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Augmented reality Samsung SARI AR SDK marker less tracker used in the AR Ed- iBear game (Android OS) AR Tower Defense game on the Nokia N95 smartphone (Symbian OS) uses fiducial markers Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated re- ality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s cur- rent perception of reality. [1] By contrast, virtual reality replaces the real world with a simulated one. [2][3] Aug- mentation is conventionally in real-time and in seman- tic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally ma- NASA X38 display showing video map overlays including run- ways and obstacles during flight test in 2000. Early example of AR: Overlaying electromagnetic radio waves onto visual reality. Sequential Wave Imprinting Machine imprints visual images onto the human eye’s retina or photographic film. nipulable. Information about the environment and its ob- jects is overlaid on the real world. This information can be virtual [4][5][6][7][8] or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actu- ally are in space. [9][10] 1 Technology 1.1 Hardware Hardware components for augmented reality are: proces- sor, display, sensors and input devices. Modern mobile computing devices like smartphones and tablet computers 1

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Augmented reality

Samsung SARI AR SDK marker less tracker used in the AR Ed-iBear game (Android OS)

AR Tower Defense game on the Nokia N95 smartphone(Symbian OS) uses fiducial markers

Augmented reality (AR) is a live direct or indirect viewof a physical, real-world environment whose elementsare augmented (or supplemented) by computer-generatedsensory input such as sound, video, graphics or GPS data.It is related to a more general concept called mediated re-ality, in which a view of reality is modified (possibly evendiminished rather than augmented) by a computer. As aresult, the technology functions by enhancing one’s cur-rent perception of reality.[1] By contrast, virtual realityreplaces the real world with a simulated one.[2][3] Aug-mentation is conventionally in real-time and in seman-tic context with environmental elements, such as sportsscores on TV during a match. With the help of advancedAR technology (e.g. adding computer vision and objectrecognition) the information about the surrounding realworld of the user becomes interactive and digitally ma-

NASA X38 display showing video map overlays including run-ways and obstacles during flight test in 2000.

Early example of AR: Overlaying electromagnetic radio wavesonto visual reality. SequentialWave ImprintingMachine imprintsvisual images onto the human eye’s retina or photographic film.

nipulable. Information about the environment and its ob-jects is overlaid on the real world. This information canbe virtual[4][5][6][7][8] or real, e.g. seeing other real sensedor measured information such as electromagnetic radiowaves overlaid in exact alignment with where they actu-ally are in space.[9][10]

1 Technology

1.1 Hardware

Hardware components for augmented reality are: proces-sor, display, sensors and input devices. Modern mobilecomputing devices like smartphones and tablet computers

1

2 1 TECHNOLOGY

contain these elements which often include a camera andMEMS sensors such as accelerometer, GPS, and solidstate compass, making them suitable AR platforms.[11]

1.1.1 Display

Various technologies are used in Augmented Reality ren-dering including optical projection systems, monitors,hand held devices, and display systems worn on the hu-man body.

Augmented headset

Head-mounted A head-mounted display (HMD) isa display device paired to a headset such as a harnessor helmet. HMDs place images of both the physicalworld and virtual objects over the user’s field of view.Modern HMDs often employ sensors for six degrees offreedom monitoring that allow the system to align vir-tual information to the physical world and adjust accord-ingly with the user’s head movements.[12][13][14] HMDscan provide users immersive, mobile and collaborativeAR experiences.[15]

Eyeglasses AR displays can be rendered on devices re-sembling eyeglasses. Versions include eyewear that em-ploy cameras to intercept the real world view and re-display its augmented view through the eye pieces[16]and devices in which the AR imagery is projectedthrough or reflected off the surfaces of the eyewear lenspieces.[17][18][19]

HUD See also: Head-up displayNear eye augmented reality devices can be used as

HoloLens

portable head-up displays as they can show data, infor-mation, and images while the user views the real world.

