‘Effective Teaching and Learning in the new and extended learning environments of the Digital Age’ Augmented Reality and unlocking a hidden curriculum on mobile platforms Steve Rose University of Exeter Learning and Teaching Innovation Grant 2010-2011 THES ICT Initiative of the Year Shortlist 2011 New and emerging mobile technologies, particularly SmartPhones and Tablets, are set to create a whole new generation of tools to enhance the learner experience and ‘unlock a hidden curriculum’ Key features of SmartPhones and Tablets They have built in high quality cameras They ‘know where they are’ and provide realtime information and interaction with the user’s world. New possibilities Smartphone cameras and ‘locational awareness’ make them ideal for exploiting the potential of Augmented Reality 2 approaches.. • Marker-based (‘QR codes, and ‘Magic Symbols’ • Markerless (using GPS) QR Code Image: bmw.mobi Image: Toyota Motor Corporation Like QR Codes ‘Magic symbols’ trigger information stored as graphic/video files which are ‘recognised’ by a webcam or mobile phone camera and replayed as an overlay.. Image: magicsymbol.com http://youtu.be/rFuUFeQIdpk Image: layar.com Markerless AR applications Layar works by using a combination of a Smartphone’s camera, GPS, compass, accelerometer and Internet connection. The camera sees the world through its lens and shows it on the viewing screen. GPS determines the phone’s precise location and the compass and accelerometer the field of view. A layer of data stored as digital information is then accessed over a the Internet and augmented over the camera view. The combined image comprising graphics and/or multimedia Image: layar.com Images: layar.com Examples of AR on YouTube Click on phone to link to ‘Nearest Tube’ AR app Click on phone to link to ‘GeoTravel’ app ‘Unlocking the Hidden Curriculum’ ‘Unlocking the Hidden Curriculum’ This project is funded by a JISC Learning and Teaching Innovation Grant (04/08). The University of Exeter is exploring how Augmented Reality (AR) might be used to enable Smartphone users to access the rich biodiversity of its main campus and enjoy an interactive, educational experience The Rich Biodiversity of Exeter’s Streatham Campus The aims of the project are to.. Display scientific information in a creative and accessible way using Augmented Reality and mobile devices which enable engaging interaction between physical and virtual worlds Use technology as a medium to promote and engage with Education for Sustainable Development (ESD) and in particular, biodiversity Introduce students, staff and the wider community to the concept of a university campus as a ‘living laboratory’ using interactive technology AR Layers Translate data e.g. species diversity, population dynamics into graphical/visual/aural information at specific locations on campus – at its simplest a ‘nature walk’ or at a more sophisticated level a means of anchoring dynamic data to actual locations for fieldwork investigations This project is just one example of how AR can facilitate and support discovery-based learning in the real world. AR is not ‘virtual reality’ but enables interaction with real locations, objects and their significance by providing SmartPhone and Tablet users with a wealth of locationspecific information Unlocking a hitherto ‘hidden’ curriculum Thank You Please look in on our blog http://blogs.exeter.ac.uk/augmentedreality/ Get in touch S.Rose@exeter.ac.uk