Augmented reality (AR) is ”an environment that includes both virtual reality and real-world elements. For instance, an AR user might wear translucent goggles; through these, he could see the real world, as well as computer-generated images projected on top of that world.”‘ (Azuma, 1997).
An augmented reality environment then, would include elements of the real world and the virtual world at the same time, and would be interactive in real time. The virtual objects could be either manipulated or stationary. The interaction between the virtual object and the real world brings to life abstract concepts and seeks to enhance understanding.[http://augreality.pbworks.com/Definition-and-key-information-on-AR]
Today when we think of the term augmented reality we associate it more with the types of applications that no longer require goggles. Augmented reality applications have become portable and available on laptops and mobile devices, and although much of the AR development is being done for marketing, [http://en.wikipedia.org/wiki/Geolocation geolocation], amusement and social purposes, its use in education is emerging. The 2010, and 2011 Horizon Reports, joint reports by The New Media Consortium and Educause, predict that the use of simple augmented reality in education will be widespread within two to three years. [http://www.educause.edu/ELI/2010HorizonReport/195400]
(View 2011 SXSW Presentation here
and ETC: Advancing Learning presentation on authorstream
on slideshare [http://www.slideshare.net/kehamilt/augmented-reality-in-education AR Presentation)