An Augmented Reality Future

Upside Learning

The app utilizes the iPhone or iPad 2’s front-facing camera to track your hands. The use of augmented reality as an interface has mostly been gimmicky. Perhaps the only other AR based apps that have made equal sense are the augmented reality browsers.

Possibilities of Augmented Reality in Digital Publishing

Magic EdTech

Pokemon Go can arguably be considered the first augmented reality (AR) experience we have had via mobile phones. Publishers today are adding life to the pages of books by adding interactive experiences with the help of AR and VR (virtual reality).

Augmented Reality (AR) based Heads-up Display (HUD)

CHRP-INDIA

The use of Augmented Reality (AR) technology for enhancing the gaming graphics has already mesmerized the world, but the heads-up displays (HUDs) are the latest innovation to consider in the driver assistance systems. Related Article: Interesting Developments in Augmented Reality ).

Augmented Reality: Is it the Future of eLearning

ProProfs

In the technology space, people are extensively discussing the relevance of augmented reality (AR) and its varied applications. In this post, we will explore what augmented reality means, few of its uses and importance to elearning space. What is Augmented Reality?

Workplace Learning Trends in 2018

Origin Learning

Augmented Reality and Virtual Reality – these two topics have been on a number of technology trend lists for the past four to five years. Here’s wishing all our readers – ‘A Happy New Year’.

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eLearning Glossary 2017 Edition

Association eLearning

AR (Augmented Reality)- Augmented reality is the integration of digital information with the user’s environment in real time. Google glass is an example of an augmented reality product. eLearning has always been on the forefront of innovation.

Do you see a paradigm shift in learning?

Origin Learning

But, fast-paced changes are happening globally, be it the explosion of information (big data world) or use of advanced technologies ( augmented reality , virtual reality ) or the expanding list of multi-purpose gadgets (Google Cardboard, Oculus). Can learning behavior be tracked?

Future vision

Learning with e's

Augmented reality and smart glasses are the future, so it seems. It was a first attempt, a tentative stumble into a rich augmented world of information, entertainment and communication. Hololens takes from the best of both worlds - both augmented and virtual reality technologies.

Artificial Intelligence Leaps into K-12 Education

MagicBox Blog

The AIEd algorithms that are implemented in the system’s computer code not only leverage the knowledge to provide customized content to the learners as per their needs and capabilities but also help in continuously tracking and analyzing the learner’s performance. It facilitates keeping a track of the learner’s interactions, their actions and answers, the achievements they have made in the past and their current state, which influences the delivery of feedback like hints and guidance.

Using Reality-Based Tools for Better Results

KnowledgeCity

That means using reality-based tools for eLearning. What are reality-based tools? There are two main types: Virtual reality. Augmented reality. The trick with using virtual reality well is to engage the user’s mind by creating an experience that feels real.

Get Ready for the Profound Impact of These 5 Technologies on eLearning

Enyota Learning

In the next wave, technologies like Augmented Reality (AR) and Artificial Intelligence (AI) may take eLearning to an entirely different level. AR/VR: AR and Virtual Reality (VR) can make eLearning engaging and fun at the same time.

Auto AR Tech Company WayRay Raises $80M

CHRP-INDIA

Automotive augmented reality company WayRay, a Switzerland holographic AR technology expert, has reported raising $80 million in PE funding. Going beyond road safety, WayRay’s AR interface could be useful for training race car drivers in closed tracks.

The newest realities of the business world are Augmented & Virtual

QuoDeck

Augmented Reality & Virtual Reality have changed the way corporates look at content dissemination. The new Iphones offer a new iteration of Augmented Reality right out of the box.

Top 18 Incredible Resources on Using QR Codes in E-Learning & M-Learning

Learnnovators

The QR code was invented in 1984 by the Denso Wave Corporation, a subsidiary of Toyota, to keep track of vehicle parts during manufacturing. Bleam : This is a fast reading 3-dimensional QR code that is more accurate and fully customizable.This patented technology is highly superior to traditional QR Codes and even offers support for integrating Augmented Reality (AR) features. THE JOURNEY: We at Learnnovators have always been excited about Quick Response (QR) Codes.

8 Corporate Learning Trends in 2017

Enyota Learning

Some of the proven benefits of app-based learning include effective implementation of microlearning, simulation and game-based learning, extensive control on tracking and learning management and, off-line performance support applications anywhere and anytime. Augmented Reality.

LC Big Question: How Do We Keep Up?

Upside Learning

We have an Innovation team (INP) which has the primary responsibility to keep track of the new trends. It’s useful in making prospects and clients believe what’s possible – like these iPhone App and Augmented Reality samples.

Bringing the Future Forward

CLO Magazine

Virtual reality for learning is no longer an abstract concept — it’s here. Virtual reality has the potential to fundamentally change how learning happens. You’re actually learning as if you were doing, so the data of the behavior is tracked.”.

Mobile learning and personal metrics

Learning with e's

Metrics, or in common parlance, measurement of data, is going to be increasingly important not only for organisations who want to track their employees'' performance, but also for schools, colleges and universities who want to maintain records of student achievements.

