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      <title>Augmented and virtual reality by MUKUND KOTHARI</title>
      <link>https://padlet.com/f2015133/3y7wi070mjyu</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2015-09-21 18:04:34 UTC</pubDate>
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         <title>Definition of virtual reality</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71324289</link>
         <description><![CDATA[<p><span style="color: rgb(34, 34, 34); font-family: Roboto-Light, HelveticaNeue-Light, HelveticaNeue, sans-serif-light, Arial, sans-serif; font-size: small; font-style: normal; font-variant: normal; line-height: 16px; white-space: normal;">The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.</span></p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-21 18:07:12 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71324289</guid>
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      <item>
         <title>Virtual Reality Immersion</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71475368</link>
         <description><![CDATA[<h2>Virtual Reality Immersion</h2><p>In a virtual reality environment, a user experiences&nbsp;<strong>immersion</strong>, or the feeling of being inside and a part of that world. He is also able to<strong>interact</strong>&nbsp;with his environment in meaningful ways. The combination of a sense of immersion and interactivity is called&nbsp;<strong>telepresence</strong>. Computer scientist Jonathan Steuer defined it as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment.” In other words, an effective VR experience causes you to become unaware of your real surroundings and focus on your existence inside the virtual environment.</p><p>Jonathan Steuer proposed two main components of immersion:&nbsp;<strong>depth of information</strong>&nbsp;and&nbsp;<strong>breadth of information</strong>. Depth of information refers to the amount and quality of data in the signals a user receives when interacting in a virtual environment. For the user, this could refer to a display’s resolution, the complexity of the environment’s<a href="http://computer.howstuffworks.com/3dgraphics.htm">graphics</a>, the sophistication of the system’s audio output, et cetera. Steuer defines breadth of information as the “number of sensory dimensions simultaneously presented.” A virtual environment experience has a wide breadth of information if it stimulates all your senses. Most virtual environment experiences prioritize&nbsp;<a href="http://health.howstuffworks.com/mental-health/human-nature/perception/eye.htm">visual</a>&nbsp;and<a href="http://health.howstuffworks.com/mental-health/human-nature/perception/hearing.htm">audio</a>&nbsp;components over other sensory-stimulating factors, but a growing number of scientists and&nbsp;<a href="http://science.howstuffworks.com/engineering-channel.htm">engineers</a>&nbsp;are looking into ways to incorporate a users’ sense of touch. Systems that give a user force feedback and touch interaction are called&nbsp;<strong>haptic systems</strong>.</p><p>For immersion to be effective, a user must be able to explore what appears to be a life-sized virtual environment and be able to change perspectives seamlessly. If the virtual environment consists of a single pedestal in the middle of a room, a user should be able to view the pedestal from any angle and the point of view should shift according to where the user is looking. Dr. Frederick Brooks, a pioneer in VR technology and theory, says that displays must project a frame rate of at least 20 - 30 frames per second in order to create a convincing user experience.</p>]]></description>
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         <pubDate>2015-09-22 13:30:33 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71475368</guid>
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         <title>The Virtual Reality Environment</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71475766</link>
         <description><![CDATA[<p><h2>The Virtual Reality Environment</h2><p>Other sensory output from the VE system should adjust in real time as a user explores the environment. If the environment incorporates 3-D sound, the user must be convinced that the sound’s orientation shifts in a natural way as he maneuvers through the environment. Sensory stimulation must be consistent if a user is to feel immersed within a VE. If the VE shows a perfectly still scene, you wouldn’t expect to feel gale-force winds. Likewise, if the VE puts you in the middle of a&nbsp;<a href="http://science.howstuffworks.com/nature/natural-disasters/hurricane.htm">hurricane</a>, you wouldn’t expect to feel a gentle breeze or detect the<a href="http://health.howstuffworks.com/mental-health/human-nature/perception/question139.htm">scent</a>&nbsp;of roses.</p><p>Lag time between when a user acts and when the virtual environment reflects that action is called<strong>latency</strong>. Latency usually refers to the delay between the time a user turns his head or moves his&nbsp;<a href="http://health.howstuffworks.com/mental-health/human-nature/perception/eye.htm">eyes</a>&nbsp;and the change in the point of view, though the term can also be used for a lag in other sensory outputs. Studies with flight simulators show that humans can detect a latency of more than 50 milliseconds. When a user detects latency, it causes him to become aware of being in an artificial environment and destroys the sense of immersion.</p><p>An immersive experience suffers if a user becomes aware of the real world around him. Truly immersive experiences make the user forget his real surroundings, effectively causing the&nbsp;<a href="http://computer.howstuffworks.com/pc.htm">computer</a>&nbsp;to become a non entity. In order to reach the goal of true immersion, developers have to come up with input methods that are more natural for users. As long as a user is aware of the interaction device, he is not truly immersed.</p></p>]]></description>
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         <pubDate>2015-09-22 13:31:35 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71475766</guid>
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      <item>
         <title>Interaction In a Virtual Reality Environment</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71476140</link>
         <description><![CDATA[<p></p><h2>Virtual Reality Interactivity</h2><p>Immersion within a virtual environment is one thing, but for a user to feel truly involved there must also be an element of <strong>interaction</strong>. Early applications using the technology common in VE systems today allowed the user to have a relatively passive experience. Users could watch a pre-recorded <a href="http://electronics.howstuffworks.com/film.htm">film</a> while wearing a <strong>head-mounted display</strong>(<strong>HMD</strong>). They would sit in a <a href="http://electronics.howstuffworks.com/ces20052.htm">motion chair</a> and watch the film as the system subjected them to various stimuli, such as blowing air on them to simulate wind. While users felt a sense of immersion, interactivity was limited to shifting their point of view by looking around. Their path was pre-determined and unalterable.</p><p>Today, you can find virtual <a href="http://science.howstuffworks.com/engineering/structural/roller-coaster.htm">roller coasters</a> that use the same sort of technology. DisneyQuest in <a href="http://adventure.howstuffworks.com/orlando-city-guide.htm">Orlando, Florida</a> features CyberSpace Mountain, where patrons can design their own roller coaster, then enter a simulator to ride their virtual creation. The system is very immersive, but apart from the initial design phase there isn't any interaction, so it's not an example of a true virtual environment.</p><p>Interactivity depends on many factors. Steuer suggests that three of these factors are <strong>speed</strong>, <strong>range</strong> and <strong>mapping</strong>. Steuer defines speed as the rate that a user's actions are incorporated into the <a href="http://computer.howstuffworks.com/pc.htm">computer</a>model and reflected in a way the user can perceive. Range refers to how many possible outcomes could result from any particular user action. Mapping is the system's ability to produce natural results in response to a user's actions.</p><p>Navigation within a virtual environment is one kind of interactivity. If a user can direct his own movement within the environment, it can be called an interactive experience. Most virtual environments include other forms of interaction, since users can easily become bored after just a few minutes of exploration. Computer Scientist Mary Whitton points out that poorly designed interaction can drastically reduce the sense of immersion, while finding ways to engage users can increase it. When a virtual environment is interesting and engaging, users are more willing to suspend disbelief and become immersed.</p><p>True interactivity also includes being able to modify the environment. A good virtual environment will respond to the user's actions in a way that makes sense, even if it only makes sense within the realm of the virtual environment. If a virtual environment changes in outlandish and unpredictable ways, it risks disrupting the user's sense of telepresence.</p><p></p>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=TGVUmIBWZIc" />
