Professional Documents
Culture Documents
Dissertation - Michael Bourke 2nd Draft
Dissertation - Michael Bourke 2nd Draft
to
MODULE: DISSERTATION
DATE SUBMITTED:
I understand that plagiarism is a serious academic offence, and that GMIT deals with
it in accordance with the GMIT Policy on Plagiarism.
I have read and understood the GMIT Policy on Plagiarism and I agree to the
requirements set out therein in relation to plagiarism and referencing. I confirm that I
have referenced and acknowledged properly all sources used in preparation of this
assignment. I understand that if I plagiarise, or if I assist others in doing so, that I will
be subject to investigation as outlined in the GMIT Policy on Plagiarism.
Signed___________________________________________________
Date_____________________________________________________
2
TITLE
An Investigation into Augmented Reality, assessing its Potential use in Technical
Subjects for Communication and Design Based Purposes.
ABSTRACT
The purpose of the following dissertation is to investigate Augmented Realities
Potential use in technical subjects. The areas that will be investigated are aiding in
developing design ideas in the design process and investigating how augmented
reality can be used to assist students who have difficulty visualising 3-D models. The
text offers a clear definition of augmented reality while also identifying augmented
realities relationship with virtual reality, its history of and how augmented reality and
virtual reality have been utilised in both industry and education to help the reader
understand the technology and its possible potential. Then follows a series of
hypotheses of augmented realities possible applications in technical subjects. These
hypotheses have then been applied and tested to identify weather or not these
hypotheses are either true or false using secondary research gathered through student
surveys and conducting interviews with experienced educators of technical subjects
(results of these can be found in the appendices). This dissertation then provides
concise instructions for technical teachers regarding what software and applications
that can be used to apply Augmented reality in the classroom, while also providing
information in relation to finance.
3
KEY WORDS
Augmented Reality, Technical Education, Visualisation and Communication
ABBREVIATIONS
ICT Information & Communications Technology
AR Augmented Reality
VR Virtual Reality
VE Virtual Environment
TG Technical Graphics
CS Construction Studies
PC Personal Computer
4
CONTENTS
PLAGIARISM DISCLAIMER......................................................................................2
Title................................................................................................................................3
Abstract..........................................................................................................................3
Key Words......................................................................................................................3
Abbreviations.................................................................................................................4
Table of Figures..............................................................................................................7
Introduction....................................................................................................................8
Proposed Applications..................................................................................................11
Discussion Areas......................................................................................................13
Aircraft Manufacture................................................................................................18
Sports Broadcasting..................................................................................................19
5
Medicine...................................................................................................................22
Motivation................................................................................................................25
Visual Learners.........................................................................................................25
Collaborative Learning.............................................................................................26
Affordability of Devices...........................................................................................28
AR Books.................................................................................................................29
Solidworks................................................................................................................31
Augment...................................................................................................................31
eDrawings.................................................................................................................32
Conclusion....................................................................................................................34
Bibliography.................................................................................................................36
6
TABLE OF FIGURE
Figure 1: Pokmon Go (Red Bull, 2016).....................................................................13
Figure 2: Heilig's Sensorama (Source: Inventor VR, 2016).........................................15
Figure 3: Sutherlands Sword of Damocles (Source: Smart 2.0, 2016).......................17
Figure 4: Samsung Gear VR (Source: Ir.Net, 2017)....................................................17
Figure 5: Ikea Catalogue App (Source Ikea.Info, 2016)..............................................20
Figure 6: Nfl AR 10 Yard Line (Source: Pinterest, 2017)............................................21
Figure 7: AR In Swimming Broadcasting (Source: Cloudinary, 2016).......................22
Figure 8: Laparoscopic Surgical Procedure Using AR (Source: Healio, 2017)...........24
Figure 9: Global Marker on a AF Worksheet...............................................................37
Figure 10: Objects Side by Side...................................................................................38
Figure 11: Front Elevation...........................................................................................38
Figure 12: Front Elevation...........................................................................................40
Figure 13: End Elevation..............................................................................................40
Figure 14: AR Representation of a Project...................................................................43
Figure 15: Representation of a Project Using Rendering Tools on Solidworks...........43
Figure 16: Comparing Proportions of a Project...........................................................44
Y
7
INTRODUCTION
Since the beginning of time, humankind has sought to alter and improve their
plays such an important role as if it is not planed and implemented correctly one may
be left with an undesirable end product. Design is a key element of DCG, MTW and
Construction Studies with all subjects requiring students to complete a project using
the design process. The department of education stated in their latest subject
inspection report that the aim of the subjects is to encourage students to develop the
ability to solve practical problems in an innovative and creative manner through the
a systematic manner through the mechanism of the design process (The Department
of Education, 2008).
