http://vimeo.com/15749093 (accessed 1 June 2019).
  • The Spitfire Site (2007). Mark II Gyro Gunsight Retrieved from http://spitfiresite.com/2007/11/mark-ii-gyro-gunsight.html. (accessed 1 June 2019).
  • Thomas, B., Close, B., Donoghue, J., Squires, J., De Bondi, P., Morris, M., & Piekarski, W. (2000). Arquake: an outdoor/indoor augmented reality first person application. In A. Rawlinson (ed.) Wearable Computers, 2000. The Fourth International Symposium on, (pp. 139 –146).
  • Vsauce (2010). 12 best Kinect hacks 2010 Retrieved from http://www.youtube.com/watch?v=ho8KVOe _y08. (accessed 1 June 2019).
  • Weiser, M. (1991). The computer for the 21st century. Scientific American. 265(3), 94-104.

 

return to top