         <pubDate>2015-09-22 13:32:30 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71476140</guid>
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         <title>Gadgets that help us visualise Virtual Reality</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71476574</link>
         <description><![CDATA[<p><h2>The Virtual Reality Headset</h2><p>Today, most VE systems are powered by normal&nbsp;<a href="http://computer.howstuffworks.com/pc.htm">personal computers</a>. PCs are sophisticated enough to develop and run the software necessary to create virtual environments. Graphics are usually handled by powerful&nbsp;<a href="http://computer.howstuffworks.com/graphics-card.htm">graphics cards</a>&nbsp;originally designed with the&nbsp;<a href="http://electronics.howstuffworks.com/video-game.htm">video gaming</a>&nbsp;community in mind. The same video card that lets you play World of Warcraft is probably powering the graphics for an advanced virtual environment.</p><p>VE systems need a way to display images to a user. Many systems use HMDs, which are headsets that contain two&nbsp;<a href="http://computer.howstuffworks.com/monitor.htm">monitors</a>, one for each&nbsp;<a href="http://health.howstuffworks.com/mental-health/human-nature/perception/eye.htm">eye</a>. The images create a stereoscopic effect, giving the illusion of depth. Early HMDs used&nbsp;<a href="http://electronics.howstuffworks.com/tv.htm">cathode ray tube (CRT)</a>&nbsp;monitors, which were bulky but provided good resolution and quality, or&nbsp;<a href="http://electronics.howstuffworks.com/lcd.htm">liquid crystal display (LCD)</a>&nbsp;monitors, which were much cheaper but were unable to compete with the quality of CRT displays. Today, LCD displays are much more advanced, with improved resolution and color saturation, and have become more common than CRT monitors.</p><p><strong>A data suit to provide user input</strong></p><p>Photo courtesy of&nbsp;<a href="http://resumbrae.com/">Dave Pape</a></p><p>Other VE systems project images on the walls, floor and ceiling of a room and are called Cave Automatic Virtual Environments (CAVE). The University of Illinois-<a href="http://adventure.howstuffworks.com/chicago-city-guide.htm">Chicago</a>&nbsp;designed the first CAVE display, using a&nbsp;<a href="http://electronics.howstuffworks.com/projection-tv.htm">rear projection</a>&nbsp;technique to display images on the walls, floor and ceiling of a small room. Users can move around in a CAVE display, wearing special glasses to complete the illusion of moving through a virtual environment. CAVE displays give users a much wider field of view, which helps in immersion. They also allow a group of people to share the experience at the same time (though the display would track only one user’s point of view, meaning others in the room would be passive observers). CAVE displays are very expensive and require more space than other systems.</p><p>Closely related to display technology are tracking systems. Tracking systems analyze the orientation of a user’s point of view so that the computer system sends the right images to the visual display. Most systems require a user to be tethered with cables to a processing unit, limiting the range of motions available to him. Tracker technology developments tend to lag behind other VR technologies because the market for such technology is mainly VR-focused. Without the demands of other disciplines or applications, there isn’t as much interest in developing new ways to track user movements and point of view.</p><p>Input devices are also important in VR systems. Currently, input devices range from controllers with two or three buttons to electronic gloves and&nbsp;<a href="http://electronics.howstuffworks.com/gadgets/high-tech-gadgets/speech-recognition.htm">voice recognition</a>&nbsp;software. There is no standard control system across the discipline. VR scientists and&nbsp;<a href="http://science.howstuffworks.com/engineering-channel.htm">engineers</a>&nbsp;are continuously exploring ways to make user input as natural as possible to increase the sense of telepresence. Some of the more common forms of input devices are:</p><ul><li><a href="http://electronics.howstuffworks.com/joystick.htm">Joysticks</a></li><li>Force balls/tracking balls</li><li>Controller wands</li><li>Datagloves</li><li>Voice recognition</li><li>Motion trackers/bodysuits</li><li>Treadmills</li></ul></p>]]></description>
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         <pubDate>2015-09-22 13:33:46 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71476574</guid>
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         <title>Virtual Reality Programming Languages</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71477224</link>
         <description><![CDATA[<p></p><p>Programmers have developed several different computer languages and Web browsers to achieve this vision. Some of these include:</p><ul><li><strong>Virtual Reality Modeling Language (VRML)</strong>- the earliest three-dimensional modeling language for the Web.</li><li><strong>3DML</strong> - a three-dimensional modeling language where a user can visit a <strong>spot</strong> (or Web site) through most Internet browsers after installing a plug-in.</li><li><strong>X3D</strong> - the language that replaced VRML as the standard for creating virtual environments in the Internet.</li><li><strong>Collaborative Design Activity (COLLADA)</strong> - a format used to allow file interchanges within three-dimensional programs.</li></ul><p>Of course, many VE experts would argue that without an HMD, Internet-based systems are not true virtual environments. They lack critical elements of immersion, particularly tracking and displaying images as life-sized.</p><p></p>]]></description>
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         <pubDate>2015-09-22 13:35:38 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71477224</guid>
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         <title>Virtual Reality Applications - Architecture</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71477916</link>
         <description><![CDATA[<p>rchitects create virtual models of their building plans so that people can walk through the structure before the foundation is even laid. Clients can move around exteriors and interiors and ask questions, or even suggest alterations to the design. Virtual models can give you a much more accurate idea of how moving through a building will feel than a miniature model.</p>]]></description>
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         <pubDate>2015-09-22 13:37:43 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71477916</guid>
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         <title>Virtual reality Applications - Automobile Industry</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71478180</link>
         <description><![CDATA[<p><a href="http://auto.howstuffworks.com/car.htm">Car</a> companies have used VR technology to build virtual prototypes of new vehicles, testing them thoroughly before producing a single physical part. Designers can make alterations without having to scrap the entire model, as they often would with physical ones. The development process becomes more efficient and less expensive as a result.</p>]]></description>
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         <pubDate>2015-09-22 13:38:32 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71478180</guid>