However, communicating our design ideas or complex 3-D objects can sometimes
model. Although we can use words, dialogue, images and sketches to communicate
how a design or 3-D object appears, could a more accurate representation be achieved
using augmented reality? and how can this be used by teachers if this is to be true?
In conjunction with this we have seen rapid progression of technology in recent times
Technology (ICT). Perhaps incorporating augmented reality into the way, we teach
has been avoided up to this point due to this point due to technological restrictions.
8
However, things do appear to be changing in the classroom and adaptations are being
made due to the quality of ICT constantly improving due to more funding being
2017)
to be first coined by Tom Caudell and David Mizell (Furht, 2011, p. 4). However,
the concept has been with us since Ivan Sutherland invented the first head mounted
Augmented Reality offers the magic effect of blending the physical world with the
virtual and brings applications from your screen into your hands (Jens Grubert and
an upgrade of Virtual Reality (VR) where synthetic stimuli are superimposed onto
real-world stimuli. These integrated stimuli affect users directly or via a display,
A common misconception made by people is the AR and Virtual Reality (VR) are the
same technology but Azuma provides a clear difference between VR and AR stating
that,
commonly called. While immersed the user cannot see the real world around
him. In contrast AR allows the user to see the real world. Therefore AR
9
AR thus also faces challenges which are not present in VR and the VE. For instance,
although AR needs to show fewer virtual objects it must regularly refresh them as
well as synchronise the real and virtual images with minimal delays (Matjaz Mihelj,
Domen Novak, Samo Begus, 2015, p. 196). If there are quite evident delays the
augmented image will appear be unrealistic to the surrounding environment and can
Unlike VR, several AR applications also requires a marker of some sort. While QR
codes are probably the most common form of marker-based AR, other forms exist as
well (Albright, 2017). AR markers are used to achieve more accurate graphics while
marker less AR typically uses the GPS feature of a mobile device or tablet to locate
This is essentially what allows users to view computer generated images in a real-
world environment. This holds quite prosperous potential for applications of the
technology in technical subjects because objects can also be viewed to scale and in
10
PROPOSED APPLICATIONS
Could this technology allow MTW and Construction Studies educators to leave the
idea of modifying our physical environment by the waste side and allow them to
design by first modifying our virtual environment before making adaptations to our
physical materials, it requires significant effort and time to make alterations (Craig,
2013, p. 14). Unlike in the physical environment this can be done in the virtual
environment with minimal effort, be less time consuming and have little to no cost
AR also has the same potential to reduce costs in technical drawing subjects such as
DCG and TG as well as potentially aiding students who have difficulty visualising 3-
D objects from different points of view. This is because of how expensive plastic 3-D
models for DCG and TG are as they range in price between 52.92 to 356 on one of
Irelands leading provides for TG and DCG equipment (SG Education, 2017).
Therefore, the expense of these models could be removed if students had accesses to a
This dissertation will look to explore the area of ICT with its primary focus on AR,
subjects and for communicating complex 3-D shapes. The subject areas that will be
11
THE DIFFERENCE BETWEEN AUGMENTED REALITY & VIRTUAL REALITY
It can be quite difficult to understand the difference between AR and VR. However,
Ronald T. Azuma identifies key differences between both in his paper named A
AR thus also faces challenges which are not present in VR and the VE. For instance,
although AR needs to show fewer virtual objects it must regularly refresh them as
well as synchronise the real and virtual images with minimal delays (Matjaz Mihelj,
Domen Novak, Samo Begus, 2015, p. 196). If there are quite evident delays the
augmented image will appear to look unrealistic to the surrounding environment and
Pokmon Go. Pokmon Go is a augmented reality smartphone game that lets people
catch Pokmon (Denham, 2016) in the game the Pokmon are represented by
virtually developed images in the users physical environment. The gamer views the
Pokmon through their smartphone in their physical environment. With the objective
of the game is to simply to catch all 151 of the universes creatures (Steelman,
12
Figure 1: Pokmon Go (Source Red Bull, 2016)
https://www.mobipicker.com/pokemon-go-gen-2-update-new-incense-
trading-system-legendary-pokemon-confirmed/
DISCUSSION AREAS
To help develop a deeper understanding of AR this document will indicate where AR
originated from and how it has been and is still being used in industry and education
research conducted while on Teaching Practice (TP) will be used to assess its viability
in the classroom and data will be gathered through interviewing people involved in
technical education gathering data regarding their opinion of the technology while
also conducting surveys with students who used the technology. Lastly this
dissertation will identify suitable apps which allow the user to use AR in the
13
AUGMENTED REALITIES POTENTIAL IN TECHNICAL EDUCATION
So how does AR relate to education of the technical subjects? Well in theory both
students and teachers could develop virtual 3-D models using CAD software such as
Solidworks which all technical teaches will be familiar with as it is part of the DCG
curriculum. These Solidworks models then can be viewed as it appears in the real
in turn would provide students with a computer generated 3-D design, to scale which
can be viewed from all points of view in motion of 360. This therefore would lead to
identified by Harris that AR would allow students to be more active in their learning
(Harris, 2011).
