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Journal of Educational Technology Development and Exchange

(JETDE)
Volume 4 | Issue 1 Article 11

6-2011

Augmented Reality: An Overview and Five


Directions for AR in Education
Steve Chi-Yin Yuen

Gallayanee Yaoyuneyong

Erik Johnson

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Recommended Citation
Yuen, Steve Chi-Yin; Yaoyuneyong, Gallayanee; and Johnson, Erik (2011) "Augmented Reality: An Overview and Five Directions for
AR in Education," Journal of Educational Technology Development and Exchange (JETDE): Vol. 4 : Iss. 1 , Article 11.
DOI: 10.18785/jetde.0401.10
Available at: https://aquila.usm.edu/jetde/vol4/iss1/11

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Yuen, S.; Yaoyuneyong, G.;& Johnson, E. (2011). Augmented reality: An overview and five direc-
tions for AR in education. Journal of Educational Technology Development and Exchange, 4(1), 119-140.

Augmented Reality: An Overview and Five Directions


for AR in Education

Steve Chi-Yin Yuen


National Kaohsiung Normal University

Gallayanee Yaoyuneyong
Erik Johnson
The University of Southern Mississippi

Abstract: Augmented Reality (AR) is an emerging form of experience in which the Real World
(RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over
the last several years, AR applications have become portable and widely available on mobile de-
vices. AR is becoming visible in our audio-visual media (e.g., news, entertainment, sports) and is
beginning to enter other aspects of our lives (e.g., e-commerce, travel, marketing) in tangible and
exciting ways. Facilitating ubiquitous learning, AR will give learners instant access to location-
specific information compiled and provided by numerous sources (2009). Both the 2010 and 2011
Horizon Reports predict that AR will soon see widespread use on US college campuses. In prepa-
ration, this paper offers an overview of AR, examines recent AR developments, explores the impact
of AR on society, and evaluates the implications of AR for learning and education.

Keywords: augmented reality, AR, education, virtual reality, mixed reality

1. Introduction and enhance individuals’ knowledge and un-


derstanding of what is going on around them.
Augmented reality (AR) is an emerging Rather than seeming out of place, the digital
form of experience in which the real world markups inherent in AR lets users perceive the
(RW) is enhanced by computer-generated con- real world, along with ‘added’ data, as a single,
tent which is tied to specific locations and/or seamless environment.
activities. In simple terms, AR allows digital
content to be seamlessly overlaid and mixed Though science fiction long ago intro-
into our perceptions of the real world. In ad- duced the concept of AR into our collective
dition to the 2D and 3D objects which many consciousness, until very recently, many might
may expect, digital assets such as audio and have labeled it a feature of our distant future.
video files, textual information, and even olfac- Now, however, we are riding the crest of a tech-
tory or tactile information can be incorporated nological wave. AR is on the verge of becom-
into users’ perceptions of the real world. Col- ing a household term, and perhaps, for many,
lectively, these augmentations can serve to aid an inseparable part of everyday life.

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Journal of Educational Technology Development and Exchange

While the technologies that make it possi- cific facilitating devices, such as head mounted
ble have been around for quite some time, only displays (HMDs). However, arguing that such
recently has AR become “doable” on consumer definitions were too simplistic for an evolving
grade devices. The implementation of Flash- and expanding field, Azuma (1997) and other
based AR detection algorithms, together with researchers (Kaufmann, 2003; Zhou, Duh, &
the growing popularity of mobile platforms Billinghurst, 2008) defined the implementation
(e.g., iOS and Android), has at last opened the of AR by three characteristics: (a) the combi-
door, allowing AR to become accessible to the nation of real-world and virtual elements, (b)
masses. Already AR is becoming visible in our which are interactive in real-time, and which
audio-visual media (e.g., news, entertainment, (c) are registered in 3D (i.e., the display of vir-
sports) and is beginning to enter other aspects tual objects or information is intrinsically tied
of our lives (e.g., e-commerce, travel, market- to real-world loci and orientation). Similarly,
ing) in tangible and exciting ways. Höllerer and Feiner (2004) define AR systems
as those which combine “real and computer-
While we can easily imagine applications generated information in a real environment,
for AR in many fields, perhaps most excit- interactively and in real time, and [which
ing are the possibilities inherent for educa- align] virtual objects with physical ones” (p.
tion. With AR, educators’ dream of ubiquitous 2). Ludwig and Reimann (2005) define AR as
learning can become a reality. As never before, “human-computer-interaction, which adds vir-
through AR, learners will be able to gain imme- tual objects to real senses that are provided by
diate access to a wide range of location-specific a video camera in real time” (p. 4). Zhou, Duh,
information, compiled and provided by a vari- and Billinghurst (2008) simply define AR as
ety of sources. Each year, the New Media Con- technology “which allows computer generated
sortium’s (NMC’s) Emerging Technology Ini- virtual imagery to exactly overlay physical ob-
tiative generates a Horizon Report which seeks jects in real time” (p. 193).
to identify and understand emerging technolo-
gies which promise to have a significant impact 2.1. Augmented Reality and Virtual Reality
on various sectors around the globe, and which
show the potential to positively impact learn- While considering the array of developing
ing, creative inquiry, and education (NMC, technologies, all seeking to modify, augment,
2011). Both the 2010 and 2011 Horizon Re- interface with, or even replace our perceptions
ports (NMC) have predicted that AR will see of reality, Milgram and Kishino (1994) sought
widespread use on US college campuses within to clarify the work being done by defining four
the next 2 to 3 years. With that in mind, this types of environments. First is the real world,
paper offers an overview of AR, examines re- or the real environment, which we are all famil-
cent AR developments, explores the impact of iar with. On the opposite end of the scale are
AR on society, and evaluates the implications virtual worlds, or virtual environments (often
of AR for learning and education. previously labeled virtual reality), in which all
information perceived by the user is comput-
2. What is Augmented Reality? er-generated and completely unrelated to real
world locations, objects, or activities. Between
Augmented reality (AR) refers to a wide these two extremes exist, at least conceptu-
spectrum of technologies that project computer ally, two types of augmented environments:
generated materials, such as text, images, and Augmented Reality (AR) which takes the real
video, onto users’ perceptions of the real world. world and real environments as its backdrop
Initially, researchers defined AR in terms of spe-

120 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

and inserts computer-generated content, and posed. Figure 1 illustrates the mixed reality
augmented virtuality, in which a computer- (MR) spectrum, or the Reality-Virtuality (RV)
generated world serves as the backdrop while Continuum, proposed by Milgram et al. (1994).
real-world data is blended in and superim-

