Augmented Reality Public Outreach Working Group: Difference between revisions

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'''ARPEO Working Group and Project Description'''
'''ARPO Working Group and Project Description'''


   Arizona State University will be involved in the development of a learning app prototype aimed to serve iDigBio's current education and outreach initiative while promoting broader impacts in connecting the public with biocollections.  The deliverable will be a custom set of interactive Augmented Reality (AR) Flashcards for as many as 15 NSF ADBC Thematic Collection Networks (TCNs).  
   Arizona State University will be involved in the development of a learning app prototype aimed to serve iDigBio's current education and outreach initiative while promoting broader impacts in connecting the public with biocollections.  The deliverable will be a custom set of interactive Augmented Reality (AR) Flashcards for as many as 15 NSF ADBC Thematic Collection Networks (TCNs).  
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More broader goals will be to:   
More broader goals will be to:   


– Explore the potential of 3D/AR technologies as they relate to the enhancement of learning and in serving broader impacts. Secondly we will take steps to align with NIBA’s Goal 6 which calls for the integration of specimen-based learning and exploration into formal and informal education while promoting accessibility of digitized specimen data to K-20 students and underrepresented groups
– Explore the potential of 3D/AR technologies as they relate to the enhancement of learning and in serving broader impacts. Secondly we will take steps to align with NIBA/BCoN’s Goal 6 which calls for the integration of specimen-based learning and exploration into formal and informal education while promoting accessibility of digitized specimen data to K-20 students and underrepresented groups




'''Augmented Reality Defined''''''  
'''Augmented Reality Defined'''''  


Augmented reality is the process of overlaying digital information  over the real world by viewing through a device such as a mobile phone, iPad, or a desktop webcam.  It has been very popular in the advertising  world but there is little known as to its benefits in education.   
Augmented reality is the process of overlaying digital information  over the real world by viewing through a device such as a mobile phone, iPad, or a desktop webcam.  It has been very popular in the advertising  world but there is little known as to its benefits in education.   
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The digitization process is a multi-faceted approach that takes into consideration the unique characteristics of each specimen to acquire highly accurate and precise models. This process helps to reduce the level of artistic bias while working with each model.  
The digitization process is a multi-faceted approach that takes into consideration the unique characteristics of each specimen to acquire highly accurate and precise models. This process helps to reduce the level of artistic bias while working with each model.  
   
   
Both photogrammetry and laser scanning methods generates a “point cloud” based on the position of the specimen relative to the cameras.
Photogrammetry methods is based on techniques that allows the capability to capture fine detail that approaches the realm of microscopy in some instances. To fully capture a specimen in high detail 60+ images and a 360° degree rotation of the specimen is required in order to create a mesh.  
Photogrammetry allows for the capability to capture fine detail through the use of macro lens and creates 3D models in detail that approaches the realm of microscopy in some instances. To fully capture a specimen in high detail 40+ images and a 360° degree rotation of the specimen is required   in order to create a mesh.  


3D imaging of biocollections in the scientific community has largely been associated with expensive microCT Scans (digimorph.org) which is created by slicing an object based on material density  measured by X-ray transmissions.  Although this can provide scientists with important measureable information about structure and morphologies they do not retain color and external texturing which is needed in taxonomy and specie identification.
3D imaging of biocollections in the scientific community has largely been associated with expensive microCT Scans (digimorph.org) which is created by slicing an object based on material density  measured by X-ray transmissions.  Although this can provide scientists with important measurable information about structure and morphologies they do not retain color and external texturing which is needed in taxonomy and species identification.
 
'''Timeline of Project'''
Below estimated timeline concluding approximately in February 2015.  


'''Phase I'''
***NEXT STEPS***


• Each TCN to continue in selecting key specimens for content development.  Content to be entered and shared via a shared production management system for which each TCN will contribute and edit.
Now that the Android/iOS apps have been released plans are underway in starting a dialogue on the scaling and expansion of the LoL app and cards.
• 2D/3D imaging of selected specimens. Basic imaging instructions to be sent to those who prefer to image in-house.
discuss the below proposed agenda and in establishing specific tasks.  
• Those specimens that are not being imaged in-house will need to be shipped on loan for us to image at ASU Natural History collections facility.  We will need to complete the following for each specimen:
o A 2D image (JPEG)
o 3D model
o 2D image of specimen label if exists (JPEG)
o Specimen data such as geolocation information to be entered into production sheet
• To create a Working Group Wiki page where all developments and resources can be posted for all TCNs involved in project.    


