INTERESTING USES FOR AUGMENTED REALITY
Though the most common use for augmented reality is in gaming, because augmented reality is the process of using technology to superimpose images, text or sounds on top of what a person can already see, there are many other interesting uses for this immersive technology.
Augmented reality is one of the most persuasive storytelling mediums available. The ability to merge virtual information with real experience enhances the ability to persuade by delivering relevance and newness. For example, augmented reality could be used to add character interactions to the pages of a book, deliver an additional narrative, offer gameplay, and even add social components that connect readers.
The use of augmented reality provides access to places that some of us would never be able to visit in person. For example, only 18 percent of the 4.5 million visitors that go to Liberty Island from around the world can go inside the Statue of Liberty. But with an augmented reality app downloaded to a smartphone, anyone can experience the detail and beauty of the structure. Another example is the Alamo where 1.5 million people visit each year. Through the QuantumERA app and products, any one of Texas’s 28 million residents can experience the real story of the battles fought at one the country’s most historic landmarks.
Augmented reality and virtual reality have redefined “place,” including the boundaries that define a school campus. Activating the classroom through technology integration like augmented reality allows for a more expanded, global classroom that empowers students to better relate to themselves, each other, and the modern world around them.
Augmented reality will increasingly be used in training and teaching in the coming years. Augmented environments mean information can be passed to students in real time as they interact with historical references, objectives, or training tests, for example.
Museums are using augmented reality technology to give context to exhibits — whether through informational videos, audio guides, or smartphone apps. The information shared could be explanations of pieces, displaying digital versions of artists next to their work that provides a narration, or in general, adding a third dimension to displays and bringing objects or scenes to life.