A New Layer of Interaction in the World – Augmenting Reality

Readings from this week:

Black, G. (2005). The engaging museum : developing museums for visitor involvement. London ; New York: Routledge.
(Chapter 7: Applying the principles of interpretation to museum display.)

Gammon, B. (2003). Assessing Learning in the Museum Environment [Electronic Version], from http://sciencecentres.org.uk/events/reports/indicators_learning_1103_gammon.pdf

Hein, G. E. (1998). Learning in the museum. London ; New York: Routledge.
(Chapter 8: the construvist Museum)

Standards for Museum Exhibitions and Indicators of Excellence. (2009). Retrieved September 16, 2009, 2009, from http://name-aam.org/about/who-we-are/standards

So the main focus both in the readings in their class discussion centered around ways to both analyze, and engage learners in museum environments. My interest this week stemmed from a some examples that Peter gave during class that triggered some new thinking in my mind about ways to build in learner centered information, and the potential to assess that real-time.
Three of the examples that Peter gave were virtual guides: one of multimedia CD of The Galleria dell’Accademia, which is where the statue of David from Michelangelo is held, amongst many other significant works. This CD started my thinking about a new way to think of informal learning. At one level, it’s just a standard virtual tour: maps of the Museum with the exhibits labeled, visual 3-D imagery that allows a user to move through and approach exhibit objects, and layers of information that can be pulled up on any given object such as historical information, connections to other pieces in the exhibit, embedded images in either movies. Peter mentioned, and I agree, that although this multimedia product was available when you leave the museum in the gift store, it would have best been situated at the entrance to the museum, to guide the visitor, shape their understanding of the scope of the exhibits offered, and build in prior knowledge before they approach the actual objects. All of these things are good instructional design ideas.
He also showed us a virtual tour of Pompeii, in which a view of the current site was slowly reconstructed into the best understanding of what it looked like at its height 2000 years ago. Probably the striking thing with this visit was the fact that we often only see the ground-level of these sites, and have a hard time imagining things like roof lines and second stories. In particular, we visited the theater and seeing how high the edifice was built upon the stage, the fact that the seats were covered under a canopy, really got me thinking about how important that layer of information matters when we view objects and sites.
The third interface that he showed us, was of the Museum in Naples that had viewers interact with the visual display on frescoes before they entered the museum. The wall sized virtual display allow the user to reach out, zoom in, and interact with the frescoes, with supporting text and audio that explains the historical significance of areas of the fresco. This is a huge improvement in engaging the learner, in giving them the hook (from Csikzentmihalyi), because it sets up a higher level of attentiveness, addresses multiple modes of learning and engagement, and allows self-directed ownership of the information.

So with all of that, it triggered in me an appreciation for what is about to come through mobile technology. There were three separate, but importantly connected pieces of information that I drew together through this process. The first was a TED lecture from 2009 by Pattie Maes and Pranav Mistry, in which they show a device they call “the sixth sense” the wearable device that projects onto any object to hold in front of it, and impresses this with text, images, and even movies about the object. Imagine this device in a museum, where as you walk through and face exhibit objects, you get a very personalized layer of information that you can zoom in for more specifics, or zoom out to get a broader sense of what things you might draw from this experience. Maybe you haven’t thought about the historical connections from earlier readings you had made. The device knows that your family history and included connections to this artist four generations ago, and shows your family tree that makes the connection for you. Perhaps in your calendar in two months, you’re planning a visit to a city where other pieces by this artist are available, and it lets you know that. These are all possibilities that exist today, if these devices come to be. Here is the video from Ted that is the first generation of this device — think of what the implications of this will be in just a few years.

Another development that lays on top of this is the recent release of “did you know version 4”. This video, looks at trends in learning and technology. In looking at the version that was just released for September 2009, one of the key trends that it mentions is the likely scenario that pocket computers (like the iPhone or Google android device) will be the primary way that computing happens by 2020. It also mentions that “the computer in your cell phone today is 1 million times cheaper, and 1000 times more powerful and about 100,000 times smaller than the first one developed at MIT in 1965”. We are emerging into a new realm where instead of going to the computer, we will be wearing the computer, the information will be coming to us. From an informal learning perspective, this becomes extremely empowering, because we now have the opportunity to let the world be our Museum.

The last development that layers into this, is the recent release of augmented reality software for the iPhone. This is a paradigm shift in information technology, from my perspective. Much like the device developed at MIT, this kind of software gives a learner the ability to view the world through a lens of tailored information at any point that they choose. There is a video here of the first release of this kind of software, which allows a visitor to Paris to hold up to your iPhone, and get an augmented view, based on their direction you’re facing in their location (utilizing both compass, and GPS data):

Think of the implications of this from a learning perspective. If it is true, and I believe it is, that mobile devices are going to become more ubiquitous, the developers will seize on this to geocode rich data into a great deal of the world’s spaces, then one of the first places that this will become viable and rich are museums and other informal learning spaces, because they already have a dedicated audience, and content worth generating virtual information about. With the development of the semantic Web (Web 3.0), it will become more and more the experience for any user that the information will come to them, tailored to their history, their interests, and their capabilities. We’ve talked a lot in this class about the importance in museum design to take into account the learner experience. Augmented reality, whne it comes of age fully, will come along way to aid in this quest.

It’s significant to note, in my mind, that augmented reality as a technology, has been long awaiting full adoption — its “killer app”. The Gartner Group and their Hype Cycle has long held augmented reality in its early phases as a technology trigger. Whereas some technologies have moved quickly off of this early phase and into adoption, augmented reality has languished at the beginning of the curve for a decade.
Screen shot 2009-09-19 at 7.43.41 AM

Have we reached a turning point? I believe we have. We are currently in the baby steps of a new type of technological overlay in our world. It is already possible in most of the developed world to take out a pocket-sized device, connect to the global information network, and receive information almost instantly. We are only a few short steps away from the device knowing us, where we are, and what we want to know. In thinking about how this will influence informal learning environments, and even formal learning environments, which is where I spent my professional life, I can’t help but be excited at the opportunity to empower learners to fully take advantage of this.
I know some people will think this is the end of institutions of learning because the seat of power will shift from the experts (teachers) to the learners. I rather think it will create a new kind of learning environment where adult mentors (facilitators) will become masters of process and information utilization, and support learners (apprentices), to fully develop their interests and potential. Moreover, it will increae the importance of informal learning environments. Like all technologies, this will not come to all equally or at the same time. But it will be scalable in a way that may make adoption across socioeconomic and cultural differences much broader.
The future is so bright, I gotta wear shades (but they better have an interactive overlay built into them…)

4 thoughts on “A New Layer of Interaction in the World – Augmenting Reality

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  4. Its like you read my mind! You appear to know a lot about this, like you wrote the book in it or something. I think that you could do with some pics to drive the message home a little bit, but other than that, this is great blog. An excellent read. I’ll certainly be back.

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