What is Augmented Reality (AR)? How can it be applied?
AR is a technology that adds digital elements (images, 3D models) onto the real world. By blending physical and digital objects in real-time, it enhances our perception of the environment and makes it more interactive. Popularised by applications like Pokemon Go, AR has been applied to many fields, from production line management to tourism.
AR enhances user engagement by adding interaction and information to physical spaces. As such, it has been effectively used in conservation, heritage, and education to create experiences focusing on places and events. [1]
For instance, a research team in Taiwan built a virtual butterfly ecological system. [2] This application allows students to breed the virtual butterflies and observe and learn about their growing cycle and food-chain relationship in an actual campus garden. Through AR, users can virtually experience environmental phenomena that might only occur in specific conditions in real life. In the US, an AR mobile app allows interacting with natural elements while exploring urban cultural parks. [3] The app leverages the interaction to teach ecological concepts in more engaging ways.
AR has also been used to convey the history of places through artistic media. In Yim Tin Tsai, the artwork“Through the years to touch you”uses an abstract AR sculpture on the site of the old pier to discuss the experiences of departing and return of the villagers. [4] These AR experiences can be seen as place-based learning. They help users connect with specific locations and familiarise themselves with their real environment.
Reference
- Paananen, V., Kiarostami, M. S., Lik-Hang, L., Braud, T., & Hosio, S. (2023). From digital media to empathic spaces: A systematic review of empathy research in extended reality environments. ACM Computing Surveys, 56(5), 1-40. https://doi.org/10.1145/3626518
- Tarng, W., Ou, K.-L., Yu, C.-S., Liou, F.-L., & Liou, H.-H. (2015). Development of a virtual butterfly ecological system based on augmented reality and Mobile Learning Technologies. Virtual Reality, 19(3-4), 253-266. https://doi.org/10.1007/s10055-015-0265-5
- Wu, Y. C., Bogosian, B., Yenney, J., Coleman, P., Jalali, D., Pallag, J., Nassa, A., & Sharkey, T. (2024). Balboa Park alive!: Exploring biodiversity through mobile augmented reality. Special Interest Group on Computer Graphics and Interactive Techniques Conference Appy Hour, 1-2. https://doi.org/10.1145/3664294.3664358
- 「X-ARt」 (2024). Through the Years to Touch You. https://skhartsfestival.hk/en/work/through-the-years-to-touch-you/