Augmented Reality technology is not a new issue. It has been used in fields such as: military, medicine, engineering design, robotic, tele-robotic, manufacturing, maintenance and repair applications, consumer design, psychological treatments, etc. (Azuma, Baillot, Behringer, & Feiner, 2001). Displaying information by using virtual things that the user cannot directly detect with his own senses can enable a person to interact with the real world in ways never before possible. We can change the position, shape, and/or other graphical features of virtual objects with interaction techniques augmented reality supports. Using our fingers or motions of handheld devices such as shake and tilt we have an ability to manipulate virtual objects, as well as to physical objects in the real world.
Augmented Reality can be applied for learning, entertainment, or edutainment by enhancing a user’s perception of and interaction with the real world. User can move around the three-dimensional virtual image and view it from any vantage point, just like a real object. The information conveyed by the virtual objects helps users perform real world tasks. Tangible Interface Metaphor is one of the important ways to improve learning. This property enables manipulation of three-dimensional virtual objects simply by moving real cards without mouse or keyboard.
Augmented Reality can also be used to enhance collaborative tasks. It is possible to develop innovative computer interfaces that merge virtual and real worlds to enhance face-to-face and remote collaboration. These augmented reality applications are more similar to natural face-to-face collaboration than to screen based collaboration (Kiyokawa, et al., 2002).
Web technologies and internet are popular, as a practical situation people still prefer reading books instead of facing screens and textbooks are still widely used. Another interesting application of this technology is in augmented reality textbooks. These books are printed normally but point a webcam to the book brings visualizations and interactions designed. This is possible by installing special software on a computer, using special mobile apps or a web site. This technology allows any existing book to be developed into an augmented reality edition after publication. Using 3D objects and views, miscellaneous and imaginative media, simulations with different types of interactions is the easiest ways of connecting the two isolated worlds. Through the use of Augmented Reality in printed book pages, textbooks will became dynamic sources of information. In this way people with no computer background can still have a rich interactive experience.