If you spent the last decade living under a rock, you could
be forgiven for not having heard of AR, VR, MR, or XR (augmented reality,
virtual reality, mixed reality, and cross reality, respectively). More than
commonplace abbreviations today, these four abbreviations alone represent a
digital marketplace worth tens of billions of dollars in investments and market
share profits worldwide.
Both
artificial intelligence (AI) and machine learning (ML), long aided by deep
learning neural networks that mine large and complex datasets to help with
decision-making, have for several decades now tried to mix the real world (the
quality or state of being real) and a virtual world (being such in essence or
effect, but not in fact; near or implied) to augment the user’s interactive
explorer-like experience of places, spaces, and events (Bower et al.,
2014).
Defining AR, VR, MR, and XR
Augmented Reality
(AR)
According to
Merriam-Webster Online Dictionary (n.d.), the blending of virtual reality with
objects in the real world is what gives AR its distinct character: AR
supplements the real world with computer-generated graphics of objects or 3D
models that appear to coexist in the same space as the real world. Some of the
most notable AR terms and features include the following:
Auras:
The medium created by AR platforms that brings to life an object, image, or
location/landscape using sound, audio, video, animation, embodied virtual
characters, augmented reality agents (or AuRAs), photos, or graphics. The use
of advanced image recognition blending real-world with rich interactive content
is called “Auras” (or AR experiences).
Geolocation: The geographical latitude-longitude location of a user or an
internet-connected computing device using an IP-to-location database.
Marker:
A black and white square printed object for AR to scan; AR-markers are
predefined visual cues that trigger the display of the virtual information.
Marker-Based
AR: Employs static images mobile devices scan to trigger and
display the computer-generated content; marker-based apps are dependent on
image recognition technology.
Markerless
AR: Provides location detection and helps the discovery of
places; GPS, digital compass, and accelerometer combine effortlessly to add
location information on the screen about the objects the device’s camera sees;
markerless apps use GPS to locate places nearby or to offer
directions.
NFC:
Derived from RFID (Radio Frequency IDentification), Near Field Communication, a
wireless data transfer communication technology, is a standards-based low
speed, short-range connection between two compatible electronic devices
(phones, tablets, laptops, etc.) allowing secure transactions and digital
content exchange with a touch (e.g., between a phone and a payments terminal).
Google Wallet and Apple Pay both use NFC tags to trigger the programmed
action.
Overlay:
The content of images, videos, 3D animations, and sounds that is superimposed
upon the trigger image allowing users to scan the trigger image in the real
world to view the “Auras,” add actions to each, and interact with the overlay
digital content and information via a mobile device.
QR Code:
Quick Response Code, a machine-readable optical label (or 2D digital matrix
barcode image) holding information/data about a specific item, allowing the
user to encode information instantly using their phone camera or reader app. QR
Codes can include text, files, and links to videos, websites, social media, and
the like. Today, QR codes are native to most smartphones and no longer require
users to first download a separate app to scan QR codes. (See YouTube for a
tutorial on Creating
and Using QR Codes in the Classroom; see also QR Codes
101.)
SnapTags: Exhibiting the functionality of the QR Codes, SnapTags are
scannable barcodes that can turn any image (e.g., logo, special icon, marketing
campaign) into a barcode that surrounds the image with a “code ring,” a
black-and-white ring with dots that blends seamlessly into any design. Scanning
the SnapTag or taking a picture and sending it to a designated number as a text
message enables access to the information on the ring-shaped code with the
brand logo in the center.
Tag: A
type of bar code similar to QR Codes that, when scanned by a Tag reader, links
the user to online content.
Trigger
Image: The image, text, or object (a jpg or png) users scan to
engage with its information.
How These Features Are
Used
Think of the
built-in and easy-to-use Snapchat
design filters (and lenses and stickers), which can be used in a
casual way to augment your photos and videos. These virtual objects often
contain auxiliary information tags, such as video, audio, sound, illustrations,
images, animation, web links, and text, which are, in turn, digitally
superimposed upon or composited with the surrounding real-world environment.
Users interact with both “real” and “digital” worlds in real time and can
distinguish clearly between them by using a smartphone, tablet, augmented
reality glasses (see Google
Glass 2), or other mobile or wearable device (see Microsoft
HoloLens).
For example,
the worldwide craze of the Pokémon
Go app (an AR mobile game for iOS and Android devices) in the summer
of 2016 is a prime example of such a simultaneous virtual-real world
experience. To receive digital content overlaid onto the real world through
visual recognition, users can launch an AR app and focus the device’s camera on
a QR code with a marker for AR to scan, tap the smartphone against the NFC tag
for the desired action to take place, or snap a photo of the SnapTag.
