Augmented Reality in Education

Augmented Reality


Augmented reality can be direct, or even the oblique view of facts or physical environment through the use of computer-generated perception with the applied use of multiple senses of the body such as vision, hearing and the capability to feel. It, therefore, aids to showcase both visualizations in the actual world as well as the physical view of the virtual world which. In both cases, augmented reality makes sense as it presents mixed facts in a specific time frame (Azuma 356). Augmentation also provides for the ability to have computer-mediated reality whereby one is manipulated by use of a computer device and aid of an object like an Eye tap on how the real environment looks like at large.


Interaction with the Real World


In the event of perception, the real world, in this case, is most of the times replaced by virtual reality hence interaction with the real world is thus minimized as a result. Given the availability of computer vision and also the ability to recognize objects, information about the actual view of the natural environment in the entire world can be interactive with people and even manipulate. The kind of information being held herein has the possibility of being real or fake. Practical information on such a device can be buildings blueprints, well-structured lecture information, maps or even actual radio waves on space. Virtual data in the invention, on the other hand, can be a perception of one's ability to walk on the moon, swim or complete a gaming task of which are not realities in the actual or existing real world.


Smartphones and Tablet Computers


Smartphones and tablet computers have in the sensors, a screen acting as a display factor, a processor with information on how the device should function and also an input method (Azuma, Ronald, et al., 37). All these factors enable the two devices with the capability of being given specific instructions on how to operate on any given task as programmed making smartphones and tablet computers elements of augmented reality hardware's.


Devices of Augmented Reality


Devices of augmented reality are comparable to wearable devices as well as non-technology methods as most of the structural design and engineers have built them with same ideas or a mixture of the whole. To display information various technological advancements have therefore been deployed to ensure a success which includes optical magnification devices, handheld devices, and even monitors. Head mounted display equipment, for instance, is mainly worn on the forehead of a person's face to view virtual reality and is a wearable device (Feigner, Steven, Macintyre, and Seligman, 56). They are worn like helmets on the head to facilitate the view of the reality programmed. Other devices used herein are smart glasses used to present virtual reality view just before the eyes of a human. Also, there are contact lenses with an antenna to facilitate wireless means of communication over virtually long distances across the world.


Impact of Augmented Reality


Augmented reality technology has its various causes and effects to the people when used in the entire society. It has been proved that use of the technology has adversely helped teachers and even coaches with low self-esteem in presenting their work piece in peace. Furthermore, players affected by the same weak esteem have been able to gather confidence in the playing field after virtual visualizations of them being able to execute specific skills hence leading to them succeeding in their team play as well. Students are also able to grasp quickly through projections during class rather than dictation lectures which are rather dull and this has improved the total number of people in schools and has reduced dropouts to the minimally low number.


Virtual Information


Virtual information is very vital to the development of critical thinking of any student or a person perceiving the virtual reality. It is because data experienced mostly is new knowledge which when applied can solve existing problems in the area of review. For example, surgeons can use augmented reality to perform a virtual surgery which is difficult to undergo and examine whether it can be life-threatening or either successful. In the event where it is deadly, the surgeon may use the technology and evaluate new procedures which might be a success in the projected surgery hence giving a chance for correcting possible mistakes in the future. Those of us wishing or with the urge to study critical technical skills like piloting but have no confidence in doing it in real time can as well is helped a lot. Fear and cowardly virtues in some of the interested parties in the society can be curbed through them being taught how to pilot through virtual plane simulators hence helping them build their mastery and confidence over the short period and with fewer risks on life.


Education and Bridging Cultures


Augmented reality has been highly used to improve education sector for the special children who have attention deficit problems or hyperactivity. Use of virtual reality glasses across the world has improved the way such students perceive information into their brain hence enhancing better understanding and schooling leading to improved learning in the entire sector. The impaired can concentrate easily through virtual education and at the same time absorbing the necessary information at more ease than before the technology (Bokyung and Kim, 10). It has in return made the impaired kids gain skills more efficiently and this has boosted way they interact with the whole world in particular.


Also, the same technology helps in bridging different cultures of the globe as well as solving global problems at the same time. For instance, a class from the United Kingdom can go on a virtual trip with a lesson from India and enhance the learning of skills immensely on both groups in their way. Global norms created include collaborations with all kinds in the world regardless of culture and state of background leading to a unified front towards problem-solving and a better world.


Advertising and Criminal Activities


Means of advertisements have become very easy with the technology of augmented reality. The society can enter into a virtual market by using a phone application where goods of a particular type are traded and adequately monitored at all times. Advertising has mostly been witnessed on the social media as well like in Facebook and WhatsApp where people in the entire society can link up as a whole sharing similar information about various products which are excellent and available for sale. The community has hence been able to share both positive and negative feedbacks for using many goods which in turn has helped consumers make important decisions about what products are better off than others. The producer is also able to note any complaints in the market and enhance him/she to making the necessary adjustments to raise sales.


On the contrary, view, augmented reality and technology, in general, has led to coming up of criminals in the same field who have taken advantage of mostly the innocent users through scamming them. Banking applications, for example, have led to scammers pretending to be customer cares to ask for passwords and stealing money from such people without their knowledge especially in developing countries where many people are less informed. A cell phone can cause distraction when one is walking across the street or even when one is driving and surfing the net, and this activity can lead to dangerous encounters of one getting knocked off by a vehicle leading to a major accident happening.


Safety Concerns and Conclusion


Relatively, augmented reality can slow down reaction time as the affected will tend to underestimate their current situation. For example, when one is driving, he might see oncoming cars much further distance than usual, and before one notes that the cars in front are very near, an accident will have happened. A poorly designed augmented reality wearable can affect the way a typical person perceives the world due to effects of impaired vision (Akçayır 340). A poor augmented reality interface can change global societies view just the same way diabetes, glaucoma, presbyopia, and eye-related diseases do. Ability to focus is significantly affected by these victims and patients have tunnel vision and masked visions which on the other side because drivers associated with the problems of not being able to obey traffic lights and signs. The question leads to the affected being arraigned in court for breaking laws that they did not intend in the long run.


Designers of augmented reality wearable devices should advance the technology they use to create more realistic images to reduce distraction caused and enhance safety even in the real world. People should also be less engaged in using the devices herein all the time to avoid visionary problems at large hence safe the wider society using augmented reality facilities.

References


Azuma, Ronald T. "A survey of augmented reality." Presence: Teleoperators & Virtual Environments 6.4 (1997): 355-385.


Azuma, Ronald, et al. "Recent advances in augmented reality." IEEE computer graphics and applications 21.6 (2001): 34-47.


Akçayır, Murat, et al. "Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories." Computers in Human Behavior 57 (2016): 334-342.


Bokyung, and Y. Kim. "Investigation of the relationships between media characterist Aics, presence, flow, and learning effects in augmented reality-based learning augmented reality." International Journal of Education Media and Technology 2.1 (2008): 4-14.

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