Augmented reality

A man using an augmented reality headset to view a life-size virtual model of a building
Illustration from AR Game 10.000 Moving Cities Art Installation.
10.000 Moving Cities, Marc Lee, Augmented Reality Multiplayer Game, Art Installation[1]

Augmented reality (AR) is an interactive experience that overlays 3D computer-generated content onto a portion of the real world through a handheld device or head-mounted display. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[2] In this way, augmented reality alters one's ongoing perception of a real-world environment, compared to virtual reality, which aims to completely replace the user's real-world environment with a simulated one.[3][4] Augmented reality is typically visual, but can span multiple sensory modalities, including auditory, haptic, and somatosensory.[5]

The primary value of augmented reality is the manner in which components of a digital world blend into a person's perception of the real world, through the integration of immersive sensations, which are perceived as real in the user's 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.[2][6][7] Commercial augmented reality experiences were first introduced in entertainment and gaming businesses.[8] Subsequently, augmented reality applications have spanned industries such as education, communications, medicine, and entertainment.

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.[9] Information about the environment and its objects is overlaid on the real world. This information can be virtual 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.[10][11][12] Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. 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).

Augmented reality frameworks include ARKit and ARCore. Commercial augmented reality headsets include the Magic Leap 1 and HoloLens. A number of companies have promoted the concept of smartglasses that have augmented reality capability.

Augmented reality 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.[13] The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment).[2] As such, it is one of the key technologies in the reality-virtuality continuum.[14] Augmented reality is largely synonymous with mixed reality. There is also overlap in terminology with extended reality and computer-mediated reality.

  1. ^ "10.000 Moving Cities – Same but Different, AR (Augmented Reality) Art Installation, 2018". Marc Lee. Retrieved 24 December 2018.
  2. ^ a b c Rosenberg, Louis B. (1992). "The Use of Virtual Fixtures as Perceptual Overlays to Enhance Operator Performance in Remote Environments". DTIC. Archived from the original on 10 July 2019.
  3. ^ Steuer,"Defining virtual reality: Dimensions Determining Telepresence". Archived from the original on 17 July 2022. Retrieved 27 November 2018., Department of Communication, Stanford University. 15 October 1993.
  4. ^ Introducing Virtual Environments Archived 21 April 2016 at the Wayback Machine National Center for Supercomputing Applications, University of Illinois.
  5. ^ Cipresso, Pietro; Giglioli, Irene Alice Chicchi; Raya, iz; Riva, Giuseppe (7 December 2011). "The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature". Frontiers in Psychology. 9: 2086. doi:10.3389/fpsyg.2018.02086. PMC 6232426. PMID 30459681.
  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.1993.380795. ISBN 0-7803-1363-1. S2CID 9856738.
  7. ^ 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_1, ISBN 978-3-030-89905-9, S2CID 239881216
  9. ^ Dargan, Shaveta; Bansal, Shally; Mittal, Ajay; Kumar, Krishan (2023). "Augmented Reality: A Comprehensive Review". Archives of Computational Methods in Engineering. 30 (2): 1057–1080. doi:10.1007/s11831-022-09831-7. Retrieved 27 February 2024.
  10. ^ "Phenomenal Augmented Reality, IEEE Consumer Electronics, Volume 4, No. 4, October 2015, cover+pp92-97" (PDF).
  11. ^ 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.
  12. ^ 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:10.1145/2677199.2683590. ISBN 9781450333054. S2CID 12247969.
  13. ^ Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong (March 2013). "Current status, opportunities and challenges of augmented reality in education...". Computers & Education. 62: 41–49. doi:10.1016/j.compedu.2012.10.024. S2CID 15218665.
  14. ^ Milgram, Paul; Takemura, Haruo; Utsumi, Akira; Kishino, Fumio (21 December 1995). "Augmented reality: a class of displays on the reality-virtuality continuum". Telemanipulator and Telepresence Technologies. 2351. SPIE: 282–292. Bibcode:1995SPIE.2351..282M. doi:10.1117/12.197321.

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