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Augmented Reality in
Education: Transforming
Learning Experiences
NAME: TH SUMANTH REDDY
REG NO: 12314650
SECTION: K23DG
ROLL NO: 55
SUBMITTED TO: RITU SHARMA
INDEX
* INTRODUCTION
* WHAT IS AR?
* HISTORY
* AUGMENTED REALITY VS VIRTUAL
REALITY
* HOW IS IT USED?
* HOW DOES IT WORK?
* APPLICATIONS
* ADVANTAGES
* DISADVANTAGES
* CONCLUSION
INTRODUCTION
• AUGMENTED REALITY (AR) IS A GROWING AREA IN
VIRTUAL REALITY RESEARCH.
• THE WORLD ENVIRONMENT AROUND US PROVIDES A
WEALTH OF INFORMATION THAT IS DIFFICULT TO
DUPLICATE IN A COMPUTER.
• THIS IS EVIDENCED BY THE WORLDS USED IN VIRTUAL
ENVIRONMENTS.
PRESENTATION TITLE 3
What is Augmented Reality?
* The process of superimposing
digitally rendered images onto our
real-world surroundings, giving a
sense of an illusion or virtual reality.
Recent developments have made this
technology accessible using a
Smartphone.
PRESENTATION TITLE 4
HISTORY
* The beginnings of AR, as we define it, date back to
Sutherland's work in the 1960’s, which used a see-
through HMD to present 3D graphics. However, only over
the past decade has there been enough work to refer to
AR as a research field.
* Louis Rosenberg developed one of the first known AR
systems, called Virtual Fixtures.
* Since then, AR's growth and progress have been
remarkable.
PRESENTATION TITLE 5
AUGMENTED REALITY vs VIRTUAL REALITY
Augmented Reality
* System augments the real world scene
* User maintains a sense of presence in real world
* Needs a mechanism to combine virtual and real worlds
* Hard to register real and virtual
Virtual Reality
* Totally immersive environment
* Senses are under control of system
* Need a mechanism to feed virtual world to user
* Hard to make VR world interesting
6
HOW IS IT USED?
* Augmented reality is hidden content, most
commonly hidden behind marker images, that
can be included in printed and film media, as
long as the marker is displayed for a suitable
length of time, in a steady position for an
application to identify and analyze it.
Depending on the content, the marker may
have to remain visible.
PRESENTATION TITLE 7
HOW DOES IT WORK?
• Using a mobile application, a mobile phone's camera
identifies and interprets a marker, often a black and white
barcode image.
• The software analyses the marker and creates a virtual
image overlay on the mobile phone's screen, tied to the
position of the camera.
• This means the app works with the camera to interpret
the angles and distance the mobile phone is away from
the marker.
PRESENTATION TITLE 8
PRESENTATION TITLE 9
“
”
PRESENTATION TITLE 10
APPLICATIONS
PRESENTATION TITLE 11
Main classes of applications:
■ Medical
■ Manufacturing and repair
■ Annotation and visualization
■ Robot path planning
■ Entertainment
■ Military aircraft
■ Architecture
ADVANTAGES OF AUGMENTED REALITY
• Can increase knowledge and information.
• People can share experiences with each other in real time over long distances.
• Games that provide an even more "real" experience.
• Things come to life on people's mobile.
• Form of escapism.
PRESENTATION TITLE 12
DISADVANTAGES OF AUGMENTED REALITY
* Spam and Security
* UX (User Experience): Using AR can be inappropriate in social
situations.
* Openness: Other people can develop their own layers of content to
display
PRESENTATION TITLE 13
CONCLUSION
* Augmented reality is another step further into the digital age as
we will soon see our environments change dynamically either
through a Smartphone, glasses, car windshields and even windows
in the near future to display enhanced content and media right in
front of us.
* This has amazing applications that can very well allow us to live
our lives more productively, more safely, and more informatively.
PRESENTATION TITLE 14
THANK YOU
PRESENTATION TITLE 15

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Presentation of argumented reality in education

  • 1. Augmented Reality in Education: Transforming Learning Experiences NAME: TH SUMANTH REDDY REG NO: 12314650 SECTION: K23DG ROLL NO: 55 SUBMITTED TO: RITU SHARMA
  • 2. INDEX * INTRODUCTION * WHAT IS AR? * HISTORY * AUGMENTED REALITY VS VIRTUAL REALITY * HOW IS IT USED? * HOW DOES IT WORK? * APPLICATIONS * ADVANTAGES * DISADVANTAGES * CONCLUSION
  • 3. INTRODUCTION • AUGMENTED REALITY (AR) IS A GROWING AREA IN VIRTUAL REALITY RESEARCH. • THE WORLD ENVIRONMENT AROUND US PROVIDES A WEALTH OF INFORMATION THAT IS DIFFICULT TO DUPLICATE IN A COMPUTER. • THIS IS EVIDENCED BY THE WORLDS USED IN VIRTUAL ENVIRONMENTS. PRESENTATION TITLE 3
  • 4. What is Augmented Reality? * The process of superimposing digitally rendered images onto our real-world surroundings, giving a sense of an illusion or virtual reality. Recent developments have made this technology accessible using a Smartphone. PRESENTATION TITLE 4
  • 5. HISTORY * The beginnings of AR, as we define it, date back to Sutherland's work in the 1960’s, which used a see- through HMD to present 3D graphics. However, only over the past decade has there been enough work to refer to AR as a research field. * Louis Rosenberg developed one of the first known AR systems, called Virtual Fixtures. * Since then, AR's growth and progress have been remarkable. PRESENTATION TITLE 5
  • 6. AUGMENTED REALITY vs VIRTUAL REALITY Augmented Reality * System augments the real world scene * User maintains a sense of presence in real world * Needs a mechanism to combine virtual and real worlds * Hard to register real and virtual Virtual Reality * Totally immersive environment * Senses are under control of system * Need a mechanism to feed virtual world to user * Hard to make VR world interesting 6
  • 7. HOW IS IT USED? * Augmented reality is hidden content, most commonly hidden behind marker images, that can be included in printed and film media, as long as the marker is displayed for a suitable length of time, in a steady position for an application to identify and analyze it. Depending on the content, the marker may have to remain visible. PRESENTATION TITLE 7
  • 8. HOW DOES IT WORK? • Using a mobile application, a mobile phone's camera identifies and interprets a marker, often a black and white barcode image. • The software analyses the marker and creates a virtual image overlay on the mobile phone's screen, tied to the position of the camera. • This means the app works with the camera to interpret the angles and distance the mobile phone is away from the marker. PRESENTATION TITLE 8
  • 11. APPLICATIONS PRESENTATION TITLE 11 Main classes of applications: ■ Medical ■ Manufacturing and repair ■ Annotation and visualization ■ Robot path planning ■ Entertainment ■ Military aircraft ■ Architecture
  • 12. ADVANTAGES OF AUGMENTED REALITY • Can increase knowledge and information. • People can share experiences with each other in real time over long distances. • Games that provide an even more "real" experience. • Things come to life on people's mobile. • Form of escapism. PRESENTATION TITLE 12
  • 13. DISADVANTAGES OF AUGMENTED REALITY * Spam and Security * UX (User Experience): Using AR can be inappropriate in social situations. * Openness: Other people can develop their own layers of content to display PRESENTATION TITLE 13
  • 14. CONCLUSION * Augmented reality is another step further into the digital age as we will soon see our environments change dynamically either through a Smartphone, glasses, car windshields and even windows in the near future to display enhanced content and media right in front of us. * This has amazing applications that can very well allow us to live our lives more productively, more safely, and more informatively. PRESENTATION TITLE 14