Advertisement

The AR Strip: A City Incorporated Augmented Reality Educational Curriculum

  • Si Jung Kim
  • Su Jin Park
  • Yunhwan Jeong
  • Jehoshua Josue
  • Mary Valdez
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10921)

Abstract

This study introduces an exploratory study about a city-based educational curriculum based on augmented reality (AR), called the AR Strip. The AR Strip is an outdoor active learning platform for the purpose of teaching and learning of STEM (Science, Technology, Engineering, and Math) as well as history and culture associated with the Las Vegas Strip. The project consists of three major components: a creation of metadata of the Las Vegas Strip, a marker less approach as an outdoor AR, and a city-based live actionable curriculum development. A user study conducted in two places, New York New York and Luxor Hotels on the Las Vegas Strip revealed that the proposed AR Strip has a potential to extend the learning of STEM, history, and culture as an active, live learning tool. It also demonstrated that a city can be an active live interactive learning environment by incorporating the technology of augmented reality.

Keywords

Augmented reality Education STEM City Las Vegas 

Notes

Acknowledgment

We thank all the participants who participated in a user testing. We also thank all the DEX (Digital Experience) Lab members who provided insight and expertise that greatly assisted the research.

References

  1. Pan, Z., Cheok, A., Yang, H., Zhu, J., Shi, J.: Virtual reality and mixed reality for virtual learning environments. Comput. Graph. 30(1), 20–28 (2006)CrossRefGoogle Scholar
  2. Gabbard, J., Swan, J.E., Hix, D., Kim, S., Fitch, G.: Active text drawing styles for outdoor augmented reality: a user-based study and design implications (2007)Google Scholar
  3. Kato, H., Tachibana, K., Tanabe, M., Nakajima, T., Fukuda, Y.: A city-planning system based on augmented reality with a tangible interface (2003)Google Scholar
  4. Schmalstieg, D., Wagner, D.: A handheld augmented reality museum guide (2005)Google Scholar
  5. Hobbs, M., Holley, D.: Using augmented reality to engage STEM students with an authentic curriculum. EAI Endorsed Trans. E-Learn. 3(11), 1–7 (2016)CrossRefGoogle Scholar
  6. Antognozzi, M., Bottino, A., De Santi, A., Locatelli, M., Lera, V., Cook, D.P.: Re-living Las Vegas: a multi-user, mixed reality edutainment environment based on the enhancement of original archival materials (2009)Google Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Si Jung Kim
    • 1
  • Su Jin Park
    • 2
  • Yunhwan Jeong
    • 1
  • Jehoshua Josue
    • 1
  • Mary Valdez
    • 1
  1. 1.University of Nevada, Las VegasLas VegasUSA
  2. 2.Sogang UniversitySeoulSouth Korea

Personalised recommendations