Microsoft HoloLens

Many definitions of augmented reality only define it asoverlaying the information.[20][21] This is basically whata head-up display does; however, practically speaking,augmented reality is expected to include tracking be-tween the superimposed information, data, and imagesand some portion of the real world.[22]

CrowdOptic, an existing app for smartphones, appliesalgorithms and triangulation techniques to photo meta-data including GPS position, compass heading, and atime stamp to arrive at a relative significance value forphoto objects.[23] CrowdOptic technology can be used byGoogle Glass users to learn where to look at a given pointin time.[24]

In January 2015, Microsoft introduced HoloLens, whichis an independent smartglasses unit. Brian Blau, researchdirector of consumer technology and markets at Gartner,said that “Out of all the head-mounted displays that I'vetried in the past couple of decades, the HoloLens was thebest in its class.”.[25] First impressions and opinions havebeen generally that HoloLens is a superior device to theGoogle Glass, and manages to do several things “right” inwhich Glass failed.[25][26]

Contact lenses Contact lenses that display AR imag-ing are in development. These bionic contact lensesmight contain the elements for display embedded into thelens including integrated circuitry, LEDs and an antennafor wireless communication. The first contact lens dis-play was reported in 1999[27] and subsequently, 11 yearslater in 2010/2011[28][29][30][31] Another version of con-tact lenses, in development for the U.S. Military, is de-signed to function with AR spectacles, allowing soldiersto focus on close-to-the-eye AR images on the spectaclesand distant real world objects at the same time.[32][33] Thefuturistic short film Sight features contact lens-like aug-mented reality devices.[34][35]

Virtual retinal display A virtual retinal display(VRD) is a personal display device under developmentat the University of Washington's Human Interface Tech-nology Laboratory. With this technology, a display is

1.2 Software and algorithms 3

scanned directly onto the retina of a viewer’s eye. Theviewer sees what appears to be a conventional displayfloating in space in front of them.[36]

EyeTap The EyeTap (also known as Generation-2Glass[37]) captures rays of light that would otherwise passthrough the center of a lens of an eye of the wearer, andsubstitutes synthetic computer-controlled light for eachray of real light. The Generation-4 Glass[37] (Laser Eye-Tap) is similar to the VRD (i.e. it uses a computer con-trolled laser light source) except that it also has infinitedepth of focus and causes the eye itself to, in effect, func-tion as both a camera and a display, by way of exact align-ment with the eye, and resynthesis (in laser light) of raysof light entering the eye.[38]

Handheld Handheld displays employ a small displaythat fits in a user’s hand. All handheld AR solutionsto date opt for video see-through. Initially handheldAR employed fiducial markers,[39] and later GPS unitsand MEMS sensors such as digital compasses and sixdegrees of freedom accelerometer–gyroscope. TodaySLAM markerless trackers such as PTAM are startingto come into use. Handheld display AR promises to bethe first commercial success for AR technologies. Thetwo main advantages of handheld AR is the portable na-ture of handheld devices and ubiquitous nature of cameraphones. The disadvantages are the physical constraints ofthe user having to hold the handheld device out in frontof them at all times as well as distorting effect of classi-cally wide-angled mobile phone cameras when comparedto the real world as viewed through the eye.[40]

Spatial Spatial Augmented Reality (SAR) augmentsreal world objects and scenes without the use of spe-cial displays such as monitors, head mounted displays orhand-held devices. SAR makes use of digital projectorsto display graphical information onto physical objects.The key difference in SAR is that the display is separatedfrom the users of the system. Because the displays arenot associated with each user, SAR scales naturally up togroups of users, thus allowing for collocated collabora-tion between users.Examples include shader lamps, mobile projectors, vir-tual tables, and smart projectors. Shader lamps mimicand augment reality by projecting imagery onto neutralobjects, providing the opportunity to enhance the object’sappearance with materials of a simple unit- a projector,camera, and sensor.Other applications include table and wall projections.One innovation, the Extended Virtual Table, separatesthe virtual from the real by including beam-splitter mir-rors attached to the ceiling at an adjustable angle.[41] Vir-tual showcases, which employ beam-splitter mirrors to-gether with multiple graphics displays, provide an inter-active means of simultaneously engaging with the virtual

and the real. Many more implementations and configura-tions make spatial augmented reality display an increas-ingly attractive interactive alternative.A SAR system can display on any number of surfaces ofan indoor setting at once. SAR supports both a graphi-cal visualisation and passive haptic sensation for the endusers. Users are able to touch physical objects in a pro-cess that provides passive haptic sensation.[7][42][43][44]

1.1.2 Tracking

Modern mobile augmented reality systems use one ormore of the following tracking technologies: digital cam-eras and/or other optical sensors, accelerometers, GPS,gyroscopes, solid state compasses, RFID and wirelesssensors. These technologies offer varying levels of ac-curacy and precision. Most important is the position andorientation of the user’s head. Tracking the user’s hand(s)or a handheld input device can provide a 6DOF interac-tion technique.[45][46]

1.1.3 Input devices

Techniques include speech recognition systems thattranslate a user’s spoken words into computer instruc-tions and gesture recognition systems that can interpreta user’s body movements by visual detection or from sen-sors embedded in a peripheral device such as a wand, sty-lus, pointer, glove or other body wear.[47][48][49][50] Someof the products which are trying to serve as a controller ofARHeadsets includeWave by Seebright Inc. and Nimbleby Intugine Technologies.

