Difference between revisions of "Augmented reality"

From XVRWiki
Jump to navigation Jump to search
(copy and edit from https://xinreality.com/wiki/Augmented_Reality)
 
 
(191 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{TOCRIGHT}}
+
[[File:Minecraft with Hololens.png|thumb|Augmented reality with a HoloLens]]
'''Augmented reality''' or '''AR''' is a technology that enhances perception, allowing environments to be enriched in new ways. A basic characteristic of AR is that it merges the real and the virtual worlds. The technology aims to enhance our perception of reality through the incorporation of computer generated data and simulations into our senses, creating a reality-based interface <ref name=”6”></ref>.
+
'''Augmented reality''' is an experience of the real world that has virtual objects or information placed within it. It uses computer graphics to put virtual objects in a real world environment using an AR headset or a smartphone. If using a headset, the headset requires [[PnO tracking]].
  
The goal of AR devices is to supplement the real world with virtual objects by overlaying digital imageries and information on top of physical objects and enabling the users of the devices to seamlessly interact with the digital content. Through the use of [[computer vision]] and [[object recognition]], digital information about the real world around us can not only be viewed but also manipulated in real-time <ref name=”6”></ref>.
+
Multi-user augmented reality can be used for communication between people. Multiple people, each with a pair of AR glasses, could all see a 3D model that one person is annotating.
  
In general, the technology combines real and virtual objects, aligns real and virtual objects with each other, and runs interactively in real-time. Furthermore, it is not restricted to a specific type of display technology, like an HMD, and can potentially be applied to other senses beside sight <ref name=”6”></ref>.
+
In augmented reality, a user can see the real world, and can also see 3D graphics that look like they are present in the world, even when the user moves around them.
  
In the [[mixed reality]] spectrum, AR is closer to a real environment. Therefore, unlike Virtual Reality, Augmented Reality does not replace the real world with a virtual one. AR simply enhances and modifies the real world <ref name=”6”></ref>.
+
Augmented reality largely overlaps with the concept of [[3D display]]s, but also includes [[absolute positioning system]]s. One concept of augmented reality is to have a fixed 3D display in an environment.
  
In 2007, MIT recognized AR as one of ten emerging technologies, reporting that this type of human-computer interaction is on the verge of major adoption <ref name=”6”></ref>.
+
To register the coordinate system to the environment, PnO tracking must be used. Tracking can be done optically (using fiducial markers or markerless SLAM), or by using [[magnetic tracking]] or [[lighthouse tracking]].
  
==Technologies==
+
Augmented reality can be see-through or passthrough. See-through uses an [[optical see through display]] like on the [[Magic Leap]]. Passthrough uses a camera feed and an optically opaque display, like on a [[Meta Quest Pro]].
===Optical head-mounted display===
 
Augmented Reality devices are transparent glasses-like wearables called [[optical head-mounted display]]s ([[OHMD]]s). These devices have displays with small projectors that create digital information and rendered images on top of objects in the physical world. These devices have built-in cameras that uses [[computer vision]] and [[object recognition]] to identify objects and decipher the physical environment around the devices. Information and data about the surroundings can be streamed into the display in real time. Users can interact and manipulate the information through various input methods such as voice commands, hand and body gestures, touchpads and more.
 
  
==Platforms==
+
Augmented reality can involve fiducial markers for tracking, such as [[ArUco marker]]s.
'''[[visionOS]]'''
 
  
'''[[Windows Mixed Reality]]'''
+
Augmented reality draws from the fields of human-computer interaction and graphical user interfaces.
 
+
__NOTOC__
'''[[SmartEyeglass]]'''
+
==Technologies==
 
+
===See-through displays===
'''[[Magic Leap]]'''
+
See through displays have been used in gadgets like the [[Magic Leap 1]] and the [[HoloLens 1]] to overlay content onto the real world.
 
