I brought home a few thought-thread treasures from today’s ARcamp on augmented reality and education. So, I’m sharing. But first, a photo of the AR frenzy that marked the beginning of the event.
Any sufficiently advanced technology is indistinguishable from magic.
2. Unconventional unease
In various discussions with campers, it became clear that one of the things currently hampering the creation of and access to augmented reality media is that as yet we lack a lexicon and conventions for user interfaces. Channels, auras, triggers, markers – the words are intelligible but what they mean in this context is far less so. And the interfaces… let’s just say that they demand much persistence and forgiveness on the part of the user.
3. How can AR be dialogic?
One recurring theme throughout the whole-group discussion was the idea that the greatest challenge for educators is figuring out how to make AR media that is not monologic or reductive but which is open-ended, dialogic, generative. Yes!
I got to thinking about this challenge in terms of a continuum from broadcast to generative media – and then put that idea with the real–virtual continuum (also shared by Rob) and came up with this map-thing:
It deploys the two continua (what a great word that is!) as perpendicular axes to form a twelve-part grid. In each of the spaces they create, I’ve put some initial ideas about what happens there. They are subject to evolution. Ideas welcome
Augmented reality is the two horizontal strips in the middle. Currently, most AR media would fit in the two central sectors. To the right of that are where good educators want their teaching materials to be.
4. Things we could do!
In discussion with Stephen Barrass, two cracker ideas for AR projects at or with the Museum emerged. The first one is even generative.
- sound augmentation to pages of Oscar’s sketchbook. We have some replicas of the sketchbook for using in programs for visiting students, and they are wonderful. Stephen’s sound design students could create some creative responses in association with the Ngunnawal Centre. Given that Queensland state government bought a few copies of the replica as well – for their work with young Indigenous students – this idea holds much collaborative promise.
- an AR trail of the highest-rated resemblances created as part of the Museum’s iPad game, Sembl. In the game, players take photographs of objects on display in order to create a resemblance to another object (or objects) already on the gameboard. It would be simple to create a trail to display the game-generated resemblance to visitors as they approached one of the resembled objects. It would be an interesting way to browse the Museum and / or to kickstart some Sembl thinking.
Thanks so much to the INSPIRE gang for hosting the event and may the morrow be productive and fun.