4. augmented reality n. the use of
technology which allows the
perception of the physical world to be
enhanced or modified by computer-
generated stimuli perceived with the
aid of special equipment;
reality as perceived in this way.
5. One Year or Less: Mobile Computing
One Year or Less: Open Content
Two to Three Years: Electronic Books
Two to Three Years: Simple Augmented Reality
Four to Five Years: Gesture-Based Computing
Four to Five Years: Visual Data Analysis
6. One Year or Less: Electronic Books
One Year or Less: Mobiles
Two to Three Years: Augmented Reality
Two to Three Years: Game-Based Learning
Four to Five Years: Gesture-Based Computing
Four to Five Years: Learning Analytics
9. AR is the closest to the real environment because it consists
mostly of real world images, with a minority of the images
being computer-generated. Augmented virtuality is a term for
applications that create a mostly virtual world, but which
includes a few images from the real world. (Milgram, 1994)
14. Sutherland’s 1965 Vision
Display as a window into a virtual world
Improve image generation until the picture looks real
Computer maintains world model in real time
User directly manipulates virtual objects
Manipulated objects move realistically
Immersion in virtual world via head-mounted display
Virtual world also sounds real, feels real
116. A challenge is an
activity to do at a
place. A challenge
might ask a student
to take a photo, solve
a location-based
riddle, scan a QR
code, complete some
activity, or simply
check-in. They can
include text, images,
audio and video but
must be tied to a
physical place.
117. Treks:
Treks connect places and
challenges into themed
and branded paths. For
example, the “Open Day”
trek is a set of locations
during a campus open day
with a challenge featured
at each one. Players can
choose to visit the places
and do the challenges in
the order listed, or in
whatever order they
choose and each trek has
its own leaderboard and
activity stream.