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Citation for published version: Parmar, N, Robinson, K & Salter, M 2015, LibrARy and e-leARning: further adventures with augmented reality. in G Needham & M Ally (eds), M-Libraries 5: from devices to people., 19, Facet Publishing, London, m-libraries: from devices to people, Hong Kong, Hong Kong, 27/05/14. Publication date: 2015 Document Version Peer reviewed version Link to publication This is a preprint of a chapter accepted for publication by Facet Publishing. This extract has been taken from the author’s original manuscript and has not been edited. The definitive version of this piece may be found in 'M- Libraries 5: From devices to people', Facet, London. ISBN 9781783300341 which can be purchased from http://www.facetpublishing.co.uk/title.php?id=300341#.WVvBBITyuot University of Bath Alternative formats If you require this document in an alternative format, please contact: [email protected] General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 29. Sep. 2021 Conference Proceedings Theme: 2. Challenges and strategies involved in embracing mobile innovation for libraries Title: librARy and e-leARning: further adventures with Augmented Reality Authors: Nitin Parmar, Kate Robinson and Marie Salter Institution: University of Bath, UK. -
Educational Mobile Application Using Sphero SPRK+ in an Augmented Reality Scenario
Revista Romana de Interactiune Om-Calculator 10 (3) 2017, 231-249 © MatrixRom Educational Mobile Application using Sphero SPRK+ in an Augmented Reality scenario Teodor Stefanut, Andreea Camelia Tripon Technical University Cluj-Napoca 26 G. Barițiu street, Cluj-Napoca, Romania E-mail: [email protected], [email protected] Abstract. Teaching kindergarten children is a challenging task that requires patience, imagination and very well designed didactic materials that can capture the attention of children and convey knowledge at the same time. Appropriate to the age of pupils, specific games have been developed and integrated into teaching methodologies, in order to help children in understanding and exercising different simple or more complex notions and skills. Complementing traditional teaching methods, technology is currently more present than ever in the everyday activities of children, enabling the implementation of complex learning scenarios, adaptive didactic materials, customized learning paths and optimized integration of gaming with the need of exercising different skills. Some of the challenges met in creating such tools are discussed in this article, showing as a case study that new learning methods and resources can be developed by bridging the virtual world of the mobile-based games with the real one, through the use of Augmented Reality techniques and Sphero SPRK+ robot. Keywords: Augmented Reality; Sphero SPRK+; Education; Mobile applications. 1. Introduction Classical educational methods for teaching kindergarten children are mostly based on activities like drawing, singing, playing group games or solving simple tasks, under the supervision and with the guidance of an adult. However, in this educational approach the training and skills exercising is mostly performed only a few hours each day, the responsibility for further practice being passed to the parents who, in the vast majority of situations, do not have the required knowledge to continue adequately these activities. -
Istep News 05-10
newsletter A publication from ifm efector featuring innovation steps in technology from around the world EDITORIAL TECHNOLOGY NEWS Dear Readers, Buckle your seatbelt. Augmented Reality This issue of i-Step Augmented Reality newsletter is designed to take you to a new Technology dimension – it’s called augmented reality (AR). The picture of the train to the right is not what it seems. Using your smartphone or tablet, take a moment to follow the three steps explained below the picture and watch what happens. AR will soon be infiltrating your everyday life. From the newspapers and magazines that you read to the buildings and restaurants that you walk by, AR bridges physical imagery The start up company Aurasma has developed the latest technology in with virtual reality to deliver content in augmented reality. To see what we’re talking about, follow these three steps a way that’s never been seen before. that explain how to get started and let the fun begin! Many of the images in this issue Step 1: Download the free Step 2: Scan this Step 3: Point your will come alive. Simply point your Aurasma Lite app QR code with any QR device’s camera at the device wherever your see the and to your smart phone reader on your device. complete photo above experience the fun of this new or tablet from the App This code connects you and be surprised! technology. or Android Stores. to the ifm channel. Enjoy the issue! There’s an adage that states “there’s is deemed old the minute the nothing older than yesterday’s news.” newspapers roll of the press. -
RB-Orb-01 Sphero Bluetooth Robotic Ball Product