1.1.4 Computer

The computer analyzes the sensed visual and other datato synthesize and position augmentations.

1.2 Software and algorithms

A key measure of AR systems is how realistically theyintegrate augmentations with the real world. The soft-ware must derive real world coordinates, independentfrom the camera, from camera images. That process iscalled image registration which uses different methods ofcomputer vision, mostly related to video tracking.[51][52]Many computer vision methods of augmented reality areinherited from visual odometry. Usually those methodsconsist of two parts.First detect interest points, or fiducial markers, or opticalflow in the camera images. First stage can use featuredetection methods like corner detection, blob detection,edge detection or thresholding and/or other image pro-cessing methods.[53][54] The second stage restores a realworld coordinate system from the data obtained in the

4 2 APPLICATIONS

first stage. Some methods assume objects with knowngeometry (or fiducial markers) present in the scene. Insome of those cases the scene 3D structure should beprecalculated beforehand. If part of the scene is un-known simultaneous localization and mapping (SLAM)can map relative positions. If no information about scenegeometry is available, structure from motion methodslike bundle adjustment are used. Mathematical methodsused in the second stage include projective (epipolar) ge-ometry, geometric algebra, rotation representation withexponential map, kalman and particle filters, nonlinearoptimization, robust statistics.Augmented Reality Markup Language (ARML) is a datastandard developed within the Open Geospatial Consor-tium (OGC),[55] which consists of an XML grammar todescribe the location and appearance of virtual objectsin the scene, as well as ECMAScript bindings to allowdynamic access to properties of virtual objects.To enable rapid development of Augmented Reality Ap-plication, some software development kits (SDK) haveemerged.[56][57] A few SDK such as CloudRidAR [58]

leverage cloud computing for performance improvement.Some of the well known AR SDKs are offered byVuforia,[59] ARToolKit, Catchoom CraftAR, MobinettAR,[60] Wikitude,[61] Blippar[62] and Layar.[63]

2 Applications

Augmented reality has many applications. First used formilitary, industrial, and medical applications, it has alsobeen applied to commercial and entertainment areas.[64]

2.1 Archaeology

AR can be used to aid archaeological research, by aug-menting archaeological features onto the modern land-scape, enabling archaeologists to formulate conclusionsabout site placement and configuration.[65]

Another application given to AR in this field is the possi-bility for users to rebuild ruins, buildings, landscapes oreven ancient characters as they formerly existed.[66][67][68]

2.2 Architecture

AR can aid in visualizing building projects. Computer-generated images of a structure can be superimposed intoa real life local view of a property before the physicalbuilding is constructed there; this was demonstrated pub-licly by Trimble Navigation in 2004. AR can also be em-ployed within an architect’s work space, rendering intotheir view animated 3D visualizations of their 2D draw-ings. Architecture sight-seeing can be enhanced with ARapplications allowing users viewing a building’s exterior

to virtually see through its walls, viewing its interior ob-jects and layout.[69][70][71]

2.3 Art

AR technology has helped disabled individuals create artby using eye tracking to translate a user’s eye movementsinto drawings on a screen.[72] An item such as a com-memorative coin can be designed so that when scannedby an AR-enabled device it displays additional objectsand layers of information that were not visible in a realworld view of it.[73][74] In 2013, L'Oreal used CrowdOp-tic technology to create an augmented reality at the sev-enth annual Luminato Festival in Toronto, Canada.[24]

AR in art opens the possibility of multidimensional expe-riences and interpretations of reality. Augmenting peo-ple, objects, and landscapes is becoming an art form initself. In 2011, artist Amir Bardaran’s Frenchising theMona Lisa infiltrates Da Vinci’s painting using an ARmobile application called Junaio. Aim a Junaio loadedsmartphone camera at any image of the Mona Lisa andwatch as Leonardo’s subject places a scarf made of aFrench flag around her head.[75] The AR app allows theuser to train his or her smartphone on Da Vinci’s MonaLisa and watch the mysterious Italian lady loosen her hairand wrap a French flag around her in the form a (currentlybanned) Islamic hijab. [76]

iGreet’s augmented reality greeting card suddenly becomes aliveand hidden digital content appears when being viewed throughthe app.

