MEXICAN CULTURE

Through an AUGMENTED REALITY Experience



TEAM P-A-D

[ PAUL ALFRED DAMIAN ]

MIDTERM PROJECT

Augmented reality (AR) can be defined as those systems that allow real and virtual objects to coexist in the same space and interact in real time.

AR is particularly good at adding clarity to information that would otherwise be abstract and through responsive learning, if properly designed, can foster:
collaboration creativity
motivation
inquiry

AR is strongly favored using "ubiquitous computing." The use of mobile devices allows interaction with other environments and not exclusively with the traditional classroom, which makes it interesting and fun, in addition to providing students with the possibility of recreating the research methodology, integrating the knowledge of different disciplines to solve a problem.

Our concept is to provide enhanced learning through creative exploration within a museum, for individuals and teams of students ages 10-15.




COLLABORATION PROCESS

Ideation on Whatsapp,

Problem definition and learning goals

Sketching and modeling (Paper, Rhino, Unity)

Create outline (Word and PowerPoint)

Prototyping (physical, Unity, Vuforia)

Testing

Ideation (Whatsapp)

CAD modeling (Rhino, Unity, Vuforia)

Testing

Build website (Google Sites)



LEARNiNG GOALS

We intend to incorporate elements of creative learning, social learning, and collaborative problem solving to increase the learning experience and motivation.

We will design for adaptability to fit a variety of ages, cultural backgrounds, and abilities.

We will use physical movement to support learning through gestures and embodiment.

We plan to avoid cognitive overload through complicated interactions and keep a mental focus on the elements of learning.

We will think about the whole experience to include elements that help with planning and orchestration before and during the learning task.

We seek to provide a physical connection and interactive experience to
an area that is often considered theoretical, such as History.

PROBLEM DEFINTION

CONSTRAINTS OF LEARNING WITH AR
(based on the readings)

Collaboration - multiple people act to update shared/common display, collaborate to solve problems and advance graphic responses.

Over-submersion (cut off from real world) - AR graphics only when not walking, use sounds and tactile (vibration) when walking. Graphic effects are temporary, short-lived.

Visibility of screen graphics - avoid outdoor lighting.

Tech difficulties - needs intuitive startup, and ‘point and play’ interaction.

Attention to outside world – keep physical interaction mostly in outside world (instead of clicking screen, team member does gesture on screen, or opens/moves physical object in front of camera)

Teacher orchestration - simple override control to stop all users and communicate (kill switch). Dashboard to track players/teams, and provide help or changes as needed.

Adaptability - system can be adjusted to different languages and learning abilities. Different learning goals can be selected (science/ language/ team building).

Cognitive overload - Use simple structure of steps to follow, keep attention on the environment and content and not to the UI or process.