20 Ways Augmented Reality Is Being Used In Education Right Now

Augmented reality is exactly what the name implies — a medium through which the known world fuses with current technology to create a uniquely blended interactive experience. While still more or less a nascent entity in the frequently Luddite education industry, more and more teachers, researchers, and developers contribute their ideas and inventions towards the cause of more interactive learning environments. Many of these result in some of the most creative, engaging experiences imaginable, and as adherence grows, so too will students of all ages.

  1. Second Life:
    Because it involves a Stephenson-esque reality where anything can happen, Second Life proved an incredibly valuable tool for educators hoping to reach a broad audience — or offering even more ways to learn for their own bands of students. Listing the numerous ways in which they utilized the virtual world means an entire article on its own, but a quick search will dredge up the online classes, demonstrations, discussions, lectures, presentations, debates, and other educational benefits.
  2. Augmented Reality Development Lab:
    Affiliated with such itty-bitty, insignificant companies as Google, Microsoft, and Logitech, the Augmented Reality Development Lab run by Digital Tech Frontier seeks to draw up projects that entertain as well as educate. The very core goal of the ARDL — which classrooms can purchase in kits at various price levels — involves creating interactive, three-dimensional objects for studying purposes.
  3. Reliving the Revolution:
    Karen Schrier harnessed GPS and Pocket PCs to bring the Battle of Lexington to her students through the Reliving the Revolution game, an AR experiment exploring some of the mysteries still shrouding the event — like who shot first! Players assume different historical roles and walk through everything on a real-life map of the Massachusetts city.
  4. PhysicsPlayground:
    One of the many, many engines behind PC games received a second life as an engaging strategy for illustrating the intricate ins and outs of physics, in a project known as PhysicsPlayground. It offers up an immersive, three-dimensional environment for experimenting, offering up a safer, more diverse space to better understand how the universe drives itself.
  5. MITAR Games:
    Developed by MIT’s Teacher Education Program and The Education Arcade, MITAR Games blend real-life locations with virtual individuals and scenarios for an educational experience that research proves entirely valid. Environmental Detectives, its first offering, sends users off on a mystery to discover the source of a devastating toxic spill.
  6. New Horizon:
    Some Japanese students and adults learning and reviewing English lessons enjoy the first generation of augmented reality textbooks, courtesy of publisher Tokyo Shoseki, for the New Horizon class. As a smartphone app, it takes advantage of built-in cameras to present animated character conversations when aligned with certain sections of pages.
  7. Occupational Safety Scaffolding:
    Professor Ron Dotson’s Construction Safety students receive a thorough education in establishing safe scaffolding space through three-dimensional demonstrations incorporating the real and the digital alike. A simple application of AR, to be certain, but one undoubtedly possessing the potential to save lives and limbs alike.
  8. FETCH! Lunch Rush:
    Education-conscious parents who want L’il Muffin and Junior to learn outside the classroom might want to consider downloading PBS Kids’ intriguing iPhone and iPod Touch app. Keep them entertained in the car or on the couch with a fun little game for ages six through eight meant to help them build basic math skills visually.
  9. Field trips:Augmented reality museums guide students and self-learners of all ages through interactive digital media centered around a specific theme — maybe even challenge them to play games along the way. HistoriQuest, for example, started life as the Civil War Augmented Reality Project and presented a heady blend of mystery gaming and very real stories.
  10. School in the Park Augmented Reality Experience:
    Third graders participating in the 12-year-old School in the Park program engage with AR via smartphones as they explore Balboa Park, the San Diego History Center, and the world-class San Diego Zoo. Not only do they receive exposure to numerous educational digital media resources, teachers also train them in creating their very own
    augmented reality experiences!
  11. QR Code scavenger hunts:
    Smartphones equipped with a QR code reader make for optimal tools when sending students on scavenger hunts across the classroom or school. The Daring Librarian, Gwyneth Anne Bronwynn, sends kids on an augmented reality, animated voyage through the library to figure out where to find everything and whom to ask for assistance.
  12. Mentira:
    Mentira takes place in Albuquerque and fuses fact and fiction, fantasy characters and real people, for the world’s first AR Spanish language learning game. It intentionally mimics the structure of a historical murder mystery novel and allows for far deeper, more effective engagement with native speakers than many classroom lessons.
  13. Driver’s ed:Toyota teamed up with Saatchi & Saatchi to deliver the world’s cleanest and safest test-drive via augmented reality. While the method has yet to catch on in the majority of driver’s education classes, it definitely makes for an impressive, effective alternative to keeping and maintaining a fleet of cars.
  14. Geotagging:
    Classrooms with smartphone access blend Google Earth and web albums such as Picasa or Instagram for a firsthand experience in geotagging and receiving a visual education about the world around them. More collaborative classrooms — like those hked together with Skype or another VOIP client – could use this as a way to nurture cross-cultural, geopolitical understanding.
  15. Dow Day:
    Jim Mathews’ augmented reality documentary and smartphone app brought University of Madison-Wisconsin students, faculty, staff, and visitors to the year 1967. As they traveled campus, participants’ smartphones called up actual footage of Vietnam War protests corresponding with their current locations.
  16. SciMorph:
    Using a webcam and printed target, young kids in need of some science (although, really, everyone is in need of some science) interact with the cute critter SciMorph, who teaches them about gravity, sound, and microbial structures. Each lesson involves exploring a specific zone within the game and opens users up to questions, quizzes, and talks.
  17. Imaginary Worlds:
    With PSPs in hand, Mansel Primary School students embarked on an artistic voyage, where downloaded images and QR codes merge and provide challenges to draw up personalized environments. The journey also pits them against monsters and requires a final write-up about how the immersive experience left an educational impact.
  18. Sky Map and Star Walk:
    Available on Android and iWhatever devices, these deceptively simple applications pack a megaton punch of education via an innovative augmented reality approach. Both involve pointing the gadget to the sky and seeing the names of the currently visible stars, planets, and constellations pop up, along with additional astronomical information.
  19. Handheld Augmented Reality Project:
    Harvard, MIT, and University of Wisconsin at Madison teamed up with a grant from the U.S. Department of Education and nurtured science and math skills to junior high kids using GPS navigators and Dell Axims. Moving through the school meant moving through a synched virtual environment, with each area presenting new challenges they must tackle before pressing forward.
  20. Project Glass:
    One of the most ambitious augmented reality initiatives comes straight from Google, who believes its Project Glass holds potential far beyond the classroom. Notoriously, it requires a pair of glasses versus the usual smartphones and laptops, and current experiments involve placing users in first-person extreme athletic experiences, snapping photos, and more.

