{{Short description|Form of 3D computer interaction merging the real world with virtual objects}} {{Use dmy dates|date=October 2019}} [[File:Augmented Reality for eCommerce.jpg|thumb|Augmented reality for viewing furniture in the real world]] [[File:Suteki Hololens applikation .jpg|thumb|An example of augmented reality: A man viewing a life-size virtual model of a building]] [[File:Navit Reality View next to reality.jpg|thumb|An augmented reality mapping application]]
'''Augmented reality''' ('''AR'''), also known as '''mixed reality''' ('''MR'''), is a form of [[3D human–computer interaction]] that overlays real-time [[3D computer graphics|3D-rendered computer graphics]] into the real world through a display, such as a handheld device or [[head-mounted display]]. This experience is seamlessly interwoven with the physical world such that it is perceived as an [[immersion (virtual reality)|immersive]] aspect of the real environment.<ref name="B. Rosenberg 1992" /> 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.<ref>Steuer,{{Cite web |url=https://filtermaker.fr/en/augmented-reality/ |title=Defining virtual reality: Dimensions Determining Telepresence |access-date=27 November 2018 |archive-url=https://web.archive.org/web/20220717120913/https://filtermaker.fr/en/augmented-reality/ |archive-date=17 July 2022 }}, Department of Communication, Stanford University. 15 October 1993.</ref><ref>[http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.Overview.html Introducing Virtual Environments] {{Webarchive|url=https://web.archive.org/web/20160421000159/http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.Overview.html |date=21 April 2016 }} National Center for Supercomputing Applications, University of Illinois.</ref> Augmented reality is typically [[visual]], but can span multiple sensory [[Modality (human–computer interaction)|modalities]], including [[Hearing|auditory]], [[haptic perception|haptic]], and [[Somatosensory system|somatosensory]].<ref>{{cite journal | last1=Cipresso | first1=Pietro | last2=Giglioli | first2=Irene Alice Chicchi | last3=Raya | first3=iz | last4=Riva | first4=Giuseppe | title=The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature | journal=Frontiers in Psychology | volume=9 | date=2011-12-07 | pmid=30459681 | doi=10.3389/fpsyg.2018.02086 | article-number=2086| pmc=6232426 | doi-access=free }}</ref>
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.<ref name="B. Rosenberg 1992"/><ref>{{cite book |doi=10.1109/VRAIS.1993.380795 |chapter=Virtual fixtures: Perceptual tools for telerobotic manipulation |title=Proceedings of IEEE virtual reality Annual International Symposium |pages=76–82 |year=1993 |last1=Rosenberg |first1=L.B. |s2cid=9856738 |isbn=0-7803-1363-1 }}</ref><ref name="Dupzyk 2016">{{Cite news|url=http://www.popularmechanics.com/technology/a22384/hololens-ar-breakthrough-awards/|title=I Saw the Future Through Microsoft's Hololens|last=Dupzyk|first=Kevin|work=Popular Mechanics|date = 6 September 2016}}</ref> Commercial augmented reality experiences were first introduced in entertainment and gaming businesses.<ref>{{Citation|last=|first=|title=Augmented Reality: Reflections at Thirty Years|url=https://link.springer.com/10.1007/978-3-030-89906-6_1|work=Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1|series=Lecture Notes in Networks and Systems|year=2022|volume=358|pages=1–11|editor-last=Arai|editor-first=Kohei|place=Cham|publisher=Springer International Publishing|language=en|doi=10.1007/978-3-030-89906-6_1|isbn=978-3-030-89905-9|s2cid=239881216|url-access=subscription}}</ref> Subsequently, augmented reality applications have spanned industries such as education, communications, medicine, and entertainment.
Augmented reality [[Application framework|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 refers to experiences that are artificial and that add to the already existing reality.<ref>{{Cite magazine |url=https://www.wired.com/2009/08/augmented-reality/ |title=If You're Not Seeing Data, You're Not Seeing |last=Chen |first=Brian |date=25 August 2009 |magazine=Wired |access-date=18 June 2019}}</ref><ref>{{Cite web |url=http://www.augmentedrealityon.com/ |title=Augmented Reality (AR) |website=augmentedrealityon.com |archive-url=https://web.archive.org/web/20120405071414/http://www.augmentedrealityon.com/ |archive-date=5 April 2012 |access-date=18 June 2019}}</ref><ref name="Azuma_survey">{{cite journal |last=Azuma |first=Ronald |author-link=Ronald Azuma |date=August 1997 |title=A Survey of Augmented Reality |url=http://www.cs.unc.edu/~azuma/ARpresence.pdf |access-date=2 June 2021 |journal=Presence: Teleoperators and Virtual Environments |publisher=MIT Press |volume=6 |issue=4 |pages=355–385 |doi=10.1162/pres.1997.6.4.355|s2cid=469744 }}</ref> In AR, information about the environment and its objects can be 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.<ref>{{Cite web|url=http://wearcam.org/PhenomenalAugmentedReality.pdf|title=Phenomenal Augmented Reality, IEEE Consumer Electronics, Volume 4, No. 4, October 2015, cover+pp92-97}}</ref><ref>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.</ref><ref>{{Cite book|last1=Mann|first1=Steve|last2=Feiner|first2=Steve|last3=Harner|first3=Soren|last4=Ali|first4=Mir Adnan|last5=Janzen|first5=Ryan|last6=Hansen|first6=Jayse|last7=Baldassi|first7=Stefano|s2cid=12247969|date=15 January 2015|publisher=ACM|pages=497–500|doi=10.1145/2677199.2683590|isbn=978-1-4503-3305-4|chapter=Wearable Computing, 3D Aug* Reality, Photographic/Videographic Gesture Sensing, and Veillance|title=Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '14}}</ref> Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge.
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.<ref>{{cite journal |last1=Wu |first1=Hsin-Kai |last2=Lee |first2=Silvia Wen-Yu |last3=Chang |first3=Hsin-Yi |last4=Liang |first4=Jyh-Chong |title=Current status, opportunities and challenges of augmented reality in education... |journal=Computers & Education |date=March 2013 |volume=62 |pages=41–49 |doi=10.1016/j.compedu.2012.10.024 |s2cid=15218665 }}</ref> The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment).<ref name="B. Rosenberg 1992">{{cite web |last1=Rosenberg |first1=Louis B. |title=The Use of Virtual Fixtures as Perceptual Overlays to Enhance Operator Performance in Remote Environments. |work=DTIC |date=1992 |url=https://apps.dtic.mil/docs/citations/ADA292450 |archive-url=https://web.archive.org/web/20190710211431/https://apps.dtic.mil/docs/citations/ADA292450 |url-status=live |archive-date=10 July 2019 }}</ref>
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==Hardware and displays== [[File:MicrosoftHoloLensBloomGesture.JPG|thumb|alt= Photograph of a man wearing an augmented reality headset| A man wearing an augmented reality headset]] [[File:Magic Leap No - 2.jpg|thumb|Magic Leap One AR headset]] AR visuals appear on handheld devices (video passthrough) or head-mounted displays (optical see-through or video passthrough). Systems pair a display with sensors (e.g., cameras and IMUs) to register virtual content to the environment; research also explores near-eye optics, projection-based AR, and experimental concepts such as contact-lens or retinal-scanned displays.<ref>{{cite journal |last1=Itoh |first1=Y. |last2=Langlotz |first2=T. |last3=Sutton |first3=J. |last4=Plopski |first4=A. |year=2021 |title=Towards Indistinguishable Augmented Reality: A Survey on Optical See-through Head-mounted Displays |url=https://dl.acm.org/doi/10.1145/3453157 |journal=ACM Computing Surveys |volume=54 |issue=6 |doi=10.1145/3453157}}</ref><ref name="azuma1">{{cite journal |last=Azuma |first=R. |year=1997 |title=A Survey of Augmented Reality |url=https://www.cs.unc.edu/~azuma/ARpresence.pdf |journal=Presence |volume=6 |issue=4 |pages=355–385 |doi=10.1162/pres.1997.6.4.355}}</ref>
=== Head-mounted displays === {{main|Head-mounted display}} AR HMDs place virtual imagery in the user's view using optical see-through or video passthrough and track head motion for stable registration.<ref name="itoh1">{{cite journal |last=Itoh |first=Y. |year=2021 |title=Towards Indistinguishable Augmented Reality: A Survey on Optical See-through Head-mounted Displays |journal=ACM Computing Surveys |doi=10.1145/3453157}}</ref>
===Handheld=== Phone and tablet AR uses the rear camera (video passthrough) plus on-device SLAM/VIO for tracking.<ref name="core1">{{cite web |date=2024-10-31 |title=ARCore—Overview |url=https://developers.google.com/ar/develop |website=Google Developers}}</ref><ref>{{cite web |title=ARKit overview |url=https://developer.apple.com/documentation/arkit |website=Apple Developer Documentation}}</ref>
===Projection mapping=== {{main|Projection mapping}}
Projectors overlay graphics onto real objects/environments without head-worn displays (spatial AR).<ref>{{cite report |url=https://www.cs.unc.edu/~welch/media/pdf/IWAR_SAR.pdf |title=Spatially Augmented Reality |last1=Raskar |first1=R. |last2=Welch |first2=G. |year=1998 |institution=UNC Chapel Hill}}</ref>
===AR glasses=== Glasses-style near-eye displays aim for lighter, hands-free AR; approaches vary in optics, tracking, and power.<ref name="itoh1"/><ref>{{cite book |last=Cakmakci |first=Ozan |year=2025 |title=Optical Design of Eyewear Displays |publisher=SPIE Press |series=PM388 |isbn=9781510688339 |url=https://spie.org/cakmakci }}</ref>
== 3D tracking == {{further|Simultaneous localization and mapping|Visual odometry|Fiducial marker|Image registration}}
