Augmented Reality (AR) is on the verge of becoming a household name. Even though the concept and technology that make AR possible have been around for quite sometime, the tech-savvy community has been abuzz lately as mobile platforms such as iOS and Android have played a large role in bringing AR to the masses. But what is AR? In a nutshell, AR is a reality or environment that is augmented by layers of computer-generated information. Recent AR technologies have allowed for mobile devices to add layers of reality atop the world we see through our cell phone cameras.
Several applications such as Layar, AroundMe and others allow users to find and interact with information and other users by simply panning their cell phones around them.
What are some current examples of AR technologies, applications and potential uses around today? How does this technology affect education? What types of knowledge, community-building activities, contextual and informal learning experiences can be created with AR? How can we use AR to augment learning outcomes and creation of communities of practice? These are just some of the questions we will discuss on this panel.
Instructional Design & Technology, Language Acquisition & Learning expert. Views shared here reflect my own, not my employer's. bio from Twitter
Stupid Fun Club Inc, `Reality Architect, Co-founder of Augmented World Expo (formerly Augmented Reality Event). bio from Twitter
George Brown College Professor http://wik.ed.uiuc.edu/index.php/Augmented_Reality_in_Education bio from Twitter
5pm Interactive Comics: Techniques to Enhance Math Education by John Baird
Sign in to add slides, notes or videos to this session