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         <title>Virtual Reality Applications- Defence Personnel</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71478482</link>
         <description><![CDATA[<p>Virtual environments are used in training programs for the <a href="http://science.howstuffworks.com/military-channel.htm">military</a>, the <a href="http://science.howstuffworks.com/space-channel.htm">space</a> program  The military have long been supporters of VR technology and development. Training programs can include everything from vehicle simulations to squad combat. On the whole, VR systems are much safer and, in the long run, less expensive than alternative training methods. Soldiers who have gone through extensive VR training have proven to be as effective as those who trained under traditional conditions.</p>]]></description>
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         <pubDate>2015-09-22 13:39:27 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71478482</guid>
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         <title>Virtual Reality Applications - Medicine</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71478752</link>
         <description><![CDATA[<p></p><p>In medicine, staff can use virtual environments to train in everything from surgical procedures to diagnosing a patient. Surgeons have used virtual reality technology to not only train and educate, but also to perform surgery remotely by using <a href="http://science.howstuffworks.com/robot.htm">robotic</a> devices. The first <a href="http://health.howstuffworks.com/medicine/modern-technology/robotic-surgery.htm">robotic surgery</a> was performed in 1998 at a hospital in Paris. The biggest challenge in using VR technology to perform robotic surgery is latency, since any delay in such a delicate procedure can feel unnatural to the surgeon. Such systems also need to provide finely-tuned sensory feedback to the surgeon.</p><p>Another medical use of VR technology is psyc­hological therapy. Dr. Barbara Rothbaum of Emory University and Dr. Larry Hodges of the Georgia Institute of Technology pioneered the use of virtual environments in treating people with <a href="http://science.howstuffworks.com/life/inside-the-mind/emotions/fear.htm">phobias</a> and other psychological conditions. They use virtual environments as a form of exposure therapy, where a patient is exposed -- under controlled conditions -- to stimuli that cause him distress. The application has two big advantages over real exposure therapy: it is much more convenient and patients are more willing to try the therapy because they know it isn't the real world. Their research led to the founding of the company Virtually Better, which sells VR therapy systems to doctors in 14 countries.</p><p></p>]]></description>
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         <pubDate>2015-09-22 13:40:13 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71478752</guid>
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         <title>Virtual Reality Challenges and concerns </title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71479055</link>
         <description><![CDATA[<p><p>The big challenges in the field of virtual reality are developing better tracking systems, finding more natural ways to allow users to interact within a virtual environment and decreasing the time it takes to build virtual spaces. While there are a few tracking system companies that have been around since the earliest days of virtual reality, most companies are small and don’t last very long. Likewise, there aren’t many companies that are working on input devices specifically for VR applications. Most VR developers have to rely on and adapt technology originally meant for another discipline, and they have to hope that the company producing the technology stays in business. As for creating virtual worlds, it can take a long time to create a convincing virtual environment - the more realistic the environment, the longer it takes to make it. It could take a team of programmers more than a year to duplicate a real room accurately in virtual space.</p><p>Another challenge for VE system developers is creating a system that avoids bad ergonomics. Many systems rely on hardware that encumbers a user or limits his options through physical tethers. Without well-designed hardware, a user could have trouble with his sense of balance or inertia with a decrease in the sense of telepresence, or he could experience cybersickness, with symptoms that can include disorientation and nausea. Not all users seem to be at risk for cybersickness -- some people can explore a virtual environment for hours with no ill effects, while others may feel queasy after just a few minutes.</p><p>Some psychologists are concerned that immersion in virtual environments could psychologically affect a user. They suggest that VE systems that place a user in violent situations, particularly as the perpetuator of violence, could result in the user becoming desensitized. In effect, there’s a fear that VE entertainment systems could breed a generation of&nbsp;<a href="http://health.howstuffworks.com/mental-health">sociopaths</a>. Others aren’t as worried about desensitization, but do warn that convincing VE experiences could lead to a kind of cyber addiction. There have been several news stories of gamers neglecting their real lives for their online, in-game presence. Engaging virtual environments could potentially be more addictive.</p><p>Another emerging concern involves&nbsp;<a href="http://people.howstuffworks.com/crime-punishment-roundup.htm">criminal acts</a>. In the virtual world, defining acts such as murder or sex crimes has been problematic. At what point can authorities charge a person with a real crime for actions within a virtual environment? Studies indicate that people can have real physical and emotional reactions to stimuli within a virtual environment, and so it’s quite possible that a victim of a virtual attack could feel real emotional trauma. Can the attacker be punished for causing real-life distress? We don’t yet have answers to these questions.</p></p>]]></description>
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         <pubDate>2015-09-22 13:41:10 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71479055</guid>
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         <title>History of &amp;nbsp;Virtual Reality</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71479375</link>
         <description><![CDATA[<p></p><p>The concept of virtual reality has been around for decades, even though the public really only became aware of it in the early 1990s. In the mid 1950s, a cinematographer named Morton Heilig envisioned a theatre experience that would stimulate all his audiences’ senses, drawing them in to the stories more effectively. He built a single user console in 1960 called the <strong>Sensorama</strong> that included a stereoscopic display, fans, odor emitters, stereo <a href="http://electronics.howstuffworks.com/speaker.htm">speakers</a> and a moving chair. He also invented a head mounted <a href="http://electronics.howstuffworks.com/tv.htm">television</a> display designed to let a user watch television in 3-D. Users were passive audiences for the films, but many of Heilig’s concepts would find their way into the VR field.</p><p>Philco Corporation <a href="http://science.howstuffworks.com/engineering-channel.htm">engineers</a> developed the first HMD in 1961, called the <strong>Headsight</strong>. The helmet included a video screen and tracking system, which the engineers linked to a closed circuit camera system. They intended the HMD for use in dangerous situations -- a user could observe a real environment remotely, adjusting the camera angle by turning his head. Bell Laboratories used a similar HMD for<a href="http://science.howstuffworks.com/transport/flight/modern/helicopter.htm">helicopter</a> pilots. They linked HMDs to <a href="http://electronics.howstuffworks.com/gadgets/high-tech-gadgets/nightvision.htm">infrared cameras</a> attached to the bottom of helicopters, which allowed pilots to have a clear field of view while flying in the dark.</p><p>In 1965, a computer scientist named Ivan Sutherland envisioned what he called the “<strong>Ultimate</strong> <strong>Display</strong>.” Using this display, a person could look into a virtual world that would appear as real as the physical world the user lived in. This vision guided almost all the developments within the field of virtual reality. Sutherland’s concept included:</p><ul><li>A virtual world that appears real to any observer, seen through an HMD and augmented through three-dimensional sound and tactile stimuli</li><li>A computer that maintains the world model in real time</li><li>The ability for users to manipulate virtual objects in a realistic, intuitive way</li></ul><p>In 1966, Sutherland built an HMD that was tethered to a <a href="http://computer.howstuffworks.com/pc.htm">computer</a> system. The computer provided all the graphics for the display (up to this point, HMDs had only been linked to <a href="http://electronics.howstuffworks.com/camera.htm">cameras</a>). He used a suspension system to hold the HMD, as it was far too heavy for a user to support comfortably. The HMD could display images in stereo, giving the illusion of depth, and it could also track the user’s head movements so that the field of view would change appropriately as the user looked around.</p><p></p>]]></description>