14
HISTORY OF AUGMENTED REALITY
AR and VR are not new technologies and there use dates to the mid-20th century.
According to literature published by Borko Furht: Virtual Reality dates to the 1950s
would have the ability to draw the viewer into the onscreen activity. (Furht, 2011, p.
4). It did this by taking in all the senses in an effective manner. In 1926 Heilig built a
prototype of his vision, which he described in 1955 as the cinema of the future named
the Sensorama (Furht, 2011, p. 5). This was referred to as the first Immersive
simulation (Turi, 2016). Figure 2: Heilig's Sensorama bellow shows the Sensorama
as it is being used.
15
HTTPS://WWW.ENGADGET.COM/2014/02/16/MORTON-
HEILIGS-SENSORAMA-SIMULATOR/
The Sword of Damocles invented by Ivan Sutherland (Zelkowitz, 2009) see Figure 3:
Sutherlands Sword of Damocles was the first head mounted display (HMD) device
that resembles current VR products such as the Samsung Gear which is represented in
Figure 4: . The Sword of Damocles was revolutionary for its time as it was the first
device to track user head movement which is key to ARs success and it also had
the ability to produce both augmented and immersive displays (Zelkowitz, 2009, p.
66). However, the technology was critiqued due to lag between tracking head
after only short periods this seems quite ironic as The Sword of Damocles translates
http://mashable.com/2012/09/24/augmented-reality/#OCpBeyirgkqj
16
Figure 3: Sutherlands Sword of Damocles (Source: Smart 2.0, 2016)
http://www.roadtovr.com/new-gear-vr-for-galaxy-s6-and-s6-edge-goes-
on-sale-may-8th-in-u-s-pre-orders-start-tomorrow/
17
AUGMENTED REALITY APPLICATIONS IN INDUSTRY AND MEDICAL
EDUCATION
AIRCRAFT MANUFACTURE
The first use of Augmented reality in industry dates to the 1992 when the term was
first used by Tom Caudell and David Mizell (Furht, 2011, p. 4). The pair worked
alternative to the expensive diagrams and marking devices then used to guide
workers on the factory floor. They proposed replacing the large plywood
boards, which contained individually designed wiring instructions for each
plane, with a head-mounted apparatus that would display a plane's specific
schematics through high-tech eye ware and project them onto multipurpose,
reusable boards. Instead of reconfiguring each plywood board manually in
each step of the manufacturing process, the customized wiring instructions
would essentially be worn by the worker and altered quickly and efficiently
through a computer system. (Rauterberg, 2002, p. 39)
Therefore, by introducing AR into industry these two men made the working process
more understandable for works, reduce the carbon footprint and it also has the
In 2014 Ikea also jumped onto the AR bandwagon with the release of their 2014
IKEA Catalogue App for iOS and Android devices. A smartphone or tablet camera is
used to zone in on an orange cross to the bottom right of selected product pages.
