The document discusses augmented reality (AR) and its potential uses in libraries. It begins with definitions of AR and how it differs from virtual reality by enhancing real-world environments with computer-generated information. The benefits of AR for education are described, including making learning more interactive and engaging. Examples of how AR could be used in libraries are provided, such as through games, informational cards, and apps that provide additional details about materials. Steps for creating a basic AR application using Unity and Vuforia are outlined.
How to Troubleshoot Apps for the Modern Connected Worker
Augmented Reality (AR) in Your Library
1. Augmented
Reality (AR) in
Your Library
Tanya Darden
MLIS Student
Technical Associate - Studios
Georgia College & State University
2. What is Augmented Reality?
– Definition:
Augmented reality (AR) is an interactive experience of a real-world environment where
the objects that reside in the real-world are enhanced by computer-generated
perceptual information, sometimes across multiple sensory modalities, including visual,
auditory, haptic, somatosensory and olfactory.
– Virtual reality (VR) is a simulated experience that can be similar to or completely
different from the real world.
Augmented reality. (2019, July 16). Retrieved July 19, 2019, from https://en.wikipedia.org/wiki/Augmented_reality
VR vs AR
Replaces Vision and
sometimes sound
Virtual reality. (2019, July 15). Retrieved July 19, 2019, from https://en.wikipedia.org/wiki/Virtual_reality
3. Benefits of Augmented Reality
AR can be an effective tool to enrich teaching
This technology makes it possible to interact with objects that belong to the virtual or real
world, to learn through experimentation, participation and interactivity, to increase
motivation and attention of the learner
Learning becomes more enjoyable and effective, even when it comes to exploring and
knowing abstract concepts or complex phenomena, and this thanks to the possibilities of
visualization and realization of the concepts that this technology makes accessible to the
learner
Being attuned to developing technologies and planning for uses early can help to keep
libraries engaged with the community
For students: courses are more engaging, individual learning opportunities are increased,
concepts can be demonstrated in a different way
For instructors: students are likely to participate more, developing creativity in students,
course materials are introduced and supported with new technology
Elmqaddem, N. nelmqaddem@esi. ac. m. (2019). Augmented Reality and Virtual Reality in Education. Myth or Reality? International Journal of Emerging Technologies in Learning, 14(3),
234–242. https://doi.org/10.3991/ijet.v14i03.9289
• Cost / Expense
• Uses
• Community Access
• Engagement / familiarity
with youth
4. How can it be used?
AR can be used to provide more information to
students and patrons in an innovative format.
Special websites can be engaged to provide an
interactive experience.
Community library events can utilize AR for marketing.
Augmented Reality can establish a deeper bond
between a historical or book character and the
audience.
6. Example of AR Use:
Games make its use familiar to
studentsPokémon Go
Knightfall: AR
SketchAR
Jansen, M. (2019, June 9). The best augmented reality apps for Android and iOS . Retrieved
September 30, 2019, from https://www.digitaltrends.com/mobile/best-augmented-reality-apps/.
7. Example of AR Use:
Practical applications
AR Ruler
Museum use of AR (at Museu de Mataró )
Google Translate
DiGiovanni, J. D. (2017, July 6). Measure Anything In Seconds With This Augmented Reality
Smartphone App. Retrieved September 30, 2019, from https://hiconsumption.com/ar-measure-smartphone-virtual-ruler/.
SkyView
Zibreg, C. (2017, January 26). Google Translate's augmented reality feature, Word Lens, now
works with Japanese. Retrieved September 30, 2019, from https://www.idownloadblog.com/2017/01/26/google-translates-augmented-reality-feature-word-lens-now-works-with-japanese/.
8.
9.
10. Discussion
Speak with the person next to you for a few minutes on how you can implement
AR in your library. (I’ll be walking around to hear some of your ideas)
a) What is some information you’d want to make available through AR?
b) What are some challenges you may face in incorporating AR?
c) How can you build buy-in for the use of this technology?
d) If you are already incorporating AR in your library, have you had any problems? Has it
been effective in learning?
What were some ideas discussed during your discussion?
11. How to get started
Download Unity
(https://store.unity.com/download)
You can download Unity Personal for free
if you (or your company):
Do not make more than $100k in annual
gross revenues, regardless of whether
Unity Personal is being used for
commercial purposes, or for an internal
project or prototyping.
Have not raised funds in excess of $100K.
Not currently using Unity Plus or Pro.
Terms and Conditions
Link to Terms of Service
Additional Terms
Technologies, U. (n.d.). Download Unity. Retrieved July 23, 2019, from https://store.unity.com/download
12. For Personal
Use to play with
what you can
do and
incorporate into
the library, you
can get the Free
Personal
edition.
When you’re
ready to
implement your
project make
sure to check if
you’ll need to
get the Plus
(cheapest)
edition!
13. Thank you for Attending!
Tanya Darden
MLIS Student
Technical Associate – Studios
Georgia College & State University
*Step-by-Step Instructions will now follow
14. Steps
1. Install Unity
a. Select Vuforia Augmented
Reality Support, Android Build
Support and iOS Build
Support
b. The PC install should allow you
to select this through
installation. If not, you can add
this in Build Settings.
2. Create a New Project, select 3D
and Name your project.
