Showing posts with label Google Glass. Show all posts
Showing posts with label Google Glass. Show all posts

Monday, October 3, 2016

Augmented Reality in Higher Education

Augmented reality is a view of the physical world where certain elements are enhanced or “augmented.” Virtual reality creates a completely simulated world; whereas, AR only adds distinct virtual elements to the real world. AR is what you see on the Pokemon Go app when virtual images, such as Pokemon, appear in the natural world. A grid in the cellphone camera allows the images to be placed seemingly next to real objects.


Now that the term sounds a little less foreign, let’s talk about augmented reality in higher education. In modern libraries across America, AR is being used for many purposes.

The University of Wisconsin-Madison created an entire documentary of the Dow Day Vietnam War protests that can only be seen using AR. It allowed students to use their mobile devices to find locations of historical protests and see exactly what was happening in that spot on that specific day.

Simpson College in Iowa uses an AR cellphone application to make its promotional banners come to life through visual graphics, giving the impression that the banner is actually communicating to viewers. Additionally, the University of Washington is currently conducting research on a bionic contact lens that would allow users to view entire virtual displays through their own eyes.

A notable pioneer in AR, The University of Canterbury in New Zealand, has recently developed an interactive AR display where virtual planets on playing cards can be moved to create the solar system and further knowledge of astronomy. The university's researchers were also able to develop an AR program that displayed virtual versions of cities. By using a mobile app, users can view the past constructions of buildings and review facts and photos.

Each use of AR has proved useful to the furtherance of education at other universities, so how can this technology be applied to real life situations here at Oklahoma State?

Using AR, OSU Libraries could offer a virtually interactive tour of study spaces. The tour could lead visitors to a selected location, maybe a specific bookshelf, by creating virtual arrows or signs leading to the destination.

Another useful development of AR for mobile devices is spatial immersion and interaction, which allows the digitization of actual humans. Basically, it creates holograms of humans who are able to interact with the viewer and perform certain tasks. By accessing this spatial immersion technology, staff could create holograms of faculty showing visitors how to use the library equipment, such as book check-out and data visualization software. The possibilities are nearly limitless.


Finally, Radio-frequency identification is a separate technology that could be linked to AR. RFID uses electromagnetic fields to track items by reading the tags connected to them. The tags can be attached to a number of things from vehicles to student IDs. RFID can be used for many purposes, notably inventory management and item tracking. Similar to the augmented tour that would assist people in finding a location, RFID could allow this idea to expand to leads users to the exact location of the book they are searching by tracking its RFID tag. It could also be used as a security device for loss prevention.

Currently, the only augmented experience that OSU Library offers is through the Google Glass demos. These devices offer the advantage of operating a computer through the lenses, which could provide the perfect outlet for all the suggested applications of augmented reality. With a few advancements to its current equipment, the OSU Library could give other libraries something to model their programs after in the years to come.

What are your ideas for applying AR and other modern technologies in the OSU Libraries?

Post by Jennifer Barnett, E-Communications Intern for OSU Library Communications