(Ridden, 2014) This allows the user to see how a piece of furniture will look in their
its customers end up taking home furniture which turns out to be the wrong size for its
18
intended location (Ridden, 2014). Figure 5 shows how the application is used to
visualise furniture in the users own home. A key element of design is proportions and
AR allows people to view their furniture and other objects in its intended location
fashion in MTW and CS to prevent projects being designed out of proportion and
http://newatlas.com/ikea-augmented-reality-catalog-app/28703/#gallery
SPORTS BROADCASTING
broadcasting. The technology was used to cast the first down virtual yellow first down
marker during a live NFL game so it could be seen on the views screen. This apparent
19
in Figure 6 bellow. The real-world elements are the football field and the players,
and the virtual element is the yellow line, which augment the image in real time
http://2.bp.blogspot.com/-
GCLhRGqbnaU/VdGK7WCGlLI/AAAAAAAATjc/eSW0so39zzE/s1600
/BLOG_sea-2.jpg
broadcasting. Swimming telecasts often add a line across the lanes to indicate the
position of the current world record holder as a race proceeds to allow viewers to
compare the current race to the best performance (Gregory Kipper & Joseph
Rampolla, 2013, p. 59). As you can see in Figure 7 the yellow line represents the
world record time in compassion to the other swimmers. This identifies that ARs
ability to communicate with people visually which would have otherwise not have
20
Figure 7: AR In Swimming Broadcasting (Source: Cloudinary, 2016)
http://res.cloudinary.com/lmn/image/upload/e_sharpen:150,f_auto,fl_loss
y,q_80/v1/gameskinnyc/l/e/d/ledecky-8f48a.jpg
21
AUGMENTED REALITIES USE IN MEDICAL EDUCATION
ARs potential has been utilised in the medical industry educating students in a range
of different ways. With all the capabilities of modern medicine there are still some
features that doctors and surgeons can detect with the naked eye that they can see with
an MRI or CAT scan. This type of information, combined with the ever-growing
number of medical sensors can be combined and rendered, in real time and overlaid
This essentially provides the user with a visual representation of what lies beneath the
skin of the patient in greater detail laid over the patient in the real environment. This
results. An added benefit is that the graphic representation is also available in colour
rather than standard black and white scan results (Gregory Kipper & Joseph
Rampolla, 2013).
display (Fuchs, 2006, p. 4). This then allows the surgeon to assist student surgeon
during surgery on a patient. A graphic of this can be seen in Figure 8. So one my ask
22
Figure 8: Laparoscopic Surgical Procedure Using AR (Source: Healio, 2017)
https://www.google.ie/search?
q=laparoscopic+surgical+procedures+augmented+reality&rlz=1C1CHBF
_enIE713IE713&espv=2&biw=1536&bih=779&source=lnms&tbm=isch
&sa=X&ved=0ahUKEwjKn-
3SxavQAhWpKcAKHbUGBxgQ_AUIBigB#imgrc=oMOzo0ZmUfEF9
M%3A
23
THEORIES THAT SUPPORT AUGMENTED REALITIES USE IN EDUCATION
Kipper & Joseph Rampolla, 2013, p. 19). This is because AR allows people to
consider areas that may not otherwise been accessible due to restricted location
(Gregory Kipper & Joseph Rampolla, 2013, p. 79). As we all know it can be difficult
active, practical way. However, AR has the potential to bring the outside world into
One way which AR is currently being used in education is augmented reality books,
not only do these books let the reader view restricted areas in AR it also has the
potential to allow the reader to visit a different period. AR Books are books which
technology (Phil Diegmann, Manuel Schmidt-Kraepelin, Sven van den Eynden &
Dirk Basten, 2015, p. 1544) and these are generally viewed using a PC, mobile or
tablet devices.
The first augmented reality book was developed in France by a company called
Dokeo. (Total Immersion, 2009) The purpose of the book was to engage young
readers by offering a new twist on their encyclopaedia (Total Immersion, 2009). The
works. The encyclopaedia consisted of special pages that would come to life, each
time with a different Augmented Reality themed scenario. For example, on one page a
24
helicopter emerges out of the page and lands on the hand of the reader (Total
Immersion, 2009).
25
MOTIVATION
Motivation will increase when using AR, because AR promotes intrinsic motivation.
2. Studied using traditional resources such as text books and copy books.
The study found that Participants using the AR appeared much more eager at the
beginning of each session compared with the non-AR group and students have been
satisfied and motivated by these new methodologies, in all cases. (Phil Diegmann,
Manuel Schmidt-Kraepelin, Sven van den Eynden & Dirk Basten, 2015, p. 1544).
This study also reveals that AR used in education provided an increase in attention,
den Eynden & Dirk Basten, 2015, p. 1544). This is due to students learning in a more
Published literature also suggests that AR appeals to the education approach that
students learn the most when they take control own learning and interact with the real
and augmented environments (Gregory Kipper & Joseph Rampolla, 2013, p. 19)
and keep working on them until completion (Baranek, 1996, p. 9). According to
Wang & Palinscar an increase in students sense of personal control can lead, in turn,
26
Donald McIntyre, 1996, p. 22). In technical education students can possess this
control by choosing their own designs, modelling them using Solidworks and then
VISUAL LEARNERS
The acronym VARK stands for Visual, Aural, Read/write, and Kinaesthetic sensory
modalities that are used for learning information (VARK, 2016) The use of AR in
education supports the needs of visual learners. Visual learners are those who learn
best through what they see (Clare, & Chris, 2017) and by introducing visual aids
such as AR CAD models it is easy to suggest that students who like to learn in this
way will have more opportunity to succeed. A general characteristic of a visual learner
2016). AR supports the needs of these students as it can provide 3-D representations
of models, diagrams and objects that the learner can view from any angle or point of
view.