AR systems estimate device pose and scene geometry so virtual graphics stay aligned with the real world. Common approaches include visual–inertial odometry and SLAM for markerless tracking, and fiducial markers when known patterns are available; image registration and depth cues (e.g., occlusion, shadows) maintain realism.<ref name="azuma1"/><ref>{{cite journal |last=Kazerouni |first=I.A. |year=2022 |title=A survey of state-of-the-art on visual SLAM |url=https://www.sciencedirect.com/science/article/pii/S0957417422010156 |journal=Expert Systems with Applications |volume=205 |article-number=117734 |doi=10.1016/j.eswa.2022.117734}}</ref><ref name="syed1">{{cite journal |last=Syed |first=T.A. |year=2022 |title=In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns |journal=Applied Sciences |volume=12 |issue=24 |article-number=12722 |doi=10.3390/app122412722 |pmid=36616745 |pmc=9824627 |doi-access=free }}</ref> === Software and standards === {{further|ARKit|ARCore|Augmented Reality Markup Language}} AR runtimes provide sensing, tracking, and rendering pipelines; mobile platforms expose SDKs with camera access and spatial tracking. Interchange/geospatial formats such as ARML standardize anchors and content.<ref>{{cite web |date=2015-02-24 |title=ARML 2.0—OGC Standard |url=https://www.ogc.org/publications/standard/arml/ |website=Open Geospatial Consortium}}</ref><ref>{{cite web |title=ARKit overview |url=https://developer.apple.com/documentation/arkit |access-date=26 September 2025 |website=Apple Developer Documentation}}</ref><ref name="core1"/>
=== Interaction and input === {{further|Human–computer interaction|Gesture recognition}} Input commonly combines head/gaze with touch, controllers, voice, or hand tracking; audio and haptics can reduce visual load. Human-factors studies report performance benefits but also workload and safety trade-offs depending on task and context.<ref>{{cite journal |last=Yang |first=Z. |year=2019 |title=Influences of Augmented Reality Assistance on Cognitive Load and Performance in Manual Assembly |journal=Frontiers in Psychology |volume=10 |page=1703 |doi=10.3389/fpsyg.2019.01703 |pmid=31396134 |pmc=6668604 |doi-access=free }}</ref><ref name="syed1"/>
=== Design considerations === Key usability factors include stable registration, legible contrast under varied lighting, and low motion-to-photon latency. Visual design often uses depth cues (occlusion, shadows) to support spatial judgment; safety-critical uses emphasize glanceable prompts and minimal interaction.<ref>{{cite journal |last=Itoh |first=Y. |year=2021 |title=A Survey on Optical See-Through Head-Mounted Displays for Augmented Reality |url=https://dl.acm.org/doi/fullHtml/10.1145/3453157 |journal=ACM Computing Surveys |volume=54 |issue=6 |doi=10.1145/3453157}}</ref><ref>{{cite journal |last=Warburton |first=M. |year=2023 |title=Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems |url=https://eprints.whiterose.ac.uk/id/eprint/193470/3/s13428-022-01983-5.pdf |journal=Behavior Research Methods |volume=55 |issue=7 |pages=3658–3678 |doi=10.3758/s13428-022-01983-5 |pmid=36217006 |pmc=10616216 }}</ref><ref name="azuma1"/>
==Comparison with mixed reality/virtual reality== Augmented reality (AR) is largely synonymous with mixed reality (MR). There is also overlap in terminology with [[extended reality]] and [[computer-mediated reality]]. However, In the 2020s, the differences between AR and MR began to be emphasized.<ref>Rokhsaritalemi, S., Sadeghi-Niaraki, A., & Choi, S. M. (2020). A review on mixed reality: Current trends, challenges and prospects. ''Applied Sciences'', ''10''(2), 636.</ref><ref>Buhalis, D., & Karatay, N. (2022). Mixed reality (MR) for generation Z in cultural heritage tourism towards metaverse. In ''Information and communication technologies in tourism 2022: Proceedings of the ENTER 2022 eTourism conference, January 11–14, 2022'' (pp. 16-27). Springer International Publishing.</ref>
[[File:Extended reality types.svg|thumb|Types of extended reality]] In augmented reality, users are not only able to view digital content within their real environment but can also interact with it as if it were a tangible part of the physical world.<ref>{{Cite web |title=Augmented reality vs. virtual reality vs. mixed reality {{!}} TechTarget |url=https://www.techtarget.com/searcherp/feature/AR-vs-VR-vs-MR-Differences-similarities-and-manufacturing-uses |access-date=2025-06-28 |website=Search ERP |language=en}}</ref> This is made possible through devices such as [[Meta Quest 3S]] and [[Apple Vision Pro]], which utilize multiple cameras and sensors to enable real-time interaction between virtual and physical elements.<ref>{{Cite web |title=Meta Quest 3S: New Mixed Reality Headset - Shop Now |url=https://www.meta.com/quest/quest-3s/ |archive-url=https://web.archive.org/web/20250624165740/https://www.meta.com/quest/quest-3s/ |archive-date=24 June 2025 |access-date=2025-06-28 |website=www.meta.com |language=en |url-status=live }}</ref> Mixed reality that incorporates [[Haptic technology|haptics]] has sometimes been referred to as visuo-haptic mixed reality.<ref>{{cite journal |last1=Cosco |first1=F. |last2=Garre |first2=C. |last3=Bruno |first3=F. |last4=Muzzupappa |first4=M. |last5=Otaduy |first5=M. A. |date=January 2013 |title=Visuo-Haptic Mixed Reality with Unobstructed Tool-Hand Integration |journal=IEEE Transactions on Visualization and Computer Graphics |volume=19 |issue=1 |pages=159–172 |doi=10.1109/TVCG.2012.107 |pmid=22508901 |bibcode=2013ITVCG..19..159C }}</ref><ref>{{Cite journal |last1=Aygün |first1=Mehmet Murat |last2=Öğüt |first2=Yusuf Çağrı |last3=Baysal |first3=Hulusi |last4=Taşcıoğlu |first4=Yiğit |date=January 2020 |title=Visuo-Haptic Mixed Reality Simulation Using Unbound Handheld Tools |journal=Applied Sciences |language=en |volume=10 |issue=15 |page=5344 |doi=10.3390/app10155344 |issn=2076-3417 |doi-access=free}}</ref>
In [[virtual reality]] (VR), the users' perception is completely computer-generated, whereas with augmented reality (AR), it is partially generated and partially from the real world.<ref>{{Cite journal|last1=Carmigniani|first1=Julie|last2=Furht|first2=Borko|last3=Anisetti|first3=Marco|last4=Ceravolo|first4=Paolo|last5=Damiani|first5=Ernesto|last6=Ivkovic|first6=Misa|s2cid=4325516|date=1 January 2011|title=Augmented reality technologies, systems and applications|journal=Multimedia Tools and Applications|language=en|volume=51|issue=1|pages=341–377|doi=10.1007/s11042-010-0660-6|issn=1573-7721}}</ref><ref>{{Cite book|title=Virtual, Augmented Reality and Serious Games for Healthcare 1|last1=Ma|first1=Minhua|last2=C. Jain|first2=Lakhmi|last3=Anderson|first3=Paul|publisher=[[Springer Publishing]]|year=2014|isbn=978-3-642-54816-1|page=120}}</ref> For example, in architecture, VR can be used to create a walk-through simulation of the inside of a new building; and AR can be used to show a building's structures and systems super-imposed on a real-life view. Another example is through the use of utility applications. Some AR applications, such as [[Augment (app)|Augment]], enable users to apply digital objects into real environments, allowing businesses to use augmented reality devices as a way to preview their products in the real world.<ref>{{Cite web|url=https://www.pcmag.com/news/augment-is-bringing-the-ar-revolution-to-business|title=Augment Is Bringing the AR Revolution to Business|last1=Marvin|first1=Rob|date=16 August 2016|website=PC Mag|language=en|access-date=2021-02-23}}</ref> Similarly, it can also be used to demo what products may look like in an environment for customers, as demonstrated by companies such as [[Mountain Equipment Co-op]] or [[Lowe's]] who use augmented reality to allow customers to preview what their products might look like at home.<ref>{{Cite web|url=https://archpaper.com/2019/08/retail-is-getting-reimagined-with-augmented-reality/|title=Retail is getting reimagined with augmented reality|last=Stamp|first=Jimmy|date=30 August 2019|website=The Architect's Newspaper|url-status=live|archive-url=https://web.archive.org/web/20191115233539/https://archpaper.com/2019/08/retail-is-getting-reimagined-with-augmented-reality/|archive-date=15 November 2019}}</ref>
Augmented reality (AR) differs from virtual reality (VR) in the sense that in AR, the surrounding environment is real and AR is just adding virtual objects to the real environment. On the other hand, in VR, the surrounding environment is completely virtual and computer generated. A demonstration of how AR layers objects onto the real world can be seen with augmented reality games. [[WallaMe]] is an augmented reality game application that allows users to hide messages in real environments, utilizing geolocation technology in order to enable users to hide messages wherever they may wish in the world.<ref>{{cite web|url=https://www.techradar.com/news/the-future-is-virtual-why-ar-and-vr-will-live-in-the-cloud|title=The future is virtual - why AR and VR will live in the cloud|last=Mahmood |first=Ajmal|website=TechRadar|date=12 April 2019 |access-date=2019-12-12}}</ref>
The use of the terms "mixed reality" and "interreality" is clearly defined in the context of physics and may be slightly different in other fields, however, it is generally seen as, "bridging the physical and virtual world".<ref>Repetto, C. and Riva, G., 2020. From Virtual Reality To Interreality In The Treatment Of Anxiety Disorders. [online] Jneuropsychiatry.org. Available at: https://www.jneuropsychiatry.org/peer-review/from-virtual-reality-to-interreality-in-the-treatment-of-anxiety-disorders-neuropsychiatry.pdf [Accessed 30 October 2020].</ref>
