Thursday, June 10, 2010

Mobile Learning and Social Media: Increasing Engagement and Interactivity #nmc2010

Presentation from New Media Consortium, 2010, Anaheim, CA, available at:
https://pantherfile.uwm.edu/xythoswfs/webui/_xy-38709063_1-t_GAeRS35j

Visit http://uwmsocialmedia.wikispaces.com/ for more info....

Important facts:

Mobile Learning and Social Media: Increasing Engagement and Interactivity
Tanya Joosten | University of Wisconsin-Milwaukee
Interim Associate Director, Learning Technology Center
Lecturer, Department of Communication
http://UWMSocialMedia.wikispaces.com/

Who are our students?

I want to feel connected
-According to a survey by Joosten (2009), students reported that they need good (67%) and frequent communication (90%) with their instructor and good communication with their classmates (75%). They also reported that they need to feel connected to learn (80%) (http://tinyurl.com/yafu8qz).

I don’t use e-mail
-According to PEW Internet study, “Teens who participated in focus groups for this study said that they view email as something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups “ (http://www.pewinternet.org/Reports/2005/Teens-and-Technology.aspx?r=1).

I *do* use social media – A LOT

-According to Bulik (July 8th, 2009) “…They go to social networking sites 5 days per week and check in 4 times a day for a total of an hour per day” (para 7).
-According to PEW Internet study, “…Nearly three-quarters (72%) of online 18-29 year olds use these sites–similar to the rate among teens–with 45% doing so on a typical day” (http://tinyurl.com/33hynyx).

I am mobile

-According to Joosten (2009), 71% of students want to receive text messages about their class (http://tinyurl.com/yafu8qz).
-According to PEW Interent, “the typical American teen sends and receives 50 or more messages per day, or 1,500 per month.”

Solutions

Would you recommend the instructor continue using the social networking
tools? Why or Why not?



What did you like best about your experience using the social networking tools (facebook & twitter) in this class?



If you could fix one thing about the use of the social networking tools, what would it be?



Survey Likert Findings:





Connect w/me
-professorjoosten.blogpost.com
-twitter.com/tjoosten
-linkedin.com/in/tjoosten
-facebook.com/tjoosten
-juice gyoza | second life

Tuesday, June 8, 2010

Mobile Augmented Reality

Definition of Simple Augmented Reality from Horizon Report, 2010:

The expression augmented reality (AR) is credited to former Boeing researcher Tom Caudell, who is believed to have coined the term in 1990. The concept of blending (augmenting) virtual data — information, rich media, and even live action — with what we see in the real world, for the purpose of enhancing the information we can perceive with our senses is a powerful one. Augmented reality itself is older than the term; the first applications of AR appeared in the late 1960s and 1970s. 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 AR experiences to personal computers and mobile devices. Early mobile applications began to appear in 2008, and several augmented reality mapping and social tools are now on the market.

Wireless mobile devices are increasingly driving this technology into the mobile space where the applications offer a great deal of promise...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, AR applications can pinpoint where the mobile’s camera is pointing and overlay relevant information at appropriate points on the screen.

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.

Definition of Augmented Reality from Horizon Report, 2011:

Augmented reality (AR) refers to the addition of a computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented. AR was on the mid-term horizon for 2010, and throughout the year, enjoyed widespread attention in conferences and industry showcases internationally. The Augmented Reality Event in June 2010, for example, featured keynotes by Bruce Sterling and Will Wright, which suggests the technology’s growing cultural significance. Augmented reality was the Advisory Board’s highest rated topic for 2011, which is a testament to its increasing importance within higher education.

Various forms of augmented reality, starting with early head-mounted displays, have been around for more than 30 years. Over that time, increased bandwidth and smart phone adoption, as well as a proliferation of AR browser applications, have helped AR evolve from a family of cool gadgets on the periphery of graphics and visualization technologies to an increasingly central player in the technology landscape. Further, the powerful significance of the concept of “blending” information and the real world in an increasingly experiential environment has pushed AR to the forefront in the realms of business, technology, entertainment, branding, and education. Companies are developing augmented reality brochures, packaging, and kiosks, while game developers are using augmented reality to create new kinds of entertainment.

Examples:
http://www.nytimes.com/2009/03/09/technology/09topps.html?_r=1 NY Times Baseball Cards
http://blog.craigkapp.com/?p=512 Moon/Earth Rotation
http://blog.craigkapp.com/?p=691 Sim Snails
http://www.esquire.com/the-side/augmented-reality Details Magazine

Henry and Vivian's work, National University of Singapore
http://www.youtube.com/user/mixedrealitylab

http://www.ece.nus.edu.sg/stfpage/eledbl/Portfoliov5.pdf
http://www.youtube.com/watch?v=D-2VezlxcO4
http://www.youtube.com/user/mimegroup1
http://www.mimelab.com/cny/
http://www.mimelab.com/

Craig Kapp

Kapp's 2010 NMC Presentation -- Good Introduction
http://www.youtube.com/watch?v=ezQlYVvZ8ko
Free, open source development tool, Zooburts
http://alpha.zooburst.com/
http://blog.craigkapp.com/?page_id=1474

Download Craig's activity - download, print, and explore:
https://pantherfile.uwm.edu/xythoswfs/webui/_xy-39557792_1-t_linOCnWH
http://blog.craigkapp.com/wp-content/uploads/2010/06/public_AR_projects.pdf

Other resources:
http://augmentedrealitywiki.com/Main_Page
http://www.virtualpublicartproject.com/ Virtual Public Art Project

UW Platt -- Frommelt
http://www.uwplatt.edu/web/presentations/ar/heweb09/index.html

UW Mad - ARIS
http://arisgames.org/

Free Open Source Tools to Develop
http://blog.craigkapp.com/?p=1609

Resources:

2010 Horizon Report
http://wp.nmc.org/horizon2010/chapters/simple-augmented-reality/

2011 Horizon Report
http://net.educause.edu/ir/library/pdf/HR2011.pdf


Effectiveness of animations metastudy
http://j.mp/cDYcQN, http://j.mp/9jlRXC