Daniel's E-learning and Digital Cultures Blog » language http://edc11.education.ed.ac.uk/danielg part of the MSc in E-learning at the University of Edinburgh Sun, 11 Dec 2011 16:22:31 +0000 en hourly 1 http://wordpress.org/?v=3.1.1 Posthuman Pedagogy http://edc11.education.ed.ac.uk/danielg/2011/11/24/augmented-reality/ http://edc11.education.ed.ac.uk/danielg/2011/11/24/augmented-reality/#comments Thu, 24 Nov 2011 22:52:22 +0000 Daniel Griffin http://edc11.education.ed.ac.uk/danielg/?p=7724 Augmented Reality Learning Environments – A posthuman pedagogy

Although philosophical idealists will argue that there is no such thing as a common reality, in everyday practice we have chosen to believe in one. Through our senses and communications, we live in a shared reality that we refer to as the real world, but by degrees, this shared reality is being extended, enhanced and personalised through the use of tools that allow for a richer interpretation of what is considered to be “real”.  Such tools exist in many forms, from cognitive frameworks right through to actual physical devices that extend the senses and create “new forms of human presence, half-real, half-virtual” (Ascott, 2003, quoted in Bayne, 2010).  Perhaps the most conspicuous of these is the growing use of augmented reality as an layer of information on top of the physical world.  “Augmented reality (AR) refers to the addition of a computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented”, (Horizon Report, 2011).  When one first uses augmented reality to view the world, the experience is uncanny in the extreme.  The physical world is suddenly extended to include a rich layer of multimedia that the viewer can interact with to better understand their environment.  High end augmented reality systems can be very complex and may include many subsystems, such as head mounted displays, data gloves or global positioning systems; but for the average consumer (and therefore the average student), something as simple as a smart phone application can achieve a similar result.  An excellent example of such an app is Streetmusuem:Londinium.

 

Streetmuseum-Londinium

 

Streetmusuem:Londinium is an iPhone app, developed in collaboration between the Museum of London and the History Channel, which recreates portions of London city as it might have appeared during the Ancient Roman era.  Layers of video and text, maps and 3D models of ancient architecture can be viewed on top of the real world.  As the user moves about their environment the scene changes in real-time.  These layers of reality combine within the consciousness mind of the learner. “From two, one—something different, new, and tasty”, (Carpenter, 2009).

“One of the most promising aspects of augmented reality is that it can be used for visual and highly interactive forms of learning, allowing the overlay of data onto the real world as easily as it simulates dynamic processes”, (Horizon Report, 2011).  When a person interacts with these layers of media, they are essentially engaging in a constructivist and exploratory learning session within a new reality.  Because such media layers are fluid and may change based on user input, this new reality is individual and uniquely distinctive both for each learner and for each learning session.  When we connect augmented reality systems with other networks, the potential of new layers of reality grows exponentially, as does our capacity to create new realities for ourselves, or to share them with others.  One might argue that when we augment our reality, we simultaneously augment our own consciousness, and when we share our reality, we likewise  share our conscious state with others. “Just as the brain needs the body to create conscious activity, so the body needs the environment to create conscious activity”, (Pepperell, 2010).

 

Conclusion

The interface to an augmented reality system is a tool that allows the user to modify their own reality, extending it in directions never before imagined.  Graphical user interfaces allow us to visualise complex data sets but when those data sets correspond directory to our immediate physical environment, we suddenly gain the ability to understand that environment and our place within in it, in profound new ways.  Through the use of symbolic languages and well designed semiotic icons, we allow humanity to communicate without regional linguistic variation, achieving precision of expression and clarity in the transfer of meaning that is simply impossible in the “natural” world.

 

Augmented Reality Examples

MovableScreen at Allard Pierson Museum in Amsterdam

http://www.youtube.com/watch?v=0UODkvUTnAU

Streetmusuem:Londinium.

http://edition.cnn.com/2011/TECH/innovation/07/29/roman.london.app/index.html

35 Awesome Augmented Reality Examples

http://www.bannerblog.com.au/news/2009/06/35_awesome_augmented_reality_examples.php

 

References

Bayne, S. (2010).  Academetron, automaton, phantom: uncanny digital pedagogies.

Carpenter, R (2009). Boundary Negotiations: Electronic Environments as Interface.

Pepperell, R. (2009). ‘Art and the fractured unity of consciousness’ in New Realities: Being Syncretic Consciousness Reframed.

The Horizon Report, 2011.  Two to Three Years: Augmented Reality

 

 

]]>
http://edc11.education.ed.ac.uk/danielg/2011/11/24/augmented-reality/feed/ 9
Summary: Week 9 http://edc11.education.ed.ac.uk/danielg/2011/11/20/summary-week-9/ http://edc11.education.ed.ac.uk/danielg/2011/11/20/summary-week-9/#comments Sun, 20 Nov 2011 14:57:36 +0000 Daniel Griffin http://edc11.education.ed.ac.uk/danielg/?p=7128 I’ve spent a fascinating week considering what it means to be posthuman.  This began with my post at the end of last week on the differences between the cyborg and the posthuman (lifestream: 13.11.2011 #1), in which I discuss the notion of a distributed consciousness; and this has since informed some thoughts on the emergence of a global “cognisphere” (lifestream: 20.11.2011 #1).   Jeremy asked in the comments to that post whether language could be considered as a tool, and this question formed the basis for much of my lifestream content this week.  I became very interested in the development of language itself as well as modern day enhancements such as the construction of symbolic languages for specific disciplines (lifestream 15.11.2011 #2, #3 and #4).  It should come as no surprise that language has played a key role in the development of social groups and social organisation but it has also produced profound effects on the mind of the speaker.  With the development of highly accurate symbolic languages, we have introduced the possibility for substantially more reliable transfer of meaning between individuals, as well as deeper understanding of concepts through enhanced reasoning and greater detail of mental constructs.

Such tools certainly give us greater powers and abilities but does that make us more than human, or are humans actually defined by their ability to adapt and improve themselves?  Carol and I have have had an interesting running discussion on Twitter over the course of the week on the subject of human evolution and whether the prefix ‘post’ in posthuman is redundant, given that all life is in a state of constant evolution (lifestream: 17.11.2011 #3) and that humanity has always been defined by its adaptability.  One interesting idea emerging from this discussion has been the notion that the evolutionary process is itself undergoing a change, and whether humanity’s integration with technology might be viewed as a type of natural development (lifestream: 19.11.2011 #1).  Overall its been a very stimulating week; and so now begins the preparation for the posthuman pedagogy task and getting a concrete topic for my essay.  Much to consider, as always.

]]>
http://edc11.education.ed.ac.uk/danielg/2011/11/20/summary-week-9/feed/ 0