 
'''[[Snap]]'''
 
 
 
==Devices==
 
'''[[Xreal Air 2 Pro]]'''
 
 
 
'''[[Magic Leap One]]'''
 
 
 
'''[[Microsoft HoloLens]]'''
 
 
 
'''[[Meta 2]]'''
 
 
 
'''[[Google Glass]]'''
 
 
 
'''[[castAR]]'''
 
 
 
'''[[SmartEyeglass Developer Edition SED-E1|SmartEyeglass Developer Edition]]'''
 
 
 
'''[[Impression Pi]]'''
 
 
 
'''[[R-7 Smartglasses]]'''
 
 
 
'''[[Atheer One]]'''
 
 
 
'''[[Atheer AiR]]'''
 
 
 
'''[[R-8 Smartglasses]]'''
 
 
 
'''[[R-9 Smartglasses]]'''
 
 
 
'''[[Snap Spectacles 3]]'''
 
 
 
'''[[Vuzix M100]]'''
 
 
 
'''[[Vuzix M300]]'''
 
 
 
'''[[ORA-1]]'''
 
 
 
'''[[ORA-X]]'''
 
 
 
'''[[Recon Jet]]'''
 
 
 
==Apps==
 
[[AR Apps]]
 
 
 
[[Pokemon Go]] - first smash hit mobile place-based AR app.
 
 
 
Ikea Places - placing furniture into your own living room
 
 
 
Our SolAR - exploring our solar system under the ceiling of your bedroom
 
 
 
The Machines - AR tower defense
 
 
 
Playground AR - virtual blocks and simple animations. Good physics!
 
 
 
Air Measure / Measure Kit - replaces your folding rule
 
 
 
Tunnel AR - an AR-enriched Video(game) of famous a German Rap/HipHop group "Die Fantastischen Vier"
 
 
 
Dumb Ways to Die 3: World Tour - a 2017 app game that also allows AR on many Apple devices!
 
 
 
==Developer Resources==
 
===Developer APIs===
 
[[ARKit]] - [[Apple]]'s AR API that allows developers to create AR apps for [[iOS]] devices.
 
 
 
[[ARCore]] - [[Google]]'s AR API that allows developers to create AR apps for [[Android]] devices.
 
 
 
==Use Cases==
 
{{see also|Augmented Reality Use Cases}}
 
{{:Augmented Reality Use Cases}}
 
  
==Augmented Reality history timeline==
+
Augmented reality using headsets benefits from a high field of view and a high focal depth range. Focal depth range can be done using [[light field display]]s or [[holographic display]]s.
[[File:Augmented Reality Medical.jpg|thumb|1. Medical AR application (Image: www.informit.com)]]
 
[[File:Augmented Reality Studierstube.jpg|thumb|2. Studierstube (Image: www.informit.com)]]
 
[[File:Augmented Reality Touring Machine.jpg|thumb|3. Touring Machine (Image: www.informit.com)]]
 
[[File:Augmented Reality ARQuake.jpg|thumb|4. ARQuake (Image: www.informit.com)]]
 
[[File:Augmented Reality Invisible Train.jpg|thumb|5. The Invisible Train (Image: www.informit.com)]]
 
  
The historical development of AR technologies intersects with that of virtual reality. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between the two <ref name=”1”> The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future</ref>.
+
===Environment tracking===
 +
Environment tracking is the capability of a gadget to know its position and orientation relative to its environment. This is required so that the virtual imagery has correct [[registration]] to the real world.
  
===1901- A Concept of AR===
+
==History==
Frank L Baum writes a novel in which there is a concept that can be equated to AR: a set of electronic glasses called “character marker” that were used to map data onto people <ref name=”1”></ref>.
+
The historical development of AR technologies intersects with that of [[virtual reality]]. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between AR and VR.<ref name=”1”> The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future</ref>
  
===1957 - The Sensorama===
+
Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircraft.<ref name=”1”></ref><ref name=”2”></ref><ref name=”6”></ref>
The cinematographer Morton Heilig invented the Sensorama. This machine delivered visuals, sound, vibration, and smell to the viewer. It was not controlled by a computer but, nevertheless, it was an attempt at adding additional data to an experience. The machine was patented in 1961, and it looked like an arcade machine <ref name=”1”></ref> <ref name=”2”> Sawers, P. (2011). Augmented reality: The past, present and future. Retrieved from https://thenextweb.com/insider/2011/07/03/augmented-reality-the-past-present-and-future/#.tnw_tfKQ6SY7</ref>.
 
  
===1968 - The Sword of Damocles HMD===
+
Some of the first progress in augmented reality was from the aerospace industry: companies such as [[Boeing]], [[Polhemus]], [[Hughes Research Labs]], and [[Kaiser]].
Ivan Sutherland and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The device presented simple wireframe graphics, used see-through optics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in 1965 and would have a great impact in the VR and AR fields of study <ref name=”1”></ref> <ref name=”3”> Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729</ref> <ref name=”4”> Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history</ref> <ref name=”5”> Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html</ref> <ref name=”6”> van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf</ref>.
 