RB-Orb-01 Sphero Bluetooth Robotic Ball Product Description: Sphero is like nothing you’ve seen before. It’s the first robotic ball gaming device that you control with a tilt, touch, or swing from your smartphone or tablet. You can even use Sphero as a controller for on-screen gameplay. Sphero delivers a unique mixed-reality experience with single and multi-player apps that let you engage in the virtual world and play in the real one. It’s the ball evolved. Key Benefits: New Ways To Play: Play in the real world, control it from your smartphone, or play in the virtual world using Sphero as a controller. Your experience changes with every new app you download. Apps for Everyone: Challenge yourself with Drive, Golf, Chromo, and more. With single or multi-player apps, Sphero will always surprise you. Key Features Works With Your Smartphone: iPhone, iPad, iPod touch, and Android compatible. You’ll Tire Before Sphero Does: Over an hour of full throttle play with cable-free induction charging. Any Color You Can Dream: Change Sphero’s color to suit your mood, play in the dark, or create a team color. Setup Once, Play Whenever: Sphero’s Bluetooth connection makes him ready to play as fast as you can launch an app. Press: Acclaimed by Popular Science, Forbes, Wall Street Journal and MSNBC and featured as one of the year’s hottest gadgets by Engadget, TechCrunch, Wired, Gizmodo and Make magazine, Sphero offers a new type of gameplay for the smartphone generation. Purchase Includes: Sphero robotic ball Inductive charging base Quick Start card User manual Apps available through the iTunes App Store or Google Play – several are free Made For: Requires iOS 4.0 or greater o iPod touch (3rd and 4th generation) o iPhone 4 and iPhone 3GS o iPad 2 and iPad Android devices with operating system o 2.2+ o Also compatible with most Android devices that meet the following requirements: . -
Teacher Guide
Sphero Edu TEACHER RESOURCE GUIDE Education Scotland's Curriculum for Excellence Benchmark Integration Table of Contents Introduction to Sphero Edu 3 Why is Sphero Edu a Valuable Educational Tool 6 Get to Know Your Robot 13 The Sphero Edu App 16 Sphero Edu Activities 18 Sphero Edu Units of Learning 22 Supplemental Resources 28 Join us online at edu.sphero.com Sphero Edu | Teacher Resource Guide 2 Introduction to Sphero Edu Sphero Edu provides a toolset that is unbounded in its potential Our program goes beyond code by incorporating robotics and the technologies with collaborative STEAM activities, nurturing students’ imaginations in ways no other education program can So, what can you do with Sphero in education? Although the possibilities are endless, below are some ideas of how you could integrate Sphero into your educational setting: • Teach computational thinking by programming Sphero robots in three different ways designed for learner progression - draw, blocks, and Javascript Coding comes to life with Sphero! • Measure time, speed, distance and other metrics to complete real world experiments • Perform specific functions such as motion and direction, color and light, and sensor-controlled reactions • Direct the movement of Sphero robots using an app or autonomously using code to navigate a maze • Problem solve, collaborate, and iterate! Sphero is adaptable to all ages, skill levels, and content areas The Teacher Resource Guide is designed to give you everything you need to know to get the ball rolling with your learners Mission in -
Orbotix Accidentally Makes Sphero 2.0 Way Too Awesome
Orbotix Accidentally Makes Sphero 2.0 Way Too Awesome Orbotix, the makers of Sphero, today announced the reinvention of the ball. Again. Sphero 2.0 is the world’s first app-controlled robotic ball and game system, and now it’s faster, brighter and smarter than ever before. Included in the rollout are brand new accessories, including ramps and protective Nubby covers to pimp your ride. “The first time I drove Sphero 2.0, I passed out,” said Ian Bernstein, cofounder of Orbotix. It’s true – Sphero 2.0 has been re-engineered from the ground up to give the user an entirely new gaming experience. It’s kind of like Einstein and C-3PO had a baby. Powered with new AI Superdrive capabilities, Sphero 2.0 is unreasonably fast, reaching speeds of up to 7 feet per second. That’s only slightly slower than a Lamborghini. And just like a racecar, every aspect of the internal robot has been re-configured for optimal performance, including a more efficient drivetrain and lowered center of gravity. With new multicolor LEDs, Sphero 2.0 is 3x brighter than before. You’ll need sunglasses to make sure the brilliance doesn’t blind you. Powered by induction charging, Bluetooth connection, and upgraded firmware, Sphero 2.0 will change the way you play. All Tricked Out That’s not all. Sphero 2.0 now comes with accessories. Featuring two ramps that pop directly out of the packaging, users can now catch big air that gives Felix Baumgartner a run for his money (parachute not included). -
Abstract Augmented Reality (Ar): a School Library App To