'''Phase II'''
''A special thanks to Becky Hansis-O'Neill (ISU), Robert Schlader (ISU), Leif Tapanila (ISU), and Katelin Stanley (FSU) for their contributions.''
• 3D models exported and delivered to AR development team.
• Markers and Flashcard designs developed.
• All media audio/video content used and permissions obtained as needed.
• Desktop app interface developed and testing begins.
• 2D/3D editing completed and ready for AR interactions.
• Channel/buttons/content completed for mobile version.
• Interactions with markers completed.
• TCNs to test and provide feedback.
• Channel-based mobile version/desktop tested and launched.


'''Phase III'''  
   
 
Goal 1:  Developing a collaborative inter-institutional 3-D portal for the scientific and educational exchange of specimen-based digital assets and their data in an open environment. This may involve establishing potential collaboration with an industry partner which a few have already been identified.   
• Working Group to discuss the potential of more in-depth content, activities, and lesson plans that would complement the AR Flashcards.  
• Proceed with completing any remaining TCN cards and assemble for full set of iDigbio Flashcard set.   
• Pilot testing of cards in the classroom and museum setting.
• Further development based on implementation and evaluation of prototype.


Goal 2:  Create a way for teachers to easily and quickly implement 3-D resources in their classrooms at no cost.


Goal 3: To explore sustainability methods that would allow us to scale when thinking of the development and maintenance of a repository that will serve the general public.
Goal 4: A task team to explore how might we integrate this technology with existing learning resources and materials that might already be in use in various TCN programs?


Goal 5: Surveys and pre and post assessment tools are needed to assess specific target groups who are currently implementing the technology/ LoL app.


'''References and Resources''''''
Goal 6:  Research goals in addressing how might immersive technologies address specific learning needs in specific high risk target learners.
Goal 7: To further align current LoL content with NSTA criteria.  The deadline for a workshop proposal at NSTA is April 15th. 




Blog/website
 
www.Biota3D.org
References and Resources''''''
 


InsectAR Prototype http://youtu.be/STc8Nsx36MI  
InsectAR Prototype http://youtu.be/STc8Nsx36MI  
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'''NIBA Resources'''
'''NIBA/BCoN Resources'''


http://digbiocol.wordpress.com/brochure/  
https://bcon.aibs.org/resources/
http://www.aibs.org/public-policy/collections.html  
http://www.aibs.org/public-policy/collections.html  


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http://www.digimorph.org/
http://www.digimorph.org/
The potential of AR in distance education
http://www.hitlabnz.org/administrator/components/com_jresearch/files/publications/ISMAR2014_158_Camera_Final.pdf


'''PLEASE FEEL FREE TO ADD TO THIS LIST'''
'''PLEASE FEEL FREE TO ADD TO THIS LIST'''

Latest revision as of 14:09, 12 August 2016

ARPEO Working Group and Project Description

  Arizona State University will be involved in the development of a learning app prototype aimed to serve iDigBio's current education and outreach initiative while promoting broader impacts in connecting the public with biocollections.  The deliverable will be a custom set of interactive Augmented Reality (AR) Flashcards for as many as 15 NSF ADBC Thematic Collection Networks (TCNs). 
  
  The project will serve to benefit the ADBC program and iDigBio's E&O goals in communicating the importance of specimens (used for research or other activities) to the public, as follows. (1) Engaging and reaching wide audiences in an impactful way via new and immersive 3D technologies.  (2) Opportunities to link-in to additional content about specimens and specimen data (served up, e.g., by the iDigBio Portal or by TCN's website) via interactive buttons that will appear in the AR interface allowing users to access further specimen data and content.   (3) All TCN E&O coordinators will be engaged in a shared and collaborative activity in the development of a learning tool. (4) The project may serve as a complement to existing citizen science programs with the potential of the Flashcards serving as collector trading cards which students or citizen scientists can collect after reaching certain milestones. 