  
===1975 - Videoplace===
+
[[Pokémon Go]] was released and became a major success. It is mainly a geolocation based game, but has some AR features.
The videoplace was developed by the American computer artist Myron Krueger. It was an interface that allowed users to manipulate and interact with virtual objects in real-time. It combined projectors, video-cameras and special purpose hardware, as well as onscreen silhouettes of the users <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”3”></ref>.
 
  
===1980 - Wearable computing===
+
==Augmented reality systems==
The computational photography researcher Steve Mann creates the first example of wearable computing <ref name=”1”></ref>.
+
===Ivan Sutherland's head-mounted display===
 +
[[Ivan Sutherland]] and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The gadget has see-through optics and displayed simple wireframe graphics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in the year 1965 and would have a great impact in the VR and AR fields of study <ref name=”1”></ref><ref name=”3”> Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729</ref><ref name=”4”> Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history</ref><ref name=”5”> Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html</ref><ref name=”6”> van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf</ref>.
  
===1990 - Augmented Reality===
+
===Virtual Fixtures===
Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircrafts <ref name=”1”></ref> <ref name=”2”></ref> <ref name=”6”></ref>.
+
[[Virtual Fixtures]] is developed at USAF Armstrong’s Research Lab by Louis Rosenberg. According to some sources, it can be considered the first properly functioning AR system. It was a system that overlaid sensory information on a workspace to improve human productivity.<ref name=”1”></ref>
  
===1992 - Virtual Fixtures===
+
===KARMA===
Virtual Fixtures is developed at USAF Armstrong’s Research Lab by Louis Rosenberg. According to some sources, it can be considered the first properly functioning AR system. It was a system that overlaid sensory information on a workspace to improve human productivity <ref name=”1”></ref>.
+
KARMA is a system developed by [[Steven Feiner]] and colleagues. KARMA stands for Knowledge-based augmented reality for maintenance assistance.<ref name="o892">{{cite web | title=KARMA | website=Computer Graphics at Columbia University | url=https://graphics.cs.columbia.edu/projects/karma/karma.html | access-date=2025-02-05}}</ref> KARMA was capable of inferring instructions sequences for repair and maintenance procedures.<ref name=”3”></ref>
  
===1993 - KARMA===
+
During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map.<ref name=”3”></ref>
Feiner and colleagues introduced KARMA - Knowledge-based augmented reality for maintenance assistance. KARMA was capable of inferring instructions sequences for repair and maintenance procedures <ref name=”3”></ref>.
 
During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map <ref name=”3”></ref>.
 
  
===1994 - Medical AR===
+
===Studierstube===
At the University of North Carolina, State and colleagues presented a medical AR application. It was capable of allowing a physician to observe a fetus directly within a pregnant woman (Figure 1) <ref name=”3”></ref>.
+
[[File:Augmented Reality Studierstube.jpg|thumb|Studierstube, a multi-user augmented reality system]]
 +
The first collaborative AR system was developed by Schmalstieg and colleagues. The Studierstube enabled multiple users to experience virtual objects in the same shared space through the use of HMDs. Each user from his individual viewpoint could see an image in correct perspective.<ref name=”3”></ref>
  
===1995 - NaviCam===
+
===The Touring Machine===
Rekimoto and Nagao developed a true handheld AR display, although it was still tethered to a workstation. The NaviCam had a forward-facing camera, and from its video feed it could detect color-coded markers, displaying information on a video see-through view <ref name=”3”></ref>.
+
Steven Feiner and colleagues created a mobile outdoor AR system at Columbia University, called the [[Touring Machine]].<ref name="j900">{{cite web | title= | url=https://sites.cs.ucsb.edu/~holl/pubs/feiner-1997-iswc.pdf | access-date=2025-02-05}}</ref> It had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and a version of a tablet computer for input.<ref name=”3”/>
  
===1996 -  Studierstube===
+
===ARQuake===
The first collaborative AR system is developed by Schmalstieg and colleagues. The Studierstube allowed for multiple users to experience virtual objects in the same shared space through the use of HMDs. Each user from their individual viewpoint could see an image in correct perspective <ref name=”3”></ref>.
+
The AR version of the Quake game was developed by Bruce Thomas, at the University of South Australia. It was an outdoor mobile version of the game developed by Id Software.<ref name=”2”></ref>
  
