AugReal Science
Introduction
I have an idea that will help college students learn and gain knowledge from a science textbook through Augmented Reality. This is when visual images that are not originally part a real world image on a camera screen appear digitally through an electronic device (WHat’s the Difference…). My idea goes a little more in depth about using AR with Science textbooks. I want to propose Augmented Reality textbooks for college students who are looking to study science, by using an app and digital highlighters. I think this will be the best way for people to learn, especially if they are visual and/or kinesthetic learners. Before I get into the product, let’s start with these two styles of learning and how Augmented Reality can be way of helping with these techniques.
Learning Styles
Every person is different and has their own style of learning. A visual learner is one who best retains information by using any visual representations such as images (VAK). Kinesthetic learners are physical learners who best retain information with physical, hands-on activities (VAK).
Visual Learner
Since Augmented Reality can be a visual and interactive representation, this form will help students better retain information about what they are learning. A visual learner works well with any kind of visual representation, which includes charts, pictures, graphs, etc. (VAK). Visual learners also like to be organized, so an agenda book or journal of some sort is no stranger to them (VAK). This method of physical writing also makes them great note-takers because they have a physical reference to help them retain information better. My product would help visual learners with learning science because they can read through sections of the textbook and use the special highlighters that come with it to highlight information.
Kinesthetic Learner
As I have said before, Augmented Reality is a great way for someone to be interactive with what they are playing or what they are viewing. My product would be great for kinesthetic learners. Kinesthetic learners retain information best when working with physical activities (VAK). This includes activities that will get them going, and get their brain flowing (VAK). FOr Example, instead of learning about what chemical mixtures react best from a book alone, it’s better if they use physical chemicals to create combinations of their own, safety permitted. And the best thing about my product is the different colored highlighters, which I will go more in depth about later on. That being said, kinesthetic learners “use colored markers to emphasize key points…“ and “Provide highlighters, colored pens and/or pencils” (VAK). Kinesthetic learners prefer the physical textbook because “Print texts also offer the reader a different kinesthetic experience” (Harbin and O’Callaghan 5). Andrea R. Harbin and Tamara F. O’Callaghan also feel that “The physical act of turning pages, which have both weight and texture, may engage our brains differently…” (5).
Introducing AugReal Science
Now that we are more familiar with visual and kinesthetic learners, allow me to introduce AugReal Science. AugReal Science is an Augmented Reality program in application form on a smartphone, that college science students can use on any science textbook. All science textbooks would have an app that works with both IOS and Android.
Students, Professors, and AugReal Science
Professors can use AugReal Science to set up the science textbook designated for the class they are teaching. All they have to do when they first set up the textbook is to create an account, where it asks for their name, username/password for the account, the class they are lecturing, and the textbook that will be used. Once the app is set to the class and textbook used, all the students will do is make sure they have an account and use that account to enroll into the class. That way, they are automatically put on the roster and they get the book. The best part about AugReal Science, is that the textbooks are free.
AugReal Science Digital Highlighters
Once the students download the app and make an account, they are given these special, digital highlighters, provided by the professor, who is delivered these highlighters once an account is created. There are two highlighters, a pink and a green. Students use the highlighters to mark what they do and don’t understand. Green is for “understanding” and pink is for “explanation needed”. Then, they go into the app on their phone and the app picks up the color of the highlighter. If green, the app will bring up a 3-question quiz on the topic to ensure the student truly understands what they are reading. If they fail, a speaker through the app will explain the concept to the student. The app will then show a 3D model of the highlighted portion and the student is free to touch the model and observe it. If pink, the app will show a 3D model and the speaker will explain the concept of it. Consider it a mini Professor in the AugReal Science app.
How the Highlighters are Programmed
The app is specifically Augmented Reality, therefore it is possible to detect the color of the highlighter used. According to RDMilligan in Technology, a webcam uses “images and masks” to pick up or sensor a certain color based off what is coded. In other words, she uses a _thread method. This is when “we use OpenCV to convert the webcam into HSV format, then use our colour range to obtain an image mask” (RDMilligan). According to its own website, OpenCV “is an open source computer vision and machine learning software library” (OpenCV). HSV is the Hue-Saturation-Value, how color is measured based off its hue, or tint and its saturation, or how much gray there is in the color (Lifewire). This form of technology is used to promote these digital highlighters because of the combination of OpenCV and HSV. The _thread method is used to code so that image masks can recognize certain colors, in this case pink and green. The colors are then measured using the HSV to form a neon green or pink color.
Other Features of AugReal Science
You can change the language and the accent of the speaker based off your personal needs with understanding the speaker. This includes English, Spanish, French, etc. Although Augmented Reality amongst textbooks exist, having an app pick up these special highlighters makes the experience better because it encourages the students to read through and highlight what they do and don’t understand. The students practice note-taking by highlighting key points and learn through visual, 3D representations. Either way, they can use the app, hover over the textbook and a model will show up on it.