How Augmented Reality is redefining entertainment

Google received plenty of attention this past summer when it announced Google Glasses, possibly the highest-profile use of augmented reality (AR) yet. The glasses incorporate AR data to provide users with information directly on the eyeglass display. By now, you may be familiar with all the ways that Google Glasses could change the future, redefining our interactions with technology. What you may not be aware of are the many lesser-known AR projects in development.

Many smaller vendors are using AR in ways that will blow your mind. Although the apps and ideas have yet to garner the attention directed at Google Glasses, they are definitely worth checking out. Here are some examples of how augmented reality is being used and developed for mobile apps today, and how the technology is advancing at an astonishing rate.

AR’s mobile invasion

The term augmented reality was first coined in the 1990s, but the idea behind it is even older. It’s based on the concept of manipulating reality using technology and sending that information back to the user, who can then interact with AR-enabled apps to manipulate their surroundings on the screen in front of them. Unlike the AR of the past, today’s AR is centered less on the idea of wearing specialized headsets, and more on using cameras to distort reality. Now that every smartphone features a solid camera, AR has made significant strides in the mobile app market. Augmented reality can integrate aspects of the real world into the digital world using information sent from our smartphone’s cameras. An app can sense the geometry of objects we see in the real world and turn that geometry into a digital landscape.AR-enabled mobile apps work by taking an image that you’ve snapped of your surroundings using your phone’s camera and superimposing that data on the image of the actual landscape. In effect, the apps turn your mobile device into a channel that combines virtual imagery with your actual surroundings. This allows you to interact with an altered view of your surroundings.