Figure 1. Reality-Virtuality (VR) Continuum

Augmented reality (AR) is closely tied to tered within the real world, but with virtual
virtual reality (VR), since the concept of AR objects superimposed, such that real and vir-
evolved as an extension, or variation, of VR tual objects seem to coexist in the same space
(Milgram, Takemura, Utsumi, & Kishino, (Azuma, 1997). Second Life, by Linden Lab,
1994). is probably the best known example of VR. On
the other hand, popular gaming consoles such
AR is closer to the real world on one end of as the Nintendo Wii, the PlayStation 3, and
the gamut with the dominate perception being the Xbox 360, have all released sport-centered
the real world which is improved by digital data games, and other games, where the players’
or assets. AV is closer to a complete immersive real-world movements control a virtual ava-
virtual environment involving systems that are tar within a virtual environment. Collectively,
mostly computer generated, but have some real these are probably the best known examples of
world imagery added. Virtual environments AV. Moving along in the RV Continuum, smart
(VE) are environments that are totally simu- phone apps that utilize GPS data, or which dis-
lated by technology. As technologies continues play virtual images tied to real world locations
to rapidly advance, it seems possible that the are probably the best known examples of AR.
virtual elements and real world elements shar- Additionally, the gaming industry is beginning
ing space in mixed reality environments will to release AR titles (e.g., Eye of Judgment and
become more and more difficult to tell apart. Eye Pet, by PlayStation).
AR is quite similar to virtual reality (VR). 2.2. Augmented Reality Technology
Both are interactive, immersive, and include
information sensitivity. In VR, users’ frame of Augmented reality content can be viewed
reference is completely tied to a virtual world, in several ways. Initially, people may have
whereas in AR users’ perception is still cen- encountered web applications which let them

Volume 4, No. 1, October, 2011 121


Journal of Educational Technology Development and Exchange

view quick response (QR) codes through their mobile AR applications, users may view the
webcam. Using QR codes (markers), digital world through smartphone cameras in order to
information, including 3D animations, can be see digital content mixed with the real environ-
attached, in a sense, to images on paper, cards, ment.
or other surfaces. When a marker is held in
front of a webcam, those using AR applications 3. History and Recent Developments
through a computer or console can view digi-
Researchers have pursued AR because it
tal content superimposed over their real envi-
may (a) allow for the enhancement of users’ per-
ronment (the paper in their hands), as shown
ceptions, knowledge, and interaction with the
by the display screen (which simply shows
real world (Azuma et al., 2001) and (b) because
the room as the webcam sees it, augmented
AR has the potential to improve productivity in
by the AR content). Usually, when the user
real world tasks (Schmalstieg, 2001). Accord-
moves or rotates the marker image, the digi-
ing to Billinghurst and Henrysson (2009), the
tal content moves and rotates as well. Another
research and development necessary for cur-
viewing option is to use a head mounted dis-
rent implementations of AR have gone on over
play (HMD). While wearing a HMD (which
the past four decades (see Figure 2). However,
covers the eyes), users can see digital content
it wasn’t until the 90s that inertia became sig-
on the HMD screen and their real environment
nificant, and the numbers of researchers and
through the screen (or displayed on the screen
developers in th AR field increased. In recent
by an attached camera).
years, growth and progress in AR has been sig-
Today, many mobile AR applications are nificant (Phan & Choo, 2010). Some of compa-
location based. To utilize these AR applications nies currently involved in the development of
on a mobile device or a smartphone, the phone AR technologies and applications are ARTool-
must be equipped with several necessary tools: kit, ARQuake, Google, Inglobe Technologies,
(a) GPS technology; (b) an accelerometer, and Layar, metaio, nhow Berlin, Total Immersion,
(c) a digital compass (magnetometer). Using and Webtitude.

Figure 2. History of AR - a brief timeline

122 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

AR research tends to pursue either (a) the diversified, moving beyond the initial wave of
development of new devices and technolo- location-based search apps to include games,
gies for the tracking, display, and input of real social networking, educational, lifestyle, and
world and virtual data, or (b) the development personal healthcare apps (Grabham, 2009; Ju-
of applications utilizing existing technolo- niper Research, 2011). Unsurprisingly, these
gies (Billinghurst & Henrysson, 2009). Zhou, developments have accompanied a surge in the
Dun, and Billinghurst (2008) present a useful deployed base of AR capable smartphones.
review of research published and presented at
the AR conferences which have gone on un- 4. Applications of Augmented Reality
der various names for the past ten years (e.g.,
AR represents the cutting edge of modern
ISMAR, ISAR, ISMR, and IWAR). Accord-
society’s social-technological development.
ing to Zhou, Dun, and Billinghurst (2008), AR
AR applications are being created by inde-
research has focused primarily focused on five
pendent groups and organizations all over the
core areas essential to deliver AR applications:
world for use within many disparate fields.
(a) techniques for tracking (20.1%), (b) tech-
With this being the case, despite the definitions
niques for interaction (14.7%), (c) calibration
mentioned earlier in this paper, there remains
and registration issues (14.1%), (d) develop-
no consensus as to what constitutes true AR ap-
ing AR applications (14.4%), and (e) display
plications and technologies, or how the possi-
techniques (11.8%). Additionally, some re-
ble applications of AR should be conceptually
searchers have also looked into newly emerg-
organized. According to Azuma et al. (2001),
ing directions for AR, including: (a) evalua-
the goal of AR is to use 3D virtual objects as
tion and testing, (b) mobile and wearable AR
tools to enhance users’ perception of, and in-
platforms, (c) AR authoring, (d) visualization,
teraction with, the real world, by causing 3D
(e) multimodal AR, and (f) rendering (Zhou,
virtual objects to appear seamlessly within the
Dun, & Billinghurst, 2008).
3D environment of the real world. However,
In 2008, during their Emerging Trends AR technologies can be designed to interact
and Technologies Roadshow, the IT research through many sensory channels (e.g. auditory,
and advisory firm, Gartner, Inc., predicted that visual, olfactory, and haptic) which renders
AR would be one of the top 10 disruptive tech- definitions focused only on visual data insuf-
nologies for the 2008 to 2012 period (Gartner ficient to deal with future developments in AR
Identifies Top Ten Disruptive Technologies for (Hughes, Stapleton, Hughes, & Smith, 2005).
2008 to 2012, 2008). More recently, a report by
Ludwig and Reimann (2005) offer an or-
Juniper Research (2011) found that the increas-
ganizational scheme which argues that poten-
ing focus on incorporating AR elements within
tial AR applications fall into three main cat-
mobile applications will lead to nearly 1.4 bil-
egories: (a) presentation and visualization, (b)
lion annual downloads of such apps worldwide
industry, and (c) edutainment. Additionally,
by 2015, up from just over 11 million in 2010.
Hamilton (2011) offers an extensive break-
With today’s market and consumers more fo-
down and analysis of AR applications within
cused on small mobile devices such as Android
education, as well as within the media and en-
Phones and iPhones, AR development is boom-
tertainment industry, the gaming industry, the
ing, especially in the areas of marketing and
travel and tourism industry, the field of mar-
entertainment (Hamilton, 2011). It was further
keting, the expanding field of online social
indicated that the number of AR capable apps
networks, and in everyday life. While Hamil-
available had both increased dramatically, and
ton (2011) and others point out that many cur-