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         <pubDate>2015-09-22 13:42:06 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71479375</guid>
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         <title>Virtual Reality Applications - Gaming Industry</title>
         <author>gargsiddharth</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/71480080</link>
         <description><![CDATA[<p></p><p>Scientists are also exploring the possibility of developing biosensors for VR use. A biosensor can detect and interpret nerve and <a href="http://health.howstuffworks.com/human-body/systems/musculoskeletal/muscle.htm">muscle</a>activity. With a properly calibrated biosensor, a computer can interpret how a user is moving in physical space and translate that into the corresponding motions in virtual space. Biosensors may be attached directly to the <a href="http://health.howstuffworks.com/">skin</a> of a user, or may be incorporated into gloves or bodysuits. One limitation to biosensor suits is that they must be custom made for each user or the sensors will not line up properly on the user’s body.</p><p>Mary Whitton, of UNC-Chapel Hill, believes that the entertainment industry will drive the development of most VR technology going forward. The <a href="http://electronics.howstuffworks.com/video-game.htm">video game</a> industry in particular has contributed advancements in graphics and sound capabilities that <a href="http://science.howstuffworks.com/engineering-channel.htm">engineers</a> can incorporate into virtual reality systems’ designs. One advance that Whitton finds particularly interesting is the <a href="http://electronics.howstuffworks.com/wii.htm">Nintendo Wii’s</a> wand controller. The controller is not only a commercially available device with some tracking capabilities; it’s also affordable and appeals to people who don’t normally play video games. Since tracking and input devices are two areas that traditionally have fallen behind other VR technologies, this controller could be the first of a new wave of technological advances useful to VR systems.</p><p></p>]]></description>
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         <pubDate>2015-09-22 13:44:01 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/71480080</guid>
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         <title>What is Virtual Reality?</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72013510</link>
         <description><![CDATA[]]></description>
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         <pubDate>2015-09-24 17:35:23 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72013510</guid>
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         <title>How did VR come into existence?</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72013926</link>
         <description><![CDATA[]]></description>
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         <pubDate>2015-09-24 17:36:38 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72013926</guid>
      </item>
      <item>
         <title>How can we interact in a Virtual Environment</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72014435</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2015-09-24 17:38:08 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72014435</guid>
      </item>
      <item>
         <title>Science documentry</title>
         <author>govindbhambhani1</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72018468</link>
         <description><![CDATA[<p><a href="https://m.youtube.com/watch?v=Xg4pKgXSJho">https://m.youtube.com/watch?v=Xg4pKgXSJho</a></p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-24 17:50:20 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72018468</guid>
      </item>
      <item>
         <title>An Introduction to Augmented Reality</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085571</link>
         <description><![CDATA[<p>Augmented reality (AR) is an emerging
form of experience in which the real world
(RW) is enhanced by computer-generated content
which is tied to specific locations and/or
activities. In simple terms, AR allows digital
content to be seamlessly overlaid and mixed
into our perceptions of the real world. In addition
to the 2D and 3D objects which many
may expect, digital assets such as audio and
video files, textual information, and even olfactory
or tactile information can be incorporated
into users’ perceptions of the real world. Collectively,
these augmentations can serve to aid
and enhance individuals’ knowledge and understanding
of what is going on around them.
Rather than seeming out of place, the digital
markups inherent in AR lets users perceive the
real world, along with ‘added’ data, as a single,
seamless environment.
Though science fiction long ago introduced
the concept of AR into our collective
consciousness, until very recently, many might
have labeled it a feature of our distant future.
Now, however, we are riding the crest of a technological
wave. AR is on the verge of becoming
a household term, and perhaps, for many,
an inseparable part of everyday life.
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While the technologies that make it possible
have been around for quite some time, only
recently has AR become “doable” on consumer
grade devices. The implementation of Flashbased
AR detection algorithms, together with
the growing popularity of mobile platforms
(e.g., iOS and Android), has at last opened the
door, allowing AR to become accessible to the
masses. Already 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.
While we can easily imagine applications
for AR in many fields, perhaps most exciting
are the possibilities inherent for education.
With AR, educators’ dream of ubiquitous
learning can become a reality. As never before,
through AR, learners will be able to gain immediate
access to a wide range of location-specific
information, compiled and provided by a variety
of sources. Each year, the New Media Consortium’s
(NMC’s) Emerging Technology Initiative
generates a Horizon Report which seeks
to identify and understand emerging technologies
which promise to have a significant impact
on various sectors around the globe, and which
show the potential to positively impact learning,
creative inquiry, and education (NMC,
2011). Both the 2010 and 2011 Horizon Reports
(NMC) have predicted that AR will see
widespread use on US college campuses within
the next 2 to 3 years. With that in mind, 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.</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:46:04 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085571</guid>
      </item>
      <item>
         <title>What is Augmented reality</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085600</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:46:34 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085600</guid>
      </item>
      <item>
         <title></title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085643</link>
         <description><![CDATA[<p>Augmented reality (AR) refers to a wide
spectrum of technologies that project computer
generated materials, such as text, images, and
video, onto users’ perceptions of the real world.