ABSTRACT AUGMENTED REALITY (AR): A SCHOOL LIBRARY APP TO ENGAGE HIGH SCHOOL RELUCTANT READERS TO READ FOR PLEASURE Kai Rush, Ph.D. Department of Educational Technology, Research and Assessment Northern Illinois University, 2017 Rebecca D. Hunt, Director If a student does not read for pleasure, studies have shown it can be detrimental to a student’s academic success. Augmented Reality (AR) has shown positive results in schools, classrooms and public libraries, but could be beneficial as a school library tool to help reluctant readers select books to read for pleasure. In this qualitative case study, seven high school level reluctant readers were given the opportunity, through augmented reality apps, to explore books that could help them read for pleasure. Over a school's quarter semester (9 weeks), seven high school level reluctant readers used Aurasma and LayAR to watch book trailers or click links for 55 books of different genres to guide them in finding a book to read for pleasure. The seven high school level reluctant readers were studied through nine interviews and three observations periods to understand the relevance of the AR app recommendations, their engagement with the AR apps, and the reading materials chosen after usage of the AR apps. The seven high school level reluctant readers were given reading recommendations by teachers, the school librarian or other recommenders, but reported they could not independently pick books they enjoyed. Each high school reluctant reader was independently studied and cross-analyzed to find themes that helped or hampered their reading for pleasure. Sustained silent reading, class libraries, and academic issues played into this study, as major factors for success or failures. -
Clarke's CES Report 2019
Clarke’s CES Report 2019 J. Clarke Stevens Introduction Some of you have been reading my reports from the Consumer Electronics Show (CES) for decades. For that, I apologize. For those of you reading my report for the first time, consider yourself forewarned. While the report does contain valuable information, it is laced with silliness that I will not justify to your boss. As usual, I walked every aisle of every venue (except C-Space) to bring you news of the best (and strangest) technology. This year, that meant 2.9 million net square feet of show floor space for 4,500 companies (including 1,200 startups). There were 188,000 visitors (4,000 more than last year) with 63,000 from outside the U.S. I think about 62,000 from France. For those of you keeping track via city sizes, we’re now at Tallahassee, Florida or nearly Oakville, Ontario (now that I work for a Canadian company). The focus of this year’s show can be neatly summed up by the following incident which occurred the night before the official opening. (https://www.youtube.com/watch?feature=youtu.be&v=0s4nxcleVd0&app=desktop) A Promobot Got Run Over by a Self-driving Tesla It was apparently in a line of Promobots headed to the show floor when it got clipped. So, an Internet of Things, Artificial Intelligence, robot got hit by a self- driving car. If it only had virtual reality playing on an 8k TV over 5G, the story would cover every major topic at CES this year. -
Augmented Reality As Posthuman Cognitive Prosthesis Jason Crider Clemson University, [email protected]
Clemson University TigerPrints All Theses Theses 5-2016 The unS glasses of Ideology: Augmented Reality as Posthuman Cognitive Prosthesis Jason Crider Clemson University, [email protected] Follow this and additional works at: https://tigerprints.clemson.edu/all_theses Recommended Citation Crider, Jason, "The unS glasses of Ideology: Augmented Reality as Posthuman Cognitive Prosthesis" (2016). All Theses. 2318. https://tigerprints.clemson.edu/all_theses/2318 This Thesis is brought to you for free and open access by the Theses at TigerPrints. It has been accepted for inclusion in All Theses by an authorized administrator of TigerPrints. For more information, please contact [email protected]. THE SUNGLASSES OF IDEOLOGY: AUGMENTED REALITY AS POSTHUMAN COGNITIVE PROSTHESIS A Thesis Presented to the Graduate School of Clemson University In Partial Fulfillment of the Requirements for the Degree Master of Arts English by Jason Crider May 2016 Accepted by: Dr. Sean Morey, Committee Chair Dr. David Blakesley Dr. Lindsay Thomas ABSTRACT This project argues a methodological approach for examining augmented reality (AR) that blends new media studies with that of the digital humanities to develop a hybrid methodology that accounts for AR as a digital medium and, in turn, a critical framework for digital humanities (DH) cultural criticism. As Steven Jones argues in The Emergence of the Digital Humanities, the digital has always been physical, and the network has become “the water in which we swim” (20). Our networked tech has begun to reflect this by showing closer interaction between physical and digital artifacts, the most notable example being AR, where digital information responds directly to physical space. -
Augmented Reality in Museums
