The technology of additional reality in education

The technology of additional reality in education
The technology of additional reality in education
The term "augmented reality" itself was supposedly suggested by Boeing Corporation researcher Tom Model in 1990. There are several definitions of augmented reality: the researcher Ronald Azuma defined it in 1997 as a system that: 1) combines the virtual and the real; 2) interacts in real time; 3) works in 3D.
In 1994, Paul Milgrom and Fumio Kisino described the continuum "virtual reality" as the space between reality and virtuality, between which augmented reality (closer to reality) and augmented virtuality (closer to virtuality) are located. Augmented reality is the result of adding imaginary objects to those perceived as elements of the real world. Sometimes the terms "augmented reality", "improved reality", "enriched reality", "augmented reality" are used as synonyms.
For more effective perception of augmented reality AR glasses are used, but the price of these devices is high. To get information by means of augmented reality in smartphones and tablets with the help of QR codes it is necessary to download the corresponding applications, best of all Kaspersky Lab software, it is safer. The augmented reality technology has found wide application in fantastic literature and related fine arts in the genre of alternative history, as well as in movies, where real objects and characters created by animation and computer graphics are mixed and interact.
Augmented Reality (AR) is a technology that allows overlaying various types of information (text, 2D and 3D graphics, audio) on real-world objects in real time, so Augmented Reality (AR) is a technology for adding, introducing elements of virtual information into a person's real life. The creation technologies allow to erase the boundary between the surrounding and artificially created world.
The difference between virtual reality is that it does not use the objects of surrounding reality as a basis, but creates a completely new environment, providing a complete immersion of the user in virtual reality.
The creation of augmented reality is based on special software and special devices that support the function of augmented reality, namely the overlay of created graphic objects on the translated image of reality. Devices supporting AR technologies must have special software (software) that reads a special mark embedded in the program code, which allows to play back a layer of additional information on the device screen. Such technologies are used, for example, when a smartphone reads a QR code from an object.
In 1997 Ronald Azuma in his work "Augmented Reality Research" formed the basic principles, which are typical for a system using augmented reality: combination of real and virtual; interaction in real time mode; work with three-dimensional space. One can say that augmented reality is a technology for integrating virtual objects into the real world.
With the introduction of relatively inexpensive and accessible computers (including tablets), which are connected to networks or have access to the Internet, the availability of information technologies in education increases.
At present, the use of information technologies in education has resulted in the following: 1) new forms of presentation of information (multimedia information, including not only text but also graphic images, animation, sound and video fragments); 2) Internet libraries and electronic catalogues; 3) new forms of educational activities (virtual seminars and laboratories).
Software used in education can be divided into the following categories:
- training, control and training systems,
- systems to find information,
- modeling programs,
- micro-worlds,
- cognitive tools,
- tools of universal character,
- Tools for communication.
There is a great need for visualization (modeling) of various processes and subjects that cannot be reproduced and shown in a classroom or laboratory. This is the main reason why augmented reality technology is spreading.
It is augmented reality applications that enable visualization of processes and subjects that are necessary but cannot be demonstrated in a classroom. Therefore, the question of using augmented reality technology to support the educational process is one of the most relevant in the use of new information technologies in the educational process. Augmented reality technology based on marker recognition can be used to support the educational process in the following disciplines: natural sciences, anatomy, design, 3D modeling. CAD, etc. Special markers used by the augmented reality application can be embedded in electronic textbooks, presentation slides, printed materials, etc. During reception of a new material on certain discipline, training can receive realistic visualisation of model or process which cannot be shown in training audience. For example, by studying human anatomy, augmented reality provides the trainee with an opportunity to learn about the structure of each human organ in detail. To do this, just run the augmented reality application and point the device's camera at the marker. Augmented Reality does not need to model the surrounding space, as it is reproduced by the camera and broadcast on the screen of the displaying device. Augmented Reality technology not only allows you to add various objects to the environment, but also removes existing objects from the environment. Originally, a video camera was a must-have DR device, but recently there have been devices that allow you to perceive augmented reality objects without video recording. Such are, for example, devices for projection of information on car windshields. AR-modelling in the modern world develops with huge speed and there are different kinds. The easiest way to use augmented reality is to create an image or text when pointing a smartphone camera at an object or image. The effect is achieved by having an Augmented Reality mark on an object, which is recognized by the smartphone software and gives the command to be displayed. Augmented Reality allows you to influence an object, for example, to spin the object from all sides, look at its internal structure, assess the impact of another object on it. People are more excited about the real manifestation of augmented reality when exotic animals, favorite characters from movies and cartoons start walking in front of a man, precipitation falls over his head. Ubiquitous use of another type of AR-technology, the so-called reality, supplemented by the man himself. This is the so-called virtual dressing rooms, in which the object of reality is directly dependent on the user.
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