Initially, researchers defined AR in terms of specific
facilitating devices, such as head mounted
displays (HMDs). However, arguing that such
definitions were too simplistic for an evolving
and expanding field, Azuma (1997) and other
researchers (Kaufmann, 2003; Zhou, Duh, &amp;
Billinghurst, 2008) defined the implementation
of AR by three characteristics: (a) the combination
of real-world and virtual elements, (b)
which are interactive in real-time, and which
(c) are registered in 3D (i.e., the display of virtual
objects or information is intrinsically tied
to real-world loci and orientation). Similarly,
Höllerer and Feiner (2004) define AR systems
as those which combine “real and computergenerated
information in a real environment,
interactively and in real time, and [which
align] virtual objects with physical ones” (p.
2). Ludwig and Reimann (2005) define AR as
“human-computer-interaction, which adds virtual
objects to real senses that are provided by
a video camera in real time” (p. 4). Zhou, Duh,
and Billinghurst (2008) simply define AR as
technology “which allows computer generated
virtual imagery to exactly overlay physical objects
in real time” </p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:47:40 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085643</guid>
      </item>
      <item>
         <title>History of Augmented Reality</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085696</link>
         <description><![CDATA[<p>Researchers have pursued AR because it
may (a) allow for the enhancement of users’ perceptions,
knowledge, and interaction with the
real world (Azuma et al., 2001) and (b) because
AR has the potential to improve productivity in
real world tasks (Schmalstieg, 2001). According
to Billinghurst and Henrysson (2009), the
research and development necessary for current
implementations of AR have gone on over
the past four decades (see Figure 2). However,
it wasn’t until the 90s that inertia became significant,
and the numbers of researchers and
developers in th AR field increased. In recent
years, growth and progress in AR has been significant
(Phan &amp; Choo, 2010). Some of companies
currently involved in the development of
AR technologies and applications are ARToolkit,
ARQuake, Google, Inglobe Technologies,
Layar, metaio, nhow Berlin, Total Immersion,
and Webtitude.
Figure 2. History of AR - a brief timeline
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Augmented Reality: An Overview and Five Directions for AR in Education
Volume 4, No. 1, October, 2011
AR research tends to pursue either (a) the
development of new devices and technologies
for the tracking, display, and input of real
world and virtual data, or (b) the development
of applications utilizing existing technologies
(Billinghurst &amp; Henrysson, 2009). Zhou,
Dun, and Billinghurst (2008) present a useful
review of research published and presented at
the AR conferences which have gone on under
various names for the past ten years (e.g.,
ISMAR, ISAR, ISMR, and IWAR). According
to Zhou, Dun, and Billinghurst (2008), AR
research has focused primarily focused on five
core areas essential to deliver AR applications:
(a) techniques for tracking (20.1%), (b) techniques
for interaction (14.7%), (c) calibration
and registration issues (14.1%), (d) developing
AR applications (14.4%), and (e) display
techniques (11.8%). Additionally, some researchers
have also looked into newly emerging
directions for AR, including: (a) evaluation
and testing, (b) mobile and wearable AR
platforms, (c) AR authoring, (d) visualization,
(e) multimodal AR, and (f) rendering (Zhou,
Dun, &amp; Billinghurst, 2008).
In 2008, during their Emerging Trends
and Technologies Roadshow, the IT research
and advisory firm, Gartner, Inc., predicted that
AR would be one of the top 10 disruptive technologies
for the 2008 to 2012 period (Gartner
Identifies Top Ten Disruptive Technologies for
2008 to 2012, 2008). More recently, a report by
Juniper Research (2011) found that the increasing
focus on incorporating AR elements within
mobile applications will lead to nearly 1.4 billion
annual downloads of such apps worldwide
by 2015, up from just over 11 million in 2010.
With today’s market and consumers more focused
on small mobile devices such as Android
Phones and iPhones, AR development is booming,
especially in the areas of marketing and
entertainment (Hamilton, 2011). It was further
indicated that the number of AR capable apps
available had both increased dramatically, and
diversified, moving beyond the initial wave of
location-based search apps to include games,
social networking, educational, lifestyle, and
personal healthcare apps (Grabham, 2009; Juniper
Research, 2011). Unsurprisingly, these
developments have accompanied a surge in the
deployed base of AR capable smartphones. </p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:49:02 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085696</guid>
      </item>
      <item>
         <title>Augmented reality Technology</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085922</link>
         <description><![CDATA[<p>Augmented reality content can be viewed
in several ways. Initially, people may have
encountered web applications which let them 
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Volume 4, No. 1, October, 2011
view quick response (QR) codes through their
webcam. Using QR codes (markers), digital
information, including 3D animations, can be
attached, in a sense, to images on paper, cards,
or other surfaces. When a marker is held in
front of a webcam, those using AR applications
through a computer or console can view digital
content superimposed over their real environment
(the paper in their hands), as shown
by the display screen (which simply shows
the room as the webcam sees it, augmented
by the AR content). Usually, when the user
moves or rotates the marker image, the digital
content moves and rotates as well. Another
viewing option is to use a head mounted display
(HMD). While wearing a HMD (which
covers the eyes), users can see digital content
on the HMD screen and their real environment
through the screen (or displayed on the screen
by an attached camera).
Today, many mobile AR applications are
location based. To utilize these AR applications
on a mobile device or a smartphone, the phone
must be equipped with several necessary tools:
(a) GPS technology; (b) an accelerometer, and
(c) a digital compass (magnetometer). Using
mobile AR applications, users may view the
world through smartphone cameras in order to
see digital content mixed with the real environment.</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:52:33 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085922</guid>
      </item>
      <item>
         <title>Applications of AR-- Advertising and marketing</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085952</link>
         <description><![CDATA[<p>In no other field has the AR excitement exploded
in such a huge way than in advertising
and marketing. Companies seeking new ways
to engage and interest potential customers
have implemented a variety of AR applications
which present users with virtual objects, apparently
sharing their space, which can be explored
and manipulated using natural movements and
hand-gestures. For example, cutting-edge automotive
campaigns are displaying full-size
AR virtual cars in shopping centers and other
public areas. A markerless interface allows pedestrians,
who do not need AR gloves or other
controllers, to use their real-time spatial output
(movements) to toggle virtual buttons, open
doors, fold seats, and rotate virtual model vehicles
(Yuen, 2011, February 25).
Smaller products, such as toys, can now be
viewed virtually in stores and kiosks worldwide,
sometimes with integrated 3D animations.
Somewhat more sophisticated campaigns
allow users to use their smartphones to view, rotate,
and resize virtual models of products, such
as furniture, anywhere in their environment, so
that they can gain a more accurate impression
of how the item would complement their current
furnishings and decorating scheme.