COLLABORATIVE LEARNING
Collaborative learning can refer to any instructional method in which students work
together in small groups to achieve a common goal (Prince, 2016). There are a huge
number of befits of incorporating collaborative learning into lessons. Here are a range
27
Deep rather than surface approaches to learning are encouraged.
It facilitates greater transfer of previous knowledge and learning.
The focus is on student centred approach to teaching and learning, and
assessment (The University of Sydney, 2015)
Likewise, with AR, multiple people can view and interact with the same digital
object, each from their own point of view. (Craig, 2013, p. 241) Therefore in theory
students can work in collaboration using AR. For example, when doing this in design
and make activities they can critique size and dimensions of projects developed using
Solidworks before making the project when it may be expensive and time consuming.
This would work in similarly to the way in which Ikea shoppers use the Ikea
catalogue app to assess how a piece of furniture would look in their own home.
28
USER GUIDE ON HOW TO USE AUGMENTED REALITY IN TECHNICAL
SUBJECTS
As stated above my research has brought me to the conclusion that the best way to use
device already being used by students and teachers in second level education. These
Augment when saved as a eDrawings or Augment compatible files. Here are some
instructions of how to download the software needed to use these applications as well
SOLIDWORKS
It is quite apparent that being able to use Solidworks is a crucial part of your DCG
meaning that junior cycle students from TG will also be competent using the program.
Therefore, Solidworks will already be available in schools to use for CAD design and
AUGMENT
Augment is a mobile app that lets you and your customers visualize your 3D models
reality (AR) product visualization, offering technology that allows brands to showcase
29
their products in an ultra-realistic way for retailers and manufactures. (Augment,
2016)
This is the most cost effective way to view CAD models in AR as the app is free to
download on IOS and android devices. However, a free plugin must be downloaded to
convert Solidworks files to files that are compatible with the Augment app.
To download the plugin, you can simply visit the Augment Help Centre (Augment,
2016) web page. Here you will a link to download the plugin. Once downloaded you
must follow the steps bellow to install Augment in Solidworks. Once the plugin is
files to be saved as files which can be view using the Augment App. (Augment, 2016)
ED RAWINGS
Augment app the eDrawings app is available on both IOS and android devices.
However, unlike Augment eDrawings does come with a price tag. The standard
version costs just 1.99 with the pro version costing 9.99 (eDrawings, iTunes, 2016),
personally I would recommend the standard version as it is cheaper and still has all
30
While testing the viability of using AR in the classroom I decided to use eDrawings. I
decided on this because eDrawings files are more compressed then Augment files
meaning they were easier to share, I personally felt it was more user friendly then
Augment and there were additional features available such as exploded views and
section details which were quite useful when teaching. I also found eDrawings to be
comes with the student Solidworks package. I feel that 1.99 is a small price to pay by
both student and teacher if the application is to be used consistently in the classroom.
31
WHY AUGMENTED REALITY IS SUITABLE FOR USE IN EDUCATION
AFFORDABILITY OF DEVICES
One aspect which makes AR suitable to be used in education is its affordability in the
modern age. This is key to ARs success in education as schools are under extreme
pressure finically due to recent financial pressure. Minister for Education Richard
Bruton said an additional 36.5 million will be invested in the sector this year. The
sum, however, falls well short of the 100 million which many say is needed to
smart phone or tablet device. This provides a sensible alternative as smart phones and
tablets are often very low cost compared to more permeant or special-purpose
technologies (Craig, 2013, p. 212) As well as this a key advantage of smart phone
AR is that in addition to being inexpensive, many people (in this case students) own
INTERVIEWS
While on TP I conducted interviews with several teachers to gather evidence that AR
technical subjects. The process involved demonstrating how I would use the
technology in the classroom before asking the teachers several questions. Three of the
key questions I asked were do you think AR is beneficial tool to aid visualisation of
3-D models for students?, do you think AR is a beneficial technology to aid in the
design process and after seeing the technology in use would you look to use AR in
the classroom?. All six teachers agreed that the technology is beneficial tool for
aiding visualisation, and assisting in the design process of design development and all
32
individuals interviewed stated that they will use the technology in their classroom in
33
APPLICATIONS IN TECHNICAL SUBJECTS
After conducting extensive research on AR, one can conclude that AR holds vast
potential for use in technical education. In this section of the dissertation several
pros/cons and providing clear concise instructions on how to complete these actions.