Recent improvements in AR and VR headsets have made the display quality, field of view, and motion tracking more accurate, which makes augmented experiences more immersive. Improvements in sensor calibration, lightweight optics, and wireless connectivity have also made it easier for users to move around and be comfortable.<ref>{{Cite web |last=Kolhe |first=Hemant |date=2025-11-07 |title=Ar And Vr Headsets Market is Estimated to Reach a Valuation of USD 215.2 Billion By 2035 |url=https://medium.com/@hemantkolhe.mrfr/ar-and-vr-headsets-market-is-estimated-to-reach-a-valuation-of-usd-215-2-billion-by-2035-ea4913c3bbc0 |access-date=2025-11-07 |website=Medium |language=en}}</ref>
==History== [[File:Virtual-Fixtures-USAF-AR.jpg|thumb|alt= Photograph of an early AR system |[[Virtual Fixture]]s – early AR system, U.S. Air Force, [[Wright-Patterson Air Force Base]] (1992)]] ===Precursors to augmented reality=== * 1901: Author [[L. Frank Baum]], in his science-fiction novel ''[[The Master Key (Baum novel)|The Master Key]]'', first mentions the idea of an electronic display/spectacles that overlays data onto real life (in this case 'people'). It is named a 'character marker'.<ref>Johnson, Joel. [https://web.archive.org/web/20130522153011/http://moteandbeam.net/the-master-key-l-frank-baum-envisions-ar-glasses-in-1901 "The Master Key": L. Frank Baum envisions augmented reality glasses in 1901] ''Mote & Beam'' 10 September 2012.</ref> * [[Head-up display|Heads-up displays]] (HUDs), a precursor technology to augmented reality, were first developed for pilots in the 1950s, projecting simple flight data into their line of sight, thereby enabling them to keep their "heads up" and not look down at the instruments. It is a transparent display. ===Earliest developments=== * 1968: [[Ivan Sutherland]] creates the first optical-see through [[head-mounted display]] that has graphics rendered by a computer.<ref>{{cite book |doi=10.1145/1476589.1476686 |chapter=A head-mounted three dimensional display |title=Proceedings of the December 9-11, 1968, fall joint computer conference, part I on - AFIPS '68 (Fall, part I) |page=757 |year=1968 |last1=Sutherland |first1=Ivan E. |s2cid=4561103 }}</ref> * 1975: [[Myron Krueger]] creates [[Videoplace]] to allow users to interact with virtual objects. * 1980: The research by Gavan Lintern of the University of Illinois is the first published work to show the value of a [[Head-up display|heads up display]] for teaching real-world flight skills.<ref name="Lintern-1980"/> * 1980: [[Steve Mann (inventor)|Steve Mann]] creates the first wearable computer, a computer vision system with text and graphical overlays on a photographically mediated scene.<ref>{{cite news|last=Mann |first=Steve |url=https://techland.time.com/2012/11/02/eye-am-a-camera-surveillance-and-sousveillance-in-the-glassage/ |title=Eye Am a Camera: Surveillance and Sousveillance in the Glassage |publisher=[[Time (magazine)|Time]] |date=2 November 2012 |access-date=14 October 2013}}</ref> * 1986: Within IBM, Ron Feigenblatt describes the most widely experienced form of AR today (viz. "magic window," e.g. [[smartphone]]-based [[Pokémon Go]]), use of a small, "smart" flat panel display positioned and oriented by hand.<ref>{{cite web|url=https://priorart.ip.com/IPCOM/000040923 |title=Absolute Display Window Mouse/Mice |access-date=19 October 2020 |url-status=live |archive-url=https://web.archive.org/web/20191106031325/https://priorart.ip.com/IPCOM/000040923 |archive-date=6 November 2019 }} (context & abstract only) ''[[IBM Technical Disclosure Bulletin]]'' 1 March 1987</ref><ref> {{cite web|url=https://priorart.ip.com/IPCOM/000040923 |title=Absolute Display Window Mouse/Mice |access-date=19 October 2020 |url-status=live |archive-url=https://web.archive.org/web/20201019143932/https://priorart.ip.com/first-page/IPCOM000040923D |archive-date=19 October 2020 }} (image of anonymous printed article) ''[[IBM Technical Disclosure Bulletin]]'' 1 March 1987</ref> * 1987: Douglas George and Robert Morris create a working prototype of an astronomical telescope-based "[[Head-up display|heads-up display]]" system (a precursor concept to augmented reality) which superimposed in the telescope eyepiece, over the actual sky images, multi-intensity star, and celestial body images, and other relevant information.<ref>{{cite journal |title=A computer-driven astronomical telescope guidance and control system with superimposed star field and celestial coordinate graphics display |journal=Journal of the Royal Astronomical Society of Canada |volume=83 |page=32 |bibcode=1989JRASC..83...32G |last1=George |first1=Douglas B. |last2=Morris |first2=L. Robert |year=1989 }}</ref> * 1988: David Drascic, Paul Milgram, and Julius Grodski demonstrate their working prototype of an interactive stereoscopic video system with superimposed stereoscopic graphics, which allows the user to select points in the video view for path planning, target acquisition, or measurement with a "virtual tape-measure".<ref>{{Cite journal |last1=Milgram |first1=Paul |last2=Drascic |first2=David |last3=Grodski |first3=Julius |date=1989 |title=Stereoscopic Video+ Superimposed Computer Stereographics: Applications in Teleoperation |url=https://www.researchgate.net/publication/324532693 |journal=Proc. Second Canadian Workshop on Military Robotic Applications}}</ref><ref name=":0">{{Cite journal |last=Azuma |first=Ronald T. |date=1997 |title=A Survey of Augmented Reality |url=https://direct.mit.edu/pvar/article/6/4/355-385/18336 |journal=Presence: Teleoperators and Virtual Environments |language=en |volume=6 |issue=4 |pages=355–385 |doi=10.1162/pres.1997.6.4.355 |issn=1054-7460}}</ref><ref>{{Cite journal |last=Drascic |first=David |date=1993 |title=Stereoscopic Video and Augmented Reality |url=https://scholar.google.ca/scholar_url?url=https%3A%2F%2Fwww.researchgate.net%2Fprofile%2FDavid-Drascic%2Fpublication%2F324506657_Stereoscopic_Video_and_Augmented_Reality%2Flinks%2F5ad0f304458515c60f4fd214%2FStereoscopic-Video-and-Augmented-Reality.pdf&hl=en&scisig=ADi0EEV6IO5hMYnRYB_mJD05ooQq&oi=scholarr |journal=Scientific Computing and Automation |volume=9 |issue=7 |pages=31–34 |via=Google Scholar}}</ref><ref>{{Cite journal |last1=Drascic |first1=David |last2=Milgram |first2=Paul |date=1991-08-01 |editor-last=Merritt |editor-first=John O. |editor2-last=Fisher |editor2-first=Scott S. |title=Positioning accuracy of a virtual stereographic pointer in a real stereoscopic video world |url=http://proceedings.spiedigitallibrary.org/proceeding.aspx?articleid=961657 |journal=Stereoscopic Displays and Applications II |volume=1457 |pages=302–313 |doi=10.1117/12.46321 |bibcode=1991SPIE.1457..302D }}</ref><ref>{{Cite web |last1=Drascic |first1=David |last2=Grodski |first2=Julius J. |last3=Milgram |first3=Paul |last4=Ruffo |first4=Ken |last5=Wong |first5=Peter |last6=Zhai |first6=Shumin |date=1993 |title=ARGOS: A Display System for Augmenting Reality |url=https://www.researchgate.net/publication/221517863 |url-status=live |archive-url=https://www.youtube.com/watch?v=4ONWaY5OETY |archive-date=Feb 9, 2021 |access-date=Mar 30, 2026 |series=INTERCHI '93 (INTERACT '93, CHI '93, IFIP TC13) International Conference on Human-Computer Interaction, jointly organised with ACM Conference on Human Aspects in Computing Systems |page=521 |language=en |doi=10.1145/169059.169506}}</ref> * 1990: The term ''augmented reality'' is attributed to Thomas P. Caudell, a former [[Boeing]] researcher.<ref>{{cite journal |last1=Lee |first1=Kangdon |s2cid=40826055 |title=Augmented Reality in Education and Training |journal=TechTrends |date=7 February 2012 |volume=56 |issue=2 |pages=13–21 |doi=10.1007/s11528-012-0559-3 }}</ref> * 1992: [[Louis B. Rosenberg|Louis Rosenberg]] developed one of the first functioning AR systems, called [[Virtual fixture|Virtual Fixtures]], at the United States Air Force Research Laboratory—Armstrong, that demonstrated benefit to human perception.<ref>Louis B. Rosenberg. "The Use of [[Virtual fixture|Virtual Fixtures]] As Perceptual Overlays to Enhance Operator Performance in Remote Environments." Technical Report AL-TR-0089, USAF Armstrong Laboratory (AFRL), Wright-Patterson AFB OH, 1992.</ref> * 1992: [[Steven K. Feiner|Steven Feiner]], [[Blair MacIntyre]] and Doree Seligmann present an early paper on an AR system prototype, KARMA, at the Graphics Interface conference. * 1993: George Fitzmaurice created the first handheld spatially aware display for providing virtual and augmented experiences. <ref name=":0"/><ref name=":1">{{Cite book |last1=Schmalstieg |first1=Dieter |url=https://books.google.com/books?id=qPU2DAAAQBAJ |title=Augmented Reality: Principles and Practice |last2=Hollerer |first2=Tobias |date=2016-06-01 |publisher=Addison-Wesley Professional |isbn=978-0-13-315320-0 |language=en}}</ref><ref>{{Cite journal |last=Fitzmaurice |first=George W. |date=1993-07-01 |title=Situated information spaces and spatially aware palmtop computers |url=https://doi.org/10.1145/159544.159566 |journal=Commun. ACM |volume=36 |issue=7 |pages=39–49 |doi=10.1145/159544.159566 |issn=0001-0782}}</ref> * 1993: Mike Abernathy, et al., report the first use of augmented reality in identifying space debris using [[Rockwell Collins|Rockwell]] WorldView by overlaying satellite geographic trajectories on live telescope video.