To Augmented Reality and Beyond!

So what is it?

As A.R and V.R become closer to being globally accessible through the common market place there seems to be confusion between what A.R and V.R actually are. To make it as easy as possible to understand when we refer to either, I’m going off the following views of A.R and V.R:

Augmented Reality (A.R): is the layering of computer-generated sensory input such as audio, video, images or GPS information on the view of the real-world.

Virtual Reality (V.R): is a fully computer-simulated environment, real or imagined, and simulates a user’s physical presence in there in a way that allows the user to interact with it. This can be done through  video, audio, images and smells.


Like the Throw Back Thursday (or #TBT) of yester year A.R seems to have kick-started in 2012 and been left in 2015. There’ll always be trends in education, don’t get me wrong, but sometimes you have to look at the practicality and uses of said trends. In this case, A.R has been left in the past as V.R has progressed to the mainstream, mainly due to the gaming industries current evolution, this was evident at BETT and Digifest this year.

However it seems that A.R has been massively overlooked.

There’re plenty of uses of A.R in education,  from interactive posters to induction orientations. There are a few bits of research which can relate back to the use of  A.R, here are a few links:

Collaborative A.R  , Metacognitive Learning over the real world via A.R  ,  Student knowledge and A.R , dynamic environment through A.R  & A.R supporting different learning styles

With the launch of A.R companies wanting to break into education such as Blippar, Aurasma and Layar being the main ones, it seems like A.R is being overlooked in favour of V.R.

Here at Myerscough we are currently working on a project between our education department and our e-learning department to further the influence of A.R in the college as a plausible way of getting more information without overloading and creating a more dynamic environment. We’re doing this through a “My Out The Box” incentive which combines the posters and A.R to create information rich posters, which can be scanned by students and staff to get multimedia information. We’re using the Blippar app to help nail the A.R side of the poster. We’ve chosen Blippar as the app due to the educational account  that they offer. After having a look over the different apps available Blippar was found to have more interactions, which could hold more information and there was the ability to add varied media such as video, websites, photobooths etc. This and the ease of use made Blippar the clear winner. So far we only have a few posters out but we are looking forward to fully rolling out this project.

We’re looking forward to using Augmented Reality to go beyond…!