===1997 - The Touring Machine===
+
===First autonomous handheld AR system===
Feiner and colleagues create the first outdoor AR system, at Columbia University. The Touring Machine (Figure 3) had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and an earlier version of a tablet computer for input <ref name=”3”></ref>.
+
Wagner and Schmalstieg presented a handheld AR system that ran autonomously on a “personal digital assistant.” A multiplayer handheld AR game called Invisible Train (Figure 5) was shown at the SIGGRAPH Emerging Technologies show floor.<ref name=”3”></ref>
  
===2000 - ARQuake===
+
===A commercial AR application===
The AR version of the Quake game is developed by Bruce Thomas, at the University of South Australia (Figure 4). It was an outdoor mobile version of the game developed by Id Software <ref name=”2”></ref>.
+
The first commercial AR application is developed by German agencies in Munich for advertising. It consisted of a printed magazine ad of a model BMW mini. When held in front of a computer’s camera, a user could manipulate the virtual car on the screen and move it around to view different angles.<ref name=”4”/><ref name=”7”>History Hole (2016). The history of augmented reality. Retrieved from http://historyhole.com/history-augmented-reality</ref>
 +
During the same year, the [[Wikitude AR Travel Guide]] was released for the G1 Android phone.<ref name=”2”> Sawers, P. (2011). Augmented reality: The past, present and future. Retrieved from https://thenextweb.com/insider/2011/07/03/augmented-reality-the-past-present-and-future/#.tnw_tfKQ6SY7</ref>
  
===2003 - First autonomous handheld AR system===
+
===ARToolkit===
Wagner and Schmalstieg presented a precursor to the current smartphones - a handheld AR system that ran autonomously on a “personal digital assistant.” In 2004, a multiplayer handheld AR game called Invisible Train (Figure 5) was shown at the SIGGRAPH Emerging Technologies show floor <ref name=”3”></ref>.
+
A design tool, [[ARToolkit]], was made available in Adobe Flash.<ref name=”1”></ref>
  
===2008 - A commercial AR application===
+
===HoloLens===
The first commercial AR application is developed by German agencies in Munich for advertising. It consisted of a printed magazine ad of a model BMW mini. When held in front of a computer’s camera, a user could manipulate the virtual car on the screen and move it around to view different angles <ref name=”4”></ref> <ref name=”7”> History Hole (2016). The history of augmented reality. Retrieved from http://historyhole.com/history-augmented-reality</ref>.
+
Microsoft announced the [[HoloLens]].<ref name=”1”/>
During the same year, the Wikitude AR Travel Guide was released for the G1 Android phone <ref name=”2”></ref>.
 
  
===2009 - ARToolkit===
+
===More===
A design tool, ARToolkit, is made available in Adobe Flash <ref name=”1”></ref>.
+
[[CREAL]] has advertised [[light field display]]s for augmented reality.
 
 
===2013 - Google Glass===
 
The open beta of Google Glass is announced <ref name=”1”></ref>.
 
 
 
===2015 - HoloLens===
 
Microsoft announced AR support for the company’s AR headset HoloLens <ref name=”1”></ref>.
 
 
 
===2016 - Pokémon Go===
 
Pokémon Go is released and becomes a major success. It is considered an achievement for the AR industry. The game hit its peak in August 2016 with almost 46 million users. While the game has failed to maintain high levels of engagement, it showed the potential of AR <ref name=”4”></ref> <ref name=”7”></ref>.
 
  
 
==References==
 
==References==
 
<references />
 
<references />
  
 
+
[[Category:Augmented reality]]
[[Category:Terms]]
+
[[Category:3D]]

Latest revision as of 23:32, 5 April 2025

Augmented reality with a HoloLens

Augmented reality is an experience of the real world that has virtual objects or information placed within it. It uses computer graphics to put virtual objects in a real world environment using an AR headset or a smartphone. If using a headset, the headset requires PnO tracking.

Multi-user augmented reality can be used for communication between people. Multiple people, each with a pair of AR glasses, could all see a 3D model that one person is annotating.

In augmented reality, a user can see the real world, and can also see 3D graphics that look like they are present in the world, even when the user moves around them.

Augmented reality largely overlaps with the concept of 3D displays, but also includes absolute positioning systems. One concept of augmented reality is to have a fixed 3D display in an environment.

To register the coordinate system to the environment, PnO tracking must be used. Tracking can be done optically (using fiducial markers or markerless SLAM), or by using magnetic tracking or lighthouse tracking.