<ref name="ABER93" /> * 1993: A widely cited version of the paper above is published in [[Communications of the ACM]] – Special issue on computer augmented environments, edited by Pierre Wellner, Wendy Mackay, and Rich Gold.<ref>{{cite journal |last1=Wellner |first1=Pierre |last2=Mackay |first2=Wendy |last3=Gold |first3=Rich |s2cid=21169183 |title=Back to the real world |journal=Communications of the ACM |date=1 July 1993 |volume=36 |issue=7 |pages=24–27 |doi=10.1145/159544.159555 |doi-access=free }}</ref> * 1994: Andrei State et al. present a prototype medical AR application, enabling physicians to observe a fetus within a pregnant patient. <ref name=":0" /><ref name=":1" /><ref>{{Cite book |last1=State |first1=A. |last2=Chen |first2=D.T. |last3=Tector |first3=C. |last4=Brandt |first4=A. |last5=Chen |first5=Hong |last6=Ohbuchi |first6=R. |last7=Bajura |first7=M. |last8=Fuchs |first8=H. |chapter=Observing a volume rendered fetus within a pregnant patient |date=1994 |title=Proceedings Visualization '94 |pages=364–368 |doi=10.1109/VISUAL.1994.346295 |bibcode=1994visu.conf...12S |isbn=0-8186-6627-7 }}</ref> * 1994: Paul Milgram et al define Mixed Reality, and emphasize that Augmented Reality is only one possibility in the [[Reality–virtuality continuum|Reality-Virtuality Continuum]]. <ref name=":0" /><ref name=":1" /><ref>{{Cite book |last1=Milgram |first1=Paul |last2=Takemura |first2=Haruo |last3=Utsumi |first3=Akira |last4=Kishino |first4=Fumio |editor-first1=Hari |editor-last1=Das |title=Telemanipulator and Telepresence Technologies |chapter=Augmented reality: A class of displays on the reality-virtuality continuum |date=1995-12-21 |publisher=SPIE |volume=2351 |pages=282–292 |doi=10.1117/12.197321|bibcode=1995SPIE.2351..282M}}</ref><ref>{{Cite journal |last1=Milgram |first1=Paul |author-link1= |last2=Kishino |first2=Fumio |author-link2= |date=1994 |title=A Taxonomy of Mixed Reality Visual Displays |url=https://www.researchgate.net/publication/231514051 |journal=IEICE TRANSACTIONS on Information |volume=E77-D |issue=12 |pages=1321–1329}}</ref> * 1995: S. Ravela et al. at University of Massachusetts introduce a vision-based system using monocular cameras to track objects (engine blocks) across views for augmented reality.<ref>{{Cite journal|url=https://scholarworks.umass.edu/entities/publication/84c55891-d457-47f6-878b-abe58212ab57|title=Tracking Object Motion Across Aspect Changes for Augmented Reality|first=S.|last=Ravela|date=16 March 1996|via=scholarworks.umass.edu}}</ref><ref>{{Cite book|chapter-url=https://ieeexplore.ieee.org/document/525793|chapter=Adaptive tracking and model registration across distinct aspects|first1=S.|last1=Ravela|first2=B.|last2=Draper|first3=J.|last3=Lim|first4=R.|last4=Weiss|title=Proceedings 1995 IEEE/RSJ International Conference on Intelligent Robots and Systems. Human Robot Interaction and Cooperative Robots |date=16 August 1995|volume=1|pages=174–180 vol.1|via=IEEE Xplore|doi=10.1109/IROS.1995.525793|isbn=0-8186-7108-4 |url=https://scholarworks.umass.edu/cs_faculty_pubs/219 }}</ref> * 2004: An outdoor helmet-mounted AR system was demonstrated by [[Trimble Navigation]] and the Human Interface Technology Laboratory (HIT lab).<ref name="Outdoor AR">[https://www.youtube.com/watch?v=jL3C-OVQKWU Outdoor AR]. ''TV One News'', 8 March 2004.</ref>
===Smartphone AR and modern headsets=== [[File:Wearing AR Glasses.jpg|thumb|Meta 2 augmented reality headset from [[Meta (augmented reality company)|Meta]]]] * 2009: ARToolkit was ported to [[Adobe Flash]] (FLARToolkit) by Saqoosha, bringing augmented reality to the web browser.<ref>Cameron, Chris. [http://www.readwriteweb.com/archives/flash-based_ar_gets_high-quality_markerless_upgrade.php Flash-based AR Gets High-Quality Markerless Upgrade], ''ReadWriteWeb'' 9 July 2010.</ref> * 2015: [[Microsoft]] announced the [[HoloLens]] augmented reality headset, which uses various sensors and a processing unit to display virtual imagery over the real world.<ref>Microsoft Channel, YouTube [https://www.youtube.com/watch?v=aThCr0PsyuA], 23 January 2015.</ref> * 2015: [[Apple Inc.|Apple]] quietly acquired [[Metaio GmbH|Metaio]], a [[Munich]]-based augmented reality pioneer founded in 2003, integrating its computer-vision patents and engineering team into what would later become [[ARKit]].<ref>{{cite web |date=2015-05-28 |title=Apple acquires augmented-reality company Metaio |url=https://www.theguardian.com/technology/2015/may/28/apple-metaio-augmented-reality |website=The Guardian |access-date=2026-05-08}}</ref> * 2016: [[Niantic, Inc.|Niantic]] released ''[[Pokémon Go]]'' for [[iOS]] and [[Android (operating system)|Android]] in July 2016. The game quickly became one of the most popular smartphone applications and in turn spikes the popularity of augmented reality games.<ref>{{cite news|last1=Bond|first1=Sarah|title=After the Success of Pokémon Go, How Will Augmented Reality Impact Archaeological Sites?|url=https://www.forbes.com/sites/drsarahbond/2016/07/17/after-the-success-of-pokemon-go-how-will-augmented-reality-impact-archaeological-sites/|access-date=17 July 2016|date=17 July 2016}}</ref> * 2018: [[Magic Leap]] launched the [[Magic Leap One]] augmented reality headset.<ref>{{cite web | last=Haselton | first=Todd | title=After almost a decade and billions in outside investment, Magic Leap's first product is finally on sale for $2,295. Here's what it's like. | website=CNBC | date=2018-08-08 | url=https://www.cnbc.com/2018/08/08/magic-leap-one-creators-edition-first-look.html | access-date=2024-06-02}}</ref> Leap Motion announced the Project North Star augmented reality headset, and later released it under an open source license.<ref>{{cite web |title=Leap Motion's 'Project North Star' could help make cheap AR headsets a reality |website=[[Mashable]] |date=9 April 2018 |url=https://mashable.com/article/leap-motion-project-north-star-ar-headset |access-date=26 March 2024}}</ref><ref>{{cite web |title=Leap Motion designed a $100 augmented reality headset with super-powerful hand tracking |url=https://www.theverge.com/2018/4/9/17208192/leap-motion-project-north-star-augmented-reality-headset-open-source-concept |website=The Verge |date=9 April 2018 |access-date=26 March 2024}}</ref><ref>{{cite web |title=Project North Star is Now Open Source |url=https://blog.leapmotion.com/north-star-open-source/ |website=Leap Motion |date=6 June 2018 |access-date=26 March 2024}}</ref><ref>{{cite web |title=Leap Motion Open-sources Project North Star, An AR Headset Prototype With Impressive Specs |url=https://www.roadtovr.com/leap-motion-reveals-project-north-star-an-open-source-wide-fov-ar-headset-dev-kit/ |website=Road to VR |date=6 June 2018 |access-date=26 March 2024}}</ref> * 2019: [[Microsoft]] announced [[HoloLens 2]] with significant improvements in terms of field of view and ergonomics.<ref>Official Blog, Microsoft [https://blogs.microsoft.com/blog/2019/02/24/microsoft-at-mwc-barcelona-introducing-microsoft-hololens-2/], 24 February 2019.</ref> * 2022: Magic Leap launched the Magic Leap 2 headset.<ref>{{cite web |title=Magic Leap 2 is the best AR headset yet, but will an enterprise focus save the company? |url=https://www.engadget.com/magic-leap-2-ar-headset-tech-dive-143046676.html |website=Engadget |date=11 November 2022 |access-date=26 March 2024}}</ref> * 2023: [[Meta Quest 3]], a [[mixed reality]] [[Virtual reality headset|VR headset]]<ref>{{Cite web |title=Meta Quest 3: Mixed Reality VR Headset - Shop Now |url=https://www.meta.com/quest/quest-3/ |archive-url=https://web.archive.org/web/20250627103033/https://www.meta.com/quest/quest-3/ |archive-date=27 June 2025 |access-date=2025-06-28 |website=www.meta.com |language=en |url-status=live }}</ref> was developed by [[Reality Labs]], a division of [[Meta Platforms]]. In the same year, [[Apple Vision Pro]] was released. * 2024: [[Meta Platforms]] revealed the Orion AR glasses prototype.<ref>{{Cite web |last=Vanian |first=Jonathan |date=2024-09-27 |title=Hands-on with Meta's Orion AR glasses prototype and the possible future of computing |url=https://www.cnbc.com/2024/09/27/hands-on-with-metas-orion-augmented-reality-smart-glasses-prototype.html |access-date=2024-09-28 |website=CNBC |language=en}}</ref>
== Uses == Augmented reality has been explored for many uses, including education and business.<ref>{{Cite journal |last1=Moro |first1=Christian |last2=Štromberga |first2=Zane |last3=Raikos |first3=Athanasios |last4=Stirling |first4=Allan |date=2017 |title=The effectiveness of virtual and augmented reality in health sciences and medical anatomy |journal=Anatomical Sciences Education |volume=10 |issue=6 |pages=549–559 |doi=10.1002/ase.1696 |issn=1935-9780 |pmid=28419750 |s2cid=25961448 }}</ref> Some of the earliest cited examples include augmented reality used to support surgery by providing virtual overlays to guide medical practitioners, to AR content for astronomy and welding.<ref name="Dupzyk 2016" /><ref>{{Cite news |date=20 July 2012 |title=Don't be blind on wearable cameras insists AR genius |url=https://www.slashgear.com/dont-be-blind-on-wearable-cameras-insists-ar-genius-20239514/ |access-date=21 October 2018 |work=SlashGear |language=en-US}}</ref> Example application areas described below include archaeology, architecture, commerce and education.
