On the mid-term horizon in the 2010 Horizon Report, it’s no surprise that augmented reality continues to be a technology to watch in the 2011 Horizon Report, with a predicted two- to three-year adoption rate. “Augmented reality” (AR) refers to technology that modifies a user’s “real” view of reality with computer-generated imagery. The amount of reality versus computer-generated imagery will vary with the application and in some applications, the user can interact with computer-generated imagery in a context-sensitive way.
This great Common Craft video provides an overview of the technology.
As noted in a previous post, AR has been around for a while, but what’s changed is increased visibility in the public eye, integration into a variety of mobile platforms, and recognition that AR can be a powerful way to layer dynamic, interactive learning experiences onto real-world objects.
As noted in the 2011 Horizon Report:
Augmented reality is an active, not a passive technology; students can use it to construct new understanding based on interactions with virtual objects that bring underlying data to life. Dynamic processes, extensive datasets, and objects too large or too small to be manipulated can be brought into a student’s personal space at a scale and in a form easy to understand and work with. In a broader context of education, augmented reality is appealing because it aligns with situated learning.
More recent applications of AR include:
- Incorporation in video
- Augmented books such as WondLA vision and Zooburst
- Incorporation into games, such as ARG games (e.g., MITAR, ARIS, and the ROAR project)
- Extensions of Google Earth with AR functionalities (e.g., ARSights)
- Extensions of Google SketchUp (e.g., via ARSights)
- Use in Flashcards (e.g., Smash Cards)
- Medical education applications (such as provided by LearnAR and Vuzix® AR Education Group)
- Performance support tools in medical procedures (such as medical imaging procedures)
- Use in simulations (e.g., in emergency preparedness training)
In my opinion, a tipping point will occur as more people learn how to create their own layered experiences. Some tools to explore include:
These applications differ quite a bit in their definitions of AR but I’m erring on the side of including a broad range of tools.
- Augmented reality goes mobile
- QR codes, augmented reality, and learning for health
- Augmented reality and mlearning