Do you remember the euphoria of Pokemon Go in 2016? Many public areas around us were filled with groups of mobile game lovers who walk around while playing the game through their smartphones. This game attracted public attention because it used technology that was considered new at that time, namely augmented reality (AR). In Pokemon Go, AR technology is combined with GPS (global positioning system) to bring up various Pokemon characters in an area.
In fact, even at that time, AR was not a new technology. However, the technology itself was not easily accessible by public. The Pokemon Go seems to make the AR accessible for the public.
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So, what exactly is AR and how does it work?
In simple terms it can be said that augmented reality is a technology that is able to insert information into the virtual world and display or project it to the real world. Projected information can be in the form of 2D and 3D images, videos, animations, and texts with the help of camera devices, such as smartphones. In other words, AR allows us to place or project digital objects into the real world.
Based on how it works, AR is divided into two types, namely 1) marker-based tracking and 2) markerless-based tracking. In marker-based tracking, objects that will be displayed in the AR version are packaged in markers, such as QR codes or other unique designs. Furthermore, this marker will respond by bringing up an object when scanned with a capable device. Meanwhile, the way markerless-based tracking AR works is a little different. Marker are not needed to bring up an object. Displayable objects have been provided in the AR-based application that have been developed. Furthermore, through the application the user only needs to scan a flat area and the available digital objects can be projected on that area.
A brief history of augmented reality
The history of the development of augmented reality is quite long. In 1957, Morton Heilig created a simulator machine that combined smell, sound, and vibration. In 1975, Myron Krueger built an artificial reality called "VideoPlace". VideoPlace incorporates a projector and camera emitted on a screen silhouette that surrounds the user in an interactive environment. In 1990, Thomas Chaudel, a Boeing researcher, first coined the term augmented reality to describe the digital displays used by aircraft engineers that blend virtual graphics into physical reality. Meanwhile, AR technology that is currently commonly found adheres to the concept of an Osaka University professor named Hirokazu Kato. In 1999, he created ARToolkit which uses video tracking to embed computer graphics via video. ARToolkit is still popular today and brought AR to web browsers.
Now, we can easily find the use of augmented reality technology. Some of them that are quite popular are the use of AR in Instagram stories and the IKEA Place application. In Instagram stories, AR technology is used in various Instagram filters, from makeup filters to filters for various quizzes. Meanwhile, the application of AR technology at IKEA Place allows potential buyers to simulate the placement of an IKEA product to be purchased in their home area.
Augmented reality in education
In education field, AR is used as a teaching media and property. AR media is able to strengthen the user's perception of a concept so that the learning experience becomes more enjoyable.
One of the learning topics that can be learned through AR-based media is the anatomy of living things. Various organs of living things, such as the brain, heart, and lungs, can be visualized in 3D objects. Thus, students can observe and study the shape of these organs as a whole from various directions which is equipped with various explanatory information in it.
In addition to studying science, augmented reality technology can also be applied to develop history learning content. With AR, students can gain new perspectives on abstract historical concepts. Various historical objects can be visualized in 3D form or multimedia so that students can interact with these objects.
Assemblr EDU (edu.assemblrworld.com)
One provider of augmented reality-based products in the education field is PT. Assemblr Teknologi Indonesia. This startup created Assemblr EDU, a mobile application that allows users to create more interactive, collaborative and fun learning activities with 3D & AR.
Assemblr EDU provides a space where teachers and students can gather, share course materials, share projects, and interact virtually. The class features in Assemblr EDU can assist users in organizing, managing, and monitoring all teaching and learning activities of teachers and students in Assemblr EDU. In the class, various learning materials are also provided in accordance with the subjects at school. Thus, teachers can directly share 3D and AR learning content with students in EDU's virtual Assemblr class.
The Assemblr EDU application is supported with two other applications, namely Assemblr App and Assemblr Studio Web. Assemblr App is run on a smartphone, while Assemblr Studio Web is on a desktop device. These two applications work to develop 3D and AR-based learning content on Assemblr EDU. Both apps are enabling teachers to develop their own learning content simply by utilizing various assets available on Assemblr.
Assemblr App and Assemblr Studio Web work on drag and drop principle. Various 3D objects, such as animals, plants, anatomy, transportation tools, etc. have been provided for the user to customize. Users can select and place the appropriate 3D objects and insert informational text within the placed objects. These 3D objects are then compiled into a project or learning content. Furthermore, the created project can be converted to display in AR mode via a smartphone.
In addition to learning content that can be developed by teachers themselves, Assemblr EDU also has dozens of interactive learning materials with varied topics that are ready to be used in the class. Users (teachers) only need to access the topics feature in the EDU Assemblr to utilize the content in it.
Assemblr EDU also provides the Assemblr Certified Educator (ACE) program, which is a program for teachers who want to create a better learning experience with immersive AR technology. After registering as an ACE, teachers will receive an email containing a teacher's kit along with a list of challenges that must be completed to earn points. These points can later be exchanged for badges and Assemblr Certified Educator (ACE) electronic certificates. Complete information about the ACE program can be found on the https://edu.assemblrworld.com/ace-guide page.