Augmented reality can be see-through or passthrough. See-through uses an optical see through display like on the Magic Leap. Passthrough uses a camera feed and an optically opaque display, like on a Meta Quest Pro.

Augmented reality can involve fiducial markers for tracking, such as ArUco markers.

Augmented reality draws from the fields of human-computer interaction and graphical user interfaces.

Technologies[edit]

See-through displays[edit]

See through displays have been used in gadgets like the Magic Leap 1 and the HoloLens 1 to overlay content onto the real world.

Augmented reality using headsets benefits from a high field of view and a high focal depth range. Focal depth range can be done using light field displays or holographic displays.

Environment tracking[edit]

Environment tracking is the capability of a gadget to know its position and orientation relative to its environment. This is required so that the virtual imagery has correct registration to the real world.

History[edit]

The historical development of AR technologies intersects with that of virtual reality. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between AR and VR.[1]

Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircraft.[1][2][3]

Some of the first progress in augmented reality was from the aerospace industry: companies such as Boeing, Polhemus, Hughes Research Labs, and Kaiser.

Pokémon Go was released and became a major success. It is mainly a geolocation based game, but has some AR features.

Augmented reality systems[edit]

Ivan Sutherland's head-mounted display[edit]

Ivan Sutherland and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The gadget has see-through optics and displayed simple wireframe graphics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in the year 1965 and would have a great impact in the VR and AR fields of study [1][4][5][6][3].

Virtual Fixtures[edit]

Virtual Fixtures is developed at USAF Armstrong’s Research Lab by Louis Rosenberg. According to some sources, it can be considered the first properly functioning AR system. It was a system that overlaid sensory information on a workspace to improve human productivity.[1]

KARMA[edit]

KARMA is a system developed by Steven Feiner and colleagues. KARMA stands for Knowledge-based augmented reality for maintenance assistance.[7] KARMA was capable of inferring instructions sequences for repair and maintenance procedures.[4]

During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map.[4]

Studierstube[edit]

Studierstube, a multi-user augmented reality system

The first collaborative AR system was developed by Schmalstieg and colleagues. The Studierstube enabled multiple users to experience virtual objects in the same shared space through the use of HMDs. Each user from his individual viewpoint could see an image in correct perspective.[4]

The Touring Machine[edit]

Steven Feiner and colleagues created a mobile outdoor AR system at Columbia University, called the Touring Machine.[8] It had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and a version of a tablet computer for input.[4]

ARQuake[edit]

The AR version of the Quake game was developed by Bruce Thomas, at the University of South Australia. It was an outdoor mobile version of the game developed by Id Software.[2]

First autonomous handheld AR system[edit]

Wagner and Schmalstieg presented a handheld AR system that ran autonomously on a “personal digital assistant.” A multiplayer handheld AR game called Invisible Train (Figure 5) was shown at the SIGGRAPH Emerging Technologies show floor.[4]

A commercial AR application[edit]

The first commercial AR application is developed by German agencies in Munich for advertising. It consisted of a printed magazine ad of a model BMW mini. When held in front of a computer’s camera, a user could manipulate the virtual car on the screen and move it around to view different angles.[5][9] During the same year, the Wikitude AR Travel Guide was released for the G1 Android phone.[2]

ARToolkit[edit]

A design tool, ARToolkit, was made available in Adobe Flash.[1]

HoloLens[edit]

Microsoft announced the HoloLens.[1]

More[edit]

CREAL has advertised light field displays for augmented reality.

References[edit]

  1. Jump up to: 1.0 1.1 1.2 1.3 1.4 1.5 The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future
  2. Jump up to: 2.0 2.1 2.2 Sawers, P. (2011). Augmented reality: The past, present and future. Retrieved from https://thenextweb.com/insider/2011/07/03/augmented-reality-the-past-present-and-future/#.tnw_tfKQ6SY7
  3. Jump up to: 3.0 3.1 van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf
  4. Jump up to: 4.0 4.1 4.2 4.3 4.4 4.5 Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729
  5. Jump up to: 5.0 5.1 Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history
  6. Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html
  7. "KARMA". https://graphics.cs.columbia.edu/projects/karma/karma.html.
  8. "Error: no |title= specified when using {{Cite web}}". https://sites.cs.ucsb.edu/~holl/pubs/feiner-1997-iswc.pdf.
  9. History Hole (2016). The history of augmented reality. Retrieved from http://historyhole.com/history-augmented-reality