Real player: Gaming apps with amazing AR functions

 A great example of such an app is Piclings, an iOS game that uses the iPhone’s camera to create level layouts for the game. The game recognizes the images taken by the camera, redefines them digitally, and incorporates them into the game world.
There are also games that are capable of integrating live camera feeds as well as still photos, such as Star Wars Arcade: Falcon Gunner. The iPhone’s camera captures what is in front of the player in real life, and then integrates it into the game. When players are looking at a landscape of mountains, they’ll be shooting down TIE fighters in the same background that actually exists in front of them.

Using AR apps for educational purposes

Although augmented reality has shown innovation in mobile entertainment, the technology has great potential beyond fun and games. A well-known app that demonstrates the best that AR has to offer is Google Sky Map. This Android app lets you point your smartphone camera to the sky and identify the stars, constellations, and planets above you. Details and scenery change in real time as you move your handset across the sky.
A similar app exists for iOS called Star Walk, which also tells you exactly what stars, constellations, and satellites you’re looking at as you point your device at the sky. The camera records both your position in relation to the sky and where you’re pointing. It then presents information to you about the cosmos. The app also has a feature called Time Machine that shows you what the sky looked like in the past or will look like in the future.
Such apps allow mobile devices to become educational tools and can aid students in a wide range of fields. Astronomy is a prime example, but think of the possibilities in fields such as anatomy and medicine. For example, you could use augmented reality to see where each body part is located, what it looks like under the skin, and how it functions.

AR as a tool for navigation

Another great use for AR is as a navigation tool. An example of an app that takes advantage of AR in this way is Spyglass for iOS, which turns your iOS device into an outdoor toolkit with a wide range of features. Spyglass includes a milspec compass, a gyrocompass, maps, a GPS tracker, a speedometer, a sniper’s rangefinder, a sextant, a gyro horizon, an inclinometer, an angular calculator, and a 5X zoom camera.

 However, what makes it such an interesting tool is the way it incorporates AR into its features. Spyglass can find, tag, and track multiple locations, bearings, and aspects of the sky in real time thanks to its 3D augmented reality; it also gives you automatic feedback depending on where you’re pointing your device’s camera. Such tools have incredible potential for navigation and travel, especially if the apps don’t need to rely on a data network or Wi-Fi connection to work. If a user’s coordinates and geographical information are stored within the app, the information can be provided via AR feedback rather than online connectivity.

Mobile AR browsers take AR to the streets

Some specialized mobile browsers offer augmented-reality capabilities, such as theWikitude World Browser, which is available for Android, iOS, BlackBerry, and Windows Phone users. Wikitude overlays AR information within the app, displaying live information as the smartphone points to stores, hotels, scenery, and the locations around the user. The company behind Wikitude also created AR window, a tool geared for website developers that overlays information in ordinary webpages based on camera feeds.
These apps show the potential for AR to become an indispensable tool—especially as more development continues to provide more functionality. In addition to smartphones, tablets, headsets, and nearly any device with a camera can push the boundaries of AR technology.

AR apps and media interaction

Besides being an efficient tool for smartphone users and offering an innovative experience for gamers, AR can also use a camera to interact with other types of media, something we’ve previously seen in the Junaio Augmented Reality Web Browser.
The Junaio browser made headlines last year when German TV station ProSieben used it for a show called Galileo. Viewers with smartphones and the Junaio app could become active participants by pointing their smartphone cameras toward their TV screens in order to answer quiz questions. They could then compare their progress with that of other participants live through the app.
The company described it as the first interactive TV broadcast, and ratings shot up 14 percent thanks to the show’s use of AR. More than 40,000 unique users took part in the quiz, and Junaio became the number one app in the German App Store for three straight days.
Broadcasters have found other uses for AR besides quizzes and surveys; for some companies it can also be a great advertising tool. According to branding company Serviceplan, the SyFy TV channel is using AR for just this purpose: SyFy started an ad campaign where users point their smartphone cameras toward physical and outdoor display ads, and then see different images pop up on their screens.
Ads such as this can be made a lot more interesting with the help of digital technology and AR. They can also be made interactive with users taking pictures or using their devices to make choices related to the ads. There is great potential for AR to change the face of advertising.