2.7 Education 5

2.4 Greeting cards

One of the interesting and innovative uses of AugmentedReality is related to greeting cards. They can be imple-mented with digital content which users are able to dis-cover by viewing the illustrations with certain mobile ap-plications or devices using augmented reality technology.The digital content could be 2D & 3D animations, stan-dard video and 3D objects with which the users can in-teract.In 2015, the Bulgarian startup iGreet developed its ownAR technology and used it to make the first premade“live” greeting card. It looks like traditional papercard, but contains hidden digital content which only ap-pears when users scan the greeting card with the iGreetapp.[77][78]

2.5 Commerce

View Description image 1

AR can enhance product previews such as allowing a cus-tomer to view what’s inside a product’s packaging withoutopening it.[79] AR can also be used as an aid in selectingproducts from a catalog or through a kiosk. Scanned im-ages of products can activate views of additional contentsuch as customization options and additional images ofthe product in its use.[80][81] AR is used to integrate printand video marketing. Printed marketing material can bedesigned with certain “trigger” images that, when scannedby an AR enabled device using image recognition, acti-vate a video version of the promotional material. A majordifference between Augmented Reality and straight for-ward image recognition is that you can overlay multiplemedia at the same time in the view screen, such as so-cial media share buttons, in-page video even audio and3D objects. Traditional print only publications are usingAugmented Reality to connect many different types ofmedia.[82][83][84][85][86]

2.6 Construction

With the continual improvements to GPS accuracy, busi-nesses are able to use augmented reality to visualizegeoreferenced models of construction sites, underground

structures, cables and pipes using mobile devices.[87]Augmented reality is applied to present new projects, tosolve on-site construction challenges, and to enhance pro-motional materials.[88] Examples include the Daqri SmartHelmet, an Android-powered hard hat used to create aug-mented reality for the industrial worker, including visualinstructions, real time alerts, and 3D mapping.[89]

Following the Christchurch earthquake, the University ofCanterbury released, CityViewAR, which enabled cityplanners and engineers to visualize buildings that weredestroyed in the earthquake.[90] Not only did this provideplanners with tools to reference the previous cityscape,but it also served as a reminder to the magnitude of thedevastation caused, as entire buildings were demolished.

2.7 Education

App iSkull, an augmented human skull for education (iOS OS)

App iWow, A mobile device based augmented reality enhancedworld globe

Augmented reality applications can complement a stan-dard curriculum. Text, graphics, video and audiocan be superimposed into a student’s real time envi-ronment. Textbooks, flashcards and other educationalreading material can contain embedded “markers” that,when scanned by an AR device, produce supplemen-tary information to the student rendered in a multimediaformat.[91][92][93] Students can participate interactively

6 2 APPLICATIONS

with computer generated simulations of historical events,exploring and learning details of each significant area ofthe event site.[94] On higher education, there are some ap-plications that can be used. For instance, Construct3D,a Studierstube system, allows students to learn mechani-cal engineering concepts, math or geometry. This is anactive learning process in which students learn to learnwith technology.[95] AR can aid students in understandingchemistry by allowing them to visualize the spatial struc-ture of a molecule and interact with a virtual model of itthat appears, in a camera image, positioned at a markerheld in their hand.[96] It can also enable students of physi-ology to visualize different systems of the human body inthree dimensions.[97] Augmented reality technology alsopermits learning via remote collaboration, in which stu-dents and instructors not at the same physical location canshare a common virtual learning environment populatedby virtual objects and learning materials and interact withanother within that setting .[98]

This resource could also be of advantage in PrimarySchool. Children can learn through experiences, and vi-suals can be used to help them learn. For instance, theycan learn new knowledge about astronomy, which can bedifficult to understand, and children might better under-stand the solar system when using AR devices and beingable to see it in 3D. Further, learners could change theillustrations in their science books by using this resource.For teaching anatomy, teachers could visualize bones andorgans using augmented reality to display them on thebody of a person.Mobile apps using augmented reality are emerging in theclassroom. The mix of real life and virtual reality dis-played by the apps using the mobile phone’s camera al-lows information to be manipulated and seen like neverbefore. Many such apps have been designed to create ahighly engaging environment and transform the learningexperience. Examples of the mobile apps, that leverageaugmented reality to aid learning, include SkyView forstudying astronomy[99] and AR Circuits for building sim-ple electric circuits.[100]

2.8 Emergency management / search andrescue

LandForm+ is a geographic augmented reality system used forsearch and rescue, and emergency management.