===Education and training=== AR for education and training can overlay 3D models and step-by-step guidance in real settings (e.g., anatomy, maintenance); systematic reviews report learning benefits alongside design and implementation caveats that vary by context and task.<ref>{{cite journal |last=Li |first=G. |year=2025 |title=Augmented Reality in Higher Education: A Systematic Review and Meta-Analysis (2000–2023) |journal=Education Sciences |volume=15 |issue=6 |page=678 |doi=10.3390/educsci15060678 |doi-access=free }}</ref><ref>{{cite journal |last=Gabbard |first=J.L. |year=2024 |title=A Systematic Review of VR/AR in Higher Education: Benefits, Challenges, and Trends |url=https://www.tandfonline.com/doi/full/10.1080/14703297.2024.2382854 |journal=The International Journal for Academic Development |volume= |issue= |doi=10.1080/14703297.2024.2382854}}</ref><ref>{{cite journal |last=Park |first=S. |year=2024 |title=Effects of immersive technology-based education for undergraduate nursing students: a systematic review |journal=BMC Nursing |volume=23 |article-number= e57566|doi=10.2196/57566 |doi-access=free |pmid=38978483 |pmc=11306947 }}</ref>
=== Navigation and maps === Augmented reality navigation overlays route guidance or hazard cues onto the real scene, typically via smartphone "live view" or in-vehicle heads-up displays. Research finds AR can improve wayfinding and driver situation awareness, but human-factors trade-offs (distraction, cognitive load, occlusion) matter for safety-critical use.<ref>{{cite journal |last=Gabbard |first=J.L. |year=2024 |title=Augmented Reality Navigation: A Survey |journal=International Journal of Human–Computer Interaction |volume=40 |issue=12 |pages= 10190–10206|doi=10.1080/10447318.2024.2431757 |pmid=40857528 |pmc=12332892 }}</ref><ref>{{cite journal |last=Zhou |first=C. |year=2024 |title=Automotive Augmented Reality Head-Up Displays |journal=Sensors |volume=24 |issue=3 |page=442 |doi=10.3390/s24031024 |pmid=38675254 |pmc=11052328 |doi-access=free }}</ref><ref>{{cite journal |last=Cheng |first=Y. |year=2023 |title=Does the AR-HUD system affect driving behaviour? An eye-movement study |url=https://www.sciencedirect.com/science/article/pii/S2590198223000143 |journal=Journal of Transport & Health |volume=30 |pages= |doi=10.1016/j.jth.2023.101611}}</ref><ref>{{cite journal |last=Valizadeh |first=M. |year=2024 |title=Indoor AR pedestrian navigation for emergency evacuation |url=https://www.sciencedirect.com/science/article/pii/S2405844024088832 |journal=Heliyon |volume=10 |issue= |pages= |doi=10.1016/j.heliyon.2024.eXXXXX |doi-broken-date=26 September 2025 |doi-access=free }}</ref>
''See also'': [[Head-up display]], [[Automotive navigation system]], [[Wayfinding]]
===Commerce=== In 2021, [[iBite]] was one of the first iOS applications to integrate [[Apple Inc.|Apple]]'s ARKit & RealityKit Swift frameworks for interactive augmented reality digital ordering. iBite allows users to view 3D models of their food before ordering, and allow merchants to upload their own USDZ files which they can generate using iBite's patented photogrammetry software.
In 2018, [[Apple Inc.|Apple]] announced USDZ, a file format based on [[Universal Scene Description]] from Pixar, which allows 3D objects to be viewed in AR on iPhones and iPads with iOS 12. Apple has created an AR QuickLook Gallery that allows people to experience augmented reality through their own Apple device.<ref>{{cite web | url = https://www.computerworld.com/article/3307437/mobile-wireless/this-small-ios-12-feature-is-the-birth-of-a-whole-industry.html | title = This small iOS 12 feature is the birth of a whole industry | publisher = Jonny Evans | access-date = 19 September 2018| date = 19 September 2018 }}</ref>
In 2018, [[Shopify]], the Canadian e-commerce company, announced AR Quick Look integration. Their merchants will be able to upload 3D models of their products and their users will be able to tap on the models inside the Safari browser on their iOS devices to view them in their real-world environments.<ref>{{cite web | url = https://techcrunch.com/2018/09/17/shopify-is-bringing-apples-latest-ar-tech-to-their-platform/ | title = Shopify is bringing Apple's latest AR tech to their platform | date = 17 September 2018 | publisher = Lucas Matney | access-date = 3 December 2018}}</ref>
AR technology is used by furniture retailers such as [[IKEA]], [[Houzz]], and [[Wayfair]].<ref name="Arthur">{{Cite news|url=https://www.forbes.com/sites/rachelarthur/2017/10/31/augmented-reality-is-set-to-transform-fashion-and-retail/#364c701b3151|title=Augmented Reality Is Set To Transform Fashion And Retail|last=Arthur|first=Rachel|work=Forbes|access-date=23 September 2018|language=en}}</ref><ref name="Dacko-2017">{{cite journal |last1=Dacko |first1=Scott G. |title=Enabling smart retail settings via mobile augmented reality shopping apps |journal=Technological Forecasting and Social Change |date=November 2017 |volume=124 |pages=243–256 |doi=10.1016/j.techfore.2016.09.032 |url=http://wrap.warwick.ac.uk/81922/5/WRAP-enabling-smart-retail-Dacko-2017.pdf }}</ref> These retailers offer apps that allow consumers to view their products in their home prior to purchasing anything.<ref name="Arthur" /><ref>{{cite web |url=https://archvisualizations.com/augmented-reality-apps-for-interior-visualization/ |title=Augmented Reality Apps for Interior Visualization |access-date=2024-04-09 |website=archvisualizations.com|date=30 January 2024 }}</ref>
In 2017, [[Ikea]] announced the Ikea Place app. It contains a catalogue of over 2,000 products—nearly the company's full collection of sofas, armchairs, coffee tables, and storage units which one can place anywhere in a room with their phone.<ref>{{cite magazine | url = https://www.wired.com/story/ikea-place-ar-kit-augmented-reality/ | title = IKEA's new app flaunts what you'll love most about AR| magazine = [[Wired (magazine)|Wired]] | access-date = 20 September 2017| date = 20 September 2017| last1 = Pardes| first1 = Arielle}}</ref> The app made it possible to have 3D and true-to-scale models of furniture in the customer's living space. IKEA realized that their customers are not shopping in stores as often or making direct purchases anymore.<ref>{{Cite web|url=https://www.ikea.com/ms/en_CH/this-is-ikea/ikea-highlights/2017/ikea-place-app/index.html|title=IKEA Highlights 2017|access-date=8 October 2018|archive-date=8 October 2018|archive-url=https://web.archive.org/web/20181008214446/https://www.ikea.com/ms/en_CH/this-is-ikea/ikea-highlights/2017/ikea-place-app/index.html}}</ref><ref>{{Cite web|url=https://www.inter.ikea.com/en/performance|archive-url=https://web.archive.org/web/20180626015939/https://highlights.ikea.com/2017/facts-and-figures/|title=Performance|archive-date=26 June 2018|website=www.inter.ikea.com}}</ref> Shopify's acquisition of Primer, an AR [[Application software|app]] aims to push small and medium-sized sellers towards interactive AR shopping with easy to use AR integration and user experience for both merchants and consumers. AR helps the retail industry reduce operating costs. Merchants upload product information to the AR system, and consumers can use mobile terminals to search and generate 3D maps.<ref>{{Cite journal |last1=Indriani |first1=Masitoh |last2=Liah Basuki Anggraeni |date=2022-06-30 |title=What Augmented Reality Would Face Today? The Legal Challenges to the Protection of Intellectual Property in Virtual Space |journal=Media Iuris |volume=5 |issue=2 |pages=305–330 |doi=10.20473/mi.v5i2.29339 |s2cid=250464007 |issn=2621-5225|doi-access=free }}</ref>
===Surgery=== One of the first applications of augmented reality was in healthcare, particularly to support the planning, practice, and training of surgical procedures. As far back as 1992, enhancing human performance during surgery was a formally stated objective when building the first augmented reality systems at U.S. Air Force laboratories.<ref name="B. Rosenberg 1992"/> AR provides surgeons with patient monitoring data in the style of a fighter pilot's heads-up display, and allows patient imaging records, including functional videos, to be accessed and overlaid. Examples include a virtual [[X-ray]] view based on prior [[tomography]] or on real-time images from [[ultrasound]] and [[confocal microscopy]] probes,<ref>{{cite book |doi=10.1007/978-3-642-04268-3_60 |pmid=20426023 |chapter=Optical Biopsy Mapping for Minimally Invasive Cancer Screening |title=Medical Image Computing and Computer-Assisted Intervention – MICCAI 2009 |volume=5761 |pages=483–490 |series=Lecture Notes in Computer Science |year=2009 |last1=Mountney |first1=Peter |last2=Giannarou |first2=Stamatia |last3=Elson |first3=Daniel |last4=Yang |first4=Guang-Zhong |isbn=978-3-642-04267-6 }}</ref> visualizing the position of a tumor in the video of an [[endoscope]],<ref>{{youTube|4emmCcBb4s|Scopis Augmented Reality: Path guidance to craniopharyngioma}}</ref> or radiation exposure risks from X-ray imaging devices.<ref>{{cite book |doi=10.1007/978-3-319-10404-1_52 |pmid=25333145 |chapter=3D Global Estimation and Augmented Reality Visualization of Intra-operative X-ray Dose |title=Medical Image Computing and Computer-Assisted Intervention – MICCAI 2014 |volume=8673 |pages=415–422 |series=Lecture Notes in Computer Science |year=2014 |last1=Loy Rodas |first1=Nicolas |last2=Padoy |first2=Nicolas |isbn=978-3-319-10403-4 |s2cid=819543 }}</ref><ref>{{youTube|pINE2gaOVOY|3D Global Estimation and Augmented Reality Visualization of Intra-operative X-ray Dose}}</ref> AR can enhance viewing a [[fetus]] inside a mother's [[womb]].<ref>{{cite web |url=http://www.cs.unc.edu/Research/us/ |title=UNC Ultrasound/Medical Augmented Reality Research |access-date=6 January 2010 |archive-url=https://web.archive.org/web/20100212231230/http://www.cs.unc.edu/Research/us/ |archive-date=12 February 2010 |url-status=live}}</ref> Siemens, Karl Storz and IRCAD have developed a system for [[Laparoscopy|laparoscopic]] liver surgery that uses AR to view sub-surface tumors and vessels.<ref>{{cite book |doi=10.1007/978-3-319-10404-1_53 |pmid=25333146 |chapter=An Augmented Reality Framework for Soft Tissue Surgery |title=Medical Image Computing and Computer-Assisted Intervention – MICCAI 2014 |volume=8673 |pages=423–431 |series=Lecture Notes in Computer Science |year=2014 |last1=Mountney |first1=Peter |last2=Fallert |first2=Johannes |last3=Nicolau |first3=Stephane |last4=Soler |first4=Luc |last5=Mewes |first5=Philip W. |isbn=978-3-319-10403-4 }}</ref>
