Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Augmented reality
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{short description|View of the real world with computer-generated supplementary features}} {{Use dmy dates|date=October 2019}} [[File:Suteki Hololens applikation .jpg|thumb|A man using an augmented reality headset to view 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 technology that overlays real-time [[3D computer graphics|3D-rendered computer graphics]] onto a portion of 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 |url-status=dead |df=dmy-all }}, 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 | page=2086| pmc=6232426 | doi-access=free }}</ref> 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.<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|access-date=|url-access=subscription}}</ref> 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.<ref>{{Cite journal |url=https://doi.org/10.1007/s11831-022-09831-7/ |title=Augmented Reality: A Comprehensive Review|last1=Dargan|first1=Shaveta|last2=Bansal|first2=Shally|last3=Mittal|first3=Ajay|last4=Kumar|first4=Krishan|date=2023 | journal=Archives of Computational Methods in Engineering |volume=30 |issue=2 |pages=1057–1080 |doi=10.1007/s11831-022-09831-7 |access-date=27 February 2024|url-access=subscription}}</ref> 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.<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=9781450333054|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. 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.<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> As such, it is one of the key technologies in the [[Reality–virtuality continuum|reality-virtuality continuum]].<ref>{{Cite journal |last1=Milgram |first1=Paul |last2=Takemura |first2=Haruo |last3=Utsumi |first3=Akira |last4=Kishino |first4=Fumio |date=1995-12-21 |title=Augmented reality: a class of displays on the reality-virtuality continuum |url=https://www.spiedigitallibrary.org/conference-proceedings-of-spie/2351/0000/Augmented-reality--a-class-of-displays-on-the-reality/10.1117/12.197321.full |journal=Telemanipulator and Telepresence Technologies |publisher=SPIE |volume=2351 |pages=282–292 |doi=10.1117/12.197321|bibcode=1995SPIE.2351..282M |url-access=subscription }}</ref> Augmented reality is largely synonymous with [[mixed reality]]. There is also overlap in terminology with [[extended reality]] and [[computer-mediated reality]]. {{toclimit|3}}
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)