AR on the bigger screen

Although AR is currently being developed for a broad range of uses, it’s still in its infancy. This is particularly the case when it comes to AR on the big screen or in home entertainment centers. Imagine an AR app that shows you where the TV cameras don’t go, to give you a true behind-the-scenes view. Imagine movies or TV shows that use AR special effects to add content projected from the TV set to your living room(think of “The Ring”). For instance, AR cameras could register walls and other real objects and display content upon them for you to explore virtually. Another potential use of AR is to virtually incorporate your rooms into the show. For example, a scene from your favorite TV show could take place in your bedroom, using information sent via the mobile camera.
In the future, TV networks could integrate viewer feedback to create new TV episodes or change content. The show could change depending on popular demand from viewers voting using AR technology, or a movie could have different outcomes and endings depending on the choices viewers made through their AR-enabled devices. Users could dictate the future of content.
Apple could be in a unique position to truly embrace AR for TV consumption and home entertainment if the company actually released its oft-rumored connected TV. If and Apple TV set came with a fully functional OS/iOS, many of the above ideas could become commonplace—and those applications could even start incorporating stereo 3D for a truly mesmerizing experience.

Mind-reading headsets integrated with AR

Although AR as a term is generally reserved for apps that allow your device’s camera to alter reality or the on-screen image, it goes beyond this implementation. The future of AR may mean being able to go inside virtual worlds or scenery while your mind controls the augmented objects around you. There are already apps and headsets available that allow you to control apps and aspects of apps—such as a character’s movement—with your mind alone.
Google isn’t the only player in town when it comes to AR headsets. Some competing headsets, or the ideas behind them, also have the potential to redefine entertainment. There are a growing number of apps available for mobile devices that provide a great experience and show the potential of augmented reality. By itself, AR is interesting stuff, but its true potential will be seen when it can be combined with other technologies. The adoption of AR technologies may move us closer to true virtual reality, where users can enter an entirely different world. Mobile apps today use AR in incredible ways, but we’re getting increasingly excited about what it will mean for the technology of tomorrow.

Developments in Virtual Trial Room Technology

Mirrar Ornaments, Virtual Trial, Jewellery

Virtual Trial Room for Jewellery

Internet has revolutionised the way we live today. We seek information online, we study online, we watch the news online, we watch movies online, we chat with friends online and we also shop online. Our lives are bound by the internet. As many say, internet is the biggest culture shift we are seeing today, and we are very much a part of it.

Saying this, I believe Technology is the backbone of e-tailing or online retailing. It is also apparent that technological developments will continue to play a critical role in the growth and adoption of e-tailing, primarily by reducing the divide between physical and online stores and by ensuring efficient execution.

Virtual Trial Rooms

Unlike the brick and mortar stores, where we can pick and feel the product before we buy, Online stores do not have a direct connection with the consumers. Hence, all the e-commerce companies, are looking at technologies such as virtual and haptics to replicate experience given by the physical stores.

One such innovation which stands out is the Virtual Trial Room technology which enables the consumers to “try” clothes, jewellery, eye-wear virtually. The technology behind this is called Augmented Reality, which overlays a digital layer of information over a live video feed. You can read more about this technology other articles of this blog.

We have seen that many retailers have experimented with this technology, for example RayBan has launched their virtual trial room recently. Other retailers who have opted for this technology are Banana Flame in apparel, and Vision Express, Tortoise and Blonde Eyewear in the eyewear category in the UK. In India, we see online retailers like Myntra, Zovi, Lenskart etc implement this technology in their online stores.

Current stage of Virtual Trial Rooms

While this technology promises to be the future of shopping, it still in its infancy. We mostly see stores overlaying image of the clothes, jewellery on top an image of the consumer, providing a basic idea of what to expect while buying. Some retailers use images and 3D models, to overlay on top of a live video feed to give a more realistic appeal to the consumers. Other innovations include a robotic mannequin which gives you an idea of the fit.