Guidance overlays and image fusion support planning and intraoperative visualization across several specialties; reviews note accuracy/registration constraints and workflow integration issues.<ref>{{cite journal |last=Doornbos |first=M.C.J. |year=2024 |title=Augmented Reality Implementation in Minimally Invasive Surgery of Deformable Organs: A Systematic Review |journal=Journal of Personalized Medicine |volume=14 |issue=7 |pages=646–658 |doi=10.1177/15533506241290412 |pmid=39370802 |pmc=11475712 |doi-access=free }}</ref><ref>{{cite journal |last=Malhotra |first=S. |year=2023 |title=Augmented Reality in Surgical Navigation: A Review of Current State and Future Directions |journal=Applied Sciences |volume=13 |issue=3 |page=1629 |doi=10.3390/app13031629 |doi-access=free }}</ref><ref>{{cite journal |last1=Nadeem-Tariq |first1=Ahmed |last2=Kazemeini |first2=Sarah |last3=Kaur |first3=Pratiksha |last4=Dang |first4=Grace |last5=Davis |first5=Trevor |last6=Sraa |first6=Kiratpreet |last7=Zitser |first7=Philip |last8=Fang |first8=Christopher |title=Augmented Reality in Spine Surgery: A Narrative Review of Clinical Accuracy, Workflow Efficiency, and Barriers to Adoption |journal=Cureus |date=2025 |volume=17 |issue=6 |article-number=e86803 |doi=10.7759/cureus.86803 |doi-access=free |pmid=40718258 |pmc=12296264 }}</ref>
The [[HoloLens]] is capable of displaying images for image-guided surgery.<ref>{{Cite book|last1=Cui|first1=Nan|last2=Kharel|first2=Pradosh|last3=Gruev|first3=Viktor|s2cid=125528534|date=8 February 2017|title=Augmented reality with Microsoft HoloLens holograms for near-infrared fluorescence based image guided surgery|publisher=International Society for Optics and Photonics|volume=10049|pages=100490I|doi=10.1117/12.2251625|series=Molecular-Guided Surgery: Molecules, Devices, and Applications III|chapter=Augmented reality with Microsoft Holo ''Lens'' holograms for near-infrared fluorescence based image guided surgery|editor1-last=Pogue|editor1-first=Brian W|editor2-last=Gioux|editor2-first=Sylvain}}</ref> As augmented reality advances, it finds increasing applications in healthcare. Augmented reality and similar computer based-utilities are being used to train medical professionals.<ref>{{cite journal |last1=Moro |first1=C |last2=Birt |first2=J |last3=Stromberga |first3=Z |last4=Phelps |first4=C |last5=Clark |first5=J |last6=Glasziou |first6=P |last7=Scott |first7=AM |title=Virtual and Augmented Reality Enhancements to Medical and Science Student Physiology and Anatomy Test Performance: A Systematic Review and Meta-Analysis. |journal=Anatomical Sciences Education |date=May 2021 |volume=14 |issue=3 |pages=368–376 |doi=10.1002/ase.2049 |pmid=33378557|s2cid=229929326 |url=https://research.bond.edu.au/en/publications/63e5a776-f3fd-48f2-b0ba-f47ca4ca96e2 }}</ref><ref>{{Cite journal|last1=Barsom|first1=E. Z.|last2=Graafland|first2=M.|last3=Schijven|first3=M. P.|date=1 October 2016|title=Systematic review on the effectiveness of augmented reality applications in medical training|journal=Surgical Endoscopy|language=en|volume=30|issue=10|pages=4174–4183|doi=10.1007/s00464-016-4800-6|pmid=26905573|issn=0930-2794|pmc=5009168}}</ref> In healthcare, AR can be used to provide guidance during diagnostic and therapeutic interventions e.g. during surgery. Magee et al.,<ref>{{Cite journal|last1=Magee|first1=D.|last2=Zhu|first2=Y.|last3=Ratnalingam|first3=R.|last4=Gardner|first4=P.|last5=Kessel|first5=D.|date=1 October 2007|title=An augmented reality simulator for ultrasound guided needle placement training|journal=Medical & Biological Engineering & Computing|language=en|volume=45|issue=10|pages=957–967|doi=10.1007/s11517-007-0231-9|pmid=17653784|s2cid=14943048|issn=1741-0444|url=http://eprints.whiterose.ac.uk/75786/8/Combine.pdf}}</ref> for instance, describe the use of augmented reality for medical training in simulating ultrasound-guided needle placement. Recently, augmented reality began seeing adoption in [[neurosurgery]], a field that requires heavy amounts of imaging before procedures.<ref>{{Cite journal|last1=Tagaytayan|first1=Raniel|last2=Kelemen|first2=Arpad|last3=Sik-Lanyi|first3=Cecilia|title=Augmented reality in neurosurgery|journal=Archives of Medical Science |volume=14|issue=3|pages=572–578|doi=10.5114/aoms.2016.58690|issn=1734-1922|pmc=5949895|pmid=29765445|year=2018}}</ref>
[[Smartglasses]] can be incorporated into the operating room to aide in surgical procedures; possibly displaying patient data conveniently while overlaying precise visual guides for the surgeon.<ref>{{Cite web |title=Taipei hits highs in Medica 2017 |url=https://healthcare-in-europe.com/en/news/taipei-hits-highs-in-medica-2017.html |access-date=5 April 2019 |website=healthcare-in-europe.com |language=en}}</ref><ref name=":8">{{Cite web |title=Mixed Reality vs. Augmented Reality vs. Virtual Reality: Their Differences and Use in Healthcare |url=https://www.brainlab.com/journal/mixed-reality-augmented-reality-virtual-reality-differences-and-use-in-healthcare/ |access-date=2024-03-07 |website=Brainlab |language=en-US}}</ref> Augmented reality headsets like the [[Microsoft HoloLens]] have been theorized to allow for efficient sharing of information between doctors, in addition to providing a platform for enhanced training.<ref>M. Pell, ''Envisioning Holograms Design Breakthrough Experiences for Mixed Reality'', 1st ed. 2017. Berkeley, CA: Apress, 2017.{{pn|date=April 2025}}</ref><ref name=":8" /> This can, in some situations (i.e. patient infected with contagious disease), improve doctor safety and reduce [[Personal protective equipment|PPE]] use.<ref>{{Cite web|url=https://www.imperial.ac.uk/news/197617/mixed-reality-headsets-hospitals-help-protect-doctors/|title=Mixed-reality headsets in hospitals help protect doctors and reduce need for PPE | Imperial News | Imperial College London|date=20 May 2020|website=Imperial News}}</ref> While mixed reality has lots of potential for enhancing healthcare, it does have some drawbacks too.<ref name=":8" /> The technology may never fully integrate into scenarios when a patient is present, as there are ethical concerns surrounding the doctor not being able to see the patient.<ref name=":8" /> Mixed reality is also useful for healthcare education. For example, according to a 2022 report from the World Economic Forum, 85% of first-year medical students at Case Western Reserve University reported that mixed reality for teaching anatomy was "equivalent" or "better" than the in-person class.<ref>{{Cite journal |last1=Wish-Baratz |first1=Susanne |last2=Crofton |first2=Andrew R. |last3=Gutierrez |first3=Jorge |last4=Henninger |first4=Erin |last5=Griswold |first5=Mark A. |date=1 September 2020 |title=Assessment of Mixed-Reality Technology Use in Remote Online Anatomy Education |journal=JAMA Network Open |volume=3 |issue=9 |pages=e2016271 |doi=10.1001/jamanetworkopen.2020.16271 |pmc=7499123 |pmid=32940677}}</ref>
===Flight training=== Building on decades of perceptual-motor research in experimental psychology, researchers at the Aviation Research Laboratory of the [[University of Illinois at Urbana–Champaign]] used augmented reality in the form of a flight path in the sky to teach flight students how to land an airplane using a flight simulator. An adaptive augmented schedule in which students were shown the augmentation only when they departed from the flight path proved to be a more effective training intervention than a constant schedule.<ref name="Lintern-1980" /><ref>{{cite journal |last1=Lintern |first1=Gavan |last2=Roscoe |first2=Stanley N. |last3=Sivier |first3=Jonathan E. |title=Display Principles, Control Dynamics, and Environmental Factors in Pilot Training and Transfer |journal=[[Human Factors (journal)|Human Factors]] |date=June 1990 |volume=32 |issue=3 |pages=299–317 |doi=10.1177/001872089003200304 |s2cid=110528421}}</ref> Flight students taught to land in the simulator with the adaptive augmentation learned to land a light aircraft more quickly than students with the same amount of landing training in the simulator but with constant augmentation or without any augmentation.<ref name="Lintern-1980">{{cite journal|last1=Lintern|first1=Gavan|title=Transfer of landing skill after training with supplementary visual cues|journal=Human Factors|date=1980|volume=22|issue=1|pages=81–88|doi=10.1177/001872088002200109|pmid=7364448|s2cid=113087380}}</ref>
===Military=== [[File:ARC4 AR System.jpg|thumb|alt= Photograph of an Augmented Reality System for Soldier ARC4. |Augmented reality system for soldier ARC4 (U.S. Army 2017)]] The first augmented reality system that integrated haptic 3D input was the [[Virtual fixture|Virtual Fixtures]] platform, which was developed in 1992 by Louis Rosenberg at the [[Armstrong Labs|Armstrong Laboratories]] of the [[United States Air Force]].<ref name="ros92">Rosenberg, Louis B. (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments". Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992.</ref> It enabled human users to control [[Robot|robots]] in real-world environments using a haptic controller. Published studies showed that by introducing virtual objects into the real world, significant performance increases could be achieved by human operators.<ref name="ros92" /><ref>{{cite journal |last1=Rosenberg |first1=Louis B. |date=21 December 1993 |title=Virtual fixtures as tools to enhance operator performance in telepresence environments |journal=Telemanipulator Technology and Space Telerobotics |volume=2057 |pages=10–21 |bibcode=1993SPIE.2057...10R |doi=10.1117/12.164901}}</ref><ref>{{cite journal |last1=Hughes |first1=C.E. |last2=Stapleton |first2=C.B. |last3=Hughes |first3=D.E. |last4=Smith |first4=E.M. |date=November 2005 |title=Mixed reality in education, entertainment, and training |journal=IEEE Computer Graphics and Applications |volume=25 |issue=6 |pages=24–30 |doi=10.1109/MCG.2005.139 |pmid=16315474 |bibcode=2005ICGA...25f..24H |url=https://stars.library.ucf.edu/facultybib2000/5290 }}</ref>
An interesting early application of AR occurred when [[Rockwell International]] created video map overlays of satellite and orbital debris tracks to aid in space observations at Air Force Maui Optical System. In their 1993 paper "Debris Correlation Using the Rockwell WorldView System" the authors describe the use of map overlays applied to video from space surveillance telescopes. The map overlays indicated the trajectories of various objects in geographic coordinates. This allowed telescope operators to identify satellites, and also to identify and catalog potentially dangerous space debris.<ref name="ABER93">Abernathy, M., Houchard, J., Puccetti, M., and Lambert, J,"Debris Correlation Using the Rockwell WorldView System", Proceedings of 1993 Space Surveillance Workshop 30 March to 1 April 1993, pages 189–195</ref>
Starting in 2003 the US Army integrated the SmartCam3D augmented reality system into the Shadow Unmanned Aerial System to aid sensor operators using telescopic cameras to locate people or points of interest. The system combined fixed geographic information including street names, points of interest, airports, and railroads with live video from the camera system. The system offered a "picture in picture" mode that allows it to show a synthetic view of the area surrounding the camera's field of view. This helps solve a problem in which the field of view is so narrow that it excludes important context, as if "looking through a soda straw". The system displays real-time friend/foe/neutral location markers blended with live video, providing the operator with improved situational awareness.
