Publication | Open Access
Augmented Reality: An Overview and Five Directions for AR in Education
980
Citations
34
References
2011
Year
E-learningEngineeringMixed RealityEducationCommunicationComputer-mediated RealityAugmented Reality GameVirtual RealityImmersive TechnologyFive DirectionsAr ApplicationsVirtual ClassroomUbiquitous LearningUser ExperienceAugmented RealityReal WorldRecent Ar DevelopmentsExtended RealityHuman-computer InteractionTechnology
Augmented Reality enhances the real world with computer‑generated content, has become portable and widely available on mobile devices, and is increasingly visible in media, commerce, and other sectors, with predictions of widespread adoption on U.S. college campuses. This paper aims to provide an overview of AR, examine recent developments, explore its societal impact, and evaluate its implications for learning and education.
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 devices. 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 preparation, 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.
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