Forecasting AR in Education OER
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What is AR?
What is (true) AR?
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world.
What is the difference between AR and VR?
“Augmented reality is the blending of virtual reality and real life, as developers can create images within applications that blend in with contents in the real world. With AR, users are able to interact with virtual contents in the real world, and are able to distinguish between the two. Virtual reality is all about the creation of a virtual world that users can interact with.” (McKalin, 2014) AR usually involves a layer of information or images over the real world while VR appears to alter the real world making it, often, indistinguishable. VR is often immersive while AR provides a heightened reality.
“Both virtual reality and augmented reality are similar in the goal of immersing the user, though both systems do this in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.” (McKalin, 2014)
“Both virtual reality and augmented reality are similar in the goal of immersing the user, though both systems do this in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.” (McKalin, 2014)
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