AR relies
heavily on geolocation to display its digital content: The combined real and
virtual image appears fixed in space, and the computer-generated sensory input,
such as graphics, video, sound, or GPS data are entirely mobile, fluid, and
scalable. The only constant in AR is the interconnection of the two coexisting
environments—the real environment the user views and the virtual environment
the computer generates. In distinct ways, AR supplements
(it does not replace) reality and is regularly used in
interior furnishings, games, navigation apps, ecommerce, tourism, architecture,
construction, training and education, and more.
Notable AR
Platforms
Following
are some of the most notable augmented reality platforms:
-
3DAR:
studio specializing in content creation, 3D animation, live action, and
postproduction for the advertisement and film industry
-
ARCore:
a software development kit developed by Google that allows for AR applications
to be built
-
ARIS:
an open-source platform for creating and playing AR experiences on iOS
devices
-
ARKit:
integrates iOS device camera and motion features to produce AR experiences in
your app or game
-
AR
ToolKit: an open-source computer tracking library for creation of AR
applications
-
Blippar:
a simple drag and drop AR creation tool for App and WebAR
-
Beaconstac
(formerly HP Reveal): a comprehensive QR Code solution delivering custom AR
experiences.
-
Kudan:
cross-platform development of marker and markerless AR
-
Lens
Studio: platform for creating, publishing, and sharing AR experiences
for Windows and Mac
-
Mixare:
a free open source AR browser for Android and iPhone
-
PlugXR:
cloud-based AR platform with features to create and publish advanced AR apps
and experiences
-
ROAR
AR: a self-service platform for building AR experiences in a few
clicks
-
Spark
AR Studio: a platform for creating and sharing interactive AR
experiences with or without code
-
String
AR: a free AR app (see how it can be used at geteducreative.com)
-
Vuforia
Engine: a software development kit for creating AR apps
-
WebAR:
a web development platform for creating app-based AR
-
WebXR:
delivers immersive experiences in VR and AR that are compatible with all modern
web browsers on PC and mobile
-
Wikitude:
provides tools for businesses to create impactful AR experiences and solutions
across industries
Virtual Reality
(VR)
In contrast
to AR, VR (virtual reality, virtuality, or immersive multimedia) is a
computer-generated, multisensory information program that simulates physical
presence in imagined, nonphysical 3D digital “spaces” and “places” able to
track users in real time. VR thus refers to a high-end user interface
(human-to-computer) that involves real-time simulation and interactions in an
artificial 3D multimedia format through multiple sensorial channels (sight,
hearing, touch, and other tactile-kinesthetic sense perceptions). Users
interact by wearing stereoscopic goggles or a head-mounted display helmet
(e.g., Oculus
Rift, HTC
Vive), database gloves (sensors that track hand movements), and other
hand-held miniaturization devices for input.
Mixed/Merged Reality
(MR) and Cross Reality (XR)
The merging
(blending) of real worlds and virtual worlds that includes both real and
computer-generated objects is MR or MxR (merged or mixed reality, respectively).
It combines aspects of AR (a semidigital experience in the real, physical
environment) and VR (a fully digital experience in a computer-generated, 3D
environment) to produce new environments and visualizations, where physical
(real) and digital (virtual) objects coexist and interact in real time. A
headset enables users to interact with both in real time (see Microsoft
HoloLens).
Similarly,
XR (cross reality) is content using emerging technologies, such as AR, VR, or
MR. It is also hardware such as Google Tango, a high-end smartphone AR platform
Google shut down in late 2017 and replaced with ARCore
in March 2018.
Benefits and Considerations
A large body
of research has already shown that AR can indeed be applied to teach a variety
of academic subjects and English to learners, from the youngest pupils to adult
learners (see
Further
Reading). Because the use of smartphones and tablets in the teaching
and learning process is both portable and ubiquitous, AR can be used
resourcefully to afford benefits not easily duplicated. Among these,
AR
-
provides access to distance education
-
activates strategic planning across subject areas and within language levels
-
engages different learning styles
-
optimizes interactive learning
-
enhances social integration of learners
-
creates independent and collaborative learning environments |
-
boosts engagement and motivation
-
sparks curiosity and imagination
-
stimulates creative thinking
-
advances authentic contextual practice
-
builds understanding between digital and real worlds
-
delivers motivational-emotional rewards
-
offers
real-time feedback |
Irrespective
of learning environments, it is the combination of physical affordances (e.g.,
look and feel of real objects; size, shape, texture, color, weight; environment
location, angle, positioning) and virtual affordances (e.g., interface design,
look of virtual objects, copy of real objects; three-dimensional space;
scene-setting; placement of digital objects within the real world;
video-animation “auras”) that redefines and repurposes our lived experience
with such advanced technologies.