Augmented Reality in Museums Mandy Ding entire artificial environment, AR makes use of the INTRODUCTION existing environment and overlays new information on top of it. It blurs the line between the reality and “AR is an attractive medium for use in museums the computer-generated information by enhancing because digital databases challenge existing archives what we see, hear, feel and smell. with obsolescence, and the ever-growing tide of digital information can be reconciled with traditional, Pokémon GO, the popular game released by Niantic physical databases through the promise of AR.” Inc. in the summer of 2016, is a great example of how location-based AR has transformed the - Geoffrey Alan Rhodes, Filmmaker, Assistant gaming experience. Not only AR has found its place Professor at School of the Art Institute of Chicago in gaming – it also has become a novel medium that offers new layers of interpretation to museum AR (Augmented Reality), a technology that imposes collections. According to the 2012 Mobile in layers of virtual content on the real environment, Museums study, 1% museums in the United States enables a smartphone or tablet user to aim the have started embarking on AR as a mobile feature. device at a designated point and watch a still scene come into life. The ubiquity of mobile devices use AR and the Museums has provided the public great opportunities to get According to the 2015 Trendwatch Report, digitally familiar with AR applications in various spheres. For mediated personalization and personalized learning museums, the appeal of AR is clear – the technology are two global prominent trends in museums in allows rich media content such as graphics, recent years. -
Empirical Research on Developing an Educational Augmented Reality
Empirical Research on Developing an Educational Augmented Reality Authoring Tool by AYOUB GHARBI A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Informational Technology in Digital Media Carleton University Ottawa, Ontario © 2021, AYOUB GHARBI i Abstract This thesis studies the use of general-purpose Augmented Reality (AR) authoring tools in education and investigates the difficulties and drawbacks of such applications. While traditional education methods have proven their efficiency, academics constantly explore new ways to benefit from technology in education. Notwithstanding, elementary school teachers are tempted by the well-reputed success of incorporating AR in classrooms to enhance lessons, motivate students, keeping them focused, and so forth. They face, along with students, many challenges trying to adopt this technology to the curriculum. We scrutinized the literature review to sort and analyze some of the difficulties of using general-purpose authoring tools in education and deduct heuristic and reflect on how to counter those difficulties to develop an education AR authoring tool. We have developed and evaluated a prototype of an AR authoring tool made for education called CUAR (Carleton University Augmented Reality). Designed to provide elementary school teachers and students with a more practical and better experience than the current general-purpose tools. The 20 participants of the user study experimented with CUAR by performing multiple tasks designed for AR browsing and authorship and subjectively rated their usability experiences. The results indicated that CUAR is generally easier to use and intuitive than another AR general-purpose solution in the user study. -
Sample Coding and Robotics Resources Sphero/SPRK Sphero Is
Sample Coding and Robotics Resources Sphero/SPRK Sphero is an app-enabled robotic ball which can be connected to Apple and Android devices (i.e. iPhone, iPad, iPod, tablet, smartphone). It's a robotic ball gaming device that you control with a tilt, touch, or swing of your smartphone or tablet. It allows children to develop their computational skills through coding and programming the robot. It integrates curriculum expectations in subjects such as math, science, art, and more. Children can guide their own learning through play. Through the SPRK Lightening Lab App, students are able to program Sphero to perform many movements. It allows for endless opportunities of ways to interact with it. Students can drive it, build race or obstacle courses for it, play with it in the water, reinvent board games with it, play multi-player games like tag, and play augmented reality games with it. This robot can be integrated into many subjects also allowing for integration amongst many subjects. Sphero allows students to learn the language of tomorrow as coding is becoming just as important as other skills necessary to living in the 21st century. The new SPRK model is waterproof (can swim) and can be used with paint. Resources ● Sphero Site ● Many apps on iTunes and GooglePlay and the ChromeStore, start with SPRK Lightning Lab for Sphero ● On Twitter @Sphero, @SpheroEdu, #Sphero (many videos and ideas for projects) ● Examples of activities from Sphero Dash and Dot Dash and Dot (from WonderWorkshop) are interactive robots that can be programmed through several apps including Blockly and Wonder.