Other AR applications can be conceptualized
as ‘marking-up people’, by adding virtual
clothing or apparel items which they seem to
‘wear’. Prominent examples of this can be
seen in the kiosks, ‘virtual dressing rooms’
and ‘virtual mirrors’ of companies selling
designer accessories such as sun-glasses or
watches. These applications are being utilized
by corporations to enrich customer shopping
experiences, both in real-world and in online
retail venues. Shoppers are able to share their
choices, or ‘likes’ through social media, and
are often able to make their final purchase
through the AR interface.
In a third category of AR marketing applications,
real-world objects are ‘marked-up’
with superimposed, but conceptually unrelated
3D artifacts. Utilizing this strategy, a one
company has created a series of AR games
in which consumers use actual shoes, in conjunction
with a computer and a webcam, to
play AR games whose environments seem to
pop out of the shoes themselves. Fast-Food
and Media companies have utilized AR technology
to cause popular 3D characters to
spring out of soft-drink cups, and other packaging
in fast-food franchises (Hampp, 2009).
A similar application of technology is being
used for a more utilitarian purpose by the U.S.
Postal Service, which allows users to view
holographic boxes, projected from any sheet
of paper with the appropriate QR Code. This
allows customers to compare the size of the
items they wish to ship to the size of the virtual
box visible on their screen.</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:53:19 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085952</guid>
      </item>
      <item>
         <title>What are the applications of Augmented Reality?</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085982</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:53:59 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72085982</guid>
      </item>
      <item>
         <title>Applications of AR- Architecture and Construction</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086006</link>
         <description><![CDATA[<p>According to Behzadan (2008), AR systems
can be used to allow designers, workers,
customers and potential employers to actually
walk through a real world site and visualize
and experience a virtual facility or building under
construction or planned for the future. The
technology could also help in the planning of
construction jobs by allowing workers to see
visual representations of underground utility
lines or pipes. Electricians and other professionals
that are working together on a job would
be able to cohesively view how things should
be wired, or where other equipment, pipes, and
the like are supposed to be placed. All of the
data would come from a 3D model and associated
digital information about the structure. In
short, there are numerous ways where the use
of AR technology can save time and money, as
well as reduce problems, in the field of architecture
and construction.</p>]]></description>
         <enclosure url="https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSplpSvzIG2gIzRKC7FeSgv9in9xJowAmznXxmcVZ1jLpLIy2DxmA" />
         <pubDate>2015-09-25 02:54:35 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086006</guid>
      </item>
      <item>
         <title>Applications of AR - Entertainment Industry</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086049</link>
         <description><![CDATA[<p>Blurring the mixed reality continuum, Hatsune
Miku, a completely virtual singer, has
given live concerts in Japan, as a hologram
requiring no special equipment for the audience
to perceive. Using more conventional
AR technology, in the book industry AR books
have been released featuring animated images,
overlaying and interacting with the pages of the
book, and accompanied by music and sound effects
(Billinghurst, Kato, &amp; Poupyrev, 2001).
Another approach involves AR ‘popup’ books,
in which still or animated 3D images hover
over the pages of the book, often accompanied
by sound (Billinghurst, Kato, &amp; Poupyrev,
2001). Meanwhile, development in markerless
AR tracking is facilitating the creation of more
traditional board games, such as Monopoly, in
a virtual format.
The electronic games industry and the social
media industry are both broadening their
scope to include AR technologies. Smartphone
apps now allow users to fire AR Gatling guns
which appear to actually hit real-world objects.
Smartphone apps and hand-held game consoles
have released games which let users track and
collect virtual fairies and other mythological
creatures which appear in the real-world landscape
around them (Lewis, 2005). According
to Raju (2009), AR games of these sorts are notable
for providing stress relief.
Companies have enabled various complex
AR entertainment projects through the iPad,
such as a holographic helicopter which hovers
over the surface of the iPad screen (Yuen, 2011,
February 19). Other apps allow users to fly an
actual Remote Controlled (RC) helicopter (or
drone) using a smartphone or other mobile device
as the control and interface. These drones
are equipped with cameras which allow AR
games, such as virtual obstacles overlaid over
the real-world environment, or dog-fighting
with virtual (or real opponents), using virtual
weapons (Webster, 2009).</p>]]></description>
         <enclosure url="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTRuE65nQw9PP2LjODf0bwEhSkXiR_AeaQ_YTeRxX-Frb-wK8g4kQ" />
         <pubDate>2015-09-25 02:55:36 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086049</guid>
      </item>
      <item>
         <title>Applications of AR - Medicine and doctory</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086097</link>
         <description><![CDATA[<p>According to Samset et al. (2008), AR technology
will not only be able to enhance medical
surgical and clinical procedures by improving
cost effectiveness, safety, and efficiency,
medical AR systems may also assist in the
invention of new surgical procedures. AR systems
have potential to support surgeons with
navigation and orientation before, during, and
after surgery. Medical AR applications will allow
for more advanced pre-operative imaging
studies, letting doctors and surgeons examine a
holographic view of patients’ internal anatomy
compiled from CT, MRI, and ultrasound data.
After a surgical procedure has been planned,
AR systems can use streaming input data to
create virtual superimposed images in realtime.
Beyond visual augmentation, AR systems
can integrate haptic devices (touch, or vibration
feedback tools) to let surgeons feel tumors, 
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Journal of Educational Technology Development and Exchange
Volume 4, No. 1, October, 2011
or otherwise explore the patient’s condition via
touch, without having to perform open surgery.
Furthermore, an AR system combined with dependable
and consistent force feedback could
make more difficult surgeries eventually become
minimally invasive (Samset et al., 2008)</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:56:24 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086097</guid>
      </item>
      <item>
         <title>Applications of AR - Military</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086157</link>
         <description><![CDATA[<p>A well-known military AR application involves
the HMDs, worn by fighter and helicopter
pilots, which allow users to view relevant
information such as instructions, maps, and enemy
locations (Sisodiaa et al. May, 2007). This
information can also be displayed on a vehicle
screen, or even on the windshield of a cockpit.
For soldiers on the ground, as well as in the
air, military-grade AR helmets are in development,
to be equipped with computers, 360-degree
cameras, UV and infrared sensors, stereoscopic
cameras, and OLED translucent display
goggles. Wearing AR helmets, soldiers will be
able to communicate with a massive “home
base” server that collects and renders 3D information
onto the wearers’ goggles in real time.