Q&A with Jeremy Bailenson: Blurring the Line Between Reality and Illusion

CLO Magazine

Researchers in the Virtual Human Interaction Lab at Stanford University focus on social dynamics and interactions in a virtual space and how virtual reality can transform education, training, empathy and more. Chief Learning Officer : Beyond the entertainment and fun aspects of virtual reality, what are some potential uses for it and how will it impact society? If you think about where we get virtual reality, it really starts with the flight simulator. Enter virtual reality.

Are QR codes redundant?

Learning with e's

In fact, they have been around since 1994, and were originally created to enable the Japanese car manufacturing giant Toyota to track its vehicles during the manufacturing process. Enter Blippar, an augmented reality tool that is hailed as the QR killer.

Eric Schuermann – Crystal Balling with Learnnovators

Learnnovators

Emerging technologies like the Tin Can/Experience API and software like Lectora® Express LMS – the Easy LMS allow us to paint a more authentic picture of how and when learning is happening through greater tracking of learning, including social and informal learning. These new technologies and trends like gamification, interactive video, augmented reality and more, allow us to engage and captivate learners, offering an experience that is both useful and enjoyable.

Janhavi Padture – Crystal Balling with Learnnovators

Learnnovators

Technology is truly the enabler in making many of these shifts a reality. Another emerging area that gamification platforms might look into is Augmented Reality based games. Support tracking standards like SCORM, AICC, etc. ABOUT JANHAVI PADTURE (V.P., Strategy & Research, Harbinger Knowledge Products): Janhavi has over 17 years of experience in the Information Technology field with a focus on web development, project management and marketing.

Karl Kapp – Crystal Balling with Learnnovators (Part 1)

Learnnovators

We need to have mobile enabled content that doesn’t require tracking by the LMS and we have to get rid of the notion that if learning isn’t tracked it’s not formal or not valuable. I see learning like that; we will always have traditional classrooms and we’ll have mobile learning, flipped classrooms, learning via alternative reality, learning via an apprenticeship. The data side of gamification (tracking, monitoring and measuring) will provide a powerful tool.

M-Learning 4 Tablets – Kinect, Touch Gesturing – It’s Coming.

eLearning 24-7

Ability to track a person in real time without having them wear sensors. With mobility, the tablet offers an extension capability because you can add additional features into it – such as Augmented Reality. Tracks and recognizes hand gestures from the end user. Texas Instruments and XTR Extreme Reality recently showed their Kinect like technology at Mobile World Congress. I am preparing. They are circling.

Digital classrooms

Learning with e's

We did not foresee the touch tablets and their rapid success in schools, nor did we predict the rapid rise of smart phones and apps, or the potential of augmented reality. This is Part 5 in my series of posts on the future of learning and technology.

Pokémon Go – Lessons for the M-learning Designer

CommLab India

This augmented reality app has caught the imagination of people of all ages and from all walks of life. Lesson 2: Make the best use of augmented reality. Pokémon Go is a fine example of the effective use of augmented reality.

Top 5 Learning Technology Trends for 2016

Your Training Edge

Trend # 2 Augmented Learning. It is quite possible that by 2016, the augmented reality devices, including Google Glass, Apple Watch etc would become the common tool in our everyday realities [2].

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What Google and Microsoft are Up To in AR and VR?

CHRP-INDIA

The AR (Augmented Reality) and VR (Virtual Reality) immersive technologies play a big role in swaying decisions in your brand’s favor. They are placing an emphasis on user experience and convenience in order that Mixed Reality goes mainstream.

Digital classrooms

Learning with e's

We did not foresee the touch tablets and their rapid success in schools, nor did we predict the rapid rise of smart phones and apps, or the potential of augmented reality. This is Part 5 in my series of posts on the future of learning and technology.

ARG and ARG --What are they? What does it mean? Should you care?

The Learning Circuits

Here is what Koreen wrote in the chapter: Alternate reality games (ARGs), also sometimes called pervasive games or transmedia storytelling, are designed to combine real life and digital game play elements. While augmented reality enhances reality or adds something to it.

Web 3.0 Presentation – The Way Forward?

Upside Learning

Interesting to see that in the world of Web 3.0 , eLearning will actually transform from a content delivery and tracking mechanism. Haven’t had enough time to blog, the result of preoccupation with a large project. Having mentioned Web 3.0 often in the past , I continue my research into it.

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Integrating Games into eLearning

Association eLearning

The main point is to drive past railroad tracks safely, with kids in the back of the bus. New employees working for KFC are trained with virtual reality technology. A learner can engage in eLearning via computer, mobile device, virtual reality, or even augmented reality.

The New Reality for L&D

ATD Learning Technologies

Augmented reality (AR) is a technology that embeds multimedia web elements and graphics into real objects. The first virtual reality (VR) and AR system is credited to Ivan Sutherland. Virtual reality works as a computer-generated simulation of the real world, hence its name.

eLBX Session Sneak Peek #5

eLearning Brothers

For the last session in the afternoon’s Technology Track, Anders Gronstedt, President of the Gronstedt Group, will educate and inspire you. He is an advocate of virtual reality and augmented reality training, transmedia storytelling and game-based learning.

8 Essential Questions on The Future Of Corporate Education In 2018

Your Training Edge

Today there is a plenty of advanced virtual reality and assessment tools being tested and implemented in the marketplace of the futuristic learning management systems. Will Augmented Reality and Virtual Reality invade the space of corporate education and learning sooner than expected?