How AugReal Science is Used In Textbook
Advertising/Marketing
I will work with an advertising team that can spread the word about AugReal Science. The goal is to use mostly social media. While television commercials are effective, social media nowadays is used for just about anything and/or anyone who desires to be known. Two of the biggest platforms I wish to use include FaceBook and YouTube. A video will show what AugReal Science is, how it’s used, and how students and professors can benefit from it.
Conclusion
In conclusion, AugReal Science will be a great way to help college students learn Science a different and better way because it will help them better retain information, especially if they are visual and kinesthetic learners. What makes this product so intriguing is the idea that students are not just reading through a textbook, but they are becoming engaged by using the digital highlighters and looking at the 3D models. This way, they become more intellectually involved in a complex subject at school.
Annotated Bibliography
“What’s the Difference Between AR,VR, AND MR?” The Franklin Institute, 2018. https://www.fi.edu/difference-between-ar-vr-and-mr
The source is a website. It discusses what Augmented Reality, Virtual Reality, and Mixed Reality is along with their differences. The audience for this source is one who wants to learn the difference between each one so that these three terms are not mixed up in the future. A secondary audience for this source could be for those who want to use one, two, or all terms for a research project. This source was relevant and supports my project because is has the definition of Augmented Reality and how it differs with the others.
Harbin, Andrea, R. and O’Callaghan, Tamara, F. “Print Texts and the Reading Brain”. The Digital Arts and Humanities: Neogeography, Social Media, and Big Data Integrations and Applications. Springer International Publishing Switzerland, 2016. https://www.dropbox.com/s/src95mtx9ivucxq/text_and_sensorium_harbin_ocallaghan_DAH_2016.pdf?dl=0
This source is an article about Augmented Reality and the discussion of the physical book and reading. Andrea Harbin and Tamara O’Callaghan are professors here in the U.S. who study Medieval Literature. They have research on Augmented and Virtual Reality and correlate it to printed text in their document The Digital Arts and Humanities. The intended audience for this source is for those who are interested in learning more about Augmented and Virtual Reality. A secondary audience can be those who use the document as a source for a paper or other project of some sort. The source does support and is relevant to my project because the main part of my project is based off Augmented Reality of printed text.
RDMilligan in Technology. “Detect Colour Using Augmented Reality” Electric Soup. 30 Dec, 2015. https://rdmilligan.wordpress.com/2015/12/30/detect-colour-using-augmented-reality/
The source is on a WordPress document and it’s called “Detect Colour Using Augmented Reality”. The author is RDMilligan in Technology and the person has created an Augmented Reality robot that can detect a color based off emotion. For example, the robot can detect green, for happy. Anything green makes it happy. But when they can no longer see it, they get sad. This program uses OpenCV and HSV.
The audience for this source is for those who are interested in learning about how Augmented Reality can detect color. A secondary audience can be for those who wish to get into computer coding for products like this. There is a little bias in it because the focal point is only about color recognition through Augmented Reality. We don’t know if it is the same concept for something like Virtual Reality. However, this source does support and is relevant to my project because of the knowledge of the possibilities of using the same technological method for detecting the color of a highlighter in a textbook.
OpenCV. 4 Apr, 2019. https://opencv.org/
This source is a website called “OpenCV”. It just became a website in early April of this year and it “is an open source computer vision and machine learning software library” (OpenCV). I used this source as a way to learn more about how OpenCV works because this, along with Hue-Saturation-Value (HSV) can be used to do color coding so that things such as Augmented Reality can detect color using an image mask. This website supports and is relevant to my project because it helps me gain knowledge about a software library that I am being introduced to for the first time that can possibly be used for Augmented Reality.
Clark, Don. “Visual, Auditory, and Kinesthetic Learning Styles”. Big Dog and Little Dog’s Performance Juxtaposition. 12 Jul, 2011. http://www.nwlink.com/~donclark/hrd/styles/vakt.html
The source used is a website that discusses visual, auditory, and kinesthetic learning. The author of the website is Don Mark. The website has information on what these learning styles are and what different kinds of learning techniques people of each learning style use. The audience of this website is for those who want to categorize themselves on which style of learning they use and what works best for them. A secondary audience could be someone who wants to generally learn more about each learning style. The website is relevant and does support my claim because it has a good amount of information that I was able to use for my project. Although I didn’t need to use the Auditory section, the website did help me since I used the Visual and Kinesthetic sections of it.
Bear, Jacci, Howard. “The HSV Color Model in Graphic Design”. Lifewire, 26 Apr. 2019. https://www.lifewire.com/what-is-hsv-in-design-1078068
This source is a website based on the Hue-Saturation Value (HSV) on color. The author is Jacci Howard Bear. The website has information on HSV and how it is used. The audience for this website could be for those who are graphic designers. Another audience could be for those who want to use HSV in a more professional manner. This website does support and is relevant to my project because of the knowledge it gives that I could use as possibly the same technological method for the color of the digital highlighter for AugReal Science.