Forecasting AR in Education OER
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Current AR Applications
"Augmented reality is a valuable added layer empowering us to make more informed decisions. As consumers experiencing information overload, we are desperate for advanced customer service. Augmented reality is like our own personal assistant providing us with an easy way to customize our world. Designing for an augmented world requires an understanding of how to design services that solve problems." (Lowry, 2015)
Augmented Reality has made drastic advancements since its creation in the 1990s. The first reported case of Augmented
Reality was produced by a team at Boeing, led by Professor Tom Caudell. His software enabled the placement of cabling during the construction process without the use of complex user manuals (VRS, 2009). Since then, the explosion of Augmented Reality (AR) applications can be witnessed by simply searching your phone's app store, where thousands of apps can be accessed. These technologies can do everything from translating your menu into a variety of languages, turning your street into a zombie attack or the familiar yard line marker on televised football games! |
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"While medical and navigational systems have traditionally witnessed the biggest advancements in and use of Augmented Reality, wearables, gaming and retail segments currently drive consumer-oriented experiences" (Moback digital, 2014).The majority of Augmented Reality is currently housed within mobile Apps, however computer based AR and wearables are significant in the current market.
Mobile Apps
Technology, for the sake of technology, is not what changes human behavior. If AR providers want to make these changes, then they need to move beyond the gimmicky feel. Augmented reality apps need to be based off an existing behavior. AR providers need to figure out what tasks people already perform and expand or augment this task for improvement. (Lowry, 2015) For example, by 2013, 40 000 interactive advertising campaigns were already active with over 200 000 interactive pages, with projections for exponential growth (Layar, 2013). The popular augments, in order of participation are playing video, displaying photos, linking websites, product purchase, sharing, saving or liking content on social media and participation in polls or forms (Layar, 2013). |
Ikea is one of the many companies recognizing the value of AR marketing. The 2014 catalogue mobile app received 8.5 million downloads in its first installment alone! (Oser, 2014)
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Wearables
Wearables are computer-powered devices that can be worn by the user such as watches, glasses or clothing. Common devices are wearable cameras, activity trackers, smart glasses and smart watches. Considering the increasing wearables market and the natural fit with AR, current increases in market sales are projected to continue (Ryzhonkov, 2014)
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Wearables Market
(Ryzhonkov, 2014) |
In 2014 alone, over 10 new Smart Glasses were launched and over 1 billion are expected to be purchased in 2015, primarily purchased for enterprises (Inbar, 2015)
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Samples
Storybook AR Fun
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Medical AR Marvels
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Magical Marketing
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Home | Introduction | Current AR Applications | Forecasting AR in Education | Authoring AR Content | Assessing AR | References
Authored by: Patrick Conlan, Kim Durnford, Cathy Fowler, Lane Hardy, Julie Ormiston