The Evolution of Augmented Reality: From Sci-Fi Dreams to Everyday Reality

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5 Apr 2024
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Introduction: Augmented Reality (AR) has transformed from a futuristic concept to an integral part of modern technology, revolutionizing various industries and everyday experiences.


Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visualauditoryhapticsomatosensory and olfactory.[1] AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects.[2] The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment).[3] As such, it is one of the key technologies in the reality-virtuality continuum.[4]


Virtual Fixtures – first AR system, U.S. Air Force, Wright-Patterson Air Force Base (1992)
This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[3] In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.[5][6]
Augmented reality is largely synonymous with mixed reality. There is also overlap in terminology with extended reality and computer-mediated reality.
The primary value of augmented reality is the manner in which components of the digital world blend into a person's perception of the real world, not as a simple display of data, but through the integration of immersive sensations, which are perceived as natural parts of an environment. The earliest functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992.[3][7][8] Commercial augmented reality experiences were first introduced in entertainment and gaming businesses.[9] Subsequently, augmented reality applications have spanned commercial industries such as education, communications, medicine, and entertainment. In education, content may be accessed by scanning or viewing an image with a mobile device or by using markerless AR techniques.[10][11][12]
Augmented reality can be used to enhance natural environments or situations and offers perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision, incorporating AR cameras into smartphone applications, and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulated.[13] Information about the environment and its objects is overlaid on the real world. This information can be virtual. Augmented Reality is any experience which is artificial and which adds to the already existing reality.[14][15][16][17][18] or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space.[19][20][21] Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real-time and in semantic contexts with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads up display technology (HUD).


The Early Days of AR: AR's roots can be traced back to the 1960s, with Ivan Sutherland's pioneering work on head-mounted displays. However, it wasn't until the 2010s that AR began to gain widespread attention and adoption.

Pokémon GO and the Mainstream Adoption: The launch of Pokémon GO in 2016 marked a turning point for AR, showcasing its potential to merge digital content with the real world on a massive scale. The game captivated millions of players worldwide and sparked a renewed interest in AR development.


Tech Giants Enter the Fray: Major tech companies like Google, Apple, and Microsoft have played a pivotal role in advancing AR technology. Google introduced ARCore, while Apple launched ARKit, empowering developers to create a diverse range of AR applications.

AR Across Industries: AR's impact extends beyond entertainment, with significant applications in healthcare, retail, education, and more. Surgeons use AR for guidance during procedures, while retail apps allow customers to visualize products in their homes before purchase.

The Pandemic Accelerates Adoption: The COVID-19 pandemic accelerated the adoption of AR technology as businesses and individuals sought innovative ways to adapt to remote work and social distancing measures. AR-powered virtual meetings and conferences provided immersive alternatives to traditional video calls.


The Future of AR: Advancements in hardware, such as smart glasses, and improvements in machine learning algorithms will drive the future of AR. Personalized experiences and enhanced productivity are among the possibilities as AR continues to evolve.

Conclusion: As augmented reality becomes increasingly integrated into our daily lives, we're witnessing the dawn of a new era in human-computer interaction. From entertainment and education to healthcare and beyond, AR is reshaping the way we perceive and engage with the world, blurring the boundaries between the digital and physical realms.