Augmented reality systems are used in public safety sit-uations - from super storms to suspects at large. Twointeresting articles from Emergency Management mag-azine discuss the power of the technology for emer-gency management. The first is “Augmented Reality--Emerging Technology for Emergency Management” byGerald Baron.[101] Per Adam Crowe: “Technologies likeaugmented reality (ex: Google Glass) and the growing ex-pectation of the public will continue to force professionalemergency managers to radically shift when, where, andhow technology is deployed before, during, and afterdisasters.”.[102]

Another example, a search aircraft is looking for a losthiker in rugged mountain terrain. Augmented reality sys-tems provide aerial camera operators with a geographicawareness of forest road names and locations blendedwith the camera video. As a result, the camera opera-tor is better able to search for the hiker knowing the ge-ographic context of the camera image. Once found, theoperator can more efficiently direct rescuers to the hiker’slocation.[103]

2.9 Everyday

30 years of Augmediated Reality in everyday life.

Since the 1970s and early 1980s, Steve Mann has beendeveloping technologies meant for everyday use i.e. “hor-izontal” across all applications rather than a specific “ver-tical” market. Examples include Mann’s “EyeTap Dig-ital Eye Glass”, a general-purpose seeing aid that doesdynamic-range management (HDR vision) and overlays,underlays, simultaneous augmentation and diminishment(e.g. diminishing the electric arc while looking at a weld-ing torch).[104]

2.10 Gaming

See also: List of augmented reality software — GamesAugmented reality allows gamers to experience digitalgame play in a real world environment. In the last 10years there has been a lot of improvements of technol-ogy, resulting in better movement detection and the pos-sibility for the Wii to exist, but also direct detection ofthe player’s movements. Companies like Lyteshot areemerging as the more recent interactive augmented re-ality gaming.[105][106]

2.12 Medical 7

Lyteshot in Action

Merchlar's mobile game Get On Target uses a trigger image asfiducial marker

2.11 Industrial design

Main article: Industrial Augmented Reality

AR can help industrial designers experience a product’sdesign and operation before completion. Volkswagenuses AR for comparing calculated and actual crash testimagery.[107] AR can be used to visualize and modify acar body structure and engine layout. AR can also be usedto compare digital mock-ups with physical mock-ups forfinding discrepancies between them.[108][109]

2.12 Medical

Since 2005, a device that films subcutaneous veins, pro-cesses and projects the image of the veins onto the skinhas been used to locate veins. This device is called Vein-Viewer [110][111]

Augmented Reality can provide the surgeon with infor-mation, which are otherwise hidden, such as showing theheartbeat rate, the blood pressure, the state of the pa-tient’s organ, etc. AR can be used to let a doctor lookinside a patient by combining one source of images suchas an X-ray with another such as video.Examples include a virtual X-ray view based on priortomography or on real time images from ultrasound andconfocal microscopy probes,[112] visualizing the positionof a tumor in the video of an endoscope,[113] or radiationexposure risks from X-ray imaging devices.[114][115] ARcan enhance viewing a fetus inside a mother’s womb.[116]It has been also used for cockroach phobia treatment.[117]Also, patients wearing augmented reality glasses can bereminded to take medications.[118]

2.13 Beauty

In 2014 the company L'Oreal Paris started developing asmartphone and tablet application called “Makeup Ge-nius”, which lets users try out make-up and beauty stylesutilizing the front-facing camera of the endpoint and itsdisplay.[119]

2.14 Spatial immersion and interaction

Augmented reality applications, running on handheld de-vices utilized as virtual reality headsets, can also digitalizehuman presence in space and provide a computer gener-ated model of them, in a virtual space where they caninteract and perform various actions. Such capabilitiesare demonstrated by “project Anywhere” developed by apost graduate student at ETH Zurich, which was dubbedas an “out-of-body experience” .

