Pages

Showing posts with label augmented reality (AR). Show all posts
Showing posts with label augmented reality (AR). Show all posts

Thursday, December 15, 2022

Higher EdTech trends to watch for 2023 [KEVRI Insight, 2022]

Title:
Higher EdTech trends to watch for 2023
 
Author:
KEVRI Staff
 
Published:
KEVRI Insight, 21 october 2022
 
From the article:
Fierce innovation and digitisation sped up by the Coronavirus Pandemic show no signs of slowing down. The global EdTech market is forecasted to grow to over US$230 billion by 2028. 
 

Tuesday, December 28, 2021

How AI, VR, AR, 5G, and blockchain may converge to power the metaverse [VentureBeat, December 2021]

Title:
How AI, VR, AR, 5G, and blockchain may converge to power the metaverse

Author:
Gary Grossman, Edelman
 
Published:
VentureBeat, 26 December 2021
 
From the article:
Emerging technologies including AI, virtual reality (VR), augmented reality (AR), 5G, and blockchain (and related digital currencies) have all progressed on their own merits and timeline. Each has found a degree of application, though clearly AI has progressed the furthest. Each technology is maturing while overcoming challenges ranging from blockchain’s energy consumption to VR’s propensity for inducing nausea. They will likely converge in readiness over the next several years, underpinned by the now ubiquitous cloud computing for elasticity and scale. And in that convergence, the sum will be far greater than the parts. The catalyst for this convergence will be the metaverse — a connected network of always-on 3D virtual worlds.

Wednesday, November 24, 2021

Innovating the education metaverse: MR virtual campus [Installation, November 2021]

Title:
Innovating the education metaverse: MR virtual campus

Author:
Rob Lane

Published:
Installation, 12 November 2021 [updated: 15 November 2021]
 
From the article:
Two of Manchester’s leading tech companies are leading the race to innovate the global education metaverse with their own science and tech campus, ‘Credersi World’, using a mixed reality platform that includes virtual reality (VR) and augmented reality (AR).
 

Thursday, March 18, 2021

Developing Museum Education Content: AR Blended Learning [Scholarly Article - The International Journal of Art & Design Education, 2021]

Title:
Developing Museum Education Content: AR Blended Learning
 
Authors:
 JiHye Lee, Hyun‐Kyung Lee, Dabin Jeong, JiEun Lee, TaeRyun Kim & JiHyon Lee
 
Published:
The International Journal of Art & Design Education, 15 March 2021
 
Abstract:
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended Learning Model, which utilises symbiotic online and offline conversions and arrangements to enhance learning effectiveness. First, the study investigated the characteristics and limitations of existing AR technology from the perspective of children’s education by focusing on cultural assets. Second, an educational app with cultural heritage content was designed on the basis of a survey of stakeholders’ perceptions and needs. A blended learning experiment was then conducted, involving five steps (1) making a 3D assembly model (offline); (2) viewing the 3D model through the AR app; (3) learning about the cultural relic from a textbook (offline); (4) exploring the 3D model through the AR Quiz Game (online); and ( 5) visiting the museum (offline). This programme was found to be appropriate for elementary school third and fourth graders, who responded with high levels of flow and interest. The findings suggest that this experiential AR blended learning tool provides a more meaningful experience that motivates children to appreciate the value of cultural/historical assets.

Thursday, January 28, 2021

Unified Representation for XR Content and its Rendering Method [ACM Digital Library, November 2020]

Title:
Unified Representation for XR Content and its Rendering Method
 
Authors:
Yongjae Lee, Changhyun Moon, Heedong Ko, Soo-Hong Lee & Byounghyun Yoo
 
Published:
Web3D '20: The 25th International Conference on 3D Web Technology, November 2020, Article No.: 21, Pages 1–10 [ACM Digital Library]

Abstract:
Virtual Reality (VR) and Augmented Reality (AR) have become familiar technologies with related markets growing rapidly every year. Moreover, the idea of considering VR and AR as one eXtended reality (XR) has broken the border between virtual space and real space. However, there is no formal way to create such XR content except through existing VR or AR content development platforms. These platforms require the content author to perform additional tasks such as duplicating content for a specific user interaction environment (VR or AR) and associating them as one. Also, describing the content in an existing markup language (e.g., X3D, X3DOM, A-frame) has limitations of that the content author should predefine the user interaction environment (i.e., either of VR and AR). In this study, a unified XR representation is defined for describing XR content, and the method to render it has been proposed. The unified XR representation extends the HTML so that content authored with this representation can be harmoniously incorporated into existing web documents and can exploit resources on the World Wide Web. The XR renderer, which draws XR content on the screen, follows different procedures for both VR and AR situations. Consequently, the XR content works in both user interaction environment (VR and AR). Hence, this study provides a straightforward XR content authoring method that users access anywhere through a web browser regardless of their situational contexts, such as VR or AR. It facilitates XR collaboration with real objects by providing both VR and AR users with accessing an identical content.