Lably
Skip to content

Augmented reality

Form of 3D computer interaction merging the real world with virtual objects

  • 20 min read
  • 8 chapters
  • 1 lab on Lably
Augment SDK offers brands and retailers the capability to personalize their customer’s shopping experience by embedding AR product visualization into their existing eCommerce and mobile commerce platf
ChristinaC. · CC BY-SA 4.0

Learn it on Lably

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. Commercial augmented reality experiences were first introduced in entertainment and gaming businesses. Subsequently, augmented reality applications have spanned industries such as education, communications, medicine, and entertainment.

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 refers to experiences that are artificial and that add to the already existing reality. 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. 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. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment).

Hardware and displays

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.

Head-mounted displays

AR HMDs place virtual imagery in the user's view using optical see-through or video passthrough and track head motion for stable registration.

Handheld

Phone and tablet AR uses the rear camera (video passthrough) plus on-device SLAM/VIO for tracking.

Projection mapping

Projectors overlay graphics onto real objects/environments without head-worn displays (spatial AR).

AR glasses

Glasses-style near-eye displays aim for lighter, hands-free AR; approaches vary in optics, tracking, and power.

Sign in to keep reading

7 more chapters are free with a Lably account.

More in Computing and communication