Combat reality can be simulated and represented using complex, layered data and visual aides, most of which are [[Head-mounted display|head-mounted displays]] (HMD), which encompass any display technology that can be worn on the user's head.<ref>Pandher, Gurmeet Singh (2 March 2016). "Microsoft HoloLens Preorders: Price, Specs Of The Augmented Reality Headset". The Bitbag. Archived from the original on 4 March 2016. Retrieved 1 April 2016.</ref> Military training solutions are often built on [[commercial off-the-shelf]] (COTS) technologies, such as [[Improbable (company)|Improbable's]] synthetic environment platform, Virtual Battlespace 3 and VirTra, with the latter two platforms used by the [[United States Army]]. {{As of|2018}}, VirTra is being used by both civilian and military law enforcement to train personnel in a variety of scenarios, including active shooter, domestic violence, and military traffic stops.<ref>{{Cite news |author=VirTra Inc. |title=VirTra's Police Training Simulators Chosen by Three of the Largest U.S. Law Enforcement Departments |url=https://globenewswire.com/news-release/2018/06/25/1528863/0/en/VirTra-s-Police-Training-Simulators-Chosen-by-Three-of-the-Largest-U-S-Law-Enforcement-Departments.html |access-date=22 August 2018 |work=GlobeNewswire News Room |language=en-US}}</ref><ref>{{Cite web |date=14 August 2017 |title=How do police use VR? Very well {{!}} Police Foundation |url=https://www.policefoundation.org/virtual-reality-technology-changes-the-game-for-law-enforcement-training/ |archive-url=https://web.archive.org/web/20200222113548/https://www.policefoundation.org/virtual-reality-technology-changes-the-game-for-law-enforcement-training/ |archive-date=22 February 2020 |access-date=22 August 2018 |website=www.policefoundation.org |language=en-US}}</ref>
In 2017, the U.S. Army was developing the Synthetic Training Environment (STE), a collection of technologies for training purposes that was expected to include mixed reality. {{As of|2018}}, STE was still in development without a projected completion date. Some recorded goals of STE included enhancing realism and increasing simulation training capabilities and STE availability to other systems.<ref>{{cite thesis |last1=Eagen |first1=Andrew S |title=Expanding Simulations as a Means of Tactical Training with Multinational Partners |date=2017 |id={{DTIC|AD1038670}}}}{{pn|date=April 2025}}</ref>
It was claimed that mixed-reality environments like STE could reduce training costs,<ref>{{cite journal |last1=Bukhari |first1=Hatim |last2=Andreatta |first2=Pamela |last3=Goldiez |first3=Brian |last4=Rabelo |first4=Luis |date=January 2017 |title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care |journal=Inquiry |volume=54 |article-number=0046958016687176 |doi=10.1177/0046958016687176 |pmc=5798742 |pmid=28133988}}</ref><ref>{{cite journal |last1=Smith |first1=Roger |date=February 2010 |title=The Long History of Gaming in Military Training |journal=Simulation & Gaming |volume=41 |issue=1 |pages=6–19 |doi=10.1177/1046878109334330}}</ref> such as reducing the amount of [[ammunition]] expended during training.<ref>Shufelt, Jr., J.W. (2006) A Vision for Future Virtual Training. In Virtual Media for Military Applications (pp. KN2-1 – KN2-12). Meeting Proceedings RTO-MP-HFM-136, Keynote 2. Neuilly-sur-Seine, France: RTO. Available from:[http://www.rto.nato.int/abstracts.asp Mixed Reality (MR)]{{Webarchive|url=https://web.archive.org/web/20070613170605/http://www.rto.nato.int/Abstracts.asp|date=13 June 2007}}</ref> In 2018, it was reported that STE would include representation of any part of the world's terrain for training purposes.<ref>{{Cite web |title=STAND-TO! |url=https://www.army.mil/standto/2018-03-26 |access-date=22 August 2018 |website=www.army.mil |language=en}}</ref> STE would offer a variety of training opportunities for squad brigade and combat teams, including [[Stryker]], armory, and infantry teams.<ref>{{Cite web |title=Augmented reality may revolutionize Army training |url=https://www.arl.army.mil/www/default.cfm?article=3042 |archive-url=https://web.archive.org/web/20170810182853/http://www.arl.army.mil/www/default.cfm?article=3042 |archive-date=10 August 2017 |access-date=22 August 2018 |website=www.arl.army.mil |language=en}}</ref>
Researchers at USAF Research Lab (Calhoun, Draper et al.) found an approximately two-fold increase in the speed at which UAV sensor operators found points of interest using this technology.<ref>Calhoun, G. L., Draper, M. H., Abernathy, M. F., Delgado, F., and Patzek, M. "Synthetic Vision System for Improving Unmanned Aerial Vehicle Operator Situation Awareness," 2005 Proceedings of SPIE Enhanced and Synthetic Vision, Vol. 5802, pp. 219–230.</ref> This ability to maintain geographic awareness quantitatively enhances mission efficiency. The system is in use on the US Army RQ-7 Shadow and the MQ-1C Gray Eagle Unmanned Aerial Systems.
In combat, AR can serve as a networked communication system that renders useful battlefield data onto a soldier's goggles in real time. From the soldier's viewpoint, people and various objects can be marked with special indicators to warn of potential dangers. Virtual maps and 360° view camera imaging can also be rendered to aid a soldier's navigation and battlefield perspective, and this can be transmitted to military leaders at a remote command center.<ref>Cameron, Chris. [http://www.readwriteweb.com/archives/military_grade_augmented_reality_could_redefine_modern_warfare.php Military-Grade Augmented Reality Could Redefine Modern Warfare] ''ReadWriteWeb'' 11 June 2010.</ref> The combination of 360° view cameras visualization and AR can be used on board combat vehicles and tanks as [[circular review system]].
AR can be an effective tool for virtually mapping out the 3D topologies of munition storages in the terrain, with the choice of the munitions combination in stacks and distances between them with a visualization of risk areas.<ref name=AI>{{cite news |last1=Slyusar |first1=Vadym |title=Augmented reality in the interests of ESMRM and munitions safety |date=19 July 2019 }}</ref>{{unreliable source?|date=October 2019}} The scope of AR applications also includes visualization of data from embedded munitions monitoring sensors.<ref name=AI />
===Navigation=== {{See also|Automotive navigation system}} [[File:LandForm displays landmarks and other indicators during helicopter flight at Yuma Proving Ground..JPG|thumb|alt= Illustration of a LandForm video map overlay marking runways, road, and buildings|LandForm video map overlay marking runways, road, and buildings during 1999 helicopter flight test]]
The [[NASA X-38]] was flown using a hybrid synthetic vision system that overlaid map data on video to provide enhanced navigation for the spacecraft during flight tests from 1998 to 2002. It used the LandForm software which was useful for times of limited visibility, including an instance when the video camera window frosted over leaving astronauts to rely on the map overlays.<ref name="DELG99">Delgado, F., Abernathy, M., White J., and Lowrey, B. ''[http://adsabs.harvard.edu/abs/1999SPIE.3691..149D Real-Time 3-D Flight Guidance with Terrain for the X-38]'', SPIE Enhanced and Synthetic Vision 1999, Orlando Florida, April 1999, Proceedings of the SPIE Vol. 3691, pages 149–156</ref> The LandForm software was also test flown at the Army [[Yuma Proving Ground]] in 1999. In the photo at right one can see the map markers indicating runways, air traffic control tower, taxiways, and hangars overlaid on the video.<ref name="DELG00">Delgado, F., Altman, S., Abernathy, M., White, J. ''[http://adsabs.harvard.edu/abs/2000SPIE.4023...63D Virtual Cockpit Window for the X-38]'', SPIE Enhanced and Synthetic Vision 2000, Orlando Florida, Proceedings of the SPIE Vol. 4023, pages 63–70</ref>
===Industrial environments=== In industrial environments, augmented reality is proving to have a substantial impact with use cases emerging across all aspect of the product lifecycle, starting from product design and new product introduction (NPI) to manufacturing to service and maintenance, to material handling and distribution. For example, labels were displayed on parts of a system to clarify operating instructions for a mechanic performing maintenance on a system.<ref>[https://web.archive.org/web/20110511082745/http://ngm.nationalgeographic.com/big-idea/14/augmented-reality-pg1 The big idea:Augmented Reality]. Ngm.nationalgeographic.com (15 May 2012). Retrieved 9 June 2012.</ref><ref>{{cite web |url=http://graphics.cs.columbia.edu/projects/armar/ |title=Augmented Reality for Maintenance and Repair (ARMAR) |author1=Henderson, Steve |author2=Feiner, Steven |access-date=6 January 2010 |archive-date=6 March 2010 |archive-url=https://web.archive.org/web/20100306202422/http://graphics.cs.columbia.edu/projects/armar/ }}</ref> Assembly lines benefited from the usage of AR. In addition to Boeing, BMW and Volkswagen were known for incorporating this technology into assembly lines for monitoring process improvements.<ref>Sandgren, Jeffrey. [http://brandtechnews.net/tag/augmented-reality/ The Augmented Eye of the Beholder] {{Webarchive|url=https://web.archive.org/web/20130621054848/http://brandtechnews.net/tag/augmented-reality/ |date=21 June 2013 }}, ''BrandTech News'' 8 January 2011.</ref><ref>Cameron, Chris. [http://www.slideshare.net/readwriteweb/augmented-reality-for-marketers-and-developers-analysis-of-the-leaders-the-challenges-and-the-future Augmented Reality for Marketers and Developers], ''ReadWriteWeb''.</ref><ref>Dillow, Clay [http://www.popsci.com/scitech/article/2009-09/bmw-developing-augmented-reality-help-mechanics BMW Augmented Reality Glasses Help Average Joes Make Repairs], ''Popular Science'' September 2009.</ref> Big machines are difficult to maintain because of their multiple layers or structures. AR permits people to look through the machine as if with an x-ray, pointing them to the problem right away.<ref>King, Rachael. [https://web.archive.org/web/20120704074014/http://www.businessweek.com/stories/2009-11-03/augmented-reality-goes-mobilebusinessweek-business-news-stock-market-and-financial-advice Augmented Reality Goes Mobile], ''Bloomberg Business Week Technology'' 3 November 2009.</ref>