While these technologies have shifted the user experience paradigm positively and consequently boosted store traffic, there are other advantages offered by the format, including co-shopping, which allows people in different places to examine the same product via the internet and make comparisons.

Integration with social media has huge impact in this technology. One simple share or a ‘like’ or tweet could give the consumer instant feedback from friends and associates. One step further we have social shopping. In physical stores, we often go to shopping with our friends, Online retailers are trying to implement the same experience by using the social graph from facebook, twitter and other social networks.

Future of Trial Rooms

In near future, this social networking site will be favorable to converse about the products catered, usability, traffic, reviews and ideas. People around the globe can collide and share their experience about online shopping and may even get acquainted with constructive benefits of the unpopular E-stores too. This retail based social network with multimedia features is assumed to acquire a good traffic of users enhancing their experience.

Another technology in the offing is haptic technology which will allow online shoppers to touch and feel the product. This could, for instance, let you get explore the ‘texture’ of the garment and so on.

Augmented reality vs. QR codes: Which delivers most bang for the buck?

QR code use skyrocketed last year because of how easily the technology bridges digital and real-world engagements. On the other hand, augmented reality offers a more exciting way for brands to interact with consumers, but may not be the right choice in all cases.
Magazine advertisers and publishers, consumer packaged goods brands, catalogers and ecommerce providers have all embraced QR codes to deliver content and support virtual shopping experiences. The number of brands embracing augmented reality is currently smaller but some unique experiences driven by augmented reality are starting to appear.
“Hands down, QR codes are the better value for anyone looking to connect the real and virtual worlds. Dan Roche, vice president of marketing at TalkPoint, New York. “At TalkPoint, we see our customers use QR codes to drive viewership to webcasts on a regular basis through print and on-site conference promotion among other outlets.
“Augmented reality creates an interactive experience that is more fun and immersive, and those are great qualities for a campaign that provides a lot of creative options,” he said.
“I do, however, think that QR codes are more pragmatic than augmented reality. QR codes are able to provide a comparable – although maybe somewhat less – engaging experience with the benefit of being a bit more versatile to help drive revenue dollars directly into your program.”
The practical sideQR codes and augmented reality each has its own set of pros and cons.
There is still no standard format for 2D bar codes – which minimizes consumer awareness – and users do not always know what to expect when they scan a code. Additionally, QR code readers are not standard on all mobile operating systems.
On the plus side, QR codes require little effort on the part of the consumer to use and offer a great way to see a product in action before making a purchase. From the marketer’s perspective, they are relatively inexpensive to implement.
“There will be continued growth in QR codes usage,” Mr. Roche said.
“I do not see the QR code as a game changer that will have meteoric rise,” he said. “However, I do see practical, controlled-use cases that really fit well with QR codes because they are convenient, helpful and can generate hard dollars.
“Their usage in retail outlets, on subways, trains and buses and at conferences help make them a practical choice for customers wanting to control the user experience. They provide a way to offer coupons, product reviews and outlet locations.”
The excitement quotientAugmented reality can be an awkward experience, with users required to hold up a phone in front of their face to find the digital overlaps for physical objects. On the other hand, unlike with QR codes, there is no need to download a special reader to interact with the physical world.
The production costs for augmented reality can also be high, but the investment can be worth it when the end result is a fun and immersive experience that users remember.
Another issue with augmented reality is figuring out how to measure its return on investment.
“I think that 2013 will see a lot of buzz and interest in augmented realities, but more as a novice and clever concept,” Mr. Roche said. “They are great, but their ‘soft’ ROI creates an uncertainty about using them for core promotion.
“Some retailers, like Starbucks (with its Cup Magic), have done a good job using them to augment their holiday efforts,” he said.
Retail is one area, in particular, where QR codes and augmented reality have taken off, as merchants looks to push customer experiences beyond the physical and into the digital while bringing some added excitement to their stores.
For example, Walmart has been embracing augmented reality to create in-store experiences around retail promotions for popular films such as Spider-Man and The Avengers .
“The use of augmented reality and QR codes will continue to increase in 2013, all in the name of shopper convenience and retailers’ revenue,” said Kevin French, executive director and general manager of G2 Philadelphia.
“2013 will mark the most dramatic shift to every touch point becoming ‘retailified’ by bridging the gap between physical experiences and digital experiences to provide as much convenience to shoppers as possible,” he said.
“Both technologies will find their appropriate use in the value exchange between shoppers and retailers.”
Google Glass In 2013, brands will continue to use QR codes as a practical way to engage users and deliver useful content while augmented reality is likely to be used as a means to drive some excitement for the user.
Already, excitement is building for Google’s Glass project, which will offer an augmented reality-like experience via glasses that users wear.
“QR codes are really just about a quick short-cut to a digital site,” said David Bryant, chief creative officer at Organic, San Francisco. “They’re still useful – but interest in them has dropped naturally as they are no longer ‘news’
“We believe there will be an upswing in interest in AR with the advent of Google Glass,” he said. “People have started to develop applications using the SDK – the platform is solid and has enormous company behind it plus the love and attention of one of the Google’s founders.
“Although not pure AR, it has many AR-like features and will certainly restart interest in it.”