More broader goals will be to:

– Explore the potential of 3D/AR technologies as they relate to the enhancement of learning and in serving broader impacts. Secondly we will take steps to align with NIBA/BCoN’s Goal 6 which calls for the integration of specimen-based learning and exploration into formal and informal education while promoting accessibility of digitized specimen data to K-20 students and underrepresented groups


Augmented Reality Defined

Augmented reality is the process of overlaying digital information over the real world by viewing through a device such as a mobile phone, iPad, or a desktop webcam. It has been very popular in the advertising world but there is little known as to its benefits in education.

The following video demonstrates the basic function of the desktop version https://www.youtube.com/watch?v=STc8Nsx36MI.

Photogrammetry Techniques

The digitization process is a multi-faceted approach that takes into consideration the unique characteristics of each specimen to acquire highly accurate and precise models. This process helps to reduce the level of artistic bias while working with each model.

Photogrammetry methods is based on techniques that allows the capability to capture fine detail that approaches the realm of microscopy in some instances. To fully capture a specimen in high detail 60+ images and a 360° degree rotation of the specimen is required in order to create a mesh.

3D imaging of biocollections in the scientific community has largely been associated with expensive microCT Scans (digimorph.org) which is created by slicing an object based on material density measured by X-ray transmissions. Although this can provide scientists with important measurable information about structure and morphologies they do not retain color and external texturing which is needed in taxonomy and species identification.

      • NEXT STEPS***

Now that the Android/iOS apps have been released plans are underway in starting a dialogue on the scaling and expansion of the LoL app and cards. discuss the below proposed agenda and in establishing specific tasks.

A special thanks to Becky Hansis-O'Neill (ISU), Robert Schlader (ISU), Leif Tapanila (ISU), and Katelin Stanley (FSU) for their contributions.


Goal 1: Developing a collaborative inter-institutional 3-D portal for the scientific and educational exchange of specimen-based digital assets and their data in an open environment. This may involve establishing potential collaboration with an industry partner which a few have already been identified.

Goal 2: Create a way for teachers to easily and quickly implement 3-D resources in their classrooms at no cost.

Goal 3: To explore sustainability methods that would allow us to scale when thinking of the development and maintenance of a repository that will serve the general public.

Goal 4: A task team to explore how might we integrate this technology with existing learning resources and materials that might already be in use in various TCN programs?

Goal 5: Surveys and pre and post assessment tools are needed to assess specific target groups who are currently implementing the technology/ LoL app.

Goal 6: Research goals in addressing how might immersive technologies address specific learning needs in specific high risk target learners.

Goal 7: To further align current LoL content with NSTA criteria. The deadline for a workshop proposal at NSTA is April 15th.


References and Resources'


InsectAR Prototype http://youtu.be/STc8Nsx36MI

3D technology and natural history museum collections http://www.zmuc.dk/public/Formidlingsafdelingen%20-%20SNM/3D%20Applications%20in%20Museological%20Context/3D_Applications_in_Museological_Context.pdf

Research on benefits of 3D in education

http://www.eschoolnews.com/2011/06/22/research-3d-content-can-help-improve-learning/2/?ast=17&astc=245 Significance of AR in cognition and contextual learning http://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=1091&context=itls_facpub

Ottway, Tom. Augmented Reality and ELT. Retrieved from blog 3/3/14 http://eltmaterials.wordpress.com/2012/05/18/augmented-reality-and-virtual-realia/


The application and use of 3D Insects in research

Nguyen , Chuong. :Lovell, David, Oberprieler, Rolf, Jennings, Debbie, Adcock, Matt, Gates-Stuart, Eleanor, La Salle, John 2013, “Virtual 3D Models of Insects for Accelerated Quarantine Control” Retrieved from http://www.cv-foundation.org/openaccess/content_iccv_workshops_2013/W06/papers/Nguyen_Virtual_3D_Models_2013_ICCV_paper.pdf


NIBA/BCoN Resources

https://bcon.aibs.org/resources/ http://www.aibs.org/public-policy/collections.html

3D Repositories

http://www.digimorph.org/

The potential of AR in distance education

http://www.hitlabnz.org/administrator/components/com_jresearch/files/publications/ISMAR2014_158_Camera_Final.pdf


PLEASE FEEL FREE TO ADD TO THIS LIST