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Plan Introduction Tools Augmented Learning Environment Conclusion Bibliography
Learning With Augmented Reality
Thomas Vantroys, Benjamin [email protected]
Universite de Lille 1Laboratoire d’Informatique Fondamentale de Lille
Batiment M3 - Cite Scientifique59655 Villeneuve d’Ascq
7 july 2009
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1 Introduction
2 Tools
3 Augmented Learning Environment
4 Conclusion
5 Bibliography
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Augmented Reality : first approach
Augmented Reality = real-world + computer generated data
Aims: bridging the gap between real-world and virtual world
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Augmented Reality: present or future ?
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A practical example of augmented reality
The animals of the futurehttp://www.lesanimauxdufutur.com/
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Augmented Reality or Mixed Reality ?
From [MK94]
Augmented Reality
Adding information and meaning to a real object or place
Virtual Reality
Immersing a user inside a virtual world
Mixed Reality
Merging the real and virtual worlds to produce new environments
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Spectrum of Augmented Reality
”Classical” Augmented Reality
Tangible interface
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Spectrum of Augmented Reality
”Disappeared” interface
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Has Augmented Reality an interest for learning ?
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Has Augmented Reality an interest for learning ?
Is it only a toy ?
NO, it allows ”realistic” simulation or experimentation
http://digitable.imag.fr
à Raise the participation of the studentsà Facilitate the experimentations
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Has Augmented Reality an interest for learning ?
Is it only a toy ?
NO, it allows ”realistic” simulation or experimentation
http://digitable.imag.fr
à Raise the participation of the studentsà Facilitate the experimentations
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Has Augmented Reality an interest for learning ?
It allows to link different representation of the sameinformation
It offers a game approach of learning
[WB03]
à game approach ”have the potential to keep the user focusing forlonger period of time”
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Has Augmented Reality an interest for learning ?
Every object or place as an history and a context. Thatcontent can be available to individuals for a richer experience.
The instructor can add content to a place to permit a moreeasy comprehension by the learners
Information can also come from learners.
à raising comprehension and implication of the learners
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Has Augmented Reality an interest for learning ?
From [Mar07]
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Tools for Augmented Reality
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Elements of a pervasive system
A context-aware pervasive system have three basic functionalities[Lok07] :
1 Sensing
2 Thinking
3 Acting
An augmented reality system act the same way
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Sensing
Computer vision
Localisation
GPS, WiFi, RFID, QR-CODE, . . .
Classical sensors
ligth, motion, touch, microphone, biological signal, ...
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Acting
graphic overlay
sound
motors
LED
”mechanical” feedback (force, vibration, . . . )
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Rapid development of Augmented Reality
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ARToolKit
ARToolKit is a software library forbuilding Augmented Realityapplications
http://www.hitl.washington.edu/artoolkit/
Use fiducial markers recognition
Overlay 3D virtual image
Need only a webcam and a paper withthe marker
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Phidgets
Phidgets = Physical Widget
Designed by the University ofCalgary (Saul Greenberg andChester Fitchett)
Aims: Hardware as Software
http://www.phidgets.com
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Example: Treasure hunt
Two games: Mastermind andTangram
Two technics: augmentedreality, tangible interface
One aim: stimulatecollaboration
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Middleware for AugmentedReality
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Why do we need middleware ?
In a pervasive system, concurrent tasks can be rendered onseparate devices in a heterogeneous environment:
supporting data exchangesupporting different protocolsupporting context managementmanaging devices and services (can be as subpart of context)
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OSGI
previously : Open Services Gateway Initiative
Dynamical services platform, founded in 1999
Main actors :
home/building automation, telematics(car automation)Mobile phones (Nokia, Motorola)Eclipse about plugins for IDEApache for his servers
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architecture
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Motivations
a shell over Java
Download/Upload dynamicaly programs
Use Java
Dynamic deployment of applications without stoping theplatform
LyfeCycle management : install, uninstall, stop, update...
Resolution of dependancies about versionned programs
SOA dynamic
Adapted for devices with few memory capacity
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OSGi
An application is seen as a set of components called BundlesBundle :
functional unit : provide services
deployment unit : jar file
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Bundle life cycle
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Example
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UPnP
Universal Plug and Play
Network protocol, from 1999
In 1999, main actors :
MicrosoftIBMIntelSiemens...
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Motivations
Provide ”invisible” network infrastructure for SOHO (SmallOffice Home Office)
network
Dynamic and transientno administrator
nodes
Self configurationSelf description
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UPnP nodes
Equipment
provides serviceshas state variablesnotifies his state changement through its variables
Control point
use equipmentreact to state cangements from equipments
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How it works
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How it works
Adressing : DHCP, AutoIP
Discovery : SSDP
Description : XML
Control : SOAP
Eventing : GENA
Presentation : HTML
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UPnP : SOA dynamic and shared
OSGi : SOA dynamic and centralized
Motivations
gatewaways developped with OSGi for different micro-world(with specific technology), one of them with UPnP support
Control points developped with UPnP
needs for specifying remote interactions between OSGibundles and devices or control points UPnP
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UPnP and OSGi
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bibliographie
UPnP Forum : http://www.upnp.org
OSGi service gateway specification:http://www.osgi.org/resources/spec-download.asp
Didier Donsez, Mise en oeuvre dUPnP avec OSGI
Michael Jeronimo, Jack Weast, ”UPnP Design by Example: ASoftware Developer’s Guide to Universal Plug and Play”,Pub.Intel Press, ISBN: 0971786119, May 2003
http://www.intel.com/intelpress/excerpts/upnp1.htm
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Examples of middlewares
CORBA
ReMMoC
AMIGO
FRACTAL
Aura
...