15. Steps
3. Select the GameObject menu at
the top.
a. Then select Vuforia Engine
b. And AR Camera
c. If you’re asked to import
assets, go ahead and say yes
and then repeat step 3 if
needed. You should now have
an AR Camera in your
Hierarchy menu.
d. Since there is an AR Camera,
you can right-click on the Main
Camera and delete it.
4. Select the GameObject menu
again.
a. Go to Vuforia Engine, then
select Image
16. Steps
5. Notice next to the arrow how
the Image Target Behavior is
greyed out. We are going to
need to turn this on before we
continue.
6. Select the Edit menu at the top.
a) And then select Project
Settings
b) In this box select the Player
tab and then the XR Settings at
the bottom.
c) Check Vuforia Augmented
Reality Supported. Read and
agree to terms to continue.
17. Steps
7. Right-click on Image Target
a. Select 3D Object and then
Quad.
b. This creates a 3D Quad object
that is a child of the Image
Target
8. Select Image Target again
9. On the right hand side in the
Inspector menu under Image
Target Behavior
a. Select Add Target
18. Steps
10. To setup the Image Targets
you’ll need to use this online
service.
a. Create a Free Developer
Account.
a. Register
b. Go to Develop tab and select
Get Development Key
11. For testing purposes the Free
Development License Key
should be fine. If you end up
exceeding the free license usage
per month or when you’re ready
to have patrons use the
application, then you can look
into a Basic license.
a) Vuforia’s Terms and Conditions
b) Pricing Info.
19. Steps
12. Add a Name for your License.
Ex: AR_Demo
a. Read through the terms and
conditions, check the box to
continue. Click confirm.
b. This creates a license. Right-
click and copy it.
13. Return back to Unity
a) Select the ARCamera on the
left side Hierarchy menu.
b) On the right side in the
Inspector menu, select the
Open Vuforia Engine
Configuration.
c) This opens the Vuforia
Configuration. Paste the
license from Vuforia into the
App License Key field.
20. Steps
14. Return back to the Vuforia
website.
a. Select the Target Manager tab.
We will need to create a
database for our project.
b. In the top right, select Add
Database.
15. This will bring up a Create
Database box. Name your
database. I used the same name
as the project, AR_Demo. Leave
type as Device.
21. Steps
16. In the database we can add several
targets. The target is what the
camera will recognize to initiate
your augmentation. The type can
be chosen based on the kind of
object you will use for the target.
We will choose Single Image for
our demo.
a. Next, click Browse and select the
image you want to use as an
augmentation. Vuforia has a max
file size of 2mb and this needs to
be a .jpg or .png.
b. Whatever your image size,
convert this to Meters. This is the
measurement Vuforia uses.(Ex.
My image is 7.9in wide so I will
put .20066 as the width.)
c. Keep the Name it defaults to or
change it. It’s up to you!
17. Once you click Add in the Add
Target box, you will see your new
target. Select Download Database
at the right.
a. Select Unity Editor and then
download. If you get an “Open
with or Save File” menu option
using Windows, then click Open
with Unity Editor.
22. Steps
18. An Import Unity Package will
pop up. Go ahead and click
Import.
19. Select Image Target in the
Hierarchy menu on the left and
then in the Inspector Menu on
the right, select Database and
change it to your AR_Demo.
Select Image Target and change
it to the name of your image.
23. Steps
20. You should now see your image
you added in Vuforia’s Image
target in Unity.
21. Drag and Drop the 2nd image
you want to use for your
augmented reality into the
Resources Folder at the bottom
of the program in the Project
window.
24. Steps
22. In the 3D Quad you created,
drag your 2nd image you put in
the Resource folder on top of
the quad. You will also see the
Material Shader on the right in
the Inspector window show
your image.
23. If you hit the Play button at the
top center of the Unity program
you can see a preview of your
AR program!
25. Exporting your AR Program
Save your project if you haven’t yet.
Go to File, Save As, Name your project and save
it in the Assets folder.
24. Click on Edit, and then Project
Settings
a. Add a name for Company Name field,
the Product Name is your file name by
default (you can change if you want)
b. In the XR Setting, Vuforia Augmented
Reality Supported should already be
checked b/c of our walkthrough.
c. In the Other Settings tab, make sure
Package Name is updated. Ex.
“com.CompanyName.ProductName”
with no spaces or use an underscore!
d. The rest of the settings should be as
shown by default.
26. Exporting your AR Program
25. Go to File and Build Settings.
Click on Add Open Scenes if
your file is not already checked
in the Scenes in Build field.
a. I have Android selected for this
program export but you can
choose iOS and the like as
needed. For Android, you will
need to download Android SDK
before you can export. Go to
this link for more information.
Once installed click Build to
create your program. The
Android SDK is free but to
create builds for iOS, there is a
cost. More information is here.
b. Locate where your AR_Demo
project is located and the
program you just built will be
there! (Ex. AR_DemoGLC.apk)
27. Congratulations on your AR app!!
Additional Resources:
KADGames. (2017, February 1). [Unity3D] [Tutorial] How to Create a Quit Button in Unity.
Retrieved from https://www.youtube.com/watch?v=4-X1FDylROA
Technology, P. (2018, February 10). How to create an Augmented Reality App.
Retrieved from https://www.youtube.com/watch?v=MtiUx_szKbI