Augmented Reality and Virtual Trial Rooms

Mirrar Ornaments, Virtual Trial, Jewellery

Virtual Trial Room for Jewellery

Can one imagine walking into a branded store, or for that matter, even an Adidas or a Nike store, which does not have a fitting room? Yet, when the same brands sell online, people cannot try on their garments before buying. The biggest drawback of online shopping is that the buyer does not know how the garment will look on him or her or how good is the fit. While for online shoppers, this translates into apprehension and unnecessary headache if they have to return the purchase, portals too have to deal with a lot of “returns” and “exchanges”.

Not just for clothing, the same applies to online purchases for jewellery. After spending thousands of rupees, only to find that the jewellery does not look that great on you, is a disastrous experience. It not only leaves us dejected but makes us shun online shopping altogether.

It seems all the problem is with online shopping, so if we stop shopping online, we would always make right buy. No, there is more trouble to come in the normal stores. Have you ever bought something very enthusiastically at the store but realizing once you reach home, that you did not get a sweet deal? I would feel cheated, if it were me. The main reason is that we base our decisions on the available limited information, which is mostly provided by the shopkeeper. Too bad our brains can’t ‘google’ the information to land us the best deal. Moreover, I have not mentioned the problems of shopping like, endless waiting for trial rooms to be free, aimlessly wandering the store by not getting the right item, the long billing queues, the rush in the ‘sale’ season, and many others.

But then, is there someway to overcome these obstacles to make our shopping an exhilarating experience. An answer I can think of is merging the digital world with the real world. In simple terms, we need to create a bridge between the Internet and real life that can be crossed easily and at will. With the advent of smartphones and tablets infiltrating our lives completely, I say, lets use them to their fullest potential.

Amidst all the cacophony, a new technology has emerged, Augmented Reality. This technology promises to build a bridge between two diverging worlds the Internet and Real life leaving the possibilities, limitless. With the smartphones and the tablets as our road we can walk across this path easily. As our shopping case is concerned, we can use these devices to interact, search, share and try.

Let us take the case of Jewellery shopping. Suppose, a store we often visit has an iPad installed for us to have access to all the information we need. Additionally, if all the jewellery which the store has to offer is present in the iPad  and we would just have to flip the catalog in the iPad to check them out; would that not be great. Extending our imagination further, what if we could even try the jewellery on ourselves using the iPad’s camera, compare instantly between different items, seek opinions of our friends from social networks, even get recommendations for industry leaders; A whole new style of shopping. This concept of using an iPad to try on Jewellery is commonly termed as Virtual Trial. Now, we could use the power of internet coupled with AR to take shopping on a whole new level.

AR makes even greater sense in shopping online. When shopping online we always face the difficulty of how the item ‘looks’ on us. If we could use the webcam to try on clothes, jewellery, hats on ourselves, it would make our choices much simpler and easier to execute. So next time we shop online, we can be very sure that we made the right buy.

