Abstract
This paper explores the recent development and innovative uses of augmented reality (AR) in formal and informal education. Our research categorizes current AR technologies, introduces a review of relevant literature, and presents case studies illustrating AR implementation utilizing different pedagogical approaches. Based on current trends, the educational potential of AR tools and systems is discussed and factors impacting large-scale use in teaching and training are presented.
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Notes
Oculus Rift—https://www3.oculus.com/en-us/rift/.
HTC Vive—https://www.vive.com/uk/.
Microsoft Hololens—https://www.microsoft.com/microsoft-hololens/en-gb.
Sony SmartEyeGlass—https://developer.sonymobile.com/products/smarteyeglass/.
Epson Moverio—https://epson.com/moverio-augmented-reality.
Sixth sense project—http://www.pranavmistry.com/projects/sixthsense/.
Unity 3D—http://www.unity3d.com.
Metaio—http://www.metaio.eu.
SmartFox Server—http://www.smartfoxserver.com.
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Acknowledgements
Aspects of this research were supported by the Shanghai Municipal Educational Commission (TPKY052WMJ). The case studies described in Sect. 4.2 and 4.3 are based on PhD projects completed by Ahmed R Alzahrani, and Malek Qalit Alrashidi under the supervision of Dr Michael Gardner and Prof Victor Callaghan. The case study described in Sect. 4.4 is part of a KTP research collaboration between the University of Essex and British Telecom (KTP9985).
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Wang, M., Callaghan, V., Bernhardt, J. et al. Augmented reality in education and training: pedagogical approaches and illustrative case studies. J Ambient Intell Human Comput 9, 1391–1402 (2018). https://doi.org/10.1007/s12652-017-0547-8
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DOI: https://doi.org/10.1007/s12652-017-0547-8