Augmented reality is often presented as a kind of futuristic technology, but a form of it has been around for years. For example, the heads-up displays in many fighter aircraft as far back as the 1990s would show information about the attitude, direction and speed of the plane, and only a few years later they could show which objects in the field of view were targets. As it happens, phones and tablets are the way augmented reality gets into most people's lives. Vito Technology's Star Walk app, for instance, allows a user to point the camera in their tablet or phone at the sky and see the names of stars and planets superimposed on the image. Another app called Layar uses the smartphone's GPS and its camera to collect information about the user's surroundings. It then displays information about nearby restaurants, stores and points of interest.
One of the most popular ways AR has infiltrated everyday life is through mobile games. In 2016, the AR game "Pokémon Go" became a sensation worldwide, with over 100 million estimated users at its peak, according to CNET. It ended up making more than $2 billion and counting, according to Forbes. The game allowed users to see Pokémon characters bouncing around in their own town. The goal was to capture these pocket monsters, then use them to battle others, locally, in AR gyms.
Augmented reality animated content in classroom lessons could catch students' attention in our dynamic day and age, as well as motivate them to study. Adding extra data, e.g. a short bio of a person, fun facts, historical data about sites or events, visual 3D models, would give students a wider understanding of topics.
While doing homework, students may scan certain elements of a book and receive text, audio or video tips from teachers. Or they may find useful information about the course, a teacher or other students which could lead to better communication.
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