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Presentation from the European Library Automation Group conference in Palma, Majorca, May 2012.
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Using Augmented Reality to Enhance Teaching and Learning – The SCARLET Project
Thursday17th May 2012Ciaran Talbot
» Project Overview
» What is Augmented Reality?
» Implementation of AR with Special Collections
» Evaluation
» Next steps
Presentation Overview
» Special Collections using Augmented Reality to Enhance Learning and Teaching
Project SCARLET
Project OverviewSpecial Collections at the John Rylands Library
The problem being addressed»Fragile material»Decontextualised
Project Overview
Aims»Use AR to add value to the learner experience.
»Produce and publicise a methodology that other Special Collections libraries can follow
Considerations»How does the use of AR enhance Learning & Teaching?
»What application does AR have to the wider audience?
Project Overview
» Tuition Fees increased in most UK universities to £9000 per year.
» Students require more demonstrative input and contact time from academics.
» E-learning materials offer flexibility to support traditional form of study.
» Engaging students with innovative use of technologies will help universities to be seen as cutting edge.
The wider context
» SCARLET is unique in that it has a multi-disciplinary team working to achieve aims with a focus on student learning
Stakeholder Roles
MimasProject Management and AR technology
John Rylands LibraryAccess and technical integration with digitised content and special collections.Expert knowledge of special collections materials
AcademicsAward winning academics from Humanities faculty to develop and deliver content
MimasTo evaluate learning with students
Team SCARLET
» Augmented Reality (AR) is a term for superimposing computer graphics over a live view of the real world
» Can be delivered on a desktop, television, mobile device etc.
Introduction to AR
» In televised sporting events real-time analytical information is displayed offering insight into a player, time left, league tables etc.
Examples of AR
Examples of AR
» Combining the magic of seeing and handling primary sources with leading-edge technology
» Surround objects with interpretative material.
» Bridging the gap between tutor-mediated seminars and independent learning.
» Users retain information when actively involved in a learning experience.
AR Student Benefits
» Morgan Stanley forecast that by 2014 mobile internet usage will overtake user access through traditional desktop means.
» “The way children use media through the day is also changing… suggesting a push-button, on-demand culture, which is moving away from scheduled television programmes.” – Childwise survey, children 7-16
Mobile Usage
Bringing Special Collections to life using AR
SCARLET Content
Augmenting information to live images
» Use Junaio AR browser to display content
» At the start of the project Junaio was only AR browser to have GLUE functionality
» Different channels for subject areas
» Browser available as a free app
» Works through a mobile device
» Open source SDK
Choosing a software platform
» The GLUE object or visual reference should be kept with the Edition, in this case Dante’s Landino but can also be copied for student to take away.
» User journey should be self contained to browser app.
Storyboarding – Phase 1 development
GLUE Object Landing page Webpage
Overview – Phase 1 workflow
Landing page WebpageGLUE Object
Landing Page»Title»Short Description»Audio (Optional)»Video Walkthrough (Optional)»Email (Optional)Web page»Links to associated resources»Short piece of text to accompany links»Images (Optional)»RSS Feeds - Twitter, blog, news etc. (Optional)»Learning/Research Activities
Content Acquisition
» User clicks Open web button to launch supporting web page in browser within app.
» Can include links, videos, Twitter/Blog Feed, more information» Optimised for handheld devices using media queries and JQUERY
Mobile framework
Mobile enhanced web page
iPhone Portrait iPad Landscape
User Journey
http://teamscarlet.files.wordpress.com/2011/09/userjourney.png
» How effective was the SCARLET application in enhancing the student experience?
» How can feedback be used to inform the next development phase?
» Does AR add value to students study and assist with learning outcomes?
» Is AR more appropriate/beneficial for specific student demographics?
Initial Evaluation objectives
» Technology was easy to use.
» Provided a central reference to library systems and external resources.
» Beneficial for initial planning of essays and basic knowledge acquisition.
» Video introductions related to specific objects were most valuable asset in the delivery.
» Enjoyed using the iPads working with peers.
Feedback - Positive
» Resources were already available online (Blackboard)
» Students felt divorced from physical object; linking to web app diluted the experience
» Activity was prescribed and not aligned with some users research methods consulting physical secondary texts.
Feedback - Negative
» “Makes learning fun”» “Offer a fresh perspective. Student-led, i.e., using
more initiative about how to research/study» “Give a more realistic perspective – puts you “in”
the situation. Makes learning more exciting and interactive”
» “It can make you feel like you’re not studying, almost fun and I think information goes in more like that.”
Feedback – Student Quotes
» Use of AR should be more contextual and linked to the object.
» Best used in short byte size learning chunks.
» Must deliver unique learning values different from existing online support.
Feedback – Lessons Learned
Feedback – Lessons Learned
» User should become less conscious of the technology and more engaged with the text.
» Users learn in different ways and AR may not be appropriate to all students.
» Evaluation needed from other user groups and course areas.
Next Steps
» Develop materials overlaid on the physical resource for other courses (Milton, Ancient Egyptian papyri).
» Work with library to promote public engagement.
» Disseminate tool kit at project end (July 2012).
Next Steps
Other subject applications
» Project blog at http://teamscarlet.wordpress.com/ where all members of the project contribute on all aspects (academic, technology, pedagogy, special collections).
» Twitter @team_scarlet
» Email: [email protected]
Project Communication
Questions?