Knowledge

Go nowhere, and be transported anywhere! Experience the world from your classroom

With Augmented Reality, users are able to interact with virtual contents in the real world, and are able to distinguish between the two. Go nowhere, and be transported anywhere. What a wonderful proposition to work with.

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The world is on a mission to keep up with the pace of development. The human race has always been and will continue to be on the look-out for something bigger and better. One such area that has seen a meteoric rise is technology. Things that we only imagined till about a decade ago are now a reality including Augmented Reality (AR) and Virtual Reality (VR), but what is it that we mean by these?

VIRTUAL REALITY (VR)

Virtual Reality is the creation of a virtual world in which users can interact with the virtual surroundings in real time. It is designed in such a way that a user cannot tell the difference between what is real and what is not. Virtual Reality is usually achieved by wearing a VR helmet or goggles similar to the Oculus Rift.

AUGUMENTED REALITY (AR)

The merging of virtual reality with real life is Augmented Reality. Developers can create a character or an image within an application that will blend in with the real world. In the case of AR, people are able to interact and distinguish between virtual contents and the real world. Augmented Reality devices usually use some sort of geo location, such as GPS data of a user’s device. It super imposes graphics, audio and other sensory enhancements over a real world environment in real time. This helps the user’s immediate surroundings to be seamlessly integrated in the app in a way that makes it more personal.

3 main categories of Augmented Reality Tools:

Augmented Reality 3D Viewers uses life size 3D models in your environment with or without the use of trackers. Trackers are simple devices that can be attached to the 3D models of the AR.

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Augmented Reality Browsers uses your camera display with contextual information. For example, you can point your smartphone at a building and it will display the history and its estimated value.

Augmented Reality Games utilizes the actual surroundings the user is in and creates an immersive gaming experience. The biggest game to-date that uses augmented reality is none other than Pokémon Go. A game where the player needs to move about his surroundings to find a Pokémon.

Augmented Reality devices like the smart phone and tablets act like a magic mirror where the viewer can see holograms and can manipulate 3D models. Hundreds of AR apps are available on iPhone, iPad and Android. PC’s and connected TV Players can also use AR by using a webcam. The contents are then relayed to the screen. Like the PlayStation Move and the Xbox Kinect. Head mounted displays, glasses and lenses are also used to make AR more lifelike by being an active part of the entire user’s field of view. For example we have seen how Ironman interacts with Jarvis, which is uber cool.

Virtual Reality and Augmented Reality in Education

Emraan Kureshi Founder & MD ,Active Media Innovations says “The Planet is on the evolution stage, technology is evolving with new trends and user experiences. The education industry is evolving with engaging new trends for students

Black boards -have become interactive white boards 

Work books have become applications.

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Benches have transformed to digital desks (touch screens tables) 

Classroom teaching changed to Virtual teaching 

Since the evolution of digital media in the education systems, we have seen a great trend changing now to AR & VR. When a VR head gear is worn, the immersion happens in the digital world – most importantly it controls the sensory parts of the human body (eyes and ears) that triggers the communication to the mind. The mind is the most receptive when a FOCUSED communication is playing directly one inch away from your eyes. Internationally in European & American countries VR coaching has started, where a student need not come to a classroom if he/she missed class, the class can be directly streamed on a VR app. With the VR gear the immersion directly happens through recorded or streamed content.

A very visual and interactive technology ‘Augmented Reality’ has also emerged, where the content of text books transforms to AR content just by placing a TAB on it. The inbuilt AR marker in the text books make the communication more informative and easy to understand with its 3D effects and animations.

The trend of futuristic education is TECHNOLOGY INTEGRATION WITH EDUCATION…soon in India we will see a transformation in the education system where AR will be used and VR will be integrated to make education more interesting, informative and interactive.”

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As we know digital interaction has been around for a while now, through the use of computers and the internet. But now the face of this digital interaction is changing. VR and AR are now being implemented into primary and secondary education.

Let’s say for example, for teaching students about the Egyptian temples, these monuments can be recreated in a 3D environment where the students can be surrounded by this environment without having to leave the classroom. How about diving into the ocean and observing the flora and fauna found under the sea or watch a heart beating right in the middle of your classroom? That’s the kind of immersive and interactive education AR and VR can offer in the world of education. This is no more science fiction but can be entirely done with the appropriate devices.