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Journal of Educational Technology Development and Exchange

rent AR applications may seem gimmicky and allow users to use their smartphones to view, ro-
transient, the fact remains that many of the AR tate, and resize virtual models of products, such
applications discussed by Azuma (1997) have as furniture, anywhere in their environment, so
been refined and continue to play important that they can gain a more accurate impression
parts in our modern world. of how the item would complement their cur-
rent furnishings and decorating scheme.
It cannot be denied that AR applications
have tremendous potential for all fields where Other AR applications can be conceptual-
rapid information transfer is critical. This is es- ized as ‘marking-up people’, by adding virtual
pecially true for education. However, around clothing or apparel items which they seem to
the world, the cutting edge of AR research and ‘wear’. Prominent examples of this can be
development is being driven more by business- seen in the kiosks, ‘virtual dressing rooms’
related interests than by groups focused on and ‘virtual mirrors’ of companies selling
augmenting education. A majority of AR tech- designer accessories such as sun-glasses or
nologies are being developed with no actual watches. These applications are being utilized
educational agenda. However, teachers, as al- by corporations to enrich customer shopping
ways will be able to examine what is available experiences, both in real-world and in online
and put it to use effectively. For this reason, we retail venues. Shoppers are able to share their
will first examine the development of AR in choices, or ‘likes’ through social media, and
several non academic fields, before specifically are often able to make their final purchase
addressing the application of AR in education. through the AR interface.

4.1. Advertising and Marketing In a third category of AR marketing ap-


plications, real-world objects are ‘marked-up’
In no other field has the AR excitement ex- with superimposed, but conceptually unrelat-
ploded in such a huge way than in advertising ed 3D artifacts. Utilizing this strategy, a one
and marketing. Companies seeking new ways company has created a series of AR games
to engage and interest potential customers in which consumers use actual shoes, in con-
have implemented a variety of AR applications junction with a computer and a webcam, to
which present users with virtual objects, appar- play AR games whose environments seem to
ently sharing their space, which can be explored pop out of the shoes themselves. Fast-Food
and manipulated using natural movements and and Media companies have utilized AR tech-
hand-gestures. For example, cutting-edge au- nology to cause popular 3D characters to
tomotive campaigns are displaying full-size spring out of soft-drink cups, and other pack-
AR virtual cars in shopping centers and other aging in fast-food franchises (Hampp, 2009).
public areas. A markerless interface allows pe- A similar application of technology is being
destrians, who do not need AR gloves or other used for a more utilitarian purpose by the U.S.
controllers, to use their real-time spatial output Postal Service, which allows users to view
(movements) to toggle virtual buttons, open holographic boxes, projected from any sheet
doors, fold seats, and rotate virtual model ve- of paper with the appropriate QR Code. This
hicles (Yuen, 2011, February 25). allows customers to compare the size of the
items they wish to ship to the size of the vir-
Smaller products, such as toys, can now be
tual box visible on their screen.
viewed virtually in stores and kiosks world-
wide, sometimes with integrated 3D anima-
tions. Somewhat more sophisticated campaigns

124 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

4.2. Architecture and Construction scope to include AR technologies. Smartphone


apps now allow users to fire AR Gatling guns
According to Behzadan (2008), AR sys- which appear to actually hit real-world objects.
tems can be used to allow designers, workers, Smartphone apps and hand-held game consoles
customers and potential employers to actually have released games which let users track and
walk through a real world site and visualize collect virtual fairies and other mythological
and experience a virtual facility or building un- creatures which appear in the real-world land-
der construction or planned for the future. The scape around them (Lewis, 2005). According
technology could also help in the planning of to Raju (2009), AR games of these sorts are no-
construction jobs by allowing workers to see table for providing stress relief.
visual representations of underground utility
lines or pipes. Electricians and other profes- Companies have enabled various complex
sionals that are working together on a job would AR entertainment projects through the iPad,
be able to cohesively view how things should such as a holographic helicopter which hovers
be wired, or where other equipment, pipes, and over the surface of the iPad screen (Yuen, 2011,
the like are supposed to be placed. All of the February 19). Other apps allow users to fly an
data would come from a 3D model and associ- actual Remote Controlled (RC) helicopter (or
ated digital information about the structure. In drone) using a smartphone or other mobile de-
short, there are numerous ways where the use vice as the control and interface. These drones
of AR technology can save time and money, as are equipped with cameras which allow AR
well as reduce problems, in the field of archi- games, such as virtual obstacles overlaid over
tecture and construction. the real-world environment, or dog-fighting
with virtual (or real opponents), using virtual
4.3. Entertainment weapons (Webster, 2009).
Blurring the mixed reality continuum, Hat- 4.4. Medical
sune Miku, a completely virtual singer, has
given live concerts in Japan, as a hologram According to Samset et al. (2008), AR tech-
requiring no special equipment for the audi- nology will not only be able to enhance medi-
ence to perceive. Using more conventional cal surgical and clinical procedures by improv-
AR technology, in the book industry AR books ing cost effectiveness, safety, and efficiency,
have been released featuring animated images, medical AR systems may also assist in the
overlaying and interacting with the pages of the invention of new surgical procedures. AR sys-
book, and accompanied by music and sound ef- tems have potential to support surgeons with
fects (Billinghurst, Kato, & Poupyrev, 2001). navigation and orientation before, during, and
Another approach involves AR ‘popup’ books, after surgery. Medical AR applications will al-
in which still or animated 3D images hover low for more advanced pre-operative imaging
over the pages of the book, often accompa- studies, letting doctors and surgeons examine a
nied by sound (Billinghurst, Kato, & Poupyrev, holographic view of patients’ internal anatomy
2001). Meanwhile, development in markerless compiled from CT, MRI, and ultrasound data.
AR tracking is facilitating the creation of more After a surgical procedure has been planned,
traditional board games, such as Monopoly, in AR systems can use streaming input data to
a virtual format. create virtual superimposed images in real-
time. Beyond visual augmentation, AR systems
The electronic games industry and the so- can integrate haptic devices (touch, or vibra-
cial media industry are both broadening their tion feedback tools) to let surgeons feel tumors,