2.15 Military

In combat, AR can serve as a networked communicationsystem that renders useful battlefield data onto a soldier’sgoggles in real time. From the soldier’s viewpoint, peopleand various objects can be marked with special indica-tors to warn of potential dangers. Virtual maps and 360°view camera imaging can also be rendered to aid a sol-dier’s navigation and battlefield perspective, and this canbe transmitted to military leaders at a remote commandcenter.[120]

An interesting application of AR occurred when Rock-well International created video map overlays of satelliteand orbital debris tracks to aid in space observations at

8 2 APPLICATIONS

Rockwell WorldView Console showing space surveillance tele-scope video map overlay of satellite flight tracks from a 1993paper.

Air ForceMaui Optical System. In their 1993 paper “De-bris Correlation Using the Rockwell WorldView System”the authors describe the use of map overlays applied tovideo from space surveillance telescopes. The map over-lays indicated the trajectories of various objects in ge-ographic coordinates. This allowed telescope operatorsto identify satellites, and also to identify - and catalog -potentially dangerous space debris.[121]

Screen capture of SmartCam3D in picture in picture (PIP) mode.This helps sensor operators maintain a broader situation aware-ness than a telescopic camera “soda-straw”. It was shown to es-sentially double the speed at which points can be located on theground.

Starting in 2003 the US Army integrated the Smart-Cam3D augmented reality system into the Shadow Un-manned Aerial System to aid sensor operators using tele-scopic cameras to locate people or points of interest. Thesystem combined both fixed geographic information in-cluding street names, points of interest, airports and rail-roads with live video from the camera system. The systemoffered “picture in picture” mode that allows the systemto show a synthetic view of the area surrounding the cam-era’s field of view. This helps solve a problem in whichthe field of view is so narrow that it excludes importantcontext, as if “looking through a soda straw”. The sys-

tem displays real-time friend/foe/neutral location mark-ers blended with live video, providing the operator withimproved situation awareness.Researchers at USAF Research Lab (Calhoun, Draperet al.) found an approximately two-fold increase in thespeed at which UAV sensor operators found points of in-terest using this technology.[122] This ability to maintaingeographic awareness quantitatively enhances mission ef-ficiency. The system is in use on the US Army RQ-7Shadow and the MQ-1C Gray Eagle Unmanned AerialSystems.

2.16 Navigation

See also: Automotive navigation systemAR can augment the effectiveness of navigation de-

Augmented reality map on iPhone

vices. Information can be displayed on an automo-bile’s windshield indicating destination directions andmeter, weather, terrain, road conditions and traffic in-formation as well as alerts to potential hazards in theirpath.[123][124][125] Aboard maritime vessels, AR can al-low bridge watch-standers to continuously monitor im-portant information such as a ship’s heading and speedwhile moving throughout the bridge or performing othertasks.[126]

The NASA X-38 was flown using a Hybrid Synthetic Vi-sion system that overlaid map data on video to provideenhanced navigation for the spacecraft during flight testsfrom 1998 to 2002. It used the LandForm software and

2.19 Task support 9

LandForm video map overlay marking runways, road, andbuildings during 1999 helicopter flight test.

was useful for times of limited visibility, including an in-stance when the video camera window frosted over leav-ing astronauts to rely on the map overlays.[127] The Land-Form software was also test flown at the Army YumaProving Ground in 1999. In the photo at right one can seethe map markers indicating runways, air traffic controltower, taxiways, and hangars overlaid on the video.[128]

2.17 Office workplace

AR can help facilitate collaboration among distributedteam members in a work force via conferences with realand virtual participants. AR tasks can include brain-storming and discussion meetings utilizing common visu-alization via touch screen tables, interactive digital white-boards, shared design spaces, and distributed controlrooms.[129][130][131]

2.18 Sports and entertainment

AR has become common in sports telecasting. Sports andentertainment venues are provided with see-through andoverlay augmentation through tracked camera feeds forenhanced viewing by the audience. Examples include theyellow "first down" line seen in television broadcasts ofAmerican football games showing the line the offensiveteam must cross to receive a first down. AR is also usedin association with football and other sporting events toshow commercial advertisements overlaid onto the viewof the playing area. Sections of rugby fields and cricketpitches also display sponsored images. Swimming tele-casts often add a line across the lanes to indicate the po-sition of the current record holder as a race proceeds toallow viewers to compare the current race to the best per-formance. Other examples include hockey puck trackingand annotations of racing car performance and snookerball trajectories. [51][132]

