Augmented reality sandbox: a platform for educative
experiences
Sergio Álvarez Sánchez
Facultad de Educación
Universidad de Salamanca
seralsa@usal.es
Teresa Martín-Garcia
MediaLab USAL Universidad de
Salamanca Edificio I+D+i+34
923294500 Ext. 3286
teresam@usal.es
Laura Delgado Martín
Dpto. Didáctica de la Matemática y de
las CC. Experimentales
Universidad de Salamanca.
Paseo de Canalejas 169 -37008
Salamanca
laura@usal.es
Fernando Almaraz-Menéndez
Director of Digital Production and
Innovation Universidad de
SalamancaEdificio I+D+i+34
923294500 Ext. 3268
falmaraz@usal.es
Miguel Ángel Gimeno-González
MediaLab USAL Universidad de
Salamanca Edificio I+D+i+34
923294500 Ext. 3286
gimeno@usal.es
Camilo Ruiz
Dpto. Didáctica de la Matemática y de
las CC. Experimentales
Universidad de Salamanca.
Paseo de Canalejas 169 -37008
Salamanca
camilo@usal.es
ABSTRACT
In this paper, we describe the implementation of an Augmented
Reality Sandbox as a platform for educative experiences.
Usually,the traditional Augmented Reality experiences, where the
interface is a screen of a mobile devices, here the interface is real
sand. It can form real landscapes where a virtual layer of
information is displayed. We constructed the Sandbox from open
source software and with accessible hardware. In this paper we
discuss the special features of this installation, we evaluate the
bottlenecks toward its implementation in real classrooms and the
contents that can be teach together with the expected benefits.
CCS Concepts
• Computing methodologies• Computer graphics • Graphics
systems and interfaces • Mixed / augmented reality
Keywords
Augmented Reality; Education; ICT in education; earth sciences,
mathematics education.
1. INTRODUCTION
Augmented Reality (AR) is a live direct or indirect view of a
physical, real-world environment where a virtual layer of
information is added by computer-generated sensory inputs. In the
AR, the attributes of reality are augmented using different
technologies, allowing a richer experience with real objects. The
objective of AR is to provide one or more layers of virtual
information to real objects to expand the information we can
access or the ways we can interact with it [1-3].
The explosion on the use of mobile and electronic devices has
expanded the use and implementation of the AR in many areas
including video games, learning and education.
The use of AR in education has been done leveraging the
availability of mobile phones and tablets in schools all over the
world. Most of the AR experiences until today are made using
these type of devices which determines, in great length, the kind
of experiences and the ways to interact with this augmented
reality. These AR experiences using mobile devices can be
broadly categorized in two types [4]: The first category include
AR experiences which are location aware. The second category
include those where the camera is the main sensor used to produce
the experience.
In the first category, the extra layer of virtual information is linked
to the location provided by the GPS, WIFI networks or other
geolocalization method in the device. The information from these
sensors is linked to a map providing the exact location of the user.
Based on the location, different information or content is
delivered to the user creating the virtual layer to the real world.
The purpose is to make the student explore different locations
learning more about the places he or she visits with the help of the
mobile device [5].
The pokemonGo game, which became famous in the summer of
2016, is a very good example of experiences of this first category.
It uses the location of the player to discover virtual creatures and
motivates the exploration of the city. This game has brought the
attention of the media due to large number of users (more than
500 million in September of 2016) and due to its very efficient
way to engage users into that experience. More importantly, the
game has drawn the attention of the public to the potential of the
AR technology.
In the second category of experiences, the camera is used to add a
virtual layer on top of the shape of real world objects. The camera
is used to identify objects and the screen of the mobile device
present the virtual layer which contains rich information or new
ways to interact with the object [6]. Again, the fundamental idea
is to use AR to help in the exploration of the surroundings in a
real context.
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TEEM'16, November 02-04, 2016, Salamanca, Spain
© 2016 ACM. ISBN 978-1-4503-4747-1/16/11...$15.00
DOI: http://dx.doi.org/10.1145/3012430.3012580