Volume 4, No. 1, October, 2011 125


Journal of Educational Technology Development and Exchange

or otherwise explore the patient’s condition via graphic signs, markers, guiding lines, floating
touch, without having to perform open surgery. arrows, and other cues. Beyond the simple
Furthermore, an AR system combined with de- sensory expansion of these existing services,
pendable and consistent force feedback could AR can lead to newer, more comprehensive
make more difficult surgeries eventually be- interfaces showing users tourist (social-histor-
come minimally invasive (Samset et al., 2008). ical) and business (locations, services) infor-
mation relevant to the area surrounding their
4.5. Military real-world location, simply by checking with
the user’s smart-phone GPS, or when queried
A well-known military AR application in-
via a quick snapshot with the smart-phone’s
volves the HMDs, worn by fighter and helicop-
camera. Additionally, auto manufacturers
ter pilots, which allow users to view relevant
have plans underway to make cars into mobile
information such as instructions, maps, and en-
devices complete with built in monitors, in-
emy locations (Sisodiaa et al. May, 2007). This
tegrated wireless or satellite internet, and AR
information can also be displayed on a vehicle
windows giving infrared and ultraviolet sens-
screen, or even on the windshield of a cockpit.
ing, and virtual-holographic markup of the
For soldiers on the ground, as well as in the
surrounding real-world environment, similar
air, military-grade AR helmets are in develop-
to the interfaces available in some high tech
ment, to be equipped with computers, 360-de-
military aircraft (Carr, 2011; Dugdale, 2010).
gree cameras, UV and infrared sensors, stereo-
scopic cameras, and OLED translucent display Until smart-cars come to pass, available in-
goggles. Wearing AR helmets, soldiers will be formatory smart-phone AR applications have
able to communicate with a massive “home been developed which expand users’ experi-
base” server that collects and renders 3D infor- ence by supplying additional data based on
mation onto the wearers’ goggles in real time. their real-world location (Raju, 2009). Users
Various objects and people will be outlined in can search online for the significance of images
specific colors to warn soldiers of friendly forc- viewed through their smartphones, and can ac-
es, potential danger spots, impending air-raid cess a variety of location-specific data, such as
locations, rendezvous points, and other critical Tweets from physically nearby individuals, lo-
data. With the full deployment of AR technolo- cation-specific historical and triva information
gy, the face of military combat may be changed (wikitude.org), directions back to their parked
beyond recognition (Sisodiaa et al. May, 2007). car, prices in nearby gas stations, or directions
to the most convenient subway (Raju, 2009).
4.6. Travel
5. Augmented Reality in Education
Even for non-combatants, AR can be used
to enhance users’ experience navigating in the Given the exciting developments and the
real-world. Civilians are already accustomed manifest functionality of AR as an improved
to using onboard GPS systems while driving, user interface technology, researchers believe
and to using online search apps to find loca- that AR has vast potential implications and nu-
tions and services they are looking for. Addi- merous benefits for the augmentation of teach-
tionally, civilians are growing used to social ing and learning environments (Billinghurst,
media, which uses data about people’s real- 2002; Cooperstock, 2001; Klopfer & Squire,
time, real-world locations to drive interac- 2008; Shelton & Hedley, 2002). For example,
tion and interest in activities. With AR, these AR has potential to: (a) engage, stimulate,
services will become visible, as virtual holo- and motivate students to explore class materi-

126 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

als from different angles (Kerawalla, Luckin, education (Kerawalla, Luckin, Selijefot, &
Selijefot, & Woolard, 2006); (b) help teach Woolard, 2006; Shelton & Hedley, 2002). The
subjects where students could not feasibly gain remainder of this paper examines five signifi-
real-world first-hand experience (e.g. astrono- cant educational applications of AR technol-
my and geography) (Shelton & Hedley, 2002); ogy: AR books, AR gaming, discovery-based
(c) enhance collaboration between students and learning, objects modeling, and skills training.
instructors and among students (Billinghurst,
2002); (d) foster student creativity and imagi- 5.1. AR Books
nation (Klopfer & Yoon, 2004); (e) help stu-
It is likely that AR books will be a major
dents take control of their learning at their own
stepping stone helping the public bridge the
pace and on their own path (Hamilton & Ole-
gap between the digital and physical world. AR
newa, 2010), and (f) create an authentic learn-
technology has great potential to offer students
ing environment suitable to various learning
3D presentations and interactive experiences
styles (Classroom Learning with AR, 2010).
that are likely to appeal to digital native learn-
Researchers have explored the use of AR ers. For instance, an AR book entitled “The Fu-
applications within a variety of fields and dis- ture is Wild: The Living Book” was developed
ciplines, many of which are already directly or by Meatio in Germany and was launched at the
indirectly related to education. For example, Frankfurt Book Fair in 2011. The book, with 42
Liu, Jenkins, Sanderson, Fabian, and Russell integrated AR special features, demonstrates
(2010) have examined medical applications of the potential of AR to encourage readers to
AR in general anesthesia. Similarly, Sielhorst, build a connection to a book (Yuen, 2010, No-
Obst, Burgkart, Riener, and Navab (2004) have vember 19). Another type of AR book experi-
looked at the use of AR for medical training ence is offered by AR pop-up books (Digilog
simulations. Also, Sielhorst, Feuerstein, and Books), created by Gwangju Institute of Sci-
Navab (2008) have reviewed the 1990s AR ence and Technology (GIST) in South Korea,
medical display literature extensively. Other which can display 3D characters spring from
researchers (Liarokapis et al., 2004) have ex- each page when readers wear a special pair
amined the use of AR as a tool for engineering of glasses. The AR system works in real-time
where Web3D and AR technologies allow stu- with 30 fps and supports about 300 pages with-
dents to explore mechanical engineering con- out losing real-time performance (Yuen, 2010,
cepts. Kaufmann and his team have focused November 19).
their AR research on applications in mathemat-
In addition, AR books can be used at the
ics and geometry by creating an AR system to
primary level. The Institute for the Promotion
facilitate learning between instructors and stu-
of Teaching Science and Technology in Thai-
dents (Kaufmann, 2003; Kaufmann & Dünser,
land developed a 3D augmented reality geol-
2007; Kaufmann & Schmalstieg, 2003). Addi-
ogy textbook which teaches students about the
tionally, researchers have investigated the fea-
discovery of earth’s layers, their relationships,
sibility of various AR applications for use with-
differences, and functions (Yuen, 2010, No-
in the field of e-commerce (Zhu, Owen, Li, &
vember 19). Also, MagicBook, an AR inter-
Lee, 2004), e-learning systems (Cho, Lee, Soh,
face system, allows AR content to be created
Lee, & Yang, 2007; Liarokapis,Petridis, Lister,
for any normal book, bringing the book to life
& White, 2002), architecture (Billinghurst &
with animated and even interactive models
Henrysson, 2009; Thomas et al., 2001), inte-
drawn from the text or illustrations already in
rior design (Phan & Choo, 2010), and science
the book (Billingurst, 2002). Students are able

