Friday, May 14, 2010

MEDIA ADVISORY -- Schools, Qualcomm, Museums 'Augment Reality'

Media Advisory, May 14, 2010

Reporters and editors: The following is information from Qualcomm on a
project they're rolling out on Tuesday. It's involved setting up a system
that uses smart phones to help teach kids about art at the San Diego Museum
of Art. Our School in the Park schools, Rosa Parks and Hamilton elementary
schools, have been the "beta testers" for the project. They're expected to
be on hand for the event Tuesday and you're welcome to photograph and
interview them about this great project.

If you have any questions, contact Amy Waterman from Qualcomm at (858)
651-3600.

San Diego Unified is happy to help with this program; it's a great example
of one of our homegrown companies, Qualcomm, helping the next generation of
homegrown San Diegans.

Your coverage is invited.

Jack

Jack Brandais
Communications Department
San Diego Unified School District
(619) 725-5570 (Desk)
(619) 607-0477 (Cell)

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SMART PHONES, SMART KIDS DEMONSTRATE 'AUGMENTED REALITY'


WHAT: Qualcomm and San Diego¹s "School in the Park" program invite you to
receive an overview and demonstration of an innovative project for 4th grade
students from two City Heights schools: Rosa Parks Elementary and Hamilton
Elementary. This project utilizes mobile devices (smart phones) and
Augmented Reality technology as instructional tools to support Visual and
Performing Arts Curriculum with the San Diego Museum of Art.

The application of Augmented Reality technology in education is
ground-breaking. We envision that the use of mobile devices with these
types of applications promise to be one of the most exciting educational
tools of the 21st century and invite you to come see it firsthand.

WHEN: Interviews and Demonstrations are available (with RSVP) on Tuesday,
May 18th at 9:30am to 11:00am (additional times are available upon request)
Parking & Registration: Details will be made available upon receipt of RSVP
Where: San Diego Museum of Art, Balboa Park
What: An Overview of ³The Crane Project², an Augmented Reality experience
presented by Qualcomm and School in the Park followed by a demonstration by
museum educators and students from Rosa Parks Elementary and/or Hamilton
Elementary school.

RSVP To: Qualcomm Public Affairs at public.affairs@qualcomm.com (Amy
Waterman (858) 651-3600)

BACKGROUND

What does Augmented Reality offer?

It allows students in a learning setting (like a museum) to use a wireless
mobile device for information gathering, communication and personal
expression. Mobility and the application of Augmented Reality open up a
world of learning that goes beyond the traditional classroom and allows
students to interact with what they are seeing and learning as they move
through an exhibit.

About Augmented Reality

Augmented Reality experiences are simulations that merge the physical
environment with digital data about that environment. The mechanism for
doing this is a mobile device. These devices allow the participants to view
a layer of digital information that has been superimposed upon their
physical surroundings. Whether the data is presented through a map-based
interface or by using the device as a ³viewfinder² through which they can
look at their environment, students have access to additional information
about their surroundings. This information can provide insight or it can be
a series of interlinked video/audio/text presentations that ³tells a story²
about the environment. This ³story² provides a context for providing
academic material in a meaningful and engaging manner, teaching content in a
narrative structure. In museum settings, the experiences with original
works of art can be enhanced with information that the participant can
select on the device.

In addition, the use of Augmented Reality-specific roles, virtual
interactions, and data gathering techniques supports the communication &
collaboration, research & information literacy, and critical thinking,
problem solving & decision making aspects of National Educational Technology
Standards (NETS).

Making choices for students is an important intellectual activity and
engages them in ways they often don¹t experience in a traditional classroom
setting. The Augmented Reality experience is active, collaborative and
project-based. It gives students opportunities to apply what they are
learning in meaningful ways that take full advantage of the rich resources
within San Diego¹s Balboa Park.

CONTACT: Amy Waterman (858) 651-3600, Qualcomm Public Affairs

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