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HP Reveal Augmented Reality Application

Rolanda Farmer

April 22, 2019

Critique

The HP Reveal application is a multimedia educational tool that can be used to immerse learners

in an augmented reality. The app integrates technology with the physical world. Teachers can create

augmented realities in just a few steps, however, content creation is the most time-consuming part of the

process. To begin, teachers upload an image, which is referred to as a “trigger”. An “overlay” is then

uploaded. An overlay is the media (video, sound, image) that will be seen when the trigger image is

scanned with the camera on a mobile device. Together, the trigger image and the overlay create an

“aura”. An example of an aura is when a photograph (trigger) of a dinosaur is scanned with the app using

a mobile device’s camera. A video (overlay) containing the name and history of the dinosaur will appear

on the screen. The video will play as long as the camera is pointed at the trigger image. When the

camera is moved away, the video will stop playing.

Educators from all levels have been using HP Reveal for instructional activities and lessons. This

technology is an ideal addition to instruction, as it provides a robust multimedia experience. The pros of

HP Reveal is that it delivers engaging content to students. It robustly provides a platform in which images

transform into video, audio, scanned text, or graphics. Students can become immersed in the augmented

reality without having to wear headgear or make a purchase. The application is free to use for both

teachers and students. The cons of this application is the learning curve, however, online video tutorials

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can help alleviate this issue. It can be time-consuming to create the content, since custom videos, audio,

and images take time and effort to create, edit, and upload. HP Reveal does offer a free library of stock

media that can be selected from within the app. A possible con is that users need a mobile device and

need to be connected to the internet to use the app.

The app provides an immersive experience for students while being in an external environment.

To experience the immersion, users do not have to be enclosed in a room or cut off from the external

world with headgear. Users simply need to use their mobile device to view engaging multimedia content.

The user is required to have the camera lens focused on the trigger, which requires active participation.

The app is interactive for the users as they will need to engage their devices with the trigger images in

order to experience the auras. The app is also narrative, with the ability to tell a story using multimedia

content. Teachers can creatively produce a cut-up method or fold-in story narrative by simply placing

random texts to be scanned, and each student can experience a story differently.

I believe this is a great technology to introduce into almost any classroom. The content can be

customized to apply to almost any topic. I am planning to use the lesson I created below as one of the

activities in my upcoming class. HP Reveal will provide a multimedia experience that will help freshman

students to acclimate to the UWG campus. It will also aid in a Peer Instruction model for interactivity

among students as they react to and analyze the content among one other.

HP Reveal Instructional Activity

HP Reveal is a mobile app that provides an augmented reality experience. It allows the viewer to interact

with the world in an immersive environment. The experience can include video, audio, and image.

Scanned text can also be used to create a narrative experience. HP Reveal, formerly Aurasma, was

developed from research conducted at Cambridge University.

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Duration

The length of the activity is determined by the quantity of triggers the user must activate to engage each

augmented reality experience. The amount of time to experience the multimedia component (length of

video or audio, i.e. 1-2 minutes each) must also be taken into account. Approximately 90 minutes should

suffice for one session to include instruction, activity, and reflection.

Target

HP Reveal is appropriate for all ages and audiences. College freshmen will be the target for this particular

exercise.

Content Focus

Content to be covered will include an augmented (virtual) tour around the University of West Georgia’s

campus. From their classroom desks, learners will virtually traverse the UWG campus using trigger

images within the app. Once the triggers are scanned, learners will be able to watch a video, listen to a

sound recording, view an image, or read text that is related to the trigger image. (For example: Student

will scan an image of the Townsend Center and will be provided a brief explanation of the Townsend

Center, via video, audio, or text).

Appropriate Standards

ISTE Standards

1. Empowered Learning - Students leverage technology to take an active role in choosing,

achieving and demonstrating competency in their learning goals, informed by the learning

sciences.

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1b. Students build networks and customize their learning environments in ways that

support the learning process.

1d. Students understand the fundamental concepts of technology operations,

demonstrate the ability to choose, use and troubleshoot current technologies and are

able to transfer their knowledge to explore emerging technologies.

Learning Objectives

First-year students will be provided the opportunity to work in pairs to learn about the UWG campus.

Students will leverage technology to explore the campus and to locate buildings, landmarks, and

services.

Materials and Resources

Students will need to download the HP Reveal mobile app onto their phone or tablet. The instructor will

need a video recorder, audio recorder, and digital camera to capture media. A desktop computer will be

needed to edit the media and upload to the HP Reveal site.

Step-by-Step Procedures

1. Media will be captured by instructor (prior to class)

2. Media will be uploaded to HP Reveal (prior to class)

3. Auras will be created (prior to class)

4. Students will install mobile app on their device in class

5. Students will be provided with a handout of trigger images

6. Students pair together and virtually explore the campus from the classroom by scanning trigger

images with their devices

7. Students will experience approximately ten (10) Auras, taking written notes as they explore

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8. Students will briefly reflect and provide an account of their experience in an in-class discussion

during the last portion of class. Each pair will be assigned a different aura to reflect on.

Assessment Strategy

The activity will be assessed by participation and understanding of how to use the technology. Outside of

class, for homework, students will visit the locations in person. They will use their device to take a photo

and write a brief analysis of the differences and similarities of their real life perception versus the

augmented perception. The differences/similarities could include information such as they thought a

building would be larger/smaller in person, the image on screen was more colorful, etc.

Impact

Students will share what they learned with the class.

Literature

Augmented Reality (AR) is rapidly growing and provides a multimedia method of educational instruction

and other communication. The technology integrates with the physical world and allows users to become

immersed in an augmented world viewed from a mobile device. Traditional instruction can be

supplemented with augmented experiences by providing added dimensions versus a standard textbook.

There are plenty of augmented reality apps that are free or low cost, which makes it an excellent addition

to education. App reviewers tout AR as challenging to understand and apply, as well as how to instruct

users to interact with it. There is a learning curve with HP Reveal, however, many video tutorials are

available online.

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References

Avila, S. (2017). Implementing augmented reality in academic libraries. Public Services

Quarterly, 13(3), 190–199. https://doi.org/10.1080/15228959.2017.1338541

Byrne, R. (2012). Augmented reality adds a layer to learning. School Library Journal, 58(10), 17.

Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=lfh&AN=83527015&site

=eds-live&scope=site

PR Newswire. (2015, June 9). Aurasma reveals rapid growth as augmented reality (AR) market

accelerates. PR Newswire US. Retrieved from http://search.ebscohost.com/login.aspx?

direct=true&db=bwh&AN=201506091200PR.NEWS.USPR.SF29082 &site=eds-live&scope=site

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