Volume 4, No. 1, October, 2011 127


Journal of Educational Technology Development and Exchange

to use the book as the primary interface, chang- selection and evolution. Using AR technology,
ing perspective or direction by moving (their SimSnails uses a set of printed symbols and a
head), or by moving the book, because the 3D video camera to create an immersive 3D world
computer-generated content appears to be at- that seamlessly coexists with our own per-
tached to the book page. In our society, where ceived real-world environment (http://www.
critics of conventional literature have begun to youtube.com/watch?v=4JTCabfxEcw).
become uncomfortably aware that even video
games can be stories, AR books will open the A recent study explored some of the pos-
art of fiction and storytelling to an entirely sibilities of AR gaming for education. An AR
new interface, demanding greater attention video game called Alien Contact was used in
from the ‘authors’ to a variety of issues, such several K-12 classes in an effort to increase stu-
as the books cohesion, quality on many fronts, dent learning and engagement (Handheld Aug-
and immersiveness. However, the potential of mented Reality Project & Alien Contact, n.d.).
AR books to appeal to many types of learners, As a team, students each played different roles
through many paths, is undeniable, and excit- and used a handheld device, which incorpo-
ing for educators. rated GPS technology, a compass, and wireless
internet. The objective of the game was to dis-
5.2. AR Gaming cover why aliens had come to earth and landed
in a particular area. The students were guided
Often educators utilize games to assist stu- to form a hypothesis by collecting evidence
dents in easily grasping class concepts. With and successfully completing problems, neces-
the help of AR technology, games that are sitation the use of proficient math, science, and
based in the real world and augmented with language arts skills. Participating in the game,
networked data can give educators powerful the students interacted with digitally simulated
new ways to show relationships and connec- game characters, digital items, and their group
tions. Games using marker technology often members to plot a course through the game
include a flat game board or map which be- space to reach the intended final objective.
comes a 3D setting when viewed with a mobile
device or a webcam. This kind of game could Unfortunately, Alien Contact had some dis-
easily be applied to a range of disciplines, in- advantages in an educational setting, mainly
cluding archaeology, history, anthropology, or due to hardware and software problems. Teach-
geography, to name a few. Another approach ers reported trouble managing student groups
to AR gaming allows players or game masters while dealing with problems and while trying
to create virtual people and objects, and then to keep to the lesson plan. Also, several stu-
to tie these constructs to specific locations in dents experienced cognitive overload when
the real world. Players can then interact with trying to learn the new technology while also
these digital creatures and objects, which ap- attempting to answer the game questions in a
pear when the player approaches the pertinent timely manner. Additionally, some instances
linked location in the real world. of students being so occupied by their hand-
held screens that they totally lost track of their
AR games present educators with the op- actual surroundings were recorded. While the
portunity to utilize a new highly visual and game was intended to hold the attention of the
highly interactive form of learning. As an ex- learner, a student being oblivious to the envi-
ample, SimSnails is an interactive visualization ronment around them is a safety hazard risk
and teaching tool that helps visitors learn about, (Dunleavy, Dede, & Mitchell, 2009). Despite
and experiment with, the concepts of natural these difficulties, it must be remembered that

128 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

AR gaming is still in its infancy. As designers available publicly, so anyone using a compat-
gain more experience and as design flaws in the ible mobile app could access the information
user interface are ironed out, AR gaming holds when they visit the same sites. In this respect,
the potential to be a tremendously effective students would not only take knowledge away
tool for gaining students’ interest and attention with their field trips, but they would leave new
while teaching a variety of skills. knowledge behind for future visitors (De Lo-
renzo, 2009).
5.3. Discovery-based Learning
Another application, LearnAR (www.lear-
AR Applications that convey informa- nar.org), uses AR technology to bring investi-
tion about a real-world place open the door gative, interactive and independent learning to
for discovery-based learning. Currently, many life by superimposing a 3D image over a partic-
historic sites supply overlay maps and differ- ular marker shape. LearnAR created a pack of
ent points of historic information for their visi- ten curriculum resources and learning activities
tors. However, in the near future, AR will bring in various subjects, such as biology, chemistry,
even more excitement into historic sites though English, math, physics, foreign languages, and
various developing projects. For example, the physical education, for teachers and students
EU-funded iTacitus AR project (www.itacitus. to explore by using a webcam. These AR ac-
org) will allow visitors to pan across a location tivities allow independent investigation of sce-
while hearing and seeing a historic event play narios (e.g. chemical reactions, learning about
out. Another AR tool, the TAT Augmented ID Sikhism, and exploring 3D geometric shapes).
application, will use facial recognition tech- LearnAR offers flexible learning, which means
nology to display certain, pre-approved infor- it can be used in class by teachers and students,
mation about a person when s/he is viewed or at home by students exploring the subjects
through the camera of a mobile device. A third independently.
tool, SREngine, will use AR object recognition
to display information about everyday items 5.4. Objects Modeling
in the real world, allowing for easy price com-
parison while shopping, as well as identifying Augmented reality can also be used to
plants and animals. model objects, allowing learners to envision
how a given item would look in different set-
Wikitude and similar mobile applications tings. Models can be generated rapidly, manip-
could transform school field trips by replac- ulated, and rotated. Students receive immediate
ing paper question sheets with just-in-time in- visual feedback about their ideas and designs
formation access (activated by learners’ smart in a way that allows them to spot inconsisten-
phones’ GPS when they encounter items of cies that need to be addressed. Researchers in
interest). Wikitude can provide students with the Human Interface Technology Laboratory at
up-to-the minute information on locations, the University of Canterbury in New Zealand
concepts, and sites. Field trips could turn into have created a tool that translates sketches into
virtual scavenger hunts with specific informa- 3D objects and uses augmented reality to allow
tion or code gathered from different locations. students to explore the physical properties and
Constructivist teachers can assign students re- interactions between objects. Simple controls,
search collaboration projects and create con- drawn on slips of paper, are used to alter the
tent relevant to the areas, events, and concepts properties of the sketched objects. At Mauri-
studied in their field trips. Also, gathered, cio De Nassau College in Brazil, architecture
compiled, or created information can be made students are exploring the possibilities of using

