IET leads development of new standard for Augmented Reality Learning
Institute of Electrical and Electronics Engineers Standard P1589-2020 Augmented Reality Learning Experience Models (ARLEM)
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ARLEM specifies how users can interact with both the real world and virtual augmentations.
Overview
This standard for augmented reality learning experience models (ARLEMs) provides an overarching integrated conceptual model and corresponding data model for representing activities, learning context, and environment, while linking with other data model components needed for AR-enhanced learning activities.
The next generation of performance support systems and tools for learning at the workplace is likely to be delivered in augmented reality (AR). Covering the range of impressive prototypes and bespoke applications, this project has established a comprehensive interoperability standard for AR products; covering the need for creating and converting urgently needed AR training content at scale.
The Institute of Educational Technology at The Open University have collaborated with Institute of Electrical and Electronics Engineers Computer Society to provide this standard for an AR Learning Experience Model (ARLEM). This standard for augmented reality learning experience models (ARLEMs) provides an overarching integrated conceptual model and the corresponding data model specifications for representing activities, learning context, and environment (aka “workplace”), while linking with other data model components needed for AR-enhanced learning activities.
It is built for describing AR learning experiences such as bringing a handbook to life or hands-free operator training with smart glasses. With this assurance of this AR Standard, workers from across industry can be safely trained using AR learning experience in a variety of environments, practising how to perform the responsibilities of their work.
This standard defines two description languages for expressing augmented reality (AR) learning experiences, representing activities conducive to developing knowledge, skills, abilities, and other characteristics in a standardized interchange format. The interchange format links the representation of learning activities with their environment and context in the actual (or simulated) workplace, classroom, or other environment in which an AR-enhanced training system may execute them. The specification aims to lower entry barriers for authoring of learning experiences that involve interaction with the real world, sensors, computer vision, and web applications.
Examples of the application of AR learning experiences come from across industry:
An astronaut can be trained with an AR learning experience on earth or in space to practice assembling a temporary stowage rack. In this case, the AR training system executes the learning activity represented using the activity description language set out in this standard. To provide procedural guidance live and in context, the attention of the astronauts in training can be directed to relevant parts of the rack and wall mount by overlaying visual instruction and 3D animations, explaining step by step what needs to be done.
Service technicians being trained in aeronautics can build up expertise in how to rig an aircraft engine. For this, the AR training system provides activity guidance on how to handle and adjust the various components associated with the control system to optimize engine performance.
Doctors in training can practice the diagnostic procedure for detecting pulmonary embolism, being guided and receiving explanatory support for different conditions and the way these conditions manifest with different imaging technologies using an AR training system.
The also standard supports reuse and repurposing of existing (learning) content in “mixed” experiences that combine real-world guidance with traditional media such as instructional video material or existing web applications and widgets.
The role of IET
IET and The Open University chairs the standards working group, driving forward the investigation, development, and uptake of the Augmented Reality Learning Experience Model standard, collaborating with partners to build learning content for use. We support the discovery, retrieval, transfer, and execution of AR-enabled learning content, thereby facilitating the creation of repositories and online marketplaces.