Augmented Reality: An Overview and Five Directions for AR in Education.

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Title: Augmented Reality: An Overview and Five Directions for AR in Education.
Authors: Steve Chi-Yin Yuen1 scyyuen@gmail.com, Gallayanee Yaoyuneyong2 Gallayanee.Yaoyuneyong@usm.edu, Erik Johnson2 yishnir@gmail.com
Source: Journal of Educational Technology Development & Exchange. 2011, Vol. 4 Issue 1, p119-140. 22p. 2 Diagrams.
Subject Terms: *Education, Virtual reality, Computer-generated imagery, Electronic games industry, Electronic commerce
Company/Entity: New Media Consortium (Organization)
Abstract: Augmented Reality (AR) is an emerging form of experience in which the Real World (RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over the last several years, AR applications have become portable and widely available on mobile de- vices. 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. Facilitating ubiquitous learning, AR will give learners instant access to location- specific information compiled and provided by numerous sources (2009). Both the 2010 and 20ll Horizon Reports predict that AR will soon see widespread use on US college campuses. In preparation, this paper offers an overview ofAR, examines recent AR developments, explores the impact ofAR on society, and evaluates the implications ofAR for learning and education. [ABSTRACT FROM AUTHOR]
Copyright of Journal of Educational Technology Development & Exchange is the property of Society of International Chinese in Educational Technology (SICET) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Augmented Reality: An Overview and Five Directions for AR in Education.
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  Data: <searchLink fieldCode="AR" term="%22Steve+Chi-Yin+Yuen%22">Steve Chi-Yin Yuen</searchLink><relatesTo>1</relatesTo><i> scyyuen@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Gallayanee+Yaoyuneyong%22">Gallayanee Yaoyuneyong</searchLink><relatesTo>2</relatesTo><i> Gallayanee.Yaoyuneyong@usm.edu</i><br /><searchLink fieldCode="AR" term="%22Erik+Johnson%22">Erik Johnson</searchLink><relatesTo>2</relatesTo><i> yishnir@gmail.com</i>
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  Data: <searchLink fieldCode="JN" term="%22Journal+of+Educational+Technology+Development+%26+Exchange%22">Journal of Educational Technology Development & Exchange</searchLink>. 2011, Vol. 4 Issue 1, p119-140. 22p. 2 Diagrams.
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  Data: *<searchLink fieldCode="DE" term="%22Education%22">Education</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Computer-generated+imagery%22">Computer-generated imagery</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+games+industry%22">Electronic games industry</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+commerce%22">Electronic commerce</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22New+Media+Consortium+%28Organization%29%22">New Media Consortium (Organization)</searchLink>
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  Data: Augmented Reality (AR) is an emerging form of experience in which the Real World (RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over the last several years, AR applications have become portable and widely available on mobile de- vices. 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. Facilitating ubiquitous learning, AR will give learners instant access to location- specific information compiled and provided by numerous sources (2009). Both the 2010 and 20ll Horizon Reports predict that AR will soon see widespread use on US college campuses. In preparation, this paper offers an overview ofAR, examines recent AR developments, explores the impact ofAR on society, and evaluates the implications ofAR for learning and education. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Journal of Educational Technology Development & Exchange is the property of Society of International Chinese in Educational Technology (SICET) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.18785/jetde.0401.10
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        Text: English
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      – SubjectFull: Virtual reality
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      – SubjectFull: Computer-generated imagery
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      – SubjectFull: Electronic games industry
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      – SubjectFull: New Media Consortium (Organization)
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            NameFull: Steve Chi-Yin Yuen
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            NameFull: Erik Johnson
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              Text: 2011
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