AR can enhance concert and theater performances. Forexample, artists can allow listeners to augment their lis-tening experience by adding their performance to that of

other bands/groups of users.[133][134][135]

The gaming industry has benefited a lot from the develop-ment of this technology. A number of games have beendeveloped for prepared indoor environments. Early ARgames also include AR air hockey, collaborative combatagainst virtual enemies, and anAR-enhanced pool games.A significant number of games incorporate AR in themand the introduction of the smartphone has made a biggerimpact.[136][137]

2.19 Task support

Complex tasks such as assembly, maintenance, andsurgery can be simplified by inserting additional infor-mation into the field of view. For example, labels canbe displayed on parts of a system to clarify operating in-structions for a mechanic who is performing maintenanceon the system.[138][139] Assembly lines gain many bene-fits from the usage of AR. In addition to Boeing, BMWand Volkswagen are known for incorporating this tech-nology in their assembly line to improve their manufac-turing and assembly processes.[140][141][142] Big machinesare difficult to maintain because of the multiple layers orstructures they have. With the use of AR the workers cancomplete their job in a much easier way because AR per-mits them to look through the machine as if it was withx-ray, pointing them to the problem right away.[143]

2.20 Television

Weather visualizations were the first application of Aug-mented Reality to television. It has now become commonin weathercasting to display full motion video of imagescaptured in real-time from multiple cameras and otherimaging devices. Coupled with 3D graphics symbols andmapped to a common virtual geo-space model, these an-imated visualizations constitute the first true applicationof AR to TV.Augmented reality has also become common in sportstelecasting. Sports and entertainment venues are pro-vided with see-through and overlay augmentation throughtracked camera feeds for enhanced viewing by the au-dience. Examples include the yellow “first down” lineseen in television broadcasts of American football gamesshowing the line the offensive team must cross to receivea first down. AR is also used in association with footballand other sporting events to show commercial advertise-ments overlaid onto the view of the playing area. Sectionsof rugby fields and cricket pitches also display sponsoredimages. Swimming telecasts often add a line across thelanes to indicate the position of the current record holderas a race proceeds to allow viewers to compare the cur-rent race to the best performance. Other examples in-clude hockey puck tracking and annotations of racing carperformance and snooker ball trajectories.[144][145]

10 4 NOTABLE RESEARCHERS

Augmented reality is starting to allow Next GenerationTV viewers to interact with the programs they are watch-ing. They can place objects into an existing program andinteract with these objects, such as moving them around.Avatars of real persons in real time who are also watchingthe same program.[146]

2.21 Tourism and sightseeing

Augmented reality applications can enhance a user’s ex-perience when traveling by providing real time informa-tional displays regarding a location and its features, in-cluding comments made by previous visitors of the site.AR applications allow tourists to experience simulationsof historical events, places and objects by rendering theminto their current view of a landscape.[147][148][149] AR ap-plications can also present location information by audio,announcing features of interest at a particular site as theybecome visible to the user.[150][151][152]

2.22 Translation

AR systems can interpret foreign text on signs and menusand, in a user’s augmented view, re-display the text inthe user’s language. Spoken words of a foreign languagecan be translated and displayed in a user’s view as printedsubtitles.[153][154][155]

3 Privacy concerns

The concept of modern augmented reality depends on theability of the device to record and analyze the environ-ment in real time. Because of this, there are potentiallegal concerns over privacy. While the First Amendmentto the United States Constitution allows for such record-ing in the name of public interest, the constant recordingof an AR device makes it difficult to do so without alsorecording outside of the public domain. Legal compli-cations would be found in areas where a right to certainamount of privacy are expected or where copyrightedme-dia are displayed. In terms of individual privacy, thereexists the ease of access to information that one shouldnot readily possess about a given person. This is accom-plished through facial recognition technology. Assumingthat AR automatically passes information about personsthat the user sees, there could be anything seen from so-cial media, criminal record, and marital status.[156]

4 Notable researchers

• Ivan Sutherland invented the first AR head-mounteddisplay at Harvard University.