Various objects and people will be outlined in
specific colors to warn soldiers of friendly forces,
potential danger spots, impending air-raid
locations, rendezvous points, and other critical
data. With the full deployment of AR technology,
the face of military combat may be changed
beyond recognition</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 02:57:15 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086157</guid>
      </item>
      <item>
         <title>Applications of AR - Education</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086198</link>
         <description><![CDATA[<p>Given the exciting developments and the
manifest functionality of AR as an improved
user interface technology, researchers believe
that AR has vast potential implications and numerous
benefits for the augmentation of teaching
and learning environments (Billinghurst,
2002; Cooperstock, 2001; Klopfer &amp; Squire,
2008; Shelton &amp; Hedley, 2002). For example,
AR has potential to: (a) engage, stimulate,
and motivate students to explore class materi-
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Augmented Reality: An Overview and Five Directions for AR in Education
Volume 4, No. 1, October, 2011
als from different angles (Kerawalla, Luckin,
Selijefot, &amp; Woolard, 2006); (b) help teach
subjects where students could not feasibly gain
real-world first-hand experience (e.g. astronomy
and geography) (Shelton &amp; Hedley, 2002);
(c) enhance collaboration between students and
instructors and among students (Billinghurst,
2002); (d) foster student creativity and imagination
(Klopfer &amp; Yoon, 2004); (e) help students
take control of their learning at their own
pace and on their own path (Hamilton &amp; Olenewa,
2010), and (f) create an authentic learning
environment suitable to various learning
styles (Classroom Learning with AR, 2010).
Researchers have explored the use of AR
applications within a variety of fields and disciplines,
many of which are already directly or
indirectly related to education. For example,
Liu, Jenkins, Sanderson, Fabian, and Russell
(2010) have examined medical applications of
AR in general anesthesia. Similarly, Sielhorst,
Obst, Burgkart, Riener, and Navab (2004) have
looked at the use of AR for medical training
simulations. Also, Sielhorst, Feuerstein, and
Navab (2008) have reviewed the 1990s AR
medical display literature extensively. Other
researchers (Liarokapis et al., 2004) have examined
the use of AR as a tool for engineering
where Web3D and AR technologies allow students
to explore mechanical engineering concepts.
Kaufmann and his team have focused
their AR research on applications in mathematics
and geometry by creating an AR system to
facilitate learning between instructors and students
(Kaufmann, 2003; Kaufmann &amp; Dünser,
2007; Kaufmann &amp; Schmalstieg, 2003). Additionally,
researchers have investigated the feasibility
of various AR applications for use within
the field of e-commerce (Zhu, Owen, Li, &amp;
Lee, 2004), e-learning systems (Cho, Lee, Soh,
Lee, &amp; Yang, 2007; Liarokapis,Petridis, Lister,
&amp; White, 2002), architecture (Billinghurst &amp;
Henrysson, 2009; Thomas et al., 2001), interior
design (Phan &amp; Choo, 2010), and science
education (Kerawalla, Luckin, Selijefot, &amp;
Woolard, 2006; Shelton &amp; Hedley, 2002). The
remainder of this paper examines five significant
educational applications of AR technology:
AR books, AR gaming, discovery-based
learning, objects modeling, and skills training</p>]]></description>
         <enclosure url="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQSHmt26wWaviusfNzMdSSkX5PBCOZKD54MV6wLpfcHVKqE-VNS7g" />
         <pubDate>2015-09-25 02:58:10 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086198</guid>
      </item>
      <item>
         <title></title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086320</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTayLq665SwhaSGXHpn7f4wJKSzdnDWbxes3yyuWUe4FHlPLI3J" />
         <pubDate>2015-09-25 03:00:19 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086320</guid>
      </item>
      <item>
         <title>Upcoming benchmarks in Augmented Reality - Microsoft Hololens</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086537</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.youtube.com/watch?v=aThCr0PsyuA" />
         <pubDate>2015-09-25 03:04:11 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086537</guid>
      </item>
      <item>
         <title>augmented Reality</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086750</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://media.giphy.com/media/xTiTntfYqy2yIOowla/giphy.gif" />
         <pubDate>2015-09-25 03:08:22 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72086750</guid>
      </item>
      <item>
         <title>Virtual Reality</title>
         <author>f2015133</author>
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         <description><![CDATA[]]></description>
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         <pubDate>2015-09-25 03:10:31 UTC</pubDate>
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      </item>
      <item>
         <title>HTC Vive</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72087051</link>
         <description><![CDATA[]]></description>
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         <pubDate>2015-09-25 03:13:18 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72087051</guid>
      </item>
      <item>
         <title>Oculus Rift</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72087106</link>
         <description><![CDATA[]]></description>
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         <pubDate>2015-09-25 03:14:13 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72087106</guid>
      </item>
      <item>
         <title>References</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72238671</link>
         <description><![CDATA[<p><a href="http://www.cc.gatech.edu/~thad/p/journal/augmented-reality-through-wearable-computing.pdf">http://www.cc.gatech.edu/~thad/p/journal/augmented-reality-through-wearable-computing.pdf</a></p><p><a href="http://www.csc.kth.se/~alx/courses/DT2140/olwal_introduction_to_ar_2010_03_05.pdf">http://www.csc.kth.se/~alx/courses/DT2140/olwal_introduction_to_ar_2010_03_05.pdf</a></p><p>Azuma, R. T. (1997, August). A survey of augmented
reality. In Presence: Teleperators
and Virtual Environments, 6(4), 355-385.
Azuma, R., Baillot, Y., Behringer, R., Feiner,
S., Julier, S., &amp; MacIntyre, B. (2001). Recent
advances in augmented reality. Computers
&amp; Graphics, 1-15.
Behzadan, A. H. (2008). ARVISCOPE georeferenced
visualization of dynamic construction
processes in three-dimensional
outdoor augmented reality. Department of
Civil and Environmental Engineering, The
University of Michigan. Doctor of Philosophy:
282.
Billinghurst, M. (2002). Augmented Reality
in Education. New Horizons for Learning,
December 2002. Retrieved July 20, 2010
from <a href="http://www.newhorizons.org/">http://www.newhorizons.org/</a> strategies/technology/billinghurst.htm

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Kato, H. (2002). Real world teleconferencing.
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22(6), 11-13.
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of the ACM, 45(7), 64-70.
Billinghurst, M., Kato, H., &amp; Poupyrev, I.
(2001). The MagicBook: A Transitional
AR Interface. Computers and Graphics,
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Billinghurst, M., &amp; Henrysson, A. (2009). Mobile
architectural augmented reality. (X.
