Augmented Reality (AR) is on the way to establishing itself in business and teaching once more. However, there is a lack of uniform guidelines or even standards both in the creation of teaching materials and in the use of AR in teaching. In addition, the industry needs enough well-trained specialists who can implement the established AR concepts, making a transfer from university to industry necessary. Therefore, in this talk we address both challenges in teaching with AR and the special needs of teaching about AR.
As teaching with AR will surely advance human performance and also brings in new perspectives with the communication, coordination and collaboration of AR in supporting human performance. As computer scientists, we have a European, interdisciplinary and application-oriented perspective, as our experience comes from several funded European projects in these areas. We also incorporate new incentives into teaching contexts in our framework, such as gamification, learning analytics and experience capturing. In addition, we refer to international standardization efforts such as IEEE ARLEM.
Teaching about AR adopts a multi-perspective view. First, there is scientific and technological basic knowledge helping to understand the underlying physical and technical principles. Second, there is engineering and design knowledge to master the creation, fabrication, and utilization of AR in many ways. Third, there is the necessary pedagogical knowledge to transform these complex settings in manageable teaching scenarios and processes, e.g. for higher education curricula.
Here, teaching AR can learn from traditions of science and engineering education as well as from more recent knowledge about computer science education. Examples from recent and on-going European projects will illustrate the argumentation.
Exploring the Future Potential of AI-Enabled Smartphone Processors
Teaching about AR and Teaching with AR
1. 1
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
This slide deck is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Teaching about Mixed Reality and
Teaching with Mixed Reality
Ralf Klamma
Advanced Community Information Systems (ACIS)
RWTH Aachen University, Germany
klamma@dbis.rwth-aachen.de
3. 3
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Motivation
Mixed reality (MR) is establishing in industry,
commerce, entertainment and teaching
Missing standards for the creation, storage and
utilization of learning content
Additional skills & competences needed for teaching
and learning MR
Additional new impulses
– Experience Capturing
– Immersive Learning Analytics
– Gamifaction
4. 4
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Criticism
Market adoption
– Already several AR and VR
waves
– Hardware still not ergonomic
enough
Naive techno-optimism
– Trans-humanism
movement
– Often deficit-oriented
views on humans
Data protection
8. 8
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Mixed Reality Anatomy
„Exploratory Teaching Space“ between RWTH
Aachen University and University Hospital in
Maastricht, The Netherlands
Models play a central role in teaching anatomy, but
they are expensive and brittle
Data Capturing via 3D Scan
GaMR is an Anatomy learning environment in Mixed
Reality for Microsoft HoloLens
3D models are freely scaling, rotating and zooming
9. 9
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
GaMR:
Mixed Reality Anatomy
Gamification: Using game elements in non-gaming
contexts
Examples
– Quizzes
– Progress Bar
– Badges
– Ranking
11. 11
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Open Source
User Interfaces
Screenshot Features and Challenges
Adaptable Button Widget Templates
• Animations for giving feedback to users
• Different enhancements
3D Keyboard
• Input field stays in the field of view
• Adapts to language setting
Annotation system
• Markers place able on the surface
• Combines text and audio
Bounding Box
• Elements for placing, rotating, and scaling
• Context menu for more options
Badges and Progress Bar
• Adaptable Layout
• Free definition of images on Badges (design)
12. 12
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Wearable Experience for Knowledge
Intensive Training (WEKIT)
Horizon 2020 with 12 partners (2015-2019)
Industrial Training in High-Tech
„Experience Capturing“ for creating high quality AR
training content
Player for training situations
https://wekit-community.org
13. 13
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
WEKIT.ONE Platform
RECORDER
experience
capturing
PLAYER
experience
re-
enactment
HARNESS
e-textile
sensors
15. 15
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
AugmentedReality Learning Experience Model
(ARLEM) is an integratedconceptualmodeland the
according datamodelspecificationsfor representing
activities, learning contextand environment.
Augmented Reality Learning
Experience Model (ARLEM)
16. 16
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
New Instructional Design Methods
Limbu, B., Fominykh, M., Klemke, R., Specht, M., & Wild, F. (2018). Supporting Training of Expertise with
Wearable Technologies: The WEKIT Reference Framework. In Yu, S., Ally, M. & Tsinakos, A. (Eds.), Mobile and
Ubiquitous Learning: An International Handbook, Singapore: Springer Singapore, 157–175.
17. 17
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Immersive Analytics
Ralf Klamma, Rizwan Ali, István Koren: Immersive Community Analytics for Wearable Enhanced Learning, HCI
International Conference 2019, Florida (Forthcoming)
18. 18
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Human Activity Recognition
Workplace
Artificial Intelligence
Data integration and aggregation Training
19. 19
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Guest, Wild, Vovk, Lefrere, Klemke, Fominykh, Kuula (2018): A Technology
Acceptance Model for Augmented Reality and Wearable Technologies, In:
Journal of Universal Computer Science (JUCS), 24(2):192-219
Technology
Acceptance for
AR/WT (n=130)
New Evaluation Methods for Mixed
Reality Solutions
22. 22
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Augmented Reality in Formal
European University Education
Augmented Reality in Formal European University
Education (AR-FOR-EU)
– ERASMUS+ Project
– 2018-2021
– 5 partner in UK, Norway, Russia and Germany
– https://codereality.net
23. 23
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
AR-FOR-EU Project Goals
Evaluation of training needs in AR
Production and evaluation of higher education AR
courses
Integration of computer science, didactic and media
aspects
Publication of learning materials
– Open Educational Resources
– interactive E-books
– MOOCs
27. 27
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Challenges of Teaching MR
Mixed Reality in higher education
– Access to hardware and software
– Learning content
– Collaboration among disciplines
Technical challenges
– Numerous incompatible frameworks
– Interface problems
Computer science education
– General lack of computer scientists in all areas
– Interdisciplinary approaches needed
28. 28
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Challenges and Solutions
Challenges Approaches
Humanc activity recognition, long-term
motivation
Immersive Learning Analytics, Gamification,
Learner design and modeling Single Sign-On mit OpenID Connect
Proprietary learning content Standardisation of exchange format for learning
content and Open Educational Resources
Proprietary software development kits and
hardware
Open Source Development
Web Development
Scaling and user requirements Open Innovation through Maker Communities
and Start-ups
Participatory Design, Co-Design
Lack of MR workforce Strengthen International Cooperation
Open Educational Resources
29. 29
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
Summary
Huge potential for new learning contexts with AR
Standards and open educational content have an
important role
Implementation depends on our capabilities to
educate enough interdisciplinary working computer
scientists