Volume 4, No. 1, October, 2011 129


Journal of Educational Technology Development and Exchange

augmented reality to project scale models of ers and indicator lights, and connecting cables,
buildings, cutting down on the time required to all within the cramped interior of an armored
construct and present architectural proposals. personnel carrier turret. An augmented reality
condition was tested against two baseline con-
5.5. Skills Training ditions: an untracked head-worn display with
text and graphics and a fixed flat panel display
Another educational function where AR
representing an improved version of the laptop-
will shine is in the area of skills training. Aug-
based documentation currently employed in
mented reality has strong potential to provide
practice. The augmented reality condition al-
powerful contextual, in situ learning experi-
lowed mechanics to locate tasks more quickly
ences and serendipitous exploration while si-
than when using either baseline, and in some
multaneously promoting the discovery of the
instances, resulted in less overall head move-
connected nature of information in the real
ment. A qualitative survey showed mechanics
world. AR goggles have already been used to
found the augmented reality condition intuitive
train individuals, especially in specific tasks,
and satisfying for the tested sequence of tasks
such as hardware mechanics in the military,
(Saenz, 2010, January 11).
or airplane maintenance, at companies such
as Boeing. The AR goggles are able to display 6. Tools for Augmented Reality Applications
each step in a repair, identify the tools needed,
and include textual instructions. Examples of Depending on the type of augmented real-
a similar AR teaching technology is a medical ity being planned for and the devices available
program developed by the University of North for students to utilize the AR, many tools are
Carolina at Chapel Hill for physicians training now available for educators wishing to create
and practicing ultrasounds on pregnant women. augmented reality applications in education. In
With the ultrasound information, the program the hopes of spurring experimentation, some of
projects the inside of the woman’s womb onto the more useful tools will be discussed.
the doctor’s glasses. In a less hazardous but
also needed area, Columbia University has cre- Some tools, such as Daqri, MixAR, and
ated an Augmented Reality program for visual ZooBrust, are quite simple and require no pro-
printer-repair manuals (Azuma, 1997). gramming knowledge or skill. Others tools
include SDK kits such as ARToolKit, Unifeye
In another military example, developers at Mobile SDK, and Wikitude, which have been
Columbia University’s Computer Graphics and developed for serious AR developers. These
User Interface Lab have created an AR system kits are very powerful and allow developers
called ARMAR that guides military mechanics design various AR applications for variety of
in conducting routine maintenance and repair devices. Unfortunately, the more advanced
tasks inside an armored vehicle turret. AR- tools require extensive knowledge and experi-
MAR is a head mounted display unit that pro- ence in computer programming, Java, and 3D
vides graphic overlays to assist mechanics in virtual reality.
making repairs. Any Android phone provides
an interface to control the graphics mechanics Daqri (www.daqri.com) is a content pub-
view during the process. A within-subject con- lishing platform that allows users to create QR
trolled user study examined professional mili- codes that display images, movies, and other
tary mechanics using our system to complete pieces of content as soon as they are viewed
18 common tasks under field conditions. These through a smartphone camera. Daqri over-
tasks included installing and removing fasten- lays 3D images onto the real world through an

130 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

iPhone or an Android device, using QR codes University of Canterbury, and ARToolworks,


as the anchor. The best part is that Daqri will Inc. ARToolKit uses computer vision tech-
enable users to create augmented reality prod- niques to calculate the real camera position and
ucts without writing any code. Daqri launched orientation relative to marked cards, allowing
in February 2011 and is currently still in private the programmer to overlay virtual objects onto
beta (Yuen, 2011, July 14). these cards. Many AR projects have been made
with the ARToolKits, including 3D-Live, AR
Hololabs studio is currently developing an Groove, FaiMR, MagicBook, and PyARTK
application for iPhone named MixAR, which (Billinghurst, Kato, & Poupyrev, 2001).
allows the user to create custom 3D AR mod-
els, photos or videos without any requirement Metaio has developed the Unifeye Mobile
of coding. MixAR is basically an AR editor, SDK that allows developers to create AR ap-
as its platform enables users to photograph an plications for iPhone, Android, Symbian, and
object, then converts it into a 3D model which WinMobile devices. The Unifeye Mobile SDK
can be overlaid in AR and recorded as video is a comprehensive mobile AR software suite
and share it with the world. All this can be done that allows developers to take advantage of
using just an iPhone. At the time of the writing, the Unifeye platform applications including
MixAR is not yet available to the public (Gor- its configuration templates, 2D texture/image
don, 2011, February 2). tracking, 3D object tracking, marker tracking,
GPS tracking plug-ins, video support and web-
ZooBurst (www.zooburst.com) is a 3D sto- based rendering engine (Metaio, 2011).
rytelling tool for authors easily create their own
3D pop-up books. Authors can choose one of Wikitude offers powerful APIs to add AR
the books on the Web site, then simply hold the content to Wikitude World Browser. The APIs
ZooBurst marker in front of their Webcam. A suite is a powerful application programming
3D pop-up book will magically appear on the interface that allows for the open development
screen, zooming out from the piece of paper. of markerless AR experiences, providing de-
The on-screen book is entirely interactive, al- velopers with the tools to create their own mo-
lowing readers to change the page, click on bile AR applications (Wikitude, n.d.).
characters to see dialogue, or tilt the paper in
any direction to view the story from a differ- Other AR SDK kits includes: (1) AllJoyn
ent angle. Authors can arrange characters and SDK (https://www.alljoyn.org/docs-and-down-
props within a 3D world that can be custom- loads) allows developers to create viral and so-
ized using uploaded artwork or items found in cial apps with connectivity across devices via ad
a built-in database. In addition, authors can also hoc, peer networks. (2) Brew MP SDK (https://
record their own voices using the ZooBurst au- developer.brewmp.com/tools/brew-mp-sdk)
dio recorder to have their characters speak to introduces a fully-integrated development en-
the readers (Carr, 2010, May 11). vironment and expands the platform to Flash
and JAVA developers. (3) Adreno SDK (http://
ARToolKit is a free, open-source, C lan- developer.qualcomm.com/dev/gpu) provides
guage software library for creating AR appli- multi-platform graphics optimization tools. (4)
cations. ARToolkit was originally created by Qualcom QCAR SDK (https://ar.qualcomm.at/
Hirokazu Kato in 1999 and its ongoing devel- qdevnet/sdk) provides developers the ability
opment is being supported by the Human Inter- to create high-performance Android applica-
face Technology Laboratory (HIT Lab) at the tions with C++ APIs. (5) Qualcomm’s Gobi
University of Washington, HIT Lab NZ at the 2000 SDK (http://developer.qualcomm.com/

