Two to Three Years: Augmented Reality


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Time-to-Adoption Horizon: Two to Three Years
While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. New uses for augmented reality are being explored and new experiments undertaken now that it is easy to do so. Emerging augmented reality tools to date have been mainly designed for marketing, social purposes, amusement, or location-based information, but new ones continue to appear as the technology becomes more popular. Augmented reality has become simple, and is now poised to enter the mainstream in the consumer sector.
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Overview

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The concept of blending (augmenting) data — information, rich media, and even live action — with what we see in the real world is a powerful one. Augmented reality aims to do just that as a means to enhance the information we can perceive with our senses. The first applications of augmented reality appeared in the late 1960s and 1970s, and by the 1990s, augmented reality was being put to use by a number of major companies for visualization, training, and other purposes. Now, the technologies that make augmented reality possible are powerful and compact enough to deliver augmented reality experiences to personal computers — and even mobile devices. Early mobile applications began to appear in 2008, and now many augmented reality applications and tools for mobiles are on the market.
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Wireless applications are increasingly driving this technology into the mobile space where they offer a great deal of promise. Initially, augmented reality required unwieldy headsets and kept users largely tethered to their desktop computers. The camera and screen embedded in smart phones and other mobile devices now serve as the means to combine real world data with virtual data; using GPS capability, image recognition, and a compass, augmented reality applications can pinpoint where the mobile’s camera is pointing and overlay relevant information at appropriate points on the screen.
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Augmented reality applications can either be marker-based, which means that the camera must perceive a specific visual cue in order for the software to call up the correct information, or markerless. Markerless applications use positional data, such as a mobile’s GPS and compass, or image recognition, where input to the camera is compared against a library of images to find a match. Markerless applications have wider applicability since they function anywhere without the need for special labeling or supplemental reference points.
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Currently, many augmented reality efforts are focused on entertainment and marketing, but these will spill into other areas as the technology matures and becomes even more simplified. Layar (http://layar.com) has been a leader in this space with augmented reality applications for the Android and iPhone platforms. Layar’s mobile application features content layers that may include ratings, reviews, advertising, or other such information to assist consumers on location in shopping or dining areas. Other mobile applications that make use of augmented reality for social or commercial purposes include Yelp, another review and rating service; Wikitude, which overlays information from Wikipedia and other sources onto a view of the real world; and a handful of Twitter clients. The mobile media company Ogmento develops augmented reality games for mobiles.
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The improvement in technology has allowed more streamlined approaches and wider user adoption. Market projections for augmented reality on mobile devices predict revenues to rise from about US$2 million in 2010 to several hundred million by 2014 (US$350 million, according to ABI Research; Juniper Research’s projections are even higher). Augmented reality is already entering the mainstream in the consumer sector, and the social, gaming, and location-based applications that are emerging point to a strong potential for education and interpretation applications in the next few years.
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Relevance for Museum Education and Interpretation

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Museums are in a sense already in the augmented reality business — an animation of lost-wax casting, a map of Italy with Pompeii highlighted for an exhibition of archaeological artifacts, a photograph of Georgia O’Keefe silk-screened onto a label next to a painting, or layering multiple voices in the narration provided in an audio-guide — and cultural institutions readily understand the need to augment the reality of objects in a museum in order to help visitors better understand and connect with collections. The key affordance offered by digital technologies, especially mobile ones, is to provide a wider array of up-to-the-minute contextual information, wherever the viewer may be.
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The ability to provide additional content related to objects and collections digitally presents a whole new set of possibilities for augmenting objects on display. Visitors are ready for such content. Most have already started to become accustomed to using their handheld devices as a sort of portable kiosk no matter where they are. They expect the museum to be no different.
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Applications that convey information about a place can open the door to powerful forms of discovery-based learning. Students on field trips to historic sites, for example, might access augmented reality applications that overlay maps and information about how the location looked at different points of history. (For a real-life example of this, see the Museum of London’s Street Museum application for the iPhone.)
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An application currently in development by the EU-funded iTacitus project (http://itacitus.org/) will allow visitors to pan across an actual location — the Coliseum, say — and see what it looked like during an historical event, complete with cheering spectators and competing athletes. SREngine, another augmented reality application in development, will use object recognition to display information about things one encounters in the real world — describing the use of different pieces of equipment in museum display, for instance, or identifying plants in a rooftop garden.
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Augmented books, now just beginning to enter the market, are another interesting application of this technology. The German company Metaio (http://www.metaio.com/demo) is developing books that include augmented reality elements, such as globes that pop up on the pages of a book about the earth. The books are printed normally, but include special visual markers at key points. After purchase, consumers install special software on their computers and point a webcam at the book to see the visualizations. An atlas featuring 3D views of geographic locations is currently in development — it is not difficult to picture augmented exhibition catalogs that include 3D views of the objects in the collection emerging very very soon.
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Visitors and museum professionals alike can recognize the unique place and utility of augmented reality experiences currently in use by marketing and commercial interests. Museums have already been active in exploring the potential of QR codes (a simple marker-based application for mobiles) to engage the visitor. The Norsk Telemuseum, in Oslo Norway, working in conjunction with IBM, has piloted an interactive treasure hunt game for teens using personal camera phones and QR codes. The same museum encourages students to leave “secret messages” for their friends to find within the museum. IBM has helped to pilot similar projects in Venice and Rome and it is highly likely that more museums will soon take advantage of this relatively low-tech augmented reality application.
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A sampling of applications of augmented reality includes the following:
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  • Education and Interpretation. Augmented reality can enhance interpretation by offering more, and more diverse, levels of interpretation. MEanderthal is an application for iPhone and Android from the Smithsonian National Museum of Natural History that allows users to transform their faces into those of early humans.
  • Exhibitions and Collections. Within a culture in which visitors can rarely touch the objects in the collections, augmented reality has strong potential to provide a form of interaction with objects that otherwise would not be possible
  • .

