This document discusses augmented reality for learning games. It begins with introducing augmented reality, which mixes real world and virtual objects to create a mixed reality. It then discusses how augmented reality is not the same as augmented virtuality. Mobile devices and their sensors are important for augmented reality. The document explores ideas around awareness, daily activities, and using sensors on mobile devices. It discusses combining context awareness with audiovisual features to support music learning. Finally, it discusses the cybernetics of augmented reality learning games, including their design, use, and experimentation.
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Arlg workshop-at-jtelss12
1. Augmented
Reality
for Learning
Games
JTEL Summer School
2012
Estoril
Tuesday, 22 May 12
2. Introduce yourself
Who are you? Where are you from? What is your research background?
Why have you selected this workshop. What are your expectations?
M.C. Escher’s ‘Labyrinth’
Tuesday, 22 May 12
3. What scholars
say about AR
Augmented Reality mixes the
real world with virtual objects
to create a mixed reality.
Augmented Reality
Tuesday, 22 May 12
7. Augmented Capabilities and Ideas
The traditional approach
MoodleDroid
www.pulso.uniovi.es/mobilelearning/moodledroid/
Tuesday, 22 May 12
8. Augmented Capabilities and Ideas
Augmented ideas
Ariane
www.pulso.uniovi.es/mobilelearning/ariane/
Tuesday, 22 May 12
9. Augmented Capabilities and Ideas
Awareness
Awareness is the state or ability to perceive, to feel, or
to be conscious of events, objects or sensory patterns.
Event-awareness
Ambient-awareness
Self-awareness
Tuesday, 22 May 12
10. Augmented Capabilities and Ideas
Know more about..
where we are where we know
what we like us
Tuesday, 22 May 12
15. Exercise
Supported Sensors
Determine which sensors, and sensor-types,
are available on a given mobile device
Tuesday, 22 May 12
16. Exercise
Handling Sensors
Multi-sensor context awareness in
mobile devices
Tuesday, 22 May 12
17. Music Learning at the
Museum of Musical
Instruments
www.pulso.uniovi.es/mobilelearning/mim/
The Musical Instruments Museum - Brussels
Tuesday, 22 May 12
18. Exercise
Music Learning
Combine context-awareness with
audiovisual features to support the
learning of musical instruments
Sight-awareness Multimedia
Tuesday, 22 May 12
19. Step1: Barcode Scanner
Zebra Crossing QR Code
http://zxing.appsport.com/ http://qrcode.kaywa.com/
App main activity QR Scanner Scanned Text
Tuesday, 22 May 12
20. Step2: Multimedia
App main activity Images Videos
Tuesday, 22 May 12
21. Step3: Assessment
(versus active participation)
App main activity Questions Scores
Tuesday, 22 May 12
22. Cybernetics
of ARLG
Design
Use
Experimentation
Tuesday, 22 May 12
23. Augmented Capabilities and Ideas
Why
talk
about
Cybernetics?
Wrong
Workshop!
Error!
Wrong
Workshop!
MEEEP!
ERROR!
Wikipedia:"Cybernetics!is!the!interdisciplinary!study!of!
the!structure!of!regulatory!systems.!As!an!
oversimplification,!Cybernetics!is!
information!theory,!control!theory!and!systems!theory,!at!
least!in!its!first;order!form.!(Second;order!cybernetics!has!
crucial!methodological!and!epistemological!implications!
that!are!fundamental!to!the!field!as!a!whole.)!Both!in!its!
origins!and!in!its!evolution!in!the!second!half!of!the!20th!
century,!cybernetics!is!equally!applicable!to!physical!and!
social!(that!is,!language;based)!systems.!
Tuesday, 22 May 12
25. Augmented Capabilities and Ideas
Cybernetics?
Oh,
well..
•1st order: clash of different antagonistic control
structures (design)
•0th order: sounds nice, looks nice, but practical to
use? (use)
•2nd order: observer‘s paradox, design/use induced
data paradox (experimentation)
Tuesday, 22 May 12
26. Augmented Capabilities and Ideas
Design
Design)
Composition)of)2)antagonist)pairs.)
Composition of 2 antagonist pairs.