=== Functional mockup === Augmented reality can be used to build [[Mockup|mockups]] that combine physical and digital elements. With the use of [[simultaneous localization and mapping]] (SLAM), mockups can interact with the physical world to gain control of more realistic sensory experiences<ref>{{cite journal |last1=Bruno |first1=Fabio |last2=Barbieri |first2=Loris |last3=Muzzupappa |first3=Maurizio |date=September 2020 |title=A Mixed Reality system for the ergonomic assessment of industrial workstations |journal=International Journal on Interactive Design and Manufacturing (IJIDeM) |volume=14 |issue=3 |pages=805–812 |doi=10.1007/s12008-020-00664-x}}</ref> like [[object permanence]], which would normally be infeasible or extremely difficult to track and analyze without the use of both digital and physical aides.<ref>{{Cite web |title=Virtual Reality Design: User Experience Design Software |url=https://www.dummies.com/article/technology/programming-web-design/general-programming-web-design/virtual-reality-design-user-experience-design-software-256151/ |access-date=2024-03-07 |website=dummies |language=en}}</ref>
===Translation=== AR applications such as [[Word Lens]] can interpret the foreign text on signs and menus and, in a user's augmented view, re-display the text in the user's language. Spoken words of a foreign language can be translated and displayed in a user's view as printed subtitles.<ref>Tsotsis, Alexia. [https://techcrunch.com/2010/12/16/world-lens-translates-words-inside-of-images-yes-really Word Lens Translates Words Inside of Images. Yes Really.] ''TechCrunch'' (16 December 2010).</ref><ref>N.B. [https://www.economist.com/blogs/gulliver/2010/12/instant_translation Word Lens: This changes everything] ''The Economist: Gulliver blog'' 18 December 2010.</ref><ref>Borghino, Dario [http://www.gizmag.com/language-translating-glasses/23494/ Augmented reality glasses perform real-time language translation]. ''gizmag'', 29 July 2012.</ref>
=== Human-in-the-loop operation of robots === Recent advances in mixed-reality technologies have renewed interest in alternative modes of communication for human-robot interaction.<ref>{{cite book |last1=Chakraborti |first1=Tathagata |title=2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) |last2=Sreedharan |first2=Sarath |last3=Kulkarni |first3=Anagha |last4=Kambhampati |first4=Subbarao |date=2018 |isbn=978-1-5386-8094-0 |pages=4476–4482 |chapter=Projection-Aware Task Planning and Execution for Human-in-the-Loop Operation of Robots in a Mixed-Reality Workspace |doi=10.1109/IROS.2018.8593830}}</ref> Human operators wearing augmented reality headsets such as [[Microsoft HoloLens|HoloLens]] can interact with (control and monitor) e.g. robots and lifting machines<ref name="Tu 9480">{{cite journal |last1=Tu |first1=Xinyi |last2=Autiosalo |first2=Juuso |last3=Jadid |first3=Adnane |last4=Tammi |first4=Kari |last5=Klinker |first5=Gudrun |date=12 October 2021 |title=A Mixed Reality Interface for a Digital Twin Based Crane |journal=Applied Sciences |volume=11 |issue=20 |page=9480 |doi=10.3390/app11209480 |doi-access=free}}</ref> on site in a digital factory setup. This use case typically requires real-time data communication between a mixed reality interface with the machine / process / system, which could be enabled by incorporating [[Digital twin|digital twin technology.]]<ref name="Tu 9480" />
===Real life ad-blocking=== More than one in three surveyed advanced Internet users would like to edit out disturbing elements around them, such as garbage or graffiti.<ref>Peddie, J., 2017, Agumented Reality, Springer{{page needed|date=October 2019}}</ref> They would like to even modify their surroundings by erasing street signs, billboard ads, and uninteresting shopping windows. Consumers want to use augmented reality glasses to change their surroundings into something that reflects their own personal opinions. Around two in five want to change the way their surroundings look and even how people appear to them.{{Citation needed|date=September 2020}}
==Apps== [[Snapchat]] users have access to augmented reality features. In September 2017, Snapchat announced a feature called "Sky Filters" that will be available on its app. This new feature makes use of augmented reality to alter the look of a picture taken of the sky, much like how users can apply the app's filters to other pictures. Users can choose from sky filters such as starry night, stormy clouds, beautiful sunsets, and rainbow.<ref>Miller, Chance. "Snapchat's Latest Augmented Reality Feature Lets You Paint the Sky with New Filters." 9to5Mac, 9to5Mac, 25 Sept. 2017, 9to5mac.com/2017/09/25/how-to-use-snapchat-sky-filters/.</ref>
Google launched an augmented reality feature for [[Google Maps]] on Pixel phones that identifies users' location and places signs and arrows on the device screen to show a user navigation directions.<ref name="r967">{{cite web | last=Bastone | first=Nick | title=We tried Google's new augmented reality feature for Maps that's currently available only on its Pixel smartphones, and we don't know what we'd do without it. | website=Business Insider | date=2019-05-31 | url=https://www.businessinsider.com/we-tried-new-google-maps-augmented-reality-feature-2019-2 | access-date=2025-04-21}}</ref>
==Concerns== ===Accidents=== In a paper titled [[Pokémon Go|"Death by Pokémon GO"]], researchers at [[Purdue University]]'s [[Krannert School of Management]] claim the game caused "a disproportionate increase in vehicular crashes and associated vehicular damage, personal injuries, and fatalities in the vicinity of locations, called PokéStops, where users can play the game while driving."<ref>{{cite news |last1=Faccio |first1=Mara |last2=McConnell |first2=John J. |title=Death by Pokémon GO |date=2017 |doi=10.2139/ssrn.3073723 |ssrn=3073723 }}</ref> Using data from one municipality, the paper extrapolates what that might mean nationwide and concluded "the increase in crashes attributable to the introduction of Pokémon GO is 145,632 with an associated increase in the number of injuries of 29,370 and an associated increase in the number of fatalities of 256 over the period of 6 July 2016, through 30 November 2016." The authors extrapolated the cost of those crashes and fatalities at between $2bn and $7.3 billion for the same period.
===Privacy concerns=== Augmented reality devices that use cameras for 3D tracking or video passthrough depend on the ability of the device to record and analyze the environment in real time. Because of this, there are potential legal concerns over privacy.
According to recent studies, users are especially concerned that augmented reality smart glasses might compromise the privacy of others, potentially causing peers to become uncomfortable or less open during interactions.<ref>{{Cite journal |last1=Rauschnabel |first1=Philipp A. |last2=He |first2=Jun |last3=Ro |first3=Young K. |date=2018-11-01 |title=Antecedents to the adoption of augmented reality smart glasses: A closer look at privacy risks |url=https://linkinghub.elsevier.com/retrieve/pii/S0148296318303849 |journal=Journal of Business Research |volume=92 |pages=374–384 |doi=10.1016/j.jbusres.2018.08.008 |issn=0148-2963|url-access=subscription }}</ref>
== Notable researchers == <!--♦♦♦ Please keep the list in alphabetical order ♦♦♦--> * [[Ronald Azuma]] is a scientist and author of works on AR. * [[Steve Mann (inventor)|Steve Mann]] formulated an earlier concept of [[mediated reality]] in the 1970s and 1980s, using cameras, processors, and display systems to modify visual reality to help people see better (dynamic range management), building computerized welding helmets, as well as "augmediated reality" vision systems for use in everyday life. He is also an adviser to [[Meta (augmented reality company)|Meta]].<ref>{{cite journal |last1=Mann |first1=S. |title=Wearable computing: a first step toward personal imaging |journal=Computer |date=1997 |volume=30 |issue=2 |pages=25–32 |doi=10.1109/2.566147 |s2cid=28001657 }}</ref> * [[Dieter Schmalstieg]] and Daniel Wagner developed a marker tracking systems for mobile phones and PDAs in 2009.<ref>{{cite book |url=http://portal.acm.org/citation.cfm?id=946910 |title=First Steps Towards Handheld Augmented Reality |author=Wagner, Daniel |date=29 September 2009 |publisher=ACM |access-date=29 September 2009|isbn=978-0-7695-2034-6 }}</ref> * [[Ivan Sutherland]] invented the first augmented reality system, often called [[The Sword of Damocles (virtual reality)|The Sword of Damocles]], at [[Harvard University]].
==See also== {{Div col}} * {{Annotated link|ARTag}} * {{Annotated link|Augmented reality-based testing}} * {{Annotated link|Automotive head-up display}} * {{Annotated link|Bionic contact lens}} * {{Annotated link|Computer-mediated reality}} * {{Annotated link|Holography}} * [[Industrial augmented reality]] * {{Annotated link|List of augmented reality software}} * {{Annotated link|Location-based service}} * {{Annotated link|Mixed reality games}} * {{Annotated link|Multimodal interaction}} * {{Annotated link|Optical head-mounted display}} * {{Annotated link|Simulated reality}} * [[Virtual retinal display]] * {{Annotated link|Wearable computer}} * {{Annotated link|WebAR}} * {{Annotated link|Windows Mixed Reality}} {{Div col end}}
== References == {{Reflist}}
== External links == * {{Commons category-inline}}
{{Extended reality|state=collapsed}} {{Authority control}}
[[Category:Augmented reality| ]] [[Category:Applications of computer vision]] [[Category:User interface techniques]] [[Category:3D GUIs]] [[Category:3D human-computer interaction]]