VR, though, initially developed for the gaming industry, today has a huge potential in education and training

How about diving into the ocean and getting a lesson about the flora and fauna found under the sea or watch a heart beating right in the middle of your classroom?

InMediaStudio has created the Immersive Worlds Project which promotes the method of immersive learning. The teacher activates scenarios on a tablet and through virtual reality glasses a student can immerse themselves in a sea bed environment to learn about marine biology. There are no textbooks used as the learning comes from being taken through the ocean environment. There is no better way than actually being surrounded in the environment you’re learning about. The teacher can also monitor what a student is seeing as it appears on the tablet. This ensures that the student takes away immense learning and the right questions can be asked and mistakes can be corrected.

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Meanwhile, Alchemy VR is creating an immersive educational experience in the form of a narrative on various topics where the user will get to see and experience myriad things. One such example is exploring the Great Barrier Reef. What makes Alchemy VR standout in this space is their partnerships which contribute to the high level of content they produce. Alchemy VR has partnered with Samsung, Google Expeditions, Sony, HTC, the Natural History Museum in London, and the Australian Museum in Sydney. They have made several projects for Google Expeditions which will soon release experiences on pyramids and the human body.

Nearpod is an organization that merges VR and AR technology with traditional lessons in a classroom for an immersive technology driven approach to learning. It utilizes 360 degree photos and videos in lesson plans. There are also options where students answer questions by typing into their laptop or tablet. Nearpod VR is giving us an idea of what the future of classrooms will look like.

Curiscope is a start-up company focusing on VR in education , they have developed a Virtual Tee which is already turning heads. It works with one person wearing the t-shirt while another person with a smartphone launching the app and helps in learning about the human body in a remarkable way. This is a unique way to utilize AR in education and it is surely a sign of good things to come from Curiscope.

More and more teachers, researchers and developers are contributing their ideas and inventions to create more interactive learning environments, resulting in some of the most creative, engaging experiences imaginable. Some examples of Augmented Reality used to enhance education are:

Augmented Reality Development Lab seeks to design projects that entertain as well as educate and are affiliated to companies such as Google, Microsoft and Logitech. Their goal is for classrooms to be able to purchase their user kits that come at different price levels and involves them in creating interactive, three dimensional objects for educational purposes.

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New Horizon helps some Japanese students and adults in learning and reviewing English lessons through first generation of augmented reality textbooks, courtesy, the  publisher Tokyo Shoseki, for the New Horizon class. It is an app that uses the camera of the smartphone to present animated character conversations when aligned with certain sections of pages.

Mentira in Albuquerque fuses fact and fiction, fantasy characters and real people to learn Spanish in the first AR language learning game. It intentionally mimics the structure of a historical murder mystery novel which allows for deeper more effective engagement with native speakers than many classroom lessons.

Sky Map and Star Walk is available on mobile devices. It seems deceptively simple but packs a major punch of education via an AR approach. It requires the device to be pointed to the sky and will name the visible stars, planets and constellations and will also pop up additional astronomical information.

HELPING KIDS LEARN DIFFERENTLY

“The future of education needs Greater Level of Engagement – Exploratory discovery, experience-based, fun, awakens curiosity for learning. It helps one to remember longer, decide better and learn faster.” Says Sridhar Sunkad, MD EON Reality Pte Ltd.

Kids are some of the earliest adopters of technology. They are the ones who are into cool gadgets and apps. Developers are now looking to find the best possible ways to combine technology with traditional toys. There are several companies that are presently working on finding the perfect marriage between these two. With kids involved in technology there is a huge market for AR and VR, be it in play or education.

SwapBots is an organization that fuses traditional play with technology. A perfect  example of a union between a traditional toy and AR technology is SwapBots, which are toys that kids can collect, customize, and battle with other swapbots using their smartphones. The other major advantage of this product is that it’s not too heavy on the pockets of parents which is an important factor for companies to consider while targeting kids.

Developers are now looking to find the best possible ways to combine technology with traditional toys.

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Osmo is a projector which gets mounted at the top of an iPad and placed in a base so its standing upright and can see what is in front of it. Once you have this set up there are several things that you can do including  games that involve shapes, basic coding, words, numbers, drawing and more. One such example of these games is called Newton, where balls fall from the top of the screen and the kids have to direct it into targets. It is accomplished by drawing various shapes to direct the balls into the targets. Osmo is a creative way to engage kids in educational play while combining technology.

