Augmented Reality: An Overview and Five Directions for AR in Education
By Steve Chi-Yin Yuen, Gallayanee Yaoyuneyong, Erik Johnson. 2011
836 citations recorded by the source corpus.
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.
Subfields: Computer Vision and Pattern Recognition, Information Systems, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/a21a62a094883f8687c3ca8948ed6df8489a5d34
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
In Information Systems
- Andri Ioannou
- Tor Skeie
- Pei-Luen Patrick Rau
- Gavriel Salvendy
- James R. Lewis
- Yan Zhang
- Nasir Abbas
- Amirhosein Taherkordi
In Human-Computer Interaction
- Fiona Fui-Hoon Nah
- Ali Arya
- Sevda Küçük
- Keng Leng Siau
- Masaaki Kurosu
- James R. Lewis
- Anthony Scavarelli
- Robert J. Teather
Citations in the corpus
- Mobile Edge Computing: A Survey (2018, background): “Recent AR applications have become adaptive in sound and visual components, such as news, TV programs, sports, object recognition, games, etc. [42].”
- When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions (2018, background): “Augmenting digital assets about exhibits and augmenting immersive scenes are integral to AR display design in a variety of scenarios (Cheng & Tsai, 2013; Yuen et al., 2011).”
- Learning anatomy via mobile augmented reality: Effects on achievement and cognitive load (2016, background): “The higher academic achievement of the experimental group students may have resulted from the ability of of AR applications to make content concrete by visualizing abstract structures in 3D and clarifying complex topics (Yuen et al., 2011; Bujak et al., 2013; Wu et al., 2013).”
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, background): “Yuen et al.’s potential benefits of Augmented Reality in education echo the principles above (Yuen et al. 2011); but also emphasize on, along with educational AR researchers Dunleavy et al., that AR is a “good medium for immersive collaborative simulation”(Dunleavy et al. 2009), well suited to…”
- Seven HCI Grand Challenges (2019, background): “For example, a common difficulty that learners encounter in VR environments is navigation using a 3D interface, while creating educational content in an extended reality environment can be a cumbersome task (Huang, Rauch, & Liaw, 2010; Yuen et al., 2011).”