Practical Uses of AR
Within AR
learning environments stimulating increased interest and confidence in
problem-solving, collaboration, and knowledge creation, students can, for
example, effortlessly harness the technology that affords them a great many
opportunities to explore settings in which authentic content and language
learning is made both relevant and consequential.
Moreover,
learning can be transmitted via any combination of text, graphics, graphic art,
images, illustrations, sound, animation, audio, and video on analogue print
objects, such as books, magazines, or flash cards, to effectively communicate
dynamic concepts and ideas to users delivered by a smartphone or tablet or
other mobile device. (See YouTube for an HP
Reveal app tutorial.) Some of these practical scenarios for AR
research-and-praxis include developing skill and knowledge to do the following:
-
Bring
Objects, Places, and Models Into the Classroom: Virtually
transport objects into the classroom that would be difficult to accomplish in
real life: animals that teach numbers or the alphabet; time lapses that explore
historical places, spaces, and events; and 3D models that peer into the details
of building architecture, weather systems and patterns, ecology and ecosystems,
and plant life. Arloon
Plants AR, for example, focuses on plant adaptations in five
ecosystems (Taiga, Desert, Mediterranean, Forest, Steppe) and includes
animations about plant ecosystems, processes, and classification. Foundational
science concepts spring to life readily with interactive animation.
-
Explore
Abstract or Distant Concepts, Places, and People: Bring AR
content to life and interact with it in varied ways: Visualize and experiment
with abstract concepts, observe the frog life cycle in Froggipedia,
or explore wildlife, people, and the landscape in WWF
Free Rivers.
-
Explore
Chemistry and Human Anatomy: Cover topics and lesson plans in
chemistry and human anatomy via Elements
4D and Anatomy
4D apps, respectively (see also Insight
Heart, which explores human heart anatomy and cardiovascular
conditions with detailed 3D medical animations).
-
Make Geometry
Tangible: Build and measure 2D and 3D scalable geometric shapes
and solids via Shapes
3D Create Geometry AR, construct prisms and pyramids, and change
units between metric units. Create 3D shapes and equations in GeoGebra AR
and view 3D models in every angle, distance, or scale desired to improve
understanding of abstract, spatial geometric concepts, and place 3D math
objects on any surface.
-
Journey
Through Time and Space: Experience an interactive journey
through the birth and evolution of the universe via Big
Bang AR: Discover space and time, witness the formation of stars and
our solar system, and even hold the Earth in the palm of your hand.
-
Interact
With Museum Exhibits: Take virtual trips to museums around the
world to explore ancient artifacts while discovering societies, cultures, and
treasures via Civilisations
AR by the BBC: Uncover the secrets of ancient Egypt; explore the
layers beneath Renaissance masterpieces; see inside an Egyptian sarcophagus;
translate the iconic Rosetta Stone hieroglyphics; and move, scale, and rotate
the collection of more than 30 historic artifacts and cultural treasures.
-
Tap Into
Creativity and the Arts: Color pages via Quiver (a 3D-coloring
app); build inventive settings with drawings, photos, and video to share
interactive short stories via AR
Makr; and create personalized AR-content and lesson plans. Both Aurasma
and Blippar
provide easy-to-use mobile and web application tools to facilitate interactive
content creation.
-
Build Your
Own Augmented Reality: Make productive use of Blippar, an AR authoring
option used widely in publishing, to employ pictures and markers as triggers.
-
Engage
Classroom Displays With Multisensory Learning Experiences:
Create word walls, interactive posters, bulletin boards, and self-tests of
vocabulary, phrases, and concepts to measure learning; self-directed or
task-based AR educational games; game-based learning and gamification;
scavenger hunts and adventure quests.
-
Create
Interactive Educational Games: Participate in scavenger hunt
games with an AR twist via Waypoint
EDU, learn about ancient wonders (Stonehenge, Pyramid of Giza),
witness inventions (telephone, light bulb), and create your own hunt games and
quizzes.
-
Create
Location-Based Games and Stories: Employ free user-friendly,
open-source AR game editors like ARIS
(Augmented Reality and Interactive Storytelling) or TaleBlazer
to create and play Pokémon Go–style location-based mobile games, tours, and
interactive stories for players to experience and promote language learning on
iOS or Android devices.