these subject areas and the concise nature of this dissertation that it is limited to these
subject areas.
have tablet devices available in this school and use of mobile phones in class by
students was prohibited due to a strict no mobile phone policy. To overcome this I
used the AR technology on my own mobile and tablet devices to assist demonstrations
and assisting individual students or small groups of students who had difficulty
visualising 3-D models represented by 2-D images ie: section details and 3-D objects.
I did this by setting up two AR viewing stations in the classroom which students used
when they had trouble visualising a question. Here students used technology for
assistance as it allowed them to view the 3-D computer generated image as it would
34
appear in the question. Students also used the technology to check if their work
Fortunately, students could use the technology when at home on their own tablet and
mobile devices. Sharing files was also easy due to Google Classroom already being
used in the school because Google Classroom allows you to take a document, video
AR books are one way in which AR is currently being used in education. As stated
previously in the text AR Books are books which offer students 3D presentations and
Schmidt-Kraepelin, Sven van den Eynden & Dirk Basten, 2015, p. 1544). Imagine
this concept as bringing your text book to life providing a computer generated 3-D
image for each page to help communicate a concept or story visually. Additionally,
evidence states participants using AR books appeared much more eager at the
beginning of each session compared with the non-AR groups (Andreas Dnser,
Lawrence Walker, Heather Horner, Daniel Bentall, 2012, p. 108) and users were
more productive when using them (Kuo-En Chang, Chia-Tzu Chang, Huei-Tse
DCG and TG and providing students with a eDrawings file via Google Classroom
which corresponded with the questions. Students completed these worksheets for
homework where they were used the AR feature on the eDrawings app to view the
35
computer-generated model of a question in AR. Results of a survey I conducted
identified that 88% of students found using the technology beneficial when
completing homework and 6% of students didnt use the app because they were either
unwilling to buy the app, didnt have enough space on their device or didnt have a
solids in contact. Students used the Global Marker on the page to view AR model
when they had trouble visualising the model or to check if their finished question
appears to be correct.
Fig.10 and Fig.11 show how students used AR to view the corresponding AR model
for the worksheet. Fig. 10 shows how the sphere and cone appeared side by side
36
which is a key concept in solids in contact while Fig. 11 shows the desired front
elevation.
from various points of view (plan, elevation and end elevation). This was beneficial in
D computer generated model of the drawing in question from various points of view
grasp this concept when they dont have a 3D model. However, using of AR assisted
in developing students visualisation skills as it made it easier for students to see the
interviewing teachers of DCG and TG they all agreed that several students struggle
when visualising the relationship between orthographic views and they also agreed
that AR has the potential to assist with this process. Student surveys conducted also
support this statement as 92% of students felt that AR help to simplify visualising
orthographic views and 84% of students felt it made it easier to understand the
relationship between each orthographic view. In Fig. 12 and Fig. 13 bellow we can see
how AR is used to show the relationship between elevation and end-elevation as the
38
Figure 12: Front Elevation
Then again orthographic projection is used in a range of different topics across DCG
and TG therefore its application would be beneficial when teaching the following
39
Design and Communication Graphics Technical Graphics
Orthographic and Auxiliary Projections Orthographic Projection
Section of Solids Auxiliary Elevations and Plans
Orthographic Projection of Solids in Contact Geometrical Solids
Rotation and Inclined Solids Rotation of Objects
Pictorial Projection Pictorial Drawing
Conic Sections Solids in Contact
Descriptive Geometry of Lines and Planes Developments
Intersection of Solids
Developments and Envelopments
Table 1: Topics Which Involve Orthographic Projection in DCG and TG
recognised by one of the interviewees was that the AR model appears as a perspective
did agree regardless of this fact that it was an effective way of communicating the
Orthographic projection also overlaps with elements of CS in the form of question one
of a building detail (Borris Vocational School, 2017). Therefore, teachers can also
use AR technology to communicate the relationship between 2-D section details and
role in the state examinations in these subjects. By allowing students to create their
projects on Solidworks and then view them in augmented reality we allow them to
the Design department at the Training & Education department in Griffith College
Dublin (Tricia Harris, 2015). Here Harris applies AR in a similar manner to assist her
students in insuring their designs are correctly proportioned before constructing them.
