Utilizing Presence in Augmented‐Reality Applications to Improve Learning Outcomes
Steve Richey, a software developer here at Float who focuses on mobile, augmented reality, and machine learning has written an article for the International Society of Performance Improvement on Utilizing Presence in Augmented-Reality Applications to Improve Learning Outcomes. In this article located on Wiley Online Library Steve Richey examines how and why presence in augmented reality can improve learning outcomes for those using the applications. Below is the abstract which details more on the specific topics of the article.
Abstract: In this article I discuss improving augmented reality in training and performance environments. I review key concepts, including presence, immersion, and mediation in the context of training in augmented reality. My research finds that it is possible to measure presence in augmented reality, that presence is a factor in learning outcomes and performance, and that it is possible to design augmented‐reality experiences to improve presence. I also offer key takeaways for practitioners working in this space.
If you are interested in learning more about this topic visit Wiley Online Library to read the article on page 10 in the April 2018 issue. We’re glad to be able to share this thorough, insightful publication with a new audience. Look for our upcoming research and appearances at the eLearning Guild’s Realities 360 Event. We’re enjoying this AR stuff, and can’t wait to share more.
Latest posts by Miranda Smith (see all)
- ATD International Conference Preview - May 2, 2018
- Mobile Learning vs. Microlearning – Is There a Difference? - April 30, 2018
- Float and Augmented Reality – Catching Up On Recent & Future Events - April 23, 2018