Wang, &amp; M. Schnabel, Eds.) Mixed Reality
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Biocca, F., &amp; Levy, M. (1995) Communication
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Carr, A. (March 31, 2011). BMW to Launch
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bmw-to-launch-nyc-tech-incubator-with-
100-million-investment-fund
Carr, A. (2010, February 11). ZooBurst:
Augmented Reality 3-D Pop-up Books
for Students and Teachers. Retrieved July
22, 2011 from <a href="http://www.fastcompany.">http://www.fastcompany.</a>
com/1644265/zooburst-augmented-reality-3-d-pop-up-books-for-students-andteachers
Cho, K., Lee, J., Soh, J., Lee, J., &amp; Yang, H. S.
(2007). A realisitc e-learning system based
on mixed reality. Proc 13th Intl Conference
on Virtual System and Multimedia (pp. 57-
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Classroom Learning with AR (2010). Trends in
EdTech wiki. Retrieved July 25, 2010 from
<a href="http://augreality.pbworks.com/ClassroomLearning-with-AR">http://augreality.pbworks.com/ClassroomLearning-with-AR</a>
Cooperstock, J. R. (2001). The classroom of
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Dede, C. (Speaker). (2008). Immersive interfaces
for learning: Opportunities and perils
[motion picture]. (Available from The
President and Fellows of Harvard College).
<a href="http://cyber.law.harvard.edu/interactive/">http://cyber.law.harvard.edu/interactive/</a>
events/luncheon/2008/12/dede
Dede, C., et al. (2009). Immersive interfaces
for engagement and learning. Science, 323,
66-68. DOI: 10.1126/science.1167311
De Lorenzo, R. (2009). Augmented Reality and
On-Demand Learning. The Mobile Learner.
Retrieved July 22, 2010 from <a href="http://themobilelearner.wordpress.com/2009/10/17/">http://themobilelearner.wordpress.com/2009/10/17/</a>
augmented-reality-and-on-demand-learning/

Dugdale, A. (March 17, 2010). GM to use
augmented reality tech for safer driving.
Retrieved July 30, 2011 from <a href="http://www.">http://www.</a>
fastcompany.com/1586608/gm-to-use-augmented-reality-tech-for-safer-driving
Dunleavy, M., Dede, C., &amp; Mitchell, R. (2009,
February 1). Affordances and limitations of
immersive participatory augmented reality
simulations for teaching and learning.
Journal of Science Education and Technology,
18(1), 7-22.
Fulton, S. III. (May 7, 2007). How Many Users
Does Second Life Really Have? Retrieved
July 30, 2011 from <a href="http://www.betanews.">http://www.betanews.</a>
com/article/How-Many-Users-Does-Second-Life-Really-Have/1178573043
Galusha, J. (1997). Barriers to Learning in Distance
Education. University of Southern
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Gartner Inc. (2008, May 28). Gartner Identifies
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jsp?id=681107</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-25 18:25:04 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72238671</guid>
      </item>
      <item>
         <title>Questionnaire</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/72783591</link>
         <description><![CDATA[<p>1.) Have you heard the term Augmented and Virtual Reality?</p><p>2.)What do you mean by it?</p><p>3.)What are the areas where the concepts of Augmented  and Virtual Reality can be applied?</p><p>4.)What are the benefits of implementing Augmented and virtual reality in our daily lives?</p><p>5.)What are the risks associated with the use of Augmented and Virtual reality in day to day uses?</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-09-29 18:11:01 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/72783591</guid>
      </item>
      <item>
         <title>Summary</title>
         <author>f2015133</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/74247385</link>
         <description><![CDATA[<p>Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the logical and historical origins of our computer-generated world and speculates about the future direction of our computerized lives. He discusses such topics as the effect of word-processing on the English language (while word-processors have led to increased productivity, they have also led to physical hazards such as repetitive motion syndrome, which causes inflamed hand and arm tendons). Heim looks into the new kind of literacy promised by Hypertext (technology which allows the user to link audio and video elements, the disadvantages including disorientation and cognitive overload). And he also probes the notion of virtual reality, "cyberspace"--the computer-simulated environments that have captured the popular imagination and may ultimately change the way we define reality itself. Just as the definition of interface itself has evolved from the actual adaptor plug used to connect electronic circuits into human entry into a self-contained cyberspace, so too will the notion of reality change with the current technological drive. Like the introduction of the automobile, the advent of virtual reality will change the whole context in which our knowledge and awareness of life are rooted. And along the way - See more at: http://www.buffalolib.org/vufind/Record/803817/Reviews#sthash.0VlE9mXz.dpuf</p>]]></description>
         <enclosure url="" />
         <pubDate>2015-10-07 14:26:40 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/74247385</guid>
      </item>
      <item>
         <title>Augmented Reality research challenges</title>
         <author>f2015053</author>
         <link>https://padlet.com/f2015133/3y7wi070mjyu/wish/74331262</link>
         <description><![CDATA[<div>The user experience for an AR system is primarily affected by the display type, the system’s sensing capabilities, and the means for interaction. The display and sensing techniques determine the effectiveness and realism possible in the blending of the two realities, but may at the same time have ergonomic and social consequences.&nbsp; <br>It may, in particular, be desirable to achieve walk-up-and-use scenarios that support spontaneous interaction with minimal user preparation [Encarnacao et al. 2000]. Unencumbering technology can also be emphasized, avoiding setups that rely on user-worn equipment [Kaiser et al. 2003, Olwal et al. 2003], such as head-worn displays [Cakmakci and Rolland 2006] or motion sensors [Welch and Foxlin 2002]. It can also be useful to, to the greatest extent possible, preserve the qualities of the real space, while augmenting and assisting the user with unmediated view and control. The excessive use of artificial elements, such as visual reference patterns used for tracking, may, for example, have negative side-effects by cluttering or occluding the real environment that the system is meant to augment. Some display technologies may also result in significantly reduced visual quality due to optical properties, or the use of a downsampled view of the real environment. </div><div>An unobtrusive AR system [Olwal 2009] emphasizes unencumbering techniques and avoids changes to the appearance of the physical environment. An unobtrusive AR system must address issues in three areas:&nbsp; <br>1 Display systems The system should merge the real and virtual, while preserving a clear and direct view of the real, physical environment, and avoiding visual modifications to it.&nbsp; </div><div><br>2 Sensing and registration The system should present perspective-correct imagery without user-worn equipment or sensors.&nbsp; </div><div><br>3 Interaction techniques The system should support direct manipulation, while avoiding encumbering technologies.&nbsp; </div>]]></description>
         <enclosure url="" />
         <pubDate>2015-10-07 18:19:59 UTC</pubDate>
         <guid>https://padlet.com/f2015133/3y7wi070mjyu/wish/74331262</guid>
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