Although often confused with Virtual Reality (VR), where a user is submerged, often through a headset or mobile phone, into a computer-generated simulation, AR maintains the user within their environment while digitally enhancing it with information. Understanding the clear distinction between AR and VR is important when differentiating the capabilities of each technology. While VR may replicate a real-world environment through 360° images and videos, AR is tracking information in the physical world. Predominantly this is done through image- or marker-based AR technology which uses a marker or object to embed digital information. Alternatively, location-based AR, uses a device’s GPS to identify locations where superimposed information has been tagged. (Ibáñez & Delgado-Kloos, 2018)
A novel example of AR can be found when watching a sporting event on television. Although the sporting event including the players, the field and the event is real, there may be an element of super-imposed information embedded above the sporting event. This could include trackers that assist us in following a ball or puck, statistics pertaining to a player during a real-time play or the highlighting of difficult to see aspects of the field, game or arena.
AR content and software creators have successfully managed to take advantage of the explosive sophistication of mobile technology. High resolution screens, fast processors, GPS technology, RFID and QR code readers and crystal sharp cameras have positioned mobile technology as a key component to accessible, ready-to-use AR.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47 (IEEE Computer Society).
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2010). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377 (Springer Netherlands).
Ibáñez, M., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123. doi:10.1016/j.compedu.2018.05.002
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