Welcome. We are Aarón Alzola Romero and Elton Barker, from the Open University's Department of Classical Studies. This blog is part of a broader research project exploring the uses (and abuses) of mobile learning in the Arts. Our aim is to examine mobile learning applications, assess their strengths and weaknesses (in terms of user interaction, contribution to learning outcomes, cost and popularity), identify areas of opportunity and challenges in their future implementation and assess the impact that mobile learning solutions have on the delivery of Arts courses.

Monday 26 March 2012

Augmented reality


Internet use grew rapidly across the more industrialised areas of the world during the 1990s. As the technology found its way into people's homes and offices, some users expressed unease about perceived clashes between the “real” world and that new virtual universe that we were creating (Neuromancer and Blade Runner were probably still fresh in everyone's minds).

Today we know that the divide between the virtual and the real worlds is not so clear-cut after all, and that, in fact, the most efficient uses of ICT involve combining virtual and real elements. Augmented reality (AR) is a good example of this. The technology involves representing the world (as perceived by humans) and adding an extra layer of computer-generated sensory input (such as sound, video, text, graphics or GPS data). This leads to something that is, well, more than real.

More than real? (Image: CC by Allan Warren).

The idea behind AR has been around for some time (e.g. Virtual Reality goggles, special effects, jet fighter displays, etc.) but mobile technology (and in particular smartphones) has allowed it to really take off in the last couple of years. The combination of portability with webcams, relatively fast data connections, GPS, decent processing power and a user base of potentially billions of people is bringing AR out of the IT labs and into parks, streets and museums all over the world.

AR has a plethora of applications in mobile learning. The technology allows us to convey information in a more engaging manner, highlighting interrelations between different elements (e.g. physical, spatial, conceptual, textual...). In addition, AR appeals strongly to the principle of experiential learning. For example, The Open University has produced an augmented reality app that allows users to explore ancient theatres by superimposing CGI layers of reconstructed architectural features on the images captured by the smartphone in real time as the user walks down the street. Similarly, MoL's Londinium app transports users 2,000 years back into Roman London.

Augmented reality is not only capable of superimposing images; we can also combine different media to produce new, powerful resources, such as the Portable Sign Language Translator, which identifies sign language gestures through the device's integrated camera, processes the images and then translates them into audible speech, allowing real-time conversations between deaf and hearing people.

AR is moving in exciting new directions and is likely to have a big impact on mobile learning in the near future. With the availability of authoring tools like Wikitude, some of the old obstacles (e.g. price and technological skill) are  much easier to overcome. Anyone (teachers, students, self-help groups...) can generate and share their own AR resource with little / no investment or training.

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