2 types:
reflexive middleware
protocol translation
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ReMMoC
Reflective Middleware for Mobile Computing
reflexive middlewaredynamically configurableprovides :
binding type unitservice discovery unit
http://www.comp.lancs.ac.uk/computing/research/mpg/reflection/remmoc.php
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AURA
Towards distraction free pervasive computing
http://www.cs.cmu.edu/ aura/
Integrated distributed resource management to create anenvironment that adapts to the users context and need
Integrated distributed resource management for enablingsmart spaces [JS03]
Task-based applications for deployment in the changing smartspaces
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AMIGO
Ambient Intelligence for the networked home environment
http://www.hitech-projects.com/euprojects/amigo/
protocol translation
dynamically configurable
based on OSGi and UPnP
purpose : Feeling at home everywhere
Enabling seamless use of technology through adequate userinterfaces and system transparencyBringing relevant applications to people
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AMIGO
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WCOMP
platform based on components
based on
UPnP and DPWS : Device Profile for Web Serviceseventsservices orchestration
goals :
facilitate development of multi-devices applicationstake into account their evolution within their environment
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Ubiquarium
Ubiquarium : experimental environment
Simulation with virtual and real objects
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Example
Controling objects from a 3d scene.
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p-LearNet project
Aims
1 Explore the potential offered by the ubiquitous computing toextend learning until within the work situation.
2 Experimenting learning in the work situation by building acontinuity between information and learning
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p-LearNet project
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Examples of Augmented Reality
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Wikitude
Wikitude is an AR guide for Android platform
Based on location-based Wikipedia and Qype content
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Augmented Reality Language Learning
Wikitude is not designed for learning activies but it offers a basisfor Language Learning. www.avatarlanguages.com/blog/arll.Different activities are conceivable:
AR Geocaching (hidden containers are virtual)
Projects and fieldtrips (exploration and collect data)
+ ”classical” m-learning activities (microblogging, Wikiassociated with location, . . . )
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Interactive room:when m-learning go back toschool
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Augmented Room, five years ago
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TinkerTable
The project aims to integratetheoric concept with concreteexperiments. [ZJD08]
Used by logistics managerslearners
http://dualt.epfl.ch/page62923-fr.html
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TinkerLamp
”Mobile” version of theTinkerTable
For small group collaboration
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CarettaKids
CarettaKids supportsface-to-face collaborativelearning by children withpersonnal and sharedspaces [Sug09].
Used for learning aboutenvironmental issues
http://www.itl.k.u-tokyo.ac.jp/~sugi/CarettaKids/
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CarettaKids
Shared space is composed of a”Sensing Board”
Each physical device has anRFID Tag
Private space is manipulatedthrough a PDA
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Navigating the Human Body
Tangible interface to learnhuman body [DlHCM+03]
Designed for school children
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Interactive Furniture: Reflect table
aims: provide feedback of the participation during face-to-facecollaborative learning. [BKD08]
http://craft.epfl.ch/page66272-fr.html
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Conclusion
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Conclusion
Augmented Reality is a way to enhance learning:
encourage situated learningnatural interaction: manipulation of concrete physical objectsshared space for collaborative transactions
But:
don’t forget the learning !needs for more empirical studies
Toward ”augmented” places
learning occurs everywhereLocation can have ”depth”, i.e., each person can enrich it withinformation (like standard m-learning) but retrieving theinformation and manipulate them can be easierthe challenge is to convert places in order to support learning”Designing Spaces for Effective Learning” and beyond(seamless integration)
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Bibliography
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Khaled Bachour, Frederic Kaplan, and Pierre Dillenbourg.Reflect: An interactive table for regulating face-to-facecollaborative learning.In Times of Convergence. Technologies Across LearningContexts, pages 39–48, Berlin/Heidelberg, 2008. Springer.
Edward Deguzman, F. Wai ling Ho-Ching, Tara Matthews, TyeRattenbury, Maribeth Back, and Steve Harrison.Eewww!: Tangible instruments for navigating into the humanbody.In Extended Abstracts of CHI 2003, pages 806–807, 2003.http://taramatthews.org/projects/body.html.
Glenn Judd and Peter Steenkiste.Providing contextual information to pervasive computingapplications.In IEEE International Conference on Pervasive Computing(PERCOM), Dallas, 23-25 march 2003.http://www.cs.cmu.edu/~aura/docdir/Percom03.pdf.
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Seng Loke.Context-Aware Pervasive Systems.Auerbach Publications, 2007.
Paul Marshall.Do tangible interfaces enhance learning?In TEI ’07: Proceedings of the 1st international conference onTangible and embedded interaction, pages 163–170, NewYork, NY, USA, 2007. ACM.
Paul Milgram and Fumio Kishino.A taxonomy of mixed reality visual displays.IEICE Transactions on Information Systems, E77-D(12),december 1994.http://vered.rose.utoronto.ca/people/paul_dir/IEICE94/ieice.html.
Masanori Sugimoto.Design of systems for supporting collaborative learningaugmented with physical artefacts.
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In Pierre Dillenbourg, Jeffrey Huang, and Mauro Cherubini,editors, Interactive Artifacts and Furniture SupportingCollaborative Work and Learning, pages 15–34. Springer, 2009.
Daniel Wagner and Istvan Barakonyi.Augmented reality kanji learning.In ISMAR03, 2003.
Guillaume Zufferey, Patrick Jermann, and Pierre Dillenbourg.A tabletop learning environment for logistics assistants:Activating teachers.In Proceedings of the Third IASTED International ConferenceHuman-Computer Interaction, pages 37–42. ACTA Press,2008.