Shopping has evolved in both complexity and adoption. First came the concept of malls and now we are overwhelmed with online stores. Even Virtual shopping has been introduced by big retailers. In fact  many online stores have launched a simple image overlay version of the virtual trial rooms. Some retail outlets have started using various versions of iPad solutions for virtual trial. Already we are seeing advancements in the ability to deliver even more realistic virtual simulations, as well as the integration of virtual stimulus with other complementary technologies such as bio-metrics  neuroscience and facial recognition which, when executed together, can provide unprecedented understanding of how both human emotions and behavior intersect at the retail shelf.

AR vs VR and the applications of AR

Virtual Reality was a rage once. It had a good run, especially during the 1990s, and perhaps culminating with Second Life in the decade which just closed. But virtual reality is old in the tooth. People are a lot more interested these days in “augmented reality,” or at least they are on Google where it surpassed “virtual reality” as a search term in last few years or so.

1

Augmented Reality

 

2

Virtual Reality

Virtual reality involves the creation of a computer-generated world that a person can interact with in such a way that he or she believes that the virtual world is real. Augmented reality, however, is a meeting of virtual reality and real life, as a computer image melds with real-life images to create a composite for the user to interact with. If virtual reality is a complete immersion in a digital world, augmented reality(AR) is more a digital overlay onto the world. It enhances the real world with digital data, and therefore it is much more interesting than a completely fabricated environment. AR has an element of magic attached to it.

AR has recently been highlighted in various marketing campaigns as a cool way to show products via PC or mobile phone, such as in the concert launch by BBC. But AR is much more than just a gimmick, and has the potential to change product and brand communications in remarkable ways:

There are endless possibilities to add useful and interesting information onto a world we and marketers are already in. If you want a marketing reality, then this is the one to go for. You should put your thinking caps on and find new and attractive ways to market your products.
You can check more interesting applications at the blog : Augmented Reality

What is Augmented Reality ?

augmented reality

Our fantasy of “What if walls talk?” is now over. They actually can, but all we need to do is to correctly configure them and tag the walls with appropriate properties to augment. Imagine a world with full of hyperlinks that are linked with all the useful information. The entire world would be nested with information, with one link leading to another.

In simplest of words, Augmented Reality(AR) is the art of super-imposing computer generated content over a live view of the world. It superimposes graphics, audio and other sense enhancements from computer screens onto real time environments. Unlike virtual reality, augmented reality does not create a simulated reality. Instead, it takes a real world object to add contextual data to it.

AR is not a new concept. In fact we have seen it in many different ways over the years. From the yellow first-down lines sketched over a television football game to the movie who “Who framed Roger Rabbit” or even examples as basic as where a projector’s been used to project atop a real setting-all are examples of virtual graphics being superimposed upon a real-life situation.

ar

Augmented Reality is a term coined 19 years ago, coined by Tom Caudell, a researcher at Boeing. He came up with this term when he was working on a project to make it easier to assemble large bundles of electric wire for an aircraft on the floor.
Development of the needed technology for augmented reality systems, has taken a boost with the “Microsoft Kinect” being launched into the market. It has invited a whole lot of developers and researchers to develop products based on AR. In no time this wave of AR has covered the world of research and development, and it’s not wrong to say that it is one of those big things which is there to stay.

Why should we care about AR?
Augmented reality is already a part of your life now. I’m sure you watch a lot of sport matches. The sports broadcast teams use Augmented Reality to project information right on top of the field to analyze some shots, etc., AR is turning out to be the future of Education and the Future of literacy. Writing history directly on reality is not too far. Augmented Reality is not the simple concept you think of projections and augmentations. It’s all about bridging reality and virtuality in the user’s hands.

But as far as I expect, all that I can predict in near future is:

  • A conference room with augmented documents
  • Book’s Index pages that give you a glimpse of what’s in for the reader
  • Food items that can tell you how much calories are present in them
  • Roads instructing you to your destination
  • Walls acting like your computer monitors.

In the education and literacy perspective, AR will bring the written literacy with visual literacy together. There are a lot of things that we could think of in AR. But let me restrict to all these listed above. Keep looking for the sequel of this analysis soon.