These are just a few examples. There are numerous other companies which have come out with different apps and games that are dedicated to various fields.

Industries that are embracing AR and VR

Education: Google announced the release of Expeditions, a virtual reality platform built for classrooms.

Healthcare: Snow World, a VR experience helps burn victim’s deal with rehabilitation and wound care by distracting them with an immersive, snowy environment featuring snowball throwing penguins.

Journalism: In late 2015, the New York Times, Outside Magazine and other publications embraced 360- Degree Videos to tell journalistic stories.

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Movie Industry: Major motion pictures like Star Wars, Jurassic World, Insurgent, The Avengers: Age of Ultron and others have released VR experiences to generate interest, excitement and a strong brand association.

Automotive: Ford Motor Co. uses virtual reality to design cars before making an actual physical prototype. In Ford’s Immersion Lab, designers can use an Oculus Rift to walk around the car and even sit inside the vehicle to get an early idea of the customer experience.

Retail: Augmented Reality app MODIFACE offers what it calls a Mirror. Users can look into a tablet and use to change the colour of their eyes and make-up. MODIFACE also has other apps that let you try different hairstyles, hair colour, nail colour or wedding dresses. The app is a dream come true for women who can now make informed choices before buying a product.

A world of career opportunities is opening up as the industry continues to expand. Potential positions for job seekers might include UX/UI Designers, Unity Developers, 3D Modellers, Animators, Project Managers and Videographers. People who are interested in a career in this field need to be up to date on the trends- following social media conversations, attending webinars and conferences and by participating in online communities.

Ford Motor Co. uses virtual reality to design cars before it makes a physical prototype. In Ford’s Immersion Lab, Designers can use an Oculus Rift to walk around the car and even sit inside the vehicle to get an early idea of the customer experience.

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Mark Zuckerberg, the man who spent $2 billion of Facebook's money on Luckey's VR Company Oculus, is enamoured. "We're working on VR because I think it's the next major computing and communication platform after phones," he said, "we'll have the power to share our full sensory and emotional experience with people whenever we'd like."

VR entered the market for consumers in 2013 with the launch of the Oculus Rift Development Kit. The year 2016 brought consumers a new range of VR devices such as HTC Vive and Sony PlayStation VR. The industry is estimated to sell 500 million VR headsets in less than 10 years and has a very promising future ahead. Going by the VR market and the demand for it, it is expected to grow by the billions by the year 2020 reaching an estimated worth of $30 billion . Combined, both AR and VR have the potential to reap a market revenue of $150 billion.

Virtual Reality vs. Augmented Reality

Though VR is always going to enclose your eyes and ears with lenses, displays and headphones , AR will be neatly tucked into the sides of your eyewear. AR glasses will cause etiquette problems as they 'disappear' whereas VR will go the other way with us very clearly 'plugging in' to a virtual world for a session. With pass-through cameras there could even be some kind of hybrid wearable that offers both. AR specs are lighter, more comfortable and are more likely to be wireless than the VR headsets.

As for price, it's all a bit of a muddle. Oculus Rift is $599, HTC Vive is $200 or more (but includes controllers), PS VR will be $399, Google Glass was $1,500 the HoloLensdev kit is a whopping $3,000. But you can also pick up mobile VR headsets for less than $10.

Both AR and VR are said to be the future of training medical students as they are poised to replace textbooks. Microsoft has partnered with universities in the US and released a video to show how AR can teach anatomy. And in museums and education. – What is this?

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 Samsung is trialling both VR and AR in projects such as First Life at the Natural History Museum and Parthenon sculptures and Bronze Age exhibitions at the British Museum. Samsung sees both AR and VR as emerging technologyies – not competing options but as different tools available for use depending on the subject matter and size of the group.

Apple CEO Tim Cook seems to be a much bigger fan of augmented reality than virtual reality. "My own view is that augmented reality is the larger of the two, probably by far, because this gives the capability for both of us to sit and be very present talking to each other, but also have other things visually for both of us to see," Cook said. "Maybe it's something we're talking about, maybe it's someone else here that is not here, present, but could be made to appear to be present with us. So there's a lot of really cool things there."

