Skip to main content

Location and Place: Two Design Dimensions of Augmented Reality in Mobile Technologies

  • Living reference work entry
  • First Online:
Handbook of Mobile Teaching and Learning

Abstract

Augmented reality (AR) integrates virtual objects in real environments in real time. It is becoming widely adopted in education, entertainment, and beyond. In this chapter, authors introduce “location” and “place” as two key design dimensions for designing AR-based mobile technologies for learning. “Location” is defined as the user’s physical location, and “place” is defined as the user’s engagement with the physical location she/he is in. Authors further operationalize “location” and “place” as independent constructs and map out their intersection using a quadrant-based framework. In each quadrant, a mobile application is presented to illustrate how this framework informs and contextualizes designs and developments in mobile technologies. The framework introduced in this work aims to highlight the importance of “location” and “place” when designing AR-based educational technologies.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Azuma, Ronald T. 1997. A survey of augmented reality. Presence: Teleoperators and Virtual Environments 6 (4): 355–385.

    Article  Google Scholar 

  • Bacca, Jorge, Silvia Baldiris, Ramon Fabregat, Sabine Graf, and Kinshuk. 2014. Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society 17 (4): 133–149.

    Google Scholar 

  • Dunleavy, Matt, and Chris Dede. 2014. Augmented reality teaching and learning. In Handbook of research on educational communications and technology, 735–745. New York: Springer. https://doi.org/10.1007/978-1-4614-3185-5_59.

    Chapter  Google Scholar 

  • Gruenewald, David A. 2003. Foundations of place: A multidisciplinary framework for place-conscious education. American Educational Research Journal 40 (3): 619–654.

    Article  Google Scholar 

  • Klopfer, Eric. 2008. Augmented learning: Research and design of mobile educational games. Cambridge, MA: The MIT Press. https://doi.org/10.7551/mitpress/9780262113151.001.0001.

    Book  Google Scholar 

  • Lave, Jean, and Etienne Wenger. 1991. Situated learning: Legitimate peripheral participation. Cambridge, UK: Cambridge University Press. https://books.google.com/books/about/Situated_Learning.html?id=CAVIOrW3vYAC.

    Book  Google Scholar 

  • Litts, B. K., Smith, G., Gagnon, D., Martin, J., Mathews, J. 2013. Situated learning and mobile technologies: Connecting theory to design. In C. Willaims, A. Ochsner, J. Deitmeier, & C. Steinkuehler (Eds), Proceedings of the ninth annual Games+Learning+Society Conference (pp. 210–215). ETC Press: Pittsburgh, PA.

    Google Scholar 

  • Milgram, Paul, and Fumio Kishino. 1994. A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems 77 (12): 1321–1329.

    Google Scholar 

  • Smith, G.A., and D. Sobel. 2010. Place-and community-based education in schools. New York: Routledge.

    Google Scholar 

  • Squire, Kurt, and Mingfong Jan. 2007. Mad city mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology 16 (1): 5–29.

    Article  Google Scholar 

  • Squire, Kurt, and Eric Klopfer. 2011. Augmented reality simulations on handheld computers. Journal of the Learning Sciences 16 (3): 371–413. https://doi.org/10.1080/10508400701413435.

    Article  Google Scholar 

  • Wu, Hsin-Kai, Silvia Wen-Yu Lee, Hsin-Yi Chang, and Jyh-Chong Liang. 2013. Current status, opportunities and challenges of augmented reality in education. Computers & Education 62 (March): 41–49. https://doi.org/10.1016/j.compedu.2012.10.024.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Apoorva Chauhan .

Editor information

Editors and Affiliations

Section Editor information

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer-Verlag GmbH Germany, part of Springer Nature

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Chauhan, A., Lewis, W., Litts, B.K. (2019). Location and Place: Two Design Dimensions of Augmented Reality in Mobile Technologies. In: Zhang, Y., Cristol, D. (eds) Handbook of Mobile Teaching and Learning. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41981-2_104-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-41981-2_104-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-41981-2

  • Online ISBN: 978-3-642-41981-2

  • eBook Packages: Springer Reference Social SciencesReference Module Humanities and Social SciencesReference Module Business, Economics and Social Sciences

Publish with us

Policies and ethics