Volume 4, No. 1, October, 2011 131


Journal of Educational Technology Development and Exchange

dev/connectivity) includes a common set of C/ operations to the operation and maintenance of


C++ APIs for developing connection manag- tanks. While the process of creating AR edu-
ers, GPS apps, and/or manageability solutions cational materials for high-level tasks, such as
on wireless 3G/4G devices. surgery, relies on the skilled combined effort of
multiple specialists, as each ‘lesson’ is created,
7. The Future of Augmented Reality and encoded, and made available, it becomes a per-
Education manent and perpetually re-usable resource. The
same benefit holds true for simpler AR lessons,
It has long been recognized that the rapidly
games, and educational activities, designed
changing nature of modern information tech-
and implemented by smaller teams of moti-
nologies are dramatically altering the situa-
vated, but perhaps less-funded educators. As
tion of both teachers and learners. Dede (2008)
educators experiment with available AR tools
points out that, as our information technologies
and technologies, devising different activities
transform, educators continuously develop new
and ways of teaching, learning, interacting, and
methods of teaching and learning. However,
guiding learner exploration, permanent prog-
along with these changes, the characteristics of
ress is made.
learners continuously evolve, as do the sets of
skills and the areas of expertise and knowledge On another front, according to Billinghurst,
valued by society (Dede, 2008). Augmented re- Kato, and Poupyrev (2001), AR books can pro-
ality is all around us today. The affordability of vide a critical pathway for learners, since, with
mobile devices and other hardware capable of AR gear, users can experience three levels of
processing and displaying information at rapid reality while using interactive AR story books.
speeds has made the widespread use of AR rea- First, as a simple book, multiple users can co-
sonable. Furthermore, industry experts have operate and interact while holding and utilizing
predicted that the evolution of handheld devic- the physical object itself. Secondly, AR popup
es, capable of delivering AR content and expe- books allow multiple users to view 3D, and
riences will continue to escalate (Dede, 2008). perhaps animated, added AR content. Thirdly,
As the tools facilitating AR continue to evolve, with AR gear, users of an AR book can ‘fly’ or
research and development on the applications ‘teleport’ down into the 3D environment cre-
of AR in education continue as well. Whether ated by the book, and actually participate in the
or not we, as educators, are ready, according to story as it unfolds, interacting with virtual ob-
the 2011 Horizon Report, the use of simple AR jects, characters, or even other ‘readers’. When
in education will be widespread within 2 to 3 this occurs, users have transitioned from exist-
years across US college campuses. ing within a real-world environment, to acting
within a virtually-augmented real-world envi-
However, Augmented Reality has already
ronment, and finally to being fully immersed in
demonstrated several areas where it has had
an interactive and entirely virtual environment.
a positive impact on education. There are nu-
merous fields in which AR has already shown According to Dede (2008), immersion of
the potential to bring about sweeping improve- this sort, possible through AR educational ac-
ments. For one thing, the combination of AR tivities, can be critical in supplying modern
simulations and training exercises, combined learners with an up-to-date, 21st century edu-
with tactile feedback interfaces, have been cation which prepares them for the challenges
shown to improve individuals’ performance in and activities they will face in our current,
learning a variety of physical skills (Dede et rapidly changing and technology-enhanced
al., 2009; Saenz, 2010), from delicate surgical world. For example, modern learners need to

132 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

learn to solve problems as part of an interactive games and in their actual real-life experiences
and distributed team, in preparation for facing (Dede, 2008).
challenges in their future careers which actu-
ally are too big to be solved, or perhaps even Beyond designed educational AR Games,
conceptualized, by individuals acting alone. such as “Alien Landing” (Dede, 2008), re-
Dede (2008) further points out that learners searchers are examining how to use game me-
need to learn to ‘find’ or ‘define’ problems, be- chanics to build user interests in factual data,
fore they leap forward to ‘solve’ the problem. such as real-world socio-economic regional
To do this, more awareness: of self, of oth- statistics (Diakopoulos, Kivran-Swaine, &
ers, and of situations, environments, possible Naaman, 2011). With the continued develop-
futures, and possible outcomes and effects is ment of AR educational books, and games,
necessary. According to Dede (2008), modern combined with the location-specific AR mark-
learners must acquire the skills associated with up of the real world, such as is being done by
self-guided and group reflection. Additionally, the Philadelphia History project (http://www.
to succeed in the tasks which they will face, prweb.com/releases/2011/5/prweb8416629.
which, for educators, may grow continuously htm), AR has the potential to make ubiquitous
harder to predict or imagine, learners must be- learning a reality, allowing learners to gain im-
come more adept at making meaning out of mediate access to a wide range of location-spe-
complex reality. Dede (2008) lists necessary cific information from a wide range of sources.
skills for modern learners, such as creating, Although AR is not new, it is still in infan-
and making use of sophisticated models, rep- cy, especially regarding its educational applica-
resentations, and tools, noticing and identify- tions. There are still many problems to over-
ing patterns, reasonably communicating with come and issues to explore in order to optimize
others who hold different perspectives, and existing AR applications and technologies for
being able to dispassionately judge the values use in education. Currently, though it is new
of different viewpoints. and captivating, AR content is still quite dif-
According to Dede (2008), all these skills ficult to create and deploy. For many teachers
can be effectively learned by users participat- and students, the task of creating 3D models for
ing in interactive and immersive AR and VR AR is too difficult, since it requires significant
educational activities. For one, through learn- technical knowledge. However, easier-to-use
ing to adopt virtual personas, while partici- development kits are the goal of many firms
pating in virtual tasks, problems, and games, investing in AR, so these problems should ease
learners can disassociate themselves from neg- with time. For the present, educators and re-
ative self-conceptions and blocks that might searchers should continue to keep up with the
otherwise hinder their learning (Steinkuehler, development of AR technology, closely moni-
& Williams, 2006). Dede (2008) points out tor the impact of AR on society, consciously
that immersive experiences, especially those in evaluate the implications of AR for education,
which users act out shifts in identity, can help and continuously explore, seeking to deter-
learners achieve greater awareness of multiple mine how AR can best be applied to expand
perspectives. Furthermore, through the situ- our teaching and learning environments.
ated learning implicit in AR and VR problem However, while many of the educational
solving games and exercises, learners show potentials of AR may seem exciting, some of
increased ability to transfer what they ‘know’ the changes that will soon come to pass may
into different situations, both in AR and VR challenge current educators’ entire perception

