Are you looking for ways to keep your students motivated and engaged during English lessons? Using Augmented Reality (AR) and Virtual Reality (VR) is one surefire way to do so. These cutting-edge technologies are more than just gimmicks; you can use them to transform your classroom. With AR, you can bring learning to life, and with VR, you can bring the world to your classroom or take your classroom out into the world. This workshop explores how to use AR and VR to change your classroom into a whole new dimension. To fully participate in this hands-on workshop, please BYOD.
8. What is AR?
Why AR?
Uses of AR
AR into ELT
What is VR?
Why VR?
Uses of VR
VR into ELT
General Outline
9. What on earth is
AR?
The ‘trigger’ no longer needs to be
those fuzzy QR codes, but can be an
object of information itself.
@steve_bambury
10.
11. 1962 1968 1975 1992 1996 1999 2004 2008 2014
Morton Heilig created a
motorcycle simulator
called “the Sensorama”
Today
Ivan Sutherland invented the first
Virtual Reality (VR) device, “The
Sword of Damocles”
“The Videoplace” was
created by Myron Krueger
The term “Augmented
Reality” (AR) was coined by
Boeing researchers, Tom
Caudell and David Mizell
Paul Milgram and
Fumio Kishino
defined the
continuum of AR
and VR
1994 2002
Jun Rekimoto
develops an AR
prototype called
NaviCam and
advances the idea
of the 2D matrix
marker
The company, Total
Immersion, is
founded as the first
AR solutions
provider
2006 2009 2011 2013
AR hardware and software make the
leap toward consumer audiences
The first outdoor
mobile-
Augmented
Reality (mAR)
game (ARQuake)
was built at the
University of
South Australia by
Thomas et al.
2016
The first system for
tracking 3D markers
on mobile phones
was presented by
Mathias Möhring
Nokia initiates
the Mobile
Augmented
Reality
Applications
(MARA) project
Wikitude started to
introduce the first
mobile-AR
application for
smartphones
SPRXmobile
launches Layar
Autonomy
demonstrated
Aurasma
publicly
Car manufacturers
begin to use AR as
the new age
vehicle service
manuals
Google announces
shipment of
Google Glass
devices for
customers, thus
starting the trend
of wearable AR
Microsoft
HoloLens
Developer Kit
and the Meta 2
Developer Kit set
to ship this year
A Brief History of Augmented Reality
Created based on Kipper and Rampolla (2013),
Jamali, Shiratuddin, and Wong (2014),
and Augment (2016)
12. A well-established definition of AR
by Azuma (1997, p. 356)
“AR allows the user to see the real
world, with virtual objects
superimposed upon the real world.
Therefore, AR supplements reality,
rather than completely replacing it.”
13. “A technology that superimposes
information onto the user’s
environment, for example, by
accessing the camera of a mobile
device and providing an augmented
or enhanced experience of reality”
(Hockly, 2016, p. 137).
23. AR use is aligned with
learning theories
Bower, Howe, McCredie, Robinson, and Grover (2014)
Dunleavy and Dede (2014)
Dunleavy, Dede, and Mitchell (2009)
Liao and Ho (2011)
32. List of apps:
• AR Flashcards
• QuiverVision
• BlippAR
• Aurasma
• Google Translate
33. What on earth is
VR?
Prof. Kiyoshi Kiyokawa
A group photo of HMDs
From bottom left to upper right, virtual i/o glasses,
Shimadzu see-through vision, Sony Glasstron PLM-
50, Olympus MediaMask MW601, Olympus EyeTrek
FMD-700, Virtual Research V8, Shimadzu Dataglass
2, ELMO4, MicroOptical SV6, eMargin Z800, Vuzix
iWear VR920, HHMPD (my research prototype),
FOV2GO, Oculus DK1, Oculus DK2, Google
Cardboard, Oculus CV1, Sony PSVR, HoloLens, HTC
Vive, Acer MR headset, Meta 2, HTC Vive Pro, and
Oculus Go
An interactive computer-generated
experience taking place within a
simulated environment
34. A visual history of virtual reality headsets
(it ain’t always pretty)
35. A demonstration of an early VR rig at a 1993 trade show is a reminder that
people in the 90s were wearing worse things than bad suits.
Photo: https://www.virtualiteach.com/cpd-in-vr
36. Hitting the virtual ski slopes at Tokyo’s NEC Corp in 1992.
Photo: https://www.virtualiteach.com/cpd-in-vr
37. Open wide: Canadians enjoyed virtual reality videos at the dentist’s office in 1994.
Photo: https://www.virtualiteach.com/cpd-in-vr
38. VR headset for reading canned goods ingredients in 1997.
Photo: https://www.virtualiteach.com/cpd-in-vr
39. French schoolchildren experience the great outdoors via cardboard VR headsets In
2015.
Photo: https://www.virtualiteach.com/cpd-in-vr
40. High: HTC Vive / Oculus Rift
Levels of VR Experience
Low: Google Cardboard (360 videos)
Medium: Gear VR
46. Virtual Reality for Diversity and Inclusion
Viewers can freely switch between a female and a male perspective in a split-sphere 360° video
47. Equal Reality @Equal_Reality
Diversity and Inclusion Training
We humans have the
responsibility to transform
our society into a more
equal and inclusive one.