xReality

2018.2.13 https://wikieducator.org/User:Vtaylor/xreality

VR AR Samsung xReality augmentedReality virtualfieldtrips

2018.2.2 [|20 AR apps]

[|Aurasma] was found to engage children in a broader range of types of play and creative thinking. The app allows users to link a video or audio podcasts to a 2D artefact, such as a written text. * Aurasma is available to anyone with an email address. We help people use augmented reality (AR) to turn everyday objects, images, and places into new, interactive opportunities to engage with their fans and customers through striking graphics, animation, video, audio, and 3D content. * staging an exhibition of children’s work for parents, in which parents could hold their smartphones up to children’s written comics on the walls, and use the //Aurasma// app to view videos of the children talking about their productions. Signs around the school (see Figure 1) alerted both children and parents to the presence of work that linked to virtual productions. * [|classroom] * Interactive Word Walls As your students are learning new vocabulary, you may try a number of different techniques for teaching these new words from comparing synonyms, analogies, etc. If you wanted to use visuals or have students “act out” the definition of words you can display the words and create an “aura” which will make Aurasma react and play the photo or video that you created.

[|Augmented Reality (AR)] consists of a blend of the physical world and virtual world. In this blended reality, three-dimensional images or environments are projected onto a physical object. The technology is not new, having been around since the 1960s, but tablet apps are now enabling children in contemporary society to engage in a range of AR experiences. * [|AR app reviews] page 13

AR Flashcards; Aurasma; Quiver (previously ColAR); Mattel Apptivity (Fishing Game); Meet the Animals; Squigglefish.