Volume 4, No. 1, October, 2011 133


Journal of Educational Technology Development and Exchange

of academic learning and culture. For exam- tional institutions as they currently exist, may
ple, with the development of AR holographic be profound.
projection technologies, interfaced with porta-
ble video conferencing technologies, learners Consider, without the existing techni-
and educators will soon gain the opportunity cal and ease-of-use barriers to distance com-
to conference face-to-face, through a portable munication, what will remain to cause dis-
3D AR interface (Billinghurst, Cheok, Prince, tance-learning, and distance-instruction, to be
& Kato, 2002; Billinghurst & Kato, 2002). viewed as less-desirable than face-to-face in-
With functional 3D AR conferencing, sud- struction? In fact, with effortless and lossless
denly, as never before, learners and educators, long-distance conferencing, in full, animated,
will be able to communicate effortlessly over color 3D, distance-learning may become dif-
a distance, maintaining the use of the non-ver- ficult to distinguish from face-to-face instruc-
bal information that is so integral to human tion. The consequences of this for learning, as
communication. currently organized, around institutions firmly
located in the real-world, may be somewhat
There has already been a trend in universi- frightening to contemplate, even as the poten-
ties around the world to shift students away tial for greater communication is equally stag-
from real-world classes and towards hybrid gering. Will physical schools and universities
real-world/online classes, as well as towards remain necessary? Will economic forces and
distance-learning, or online classes. Howev- the simple desire to continuously cut expenses,
er, current, non-AR methods of online inter- especially in the face of feasible alternatives,
action, such as email, text, audio, and visual gradually push the physical classroom out of
chat, shared documents and whiteboards, and the real world? This is a question that cannot
other conventional internet communication be readily answered beforehand, but, whatever
protocols, all suffer to varying degrees from happens, we can be sure that educators will be
barriers and limitations inherent in each in- closely invested in the process. With the possi-
terface (Galusha, 1997). For this reason, both bilities inherent in this aspect of AR technology
educators and learners can often approach hy- alone, the entire face of education, and current
brid and online learning environments with, if teacher-learner interactions, will undoubtedly
not apprehension, then a decided lack of opti- undergo significant transformation.
mistic enthusiasm.
Additionally, there remains to consider the
However, with shared AR conferencing, opportunity AR offers for learners to undergo
delivered in full 3D at 30 frames per second (or unique, customized, personalized learning ex-
faster), combined with shared AR workspaces, periences. Rather than learning through inter-
existing barriers to long-distance communica- action with a teacher and classmates, many in-
tion will dramatically decrease, and perhaps dividuals may find that it is more efficient, less
fade away entirely (Billinghurst, Cheok, Prince, stressful, or otherwise preferable to utilize AR
& Kato, 2002; Billinghurst & Kato, 2002). learning modules independently, at whatever
While, in the short term, this would simply al- pace they wish, in whatever order they wish.
leviate the stress of many students and teachers While many current AR educational projects
currently utilizing communication interfaces have focused scientific inquiry (e.g. astronomy,
that are often described as alienating, frustrat- mathematic, architecture, and engineering),
ing, and plagued by technical difficulties (Ga- educators are even now working on AR proj-
lusha, 1997), the long-term consequences for ects designed to focus on fields such as such as
teaching and learning, and in fact for educa- language, art, political science, sport manage-

134 Volume 4, No. 1, October, 2011


Augmented Reality: An Overview and Five Directions for AR in Education

ment, textiles, fashion merchandising, and food For the present, while movements towards
and nutrition. AR learning tools allow students increased and improved distance education,
access to capabilities and resources that can both through real-world, AR, and VR interfac-
dramatically increase the effectiveness of indi- es are underway and seemingly speeding along,
vidual study. For example, a student who wants the incredible rapidity of technological change
to learn a foreign language can use AR simula- and development is a wave that educators have
tions to picture where to place tongue in order grown used to riding. While the world is un-
to mimic correct pronunciation. With a well- doubtedly changing, we will grow and adapt
programmed virtual instructor, there might along with it. In fact, if we have our way, we
soon be no need to ever speak to an actual hu- will be the ones on the forefront, pushing for-
man being to ‘perfectly’ learn a new language, ward with new innovations and improvements
or, theoretically, any other skill. With AR tech- for teaching and learning. On a calmer note,
nologies becoming more and more integrated most current educators will find that, while it
into individual’s non-academic lives, through is possible for them, as individuals, to create
mobile devices and AR real-world markup AR content using the tools mentioned earlier in
(AR RWM), making available location-specif- this paper, truly user-friendly AR creation tools
ic data, such as historical information, current may still be just over the horizon. With that in
social tweets, and real-time hazard data, the mind, our task remains to keep examining what
idea of ‘learning’ through an AR interface will is available, and creatively utilizing it, to keep
eventually, and perhaps quickly, become some- driving change forward.
thing that is taken completely for granted.

In addition, through the continuing re-


search in AR technologies, it is possible that
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Contact the Authors

Steve Chi-Yin Yuen, Ph.D.


National Kaohsiung Normal University
Email: scyyuen@gmail.com

Gallayanee Yaoyuneyong, Ph.D.


The University of Southern Mississippi
Email: Gallayanee.Yaoyuneyong@usm.edu

Erik Johnson
The University of Southern Mississippi
Email: yishnir@gmail.com

140 Volume 4, No. 1, October, 2011

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