Augmented Reality In Educational Settings



  1. Augmented Reality Training

Augmented reality (augmented reality) in education is not a new subject, but it is an area that is being increasingly discussed and explored, and for an excellent reason. New developments have made augmented reality more accessible than ever before, blurring the. Augmented reality in the classroom Probably, the most popular application for augmented reality in education is the use of AR apps directly in the classroom. In this case, they can help the teacher explain a subject, provide a visual representation of the material, and help students test out their knowledge in practice. From an educational point of view, augmented reality offers various different benefits. It allows better understanding of otherwise complex topics by providing visual and interactive learning experiences. AR improves overall engagement in learning, can encourage teamwork and is. Augmented reality, AR, combines the best of both worlds, the wonders of the natural world and the exciting discoveries enabled by educational technologies like AR. For young learners in particular, AR appeals to their insatiable curiosity about the world around them, allowing young learners to embark on a path of learning mediated through the.

PRACTICAL CONSIDERATIONS FOR IMPLEMENTING VIRTUAL REALITY IN ARTS EDUCATIONAL SETTINGS

Alyssa Wroblewski | Published October 2019

The presence of Virtual Reality (VR) technology in arts education is growing. From museums to live music to healthcare and many more, VR beginning to change how we perceive the arts and learning. After all, this immersive experience has been proven to enhance the learning experience, achieve a higher retention of knowledge and is quickly changing the learning environment. This research study investigates the opportunities presented by VR for arts education as well as the practical hurdles that need to be overcome to successfully use VR in K-12 educational settings.

CENTRALIZATION AND AGENCY IN CROWDSOURCED DIGITAL ART PROJECTS

Jana Fredricks | Published July 2018

As digital crowdsourced art continues as a mode of art making, it is necessary to developed an understanding of which features of digital arts programming are crucial in the engagement of digital audiences. The following analysis of four digital art projects focuses on the participatory, rather than the interactive, specifically projects wherein audiences become artists by participating in the creation of a piece of art by making one or more creative contributions. Perhaps not surprising, agency and control were identified as significant to participation.

augmented reality in museums

Mandy Ding | Published May 2017

This white paper explains what AR technology is and gives ideas for its uses in museums. The report includes three up-to-date case studies, showing how to choose and make use of an appropriate kind of AR app in a museum setting.

VR OPPORTUNITIES

Sofia Auffret | Published May 2017

This white paper explains how arts managers can use videos to show and promote the use of VR. By doing so, they have the opportunity of attracting broader and younger audiences.

CREATING ONLINE EXHIBITIONS AND RESEARCH TOOLS

Educational

Graciela Kahn | Published June 2014

Reality

Virtual exhibitions and searchable repositories allow today's art museums to make their collections accessible to a broader audience than ever before. This paper provides an overview of current online exhibition and research tool practices for managers of art museums that are looking to improve their online presence. Includes recommendations from Museums and the Web, the American Library Association, and the Webby Awards.

VIRTUAL GALLERY SOFTWARE REVIEW

Technology in the Arts | Published October 2009

EducationalSettings

Augmented Reality Training

To assist artists and arts organizations interested in creating 3D virtual exhibitions, Technology in the Arts (forerunner of AMTLab) released this report comparing existing software systems designed to meet the needs of artists and art galleries. This research was initiated by the CUE Art Foundation, which sought to find an existing software system that will allow artists to create and display virtual exhibitions easily.