Not only
will such AR scenarios lessen students' language learning anxiety, but even
more importantly, perhaps, the acquisition of information and skills will be
augmented and integrated in powerful new research-and-praxis ways. In the end,
(language) learning is triggered, knowledge is attained, and memories of having
"lived" both are not soon forgotten, especially when students are offered
relevant opportunities to tell their own AR stories in their own individual
ways. (For an extensive list of digital tools and platforms, see Liontas, in
press; also visit Digital
Storytelling.)
Moving Forward in the New Landscape of AR Education
The
combination of technology device, overlay, and trigger (or marker via the AR app that activates the overlay, the
action that plays within the camera view, such as image, video, GIF, or 3D
model) makes AR simple to use and interact with objects in virtual spaces.
Interactivity and engagement are by far AR’s two greatest attributes. Simply
put, AR is an intervening “reality” that opens new avenues for learning while
interacting with the real world.
Yes, AR has
some drawbacks:
-
It
does require an app download for iOS or Android devices.
-
It
may work primarily with static media.
-
File sizes can be large and slow down the
viewing experience pending internet connection and size limit for content that
can be uploaded.
-
Voice input can be
compromised (especially in noisy environments).
-
Display size may be limited
(and displays need to be held for extended periods of time).
-
AR
content development may well be too time-consuming, at least
initially.
-
There may be copyright
issues related to images/videos used.
-
There may be size limits
for content that can be uploaded.
-
Archiving and providing
access to dynamic content may cause some unwarranted headaches.
However, AR
developers and users willing to confront these challenges can nonetheless
orchestrate AR-infused worlds wherein learning independently is maximized,
content access is liberated, and engagement through purposeful utility or
edutainment is optimized. Armed with easy-to-follow online or video tutorials,
all such perceived challenges are easily surmountable with some investments in
time and effort. And just as AR is progressively used in retail to usher
product discovery and awareness prior to virtual product trial and
personalization, content-area teachers and English language professionals alike
can indeed employ AR to provide next learning virtualization for increased
discovery, trial, engagement, personalization, and conversion of (language)
content data into powerful learning AR formats, defying conventionality and
instructional monotony: one AR-experience at a time, one reality
superimposed—digitally, holographically, inventively.
References
Bower, M.,
Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented
reality in education: Cases, places, and potentials. Educational
Media International, 51(1), 1–15.
Liontas, J.
I. (in press). Attaining knowledge of idiomatics in the age of coronavirus and
beyond. In J. Perren, K. Kelch, J-s. Byun, S. Cervantes, & S. Safavi
(Eds.), Applications of CALL theory in ESL and EFL
environments. IGI Global.
Merriam-Webster (n.d.). Augmented
reality. In Merriam-Webster.com dictionary. Retrieved
December 14, 2020, from https://www.merriam-webster.com/dictionary/augmented%20reality
For Further
Reading
Blyth, C.
(2018). Immersive technologies and language learning. Foreign
Language Annals, 51(1), 225–232.
Bonner, E.,
& Reinders, H. (2018). Augmented and virtual reality in the language
classroom: Practical ideas. Teaching English with Technology,
18(3), 33–53.
Godwin-Jones, R. (2016). Augmented
reality and language learning: From annotated vocabulary to place-based mobile
games. Language Learning & Technology 20(3), 9–19.
Ibáñez,
M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning:
A systematic review. Computers & Education, 123,
109–123.
Perry, B.
(2018). ARIS: A tool to promote language learning through AR gaming. CALICO Journal, 35(3), 333–342.
Richardson,
D. (2016). Exploring the potential of a location based augmented reality game
for language learning. International Journal of Game-Based
Learning, 6(3), 34–49.
Scrivner,
O., Madewell, J., Buckley, C., & Perez, N. (2019). Best practices in
the use of augmented and virtual reality technologies for SLA: Design,
implementation, and feedback. In M. L. Carrió-Pastor (Ed.), Teaching
language and teaching literature in virtual environments (pp.
55–72). Springer Nature, Singapore Pte Ltd.
Dr. John I.
Liontas is the director of the Technology
in Education and Second Language Acquisition (TESLA) doctoral program at the
University of South Florida, where he teaches masters and doctoral courses in
ESOL, SLA, idiomatics, and emerging digital technologies. He is an active
member in (inter)national learned societies, a distinguished thought leader, a
multiple award-winning author, a researcher, and a practitioner. He is also the
editor-in-chief of the award-winning encyclopedia, The TESOL
Encyclopedia of English Language Teaching (Wiley, 2018), the
first print and online encyclopedia for TESOL International Association since
its founding in 1966. |