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Augmented Reality in Practice

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The following links provide examples of augmented reality in use in museums and other settings.
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Chicago Museum of Science and Industry
http://www.msichicago.org/whats-here/exhibits/you/
An augmented reality musical game, featured in the Chicago Museum of Science and Industry’s permanent exhibition YOU! The Experience, turns a 2D card into a virtual keyboard. The user repeats three rounds of increasingly difficult note sequences. Afterward, the card calls up a visualization of the brain, showing its activity during the game.
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CultureClic
http://www.cultureclic.fr/
CultureClic is a free iPhone augmented reality application that allows visitors to explore more than 500 paintings, photographs, and engravings in Paris, Bordeaux, Lyon, and Marseilles — while standing in the location depicted in the artwork.
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A Future for the Past (Video)
http://www.youtube.com/watch?v=0UODkvUTnAU
In 2009 the Allard Pierson Museum in Amsterdam presented an exhibition entitled A Future for the Past which included two prototype augmented reality applications: a virtual reconstruction of Satricum and an annotated landscape on a 1855 photograph of Forum Romanum. This video describes the exhibition.
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Getty Museum: Augmented Reality of the Augsburg Display Cabinet
http://www.getty.edu/art/exhibitions/north_pavilion/ar/index.html
This augmented reality project enables viewers to take a detailed look at the intricately carved and decorated Augsburg Cabinet (1630), bringing this unique piece closer to visitors without risking harm to the object.
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Metaio and Louvre-DNP Museum Lab (Video)
http://www.youtube.com/metaioar#p/u/40/RxSb4tjdTPk
This joint project between the Louvre and augmented reality development firm Metaio is developing material to enhance exhibits and collections. This video demonstrates a prototype device that overlays augmented reality content onto the museum’s gallery spaces.
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Pedro Morales
http://2d-code.co.uk/qr-code-artist-pedro-morales/
QR Code Artist Pedro Morales uses raffia mesh and fabric shapes to create organic works of art with content that can be read by simply pointing your mobile camera at them.
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The Powerhouse Museum
http://www.powerhousemuseum.com/layar/
The Powerhouse Museum has developed an augmented reality application that allows visitors to use their mobile phones to see Sydney, Australia as it appeared one hundred years ago.
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For Further Reading

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The following articles and resources are recommended for those who wish to learn more about augmented reality.
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An Augmented Reality Presentation System for Remote Cultural Heritage Sites (PDF)
http://i.document.m05.de/wp-content/uploads/2008/04/09p103.pdf
(M. Zöllner , J. Keil , H. Wüst and D. Pletinckx, The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage: VAST, 2009.) This paper describes the technology used to produce the 2009 exhibition A Future for the Past at the Allard Pierson Museum in Amsterdam.
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Augmented Reality Technology Brings Learning to Life
http://www.gse.harvard.edu/blog/uk/2009/09/augmented-reality-technology-brings-learning-to-life.html
(Chris Dede, Useable Knowledge Blog, Harvard Graduate School of Education, September 2009.) This article outlines the value of augmented reality in educational settings and suggests why it is an attractive technology for learners (or visitors).
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Civil War Augmented Reality Project Proposal
http://www.historyteachersattic.com/2010/06/my-civil-war-augmented-reality-proposal/
(Jeff Mummert, The History Teacher’s Attic, June 2010.) History teacher Jeff Mummert outlines a proposal for an augmented reality project for the Civil War. The proposal provides a model of how to describe a potential project from conception to development.
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Getting Started with AR
http://blog.craigkapp.com/?page_id=1474
(Craig Kapp, The Pixel Farm, July 2010.)
Augmented reality developer Craig Kapp has compiled an excellent list of resources aimed at beginners who are interested in experimenting with augmented reality applications.
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If You Are Not Seeing Data, You Are Not Seeing
http://www.wired.com/gadgetlab/2009/08/augmented-reality/
(Brian Chen, Wired Gadget Lab, 25 August 2009.) This article gives a good

Overview

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of augmented reality, including where it currently is situated and what to expect in the future.
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Visual Time Machine Offers Tourists a Glimpse of the Past
http://www.sciencedaily.com/releases/2009/08/090812104219.htm
(ScienceDaily, 17 August 2009.) New apps for smartphones offer augmented reality on the go. While on location, users view historical sites as they were hundreds of years ago.
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Delicious: Augmented Reality
http://delicious.com/tag/hz10mu+augmentedreality
(Tagged by Horizon Advisory Board and friends, 2010). Follow this link to find additional resources tagged for this topic and this edition of the Horizon Report. To add to this list, simply tag resources with “hz10mu” and “augmentedreality” when you save them to Delicious.

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