References

  1.  "Augmented Reality (AR)"augmentedrealityon.com. Archived from the original on 5 April 2012. Retrieved 18 June 2019.
  2. Jump up to:a b c d Azuma, Ronald (August 1997). "A Survey of Augmented Reality" (PDF). Presence: Teleoperators and Virtual Environments6 (4). MIT Press: 355–385. doi:10.1162/pres.1997.6.4.355S2CID 469744. Retrieved 2 June 2021.
  3. ^ "Phenomenal Augmented Reality, IEEE Consumer Electronics, Volume 4, No. 4, October 2015, cover+pp92-97" (PDF).
  4. ^ Time-frequency perspectives, with applications, in Advances in Machine Vision, Strategies and Applications, World Scientific Series in Computer Science: Volume 32, C Archibald and Emil Petriu, Cover + pp 99–128, 1992.
  5. ^ Mann, Steve; Feiner, Steve; Harner, Soren; Ali, Mir Adnan; Janzen, Ryan; Hansen, Jayse; Baldassi, Stefano (15 January 2015). "Wearable Computing, 3D Aug* Reality, Photographic/Videographic Gesture Sensing, and Veillance". Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '14. ACM. pp. 497–500. doi:10.1145/2677199.2683590ISBN 9781450333054S2CID 12247969
  6. Rosenberg, L.B. (1993). "Virtual fixtures: Perceptual tools for telerobotic manipulation". Proceedings of IEEE virtual reality Annual International Symposium. pp. 76–82. doi:10.1109/VRAIS.1993.380795ISBN 0-7803-1363-1S2CID 9856738.
  7. Jump up to:a b Dupzyk, Kevin (6 September 2016). "I Saw the Future Through Microsoft's Hololens"Popular Mechanics.
  8. ^ Arai, Kohei, ed. (2022), "Augmented Reality: Reflections at Thirty Years"Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1, Lecture Notes in Networks and Systems, vol. 358, Cham: Springer International Publishing, pp. 1–11, doi:10.1007/978-3-030-89906-6_1ISBN 978-3-030-89905-9S2CID 239881216
  9. ^ Moro, Christian; Birt, James; Stromberga, Zane; Phelps, Charlotte; Clark, Justin; Glasziou, Paul; Scott, Anna Mae (2021). "Virtual and Augmented Reality Enhancements to Medical and Science Student Physiology and Anatomy Test Performance: A Systematic Review and Meta-Analysis"Anatomical Sciences Education14 (3): 368–376. doi:10.1002/ase.2049ISSN 1935-9772PMID 33378557S2CID 229929326.
  10. ^ "How to Transform Your Classroom with Augmented Reality - EdSurge News". 2 November 2015.
  11. ^ Crabben, Jan van der (16 October 2018). "Why We Need More Tech in History Education"ancient.eu. Archived from the original on 23 October 2018. Retrieved 23 October 2018.
  12. ^ Dargan, Shaveta; Bansal, Shally; Mittal, Ajay; Kumar, Krishan (2023). "Augmented Reality: A Comprehensive Review"Archives of Computational Methods in Engineering30 (2): 1057–1080. doi:10.1007/s11831-022-09831-7. Retrieved 27 February 2024.
  13. ^ Hegde, Naveen (19 March 2023). "What is Augmented Reality"Codegres. Retrieved 19 March 2023.
  14. ^ Chen, Brian (25 August 2009). "If You're Not Seeing Data, You're Not Seeing"Wired. Retrieved 18 June 2019.
  15. ^ Maxwell, Kerry. "Augmented Reality"macmillandictionary.com. Retrieved 18 June 2019.
  16. ^ "Augmented Reality (AR)"augmentedrealityon.com. Archived from the original on 5 April 2012. Retrieved 18 June 2019.
  17. Jump up to:a b c d Azuma, Ronald (August 1997). "A Survey of Augmented Reality" (PDF). Presence: Teleoperators and Virtual Environments6 (4). MIT Press: 355–385. doi:10.1162/pres.1997.6.4.355S2CID 469744. Retrieved 2 June 2021.
  18. ^ "Phenomenal Augmented Reality, IEEE Consumer Electronics, Volume 4, No. 4, October 2015, cover+pp92-97" (PDF).
  19. ^ Time-frequency perspectives, with applications, in Advances in Machine Vision, Strategies and Applications, World Scientific Series in Computer Science: Volume 32, C Archibald and Emil Petriu, Cover + pp 99–128, 1992.
  20. ^ Mann, Steve; Feiner, Steve; Harner, Soren; Ali, Mir Adnan; Janzen, Ryan; Hansen, Jayse; Baldassi, Stefano (15 January 2015). "Wearable Computing, 3D Aug* Reality, Photographic/Videographic Gesture Sensing, and Veillance". Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '14. ACM. pp. 497–500. doi:10.1145/2677199.2683590ISBN 9781450333054S2CID 12247969


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