Questionnaire data showed most the cohort (12 of the 14) agreed or strongly
agreed that the virtual model helped them with visualisation, with 11 agreeing
that their understanding of their design improved because of the system.
From discussions with participants during the activity, it was noted that design
decisions were being made based on new understanding of the designs
(Harris, 2011).
Although this study was conduct on students from third level education the nature of
the design process is still the same for secondary school students of MTW, DCG and
CS. Therefore, the technology has the potential to aid students in a similar fashion.
concluded that using AR in the design process would promote good proportions and
these subjects did not feel that it would be a useful technology when critiquing
colours/materials used as they are not a true representation of how the artefact would
appear when made and they two stated that using rendering tools on Solidworks
also identified ARs potential in the design process as 90% of students felt that the
Fig. 14 and Fig. 15 below show a project which was completed with 1st year MTW
students. As you can see from Fig. 14 and Fig. 15 that the graphic constructed using
41
rendering tools on Solidworks does in fact provide a clearer representation of how the
Nevertheless, the AR display does have its beneficial aspects for design regarding
proportions and ergonomics as you can see in Fig. 16 where it is compared to the size
of a human hand and a mobile device. After viewing the AR model the students
decided that the project was too small so all measurements had to be increased.
42
Figure 16: Comparing Proportions of a Project
43
CONCLUSION
To conclude one may ponder why AR has not already been utilised in technical
education or in any subject area in Irish second level education for that matter. As you
are now aware of VR has been around since Morton Heilig invented his Sensorama
2011). However, both these men were simply before their time in their dreams for VR
and AR which meant that they were restricted by the quality of technology available.
Nevertheless, it is apparent that AR and VR technologies would not be where they are
Over time we then see how AR moved from an entertainment platform into industry
and education before making its way back to entertainment as it is used quite often
used in sports broadcasts. However, there is one thing that is common between these
use huge potential for use in education. Communication plays a vitally role in
education because;
When communication is effective, both the student and teacher benefit. Good
communication makes learning easier, helps students achieve goals, increases
opportunities for expanded learning, strengthens the connection between
student and teacher, and creates an overall positive experience (Importance of
Communicating in the Classroom, 2015)
In recent years, AR, has improved a considerable amount and it is now possible to use
education if mobile and tablet device are not already being used in a school.
44
Perhaps AR has not been used to its full potential in Irish schools because the
technology was not of a viable standard in recent years. Nevertheless, it is now clear
that technology has finally caught up with the concept of AR and thus now can be
used in the classroom to benefit visual learners in the learning and design process
while also providing teachers with a resource that encourages engagement, motivation
and collaboration.
45
REFERENCES
(2015). Retrieved from The University of Sydney:
https://sydney.edu.au/education_social_work/groupwork/docs/BenefitsOfGW.pdf
Albright, A. (2017, March 20). Augmented Reality: Marker vs Markerless AR. Retrieved
from Dartmouth College Library Research Guides:
http://researchguides.dartmouth.edu/c.php?g=59732&p=382860
Andreas Dnser, Lawrence Walker, Heather Horner, Daniel Bentall. (2012). Creating
interactive physics education books with augmented reality. ACM, 107-114.
Axworthy, J. (2016, April 1). Wareable. Retrieved from The Oragins of Virtual Reality:
https://www.wareable.com/wearable-tech/origins-of-virtual-reality-2535
Borris Vocational School. (2017, March 21). Construction Studies. Retrieved from Borris
Vocational School:
http://www.borrisvocationalschool.ie/index.php/subjects/woodwork-dept/280-
construction-studies
Brockwell, H. (2016, April 3). Forgotten genius: the man who made a working VR machine
in 1957. Retrieved from Tecrh Radar:
http://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-
working-vr-machine-in-1957-1318253
Bruton, R. (2017, March 21). 03 January, 2017 - Minister Bruton announces ICT
infrastructure grants for primary and post-primary schools. Retrieved from
Department of Education and Skills: http://www.education.ie/en/Press-Events/Press-
Releases/2017-Press-Releases/PR2017-03-01.html
46
Clare, & Chris. (2017, March 21). Study Advice for Visual Learners. Retrieved from The
Study Gurus: https://www.thestudygurus.com/visual-study-tips/
Denham, J. (2016, July 12). Pokmon Go praised by gamers for introducing gender fluid
avatars. Retrieved from Independent: http://www.independent.co.uk/arts-
entertainment/pokemon-go-praised-by-gamers-for-introducing-gender-fluid-avatars-
characters-players-lgbt-style-a7132536.html
Fuchs, H. (2006, June 1). Augmented reality visualization for laparoscopic surgery. North
Carolina: Springer Berlin Heidelberg. Retrieved from
http://link.springer.com/chapter/10.1007/BFb0056282
Furht, B. (2011). Handbook of Augmented Reality. In B. Furht. Flordia: Springer Science &
Business Media.
