The 2011 Horizon Report published by the New Media Consortium provides the following definition: Augmented reality (AR) refers to the addition of a
computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented.
While augmented reality has been in existence for almost three decades, it has only been in the last few years that the technology has become fast enough and affordable enough for the general population to access. This resource guide will attempt to provide information about what augmented reality is and the role it can play in teaching, learning, and life.
- The Rise of QR Codes in Higher Education
October 11, 2011
- A Lesson in Simple Augmented Reality
March 22, 2011
- Augmented Reality and Geotagging in Japan
Educause Quarterly 34, 1 (2011)
- The Big Idea: Revealed World by National Geographic
Accessed June 30, 2011
- Top 10 Augmented Reality Examples
March 9, 2010
Augmented Reality Explained
Types of AR
There are two primary types of AR implementations: Marker Based and Markerless.
- Marker-based implementation utilizes some type of image such as a QR/2D code to produce a result when it is sensed by a reader, typically a camera on a cell phone.
- Markerless AR is often more reliant on the capabilities of the device being used such as the GPS location, velocity meter, etc. It may also be referred to as Location-based or Position-based AR.
Both Marker-based and Markerless AR require AR specific software or browsers to function. Marker-based AR is currently the most prevalent and easiest to accomplish. While Markerless AR is emerging, it is currently rather limited due to sensor accuracy (i.e. GPS accuracy anywhere between 10 – 50 meters), service limits (i.e. indoors vs outdoors), bandwidth requirements (4G is not a reality in all places nor can the devices currently in existence actually handle it), and power pulls on the devices.