A u g m e n t e d ) R e a l i t y ) L e a r n i n g ) G a m e s)
A u g m e n t e d ) R e a l i t y) L e a r n i n g ) G a m e s)
Augmented) Reality) Learning) Games)
Artificial) The)real)world) Nasty)) Nice)
elements)) (=)not)so) (Simulation)&)
funny))) Motivation,)
Fun))
Tuesday, 22 May 12
27. Augmented Capabilities and Ideas
Design
(cont.):
Learning
Learning: Bloom
taxonomy, Kolb
Learning cycle,
Keller‘s ARCS,
Shuell & Moran‘s
Learnig/Teaching
functions, and so on
and so forth.
Tuesday, 22 May 12
29. Augmented Capabilities and Ideas
Game
design
Gaming: Björk & Holopainen‘s game design patterns,
Schell‘s design principles (as seen in Carolina‘s
workshop yesterday if you were there ;)
•Space
•Objects and attributes
•Actions
•Rules
•Skills (at least, knowing the game rules)
•Chance
Tuesday, 22 May 12
30. Augmented Capabilities and Ideas
Matching
learning
and
game
design
•What do you want to learn? Use context and content!
•What kind of learning activities / functions etc. are
possibly needed?
•Use taxonomies to identify them (this saves time).
•Find game design patterns that are likely to support the
desired function/activity.
•Put everything together but try not to forget basic Game
design principles
•Explain it. If you can‘t explain it: try it another way.
(Combination of)
Linkage to Game design
Pedagogical
1:m educational m:n patterns matching 1..n:1 Game Element
Function
taxonomies the educational
requirements
Tuesday, 22 May 12
31. Augmented Capabilities and Ideas
Design:
Augmented
Reality
•Reality: It‘s already there, but what part of it to focus on
to augment?
•Temporal reality . Augment? easy. Use a timer
•Geospacial reality. Augment? less easy. Needs devices.
Open field vs. Inside buildings
•Social reality. Augment? hard. Uncertainty in social
dynamics, physiognomies etc.
Tuesday, 22 May 12
32. Augmented Capabilities and Ideas
Design:
Augmented
Reality
(cont.)
•Physiological reality (Augment? harder.): hungry,
thirsty, toilet, need sleep! Generally: impatience
•Technomorphic reality (can it be so hard? Yes it can.):
Running out of battery power, system failure, bugs, bugs,
bugs..
•Related: Sensorial reality. Light conditions, Ambient
noise, Infrared
•Meteorological Reality. Temperature, Weather
Tuesday, 22 May 12
33. Augmented Capabilities and Ideas
Experimentation
•Observer‘s paradox: Inquiry causes the experimentator to
influence the game experience unless everything is
completely self-explanatory and/or controlled environment
(but augmented reality is generally not)
•Data paradox: the more virtualization the more data you
get – the more reality the less control/data
• Augment the game with data mining things without user
awareness (ethical problem)
Clear design necessary about what is the desired outcome.
(Knowledge gain, user experience, retention, usability,
accessibility etc.). Number of participants? How to get
participants? How what why?
Tuesday, 22 May 12
34. Augmented Capabilities and Ideas
Name
Game
Simple ruleset:
•2 players, gamble who starts, the winner is player A and
starts
•Player A asks Player B: “Who is this guy“?
•Case 1: Player B: “I don‘t know“.. Player A gets one point
(or player B has to drink one shot).
➡Case 2: Player B: “This is Chlodwig“ -> Player B gets one
point (or player A has to drink one shot)
•Case 3: Player B: “I refuse to answer this question, and I
challenge you!“
➡Gamble if challenge is allowed. If not: go to start. If
challenge is allowed:
•Case 3a: Player A: “I don‘t know“ -> Player B gets 2
points (or player A has to drink 2 shots)
Case 3b: Player A: “This is Chlodwig“ -> Player A gets 2
points (or player B has to drink 2 shots)
Tuesday, 22 May 12
35. AR 4 Learning Games design
Augmented Reality
Use sensors Learning Games
Artificial objects Real World
Use sensors (camera, accelerometer, digital compass)
Computerised content (text, images, video).
Sensors in a physical setting (building, city, park).
Learning setting (formal/informal/non-formal).
Clear goal (end) and reward (score, achievement).
Tuesday, 22 May 12
36. Presentation
round
Image from movie ‘No one less”
Tuesday, 22 May 12
37. Use
Try it out.
For example try flying with Rufus the helicopter.
Try using Victor‘s Music education game.
Obrigado! Víctor & Sebastian
Tuesday, 22 May 12