scholarly journals Opportunities to utilize the potential of augmented reality to interact with photographic material in museum and archive collections

Author(s):  
Hilkka Ingrid Forster

The use of Augmented Reality (AR) as an immersive and interactive engagement tool for art and cultural institutions is increasing. AR, when used in a meaningful way, has shown great potential for discovery-based learning experiences. My research considers the potential of AR for photographic collections in museums and archives by addressing two key questions. How can digital tools like AR serve to enhance our understanding of photographs as both object and image? What are the implications and limitations of this technology when used for this purpose? These questions are explored further in the form of a creative project that builds on how AR can be used to enhance interaction with photographic material in archives. These questions are explored further in the form of a creative project that builds on how AR combined with multimedia storytelling can be used to interact with photographic material in archives.

2021 ◽  
Author(s):  
Hilkka Ingrid Forster

The use of Augmented Reality (AR) as an immersive and interactive engagement tool for art and cultural institutions is increasing. AR, when used in a meaningful way, has shown great potential for discovery-based learning experiences. My research considers the potential of AR for photographic collections in museums and archives by addressing two key questions. How can digital tools like AR serve to enhance our understanding of photographs as both object and image? What are the implications and limitations of this technology when used for this purpose? These questions are explored further in the form of a creative project that builds on how AR can be used to enhance interaction with photographic material in archives. These questions are explored further in the form of a creative project that builds on how AR combined with multimedia storytelling can be used to interact with photographic material in archives.


Collections ◽  
2018 ◽  
Vol 14 (2) ◽  
pp. 227-242
Author(s):  
Ingrid Forster

The use of augmented reality (AR) as an immersive and interactive engagement tool for art and cultural institutions is increasing. AR, when used in a meaningful way, has shown great potential for discovery-based learning experiences. In this article, I consider the potential of AR for photographic collections in museums and archives by addressing two key questions: How can digital tools like AR serve to enhance our understanding of photographs as both object and image? What are the implications and limitations of this technology when used for this purpose?


Author(s):  
Rommel E. Balcita ◽  
◽  
Thelma D. Palaoag

In learning through experience there are so many techniques that can be used in order to learn and master skills. Strategies used for learning may be in the form of presentation, multimedia, simulation or hands-on. Others might prefer combination of strategies both being able to hear and/or see the actual or real object of machines, tools or equipment. There are advanced visual technologies available in the internet to choose from but most are not designed to the learning process in a school. Augmented reality is an emerging advance technology that shows a lot of use and opportunity as a tool for learning and enhancing experience. AR can simulate real objects into models that be used for education. This study aims to experiment on an AR engine created using the AR model framework to enhance the learning experiences of students in the different learning strategies used in this study. The experiment is focused to find the significant differences of not having and having an AR model into the learning/teaching strategy. To analyze the data frequency, statistical mode is used to find the most frequent response to interpret the nominal and ordinal categories of the variables. The results of using the AR model framework significantly improved the learning experiences of the participants.


Computers ◽  
2021 ◽  
Vol 10 (12) ◽  
pp. 163
Author(s):  
Dominique Scaravetti ◽  
Rémy François

Global industry is at the heart of its fourth industrial revolution, being driven by the emergence of new digital solutions: Augmented reality allows us to consider the evolution towards the “the augmented operator”. This technology is currently little used in higher education, especially for mechanical engineers. We believe that it can facilitate learning and develop autonomy. The objective of this work is to assess the relevance of augmented reality in this context, as well as its impact on learning. The difficulties for a student approaching a technical system are related to reading and understanding 2D and even 3D representations, lack of knowledge on components functions, and the analysis of the chain of power transmission and transformation of movement. The research is intended to see if AR technologies are relevant to answer these issues and help beginners get started. To that end, several AR scenarios have been developed on different mechanical systems, using the relevant features of the AR interfaces that we have identified. Otherwise, these experiences have enabled us to identify specific issues linked to the implementation of AR. Our choice of AR devices and software allows us to have an integrated digital chain with digital tools and files used by mechanical engineers. Finally, we sought to assess how this technology made it possible to overcome the difficulties of learners, in different learning situations.


Author(s):  
Utku Köse

Objective of this chapter is to introduce an Augmented Reality based intelligent mobile application (M-Learning application) to support courses of Computer Education. In the study, it was aimed to provide an alternative way of improving M-Learning experiences by employing both Augmented Reality and Artificial Intelligence based approaches in a common environment. Briefly, the application is able to use an intelligent mechanism evaluating students' several dynamic learning parameters to match them with the most appropriate course materials provided over the system. So, each student can encounter with appropriate course materials matching with their states over the application system. The related course materials include both AR based ones and standard ones as uploaded by teachers. An evaluation based flow has been run in the study by using the developed application through courses of Computer Education and the obtained results have shown that the application is effective and successful enough at improving students' learning experiences and achieving a good Open Computer Education.


Author(s):  
Thomas Chatzidimitris ◽  
Evangelia Kavakli ◽  
Maria Economou ◽  
Damianos Gavalas

Author(s):  
Rommel E. Balcita ◽  
◽  
Thelma D. Palaoag

The maritime industry in the Philippines had several deficiencies that must be addressed seriously in order to maintain strong reputation in producing competitive seafarers worldwide. This affects student’s educational skills and knowledge before finishing their education and training. This research led in identifying several factors affecting learning experiences to be addressed by incorporating advance technologies to further enhance student’s learning experiences. The learning strategies used in this study are focused on using presentation, multimedia, simulator and hands-on. But these are not enough to satisfy students craving to learn due to some constraints during learning. In this study most of the factors identified are from literatures, monitoring reports, previous surveys and studies conducted in one of the maritime institution north of the Philippines. A descriptive research method was applied with the 32 marine engineering third year students as the respondents. Results extracted from questionnaires revealed important points that must be considered on the different learning strategies. The learning experiences of students on the different learning strategy used in the learning process exposed several learning factors to be regulated. The findings suggest that there is still an opportunity of improvement on student’s learning experiences by introduction emerging advance technology by developing an augmented reality model framework to enhance learning experiences.


Pedagogika ◽  
2020 ◽  
Vol 138 (2) ◽  
pp. 150-174
Author(s):  
Monika Kelpšienė

The article analyses the importance of augmented reality technology in preschool education. It discloses augmented reality functions, digital tools and smart devices that supplement Lithuanian language books for preschool children, and the situation of their application in the process of preschool education. The results of the analyses show that books with augmented reality technology are perfectly suitable for developing the skills of cognition of the environment, exploration, perception, and expression of emotions and artistic expression. In addition, children learn to use software and other different digital tools. The results of the study of educators’ insights suggest that there is a whole range of ways to use books with augmented reality technology. The usage of books containing augmented reality technology provides opportunities to enrich the traditional educational methods and to make them more effective. These books supplement the educational process and encourage both - educators and children to develop the following skills: cognition of the environment, the concentration of attention, training of memory, enrichment of vocabulary, learning to read, creativity, learning sounds, ability to use software. According to the information provided by foreign researchers the most commonly used technologies in education are: mobile applications; augmented reality based on the motionsensing program; picture books with augmented reality technology; augmented reality game systems. The usage of books containing augmented reality for education opens up new learning opportunities.


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