AR Markers
The markers that launch the augmented reality applications in the activities, and the ESG-AG mobile application.
A marker is a special visual pattern used in augmented reality technology that a system can recognise. In the ESG-AG module, marker-based AR was chosen because the markers need to be reproduced and handed out to students or attached to the relevant context in the school environment.
1. Open the mobile app
The ESG-AG mobile application installed on the tablet contains an introduction, instructions, help and exit buttons, as well as a “start AR application” button.
2. Scan the marker
When the start button is tapped, the tablet camera detects the marker. Markers can be handed out to students or attached to the relevant place in the school.
3. Experience the AR content
The AR animation or simulation opens with its own interactive elements. Students tap, select, drag and drop, and match objects within the application.
Development and content
AR content
The AR applications in the activities consist of high-resolution 2D/3D models, graphics, videos, animations and interactive simulations. Sound, vibration and visual feedback consistent with the natural sounds of the environment increase students’ attention and make the experience more immersive.
Technology used
The AR applications are developed with Unity and the Vuforia plug-in. Tablets are used as the viewing device; all tablets share the same technical specifications so as not to affect the experimental process.
Markers in the school environment
Markers are placed in the real context where a risk is likely to occur; students visit these points as stations and experience the AR content.
The markers have not been published yet
Once the project is complete, the mobile AR application will be published on the app stores, and the AR markers together with the Teacher Handbook will be downloadable as open access from this website. The module will also be shared through the Education Information Network (EBA).