Importance of Communicating in the Classroom. (2015, July 17). Retrieved from Minestry of
Education, Guyana: http://educationgy.org/web/index.php/teachers/tips-for-
teaching/item/1570-importance-of-communicating-in-the-classroom
47
Jens Grubert and Dr.Raphael Grasset. (2013). Learn how develop advanced Augmented
Reality applications for Android. In Augmented Reality for Android DEvelopment (p.
2). Birimingham & Mumbai: Packt.
Keeler, A. (2017, March 13). 20 Things You Can Do With Google Classroom. Retrieved from
Teacher Tech: http://alicekeeler.com/2014/09/07/20-things-google-classroom/
Knot, G. (2014, March 19). Sword of Damocles. Retrieved from The Free Dictonary:
http://www.thefreedictionary.com/sword+of+Damocles
Kuo-En Chang, Chia-Tzu Chang, Huei-Tse Hou, Yao-Ting Sung, Huei-Lin Chao, Cheng-
Ming Lee. (2014). Development and behavioral pattern analysis of a mobile guide.
Computers & Education, 10-30.
Leonard, T. H. (2017, January 23). AR's use in technical education. (M. Bourke, Interviewer)
Matjaz Mihelj, Domen Novak, Samo Begus. (2015, May 5). Benefits of Augmented Reality in
Educational. Retrieved from Department of Information Systems and Systems
Development: http://www.wi2015.uni-osnabrueck.de/Files/WI2015-D-14-00036.pdf
O'Brien, C. (2016, October 11). The Irish Times. Retrieved from Budget 2017: Extra funds
for higher education after decade of cuts:
http://www.irishtimes.com/news/education/budget-2017-extra-funds-for-higher-
education-after-decade-of-cuts-1.2823754
Paul Cooper & Donald McIntyre. (1996). Effective Teaching And Learning. In Teachers' and
Students' Perspectives (pp. 22-23). London: McGraw.
Phil Diegmann, Manuel Schmidt-Kraepelin, Sven van den Eynden & Dirk Basten. (2015,
March 4). Benefits of Augmented Reality in Educational. A Systematic Literature
Review, 1544.
Prince, M. (2016, November 5). Does Active Learning Work? A Review of the Research.
Retrieved from My Library: http://onlinelibrary.wiley.com/doi/10.1002/j.2168-
9830.2004.tb00809.x/epdf
Ridden, P. (2014, August 14). IKEA catalog uses augmented reality to give a virtual preview
of furniture in a room. Retrieved from News Atlas: http://newatlas.com/ikea-
augmented-reality-catalog-app/28703/
48
RMIT. (2016, December 4). Visual Learners. Retrieved from Learning Styles:
https://www.dlsweb.rmit.edu.au/lsu/content/1_StudySkills/study_tuts/learning
%20styles/visual.html
Rouse, M. (2016, February 3). augmented reality (AR). Retrieved from Whatsls.com:
http://whatis.techtarget.com/definition/augmented-reality-AR
Total Immersion. (2009). Nathan: A Revolutionary Solution For The World Of Books.
Retrieved from Total Immersion: http://www.t-immersion.com/project-gallery/nathan-
revolutionary-solution-world-books
Turi, J. (2016, January 6). The Sights and Scents of the Sensorama. Retrieved from Engadget:
https://www.engadget.com/2014/02/16/morton-heiligs-sensorama-simulator/
VARK. (2016). The VARK Modalities. Retrieved from Vark a Guide to learning styles:
http://vark-learn.com/introduction-to-vark/the-vark-modalities/
VRS. (2016, October 18). Who Invented Virtual Reality? Retrieved from Virtual Reality
Society: http://www.vrs.org.uk/virtual-reality/who-invented-it.html
Williams, D. (2016, July 17). Did Sports Pave the Way for Augmented Reality? Retrieved
from Augment: http://www.augment.com/blog/sports-pave-way-augmented-reality/
49
Zelkowitz, M. (2009). Head-Mounted Displays. In M. Zelkowitz, Advances in Computers,
Volume 77 (p. 66). London: Academic Press.
50