The AR usage in industry is offering huge benefits by way of heads up display that keeps hands free and handy information in the users line of sight including NASA engineers and astronauts, construction and factory workers and airline customer service staff.

We've also recently seen Google Glass pivot with a quiet comeback with plans to distribute the smart specs to companies and enterprises depending on their specific needs. That's key because often wearable’s most useful asset is their ability to be extremely specific to a person, place or situation in terms of design, size, safety and content.

FUTURE OF VIRTUAL REALITY AND AUGMENTED REALITY

The AR and VR technology has weaved itself into the education, industrial and even military sectors. There might be differences between the two technologies but both are being embraced with open arms across fields due to the ease with which tasks can be performed or learnt which was not possible a few years before.

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Educators have been using VR games not only as a source of fun but also to make a substantial difference in learning. Students need encouragement and inspiration to explore their capabilities. VR will eventually imbibe a desire for exploration more toward intellect and away from play.

“The world of reality has its limits; the world of imagination is boundless” said Jean-Jacques Rousseau, speaking in the 18th century.

Students need encouragement and inspiration to explore their capabilities.

The potential for Virtual and Augmented reality paired with Artificial Intelligence (AI) to enhance learning offers abundant possibilities. Augmented Reality applications can help students to see learning objects in 3D and guide them in understanding difficult concepts. AR visualizations will become integral part of the learning process. In the near future, AR glasses will make this process even more seamless as visualizations will require only a voice command or tap on our eyewear.

“VR/AR holds immense potential to revamp the education system by means of offering multiple benefits and opportunities to the traditional classroom learning. It would not be hyperbola to say, VR is the next step to democratization of the knowledge. With VR Classroom setting, the rights to avail knowledge by all according to preference rather than force, clearly evidence the same.

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With creation of optimum VR contents, competent structuring and greater accessibility of VR hardware devices, the integration of VR in the education field seems to mark a breakthrough in the future. VR/AR promises enhanced engagement, visibility, higher retention, and focus. The application of best-in breed VR technology to the education field would attract even the most unresponsive users, making the traditional education system more alive, immersive and relevant. What emerges out of this analysis is, with VR/AR uniquely positioned, the education goes from abstract to innate in a blink of an eye. VR/AR shaping the future of education in a way, every student would avail the opportunities they had never met in traditional classroom settings.”

Ankush Sharama, is the CEO of Yeppar, a startup focused on augmented and virtual reality solutions. The startup has fittingly restyled the manner in which people interact with print media like, newspapers, magazines, product catalogue etc…

Virtual Reality will make the world’s best museums or marine life at the bottom of the ocean instantly accessible. In addition, the use of hand controllers in VR will help student’s master practical skills through visual and haptic feedback. Virtual Reality and simulation environments will integrate experiential learning across the disciplines.

As the technology improves, students will receive immediate feedback on their performance. Embedding game dynamics in educational experiences will allow students to master skills and progress at their own pace. AI engines and eye-tracking software will transform how students interact with immersive environments.

With a simple scan, students will be able to access augmented models representing anything from a part of the human anatomy to a famous monument to a molecule.  Also, students can access websites directly from the AR app.  For example after scanning a photo linked with a 3D model of the Eiffel tower and viewing the augmented Eiffel tower, students can go directly to a web page with more information on the famous monument.  This experience creates a complete learning cycle and students will be able to retain knowledge for a longer period of time.

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Mark Zuckerberg says “I think people tend to be worried about every new technology that comes along. Critics worry that if we spend time paying attention to that new kind of media or technology instead of talking to each other that is somehow isolating. But humans are fundamentally social. So I think in reality, if a technology doesn’t actually help us socially understand each other better, it isn’t going to catch on and succeed. You could probably go all the way back to the first books. I bet people said ‘why should you read when you could talk to other people?’ The point of reading is that you get to deeply immerse yourself in a person’s perspective. Right? Same thing with newspapers or phones or TVs. Soon it will be VR, I bet.”

As we say time and tide waits for no one, technology is here to stay and will continue to progress in leaps and bounds. AR and VR it allows its users to immerse themselves into environments today.  This  will only improve the understanding of these environments and concepts and will result in better outcomes with fewer mistakes.

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