• Steven Feiner, Professor at Columbia University, is aleading pioneer of augmented reality, and author ofthe first paper on an AR system prototype, KARMA(the Knowledge-based Augmented Reality Mainte-nance Assistant), along with Blair MacIntyre andDoree Seligmann.[157]

• S. Ravela, B. Draper, J. Lim and A. Hanson developmarker/fixture-less augmented reality system withcomputer vision in 1994. They augmented an en-gine block observed from a single video camera withannotations for repair. They use model-based poseestimation, aspect graphs and visual feature track-ing to dynamically register model with the observedvideo. [158]

• Steve Mann formulated an earlier concept ofMediated reality in the 1970s and 1980s, using cam-eras, processors, and display systems to modify vi-sual reality to help people see better (dynamic rangemanagement), building computerized welding hel-mets, as well as “Augmediated Reality” vision sys-tems for use in everyday life.[159]

• Louis Rosenberg developed one of the first knownAR systems, called Virtual Fixtures, while workingat the U.S. Air Force Armstrong Labs in 1991, andpublished the first study of how an AR system canenhance human performance.[160] Rosenberg’s sub-sequent work at StanfordUniversity in the early 90’s,was the first proof that virtual overlays, when regis-tered and presented over a user’s direct view of thereal physical world, could significantly enhance hu-man performance.[161][162][163]

• Mike Abernathy pioneered one of the first success-ful augmented reality applications of video overlayusing map data for space debris in 1993,[121] whileat Rockwell International. He co-founded RapidImaging Software, Inc. and was the primary authorof the LandForm system in 1995, and the Smart-Cam3D system.[128][127] LandForm augmented real-ity was successfully flight tested in 1999 aboard a he-licopter and SmartCam3Dwas used to fly theNASAX-38 from 1999-2002. He and NASA colleagueFrancisco Delgado received the National DefenseIndustries Association Top5 awards in 2004.[164]

• Francisco “Frank” Delgado is a NASA engineer andproject manager specializing in human interface re-search and development. Starting 1998 he con-ducted research into displays that combined videowith synthetic vision systems (called hybrid syn-thetic vision at the time) that we recognize todayas augmented reality systems for the control of air-craft and spacecraft. In 1999 he and colleagueMike Abernathy flight-tested the LandForm systemaboard a US Army helicopter. Delgado oversaw in-tegration of the LandForm and SmartCam3D sys-tems into the X-38 Crew Return Vehicle.[128][127]

11

In 2001, Aviation Week reported NASA astronaut’ssuccessful use of hybrid synthetic vision (augmentedreality) to fly the X-38 during a flight test at DrydenFlight Research Center. The technology was usedin all subsequent flights of the X-38. Delgado wasco-recipient of the National Defense Industries As-sociation 2004 Top 5 software of the year award forSmartCam3D.[164]

• Dieter Schmalstieg and Daniel Wagner jump startedthe field of AR on mobile phones. They developedthe first marker tracking systems for mobile phonesand PDAs.[165]

• Bruce H. Thomas and Wayne Piekarski develop theTinmith system in 1998.[166] They along with SteveFeiner with his MARS system pioneer outdoor aug-mented reality.

• Dr. Mark Billinghurst is one of the world’s lead-ing augmented reality researchers, focusing on in-novative computer interfaces that explore how vir-tual and real worlds can be merged. Director ofthe HIT Lab New Zealand (HIT Lab NZ) at theUniversity of Canterbury in New Zealand, he hasproduced over 250 technical publications and pre-sented demonstrations and courses at a wide varietyof conferences.

• Reinhold Behringer performed important earlywork in image registration for augmented reality,and prototype wearable testbeds for augmented re-ality. He also co-organized the First IEEE Interna-tional Symposium on Augmented Reality in 1998(IWAR'98), and co-edited one of the first books onaugmented reality.[167][168][169]

5 History

• 1901: L. Frank Baum, an author, first mentions theidea of an electronic display/spectacles that overlaysdata onto real life (in this case 'people'), it is nameda 'character marker'.[170]

• 1957–62: Morton Heilig, a cinematographer, cre-ates and patents a simulator called Sensorama withvisuals, sound, vibration, and smell.[171]

• 1968: Ivan Sutherland invents the head-mounteddisplay and positions it as a window into a virtualworld.[172]

• 1975: Myron Krueger creates Videoplace to allowusers to interact with virtual objects for the first time.

• 1980: Steve Mann creates the first wearable com-puter, a computer vision system with text and graph-ical overlays on a photographically mediated reality,or Augmediated Reality.[173] See EyeTap.

• 1981: Dan Reitan geospatially maps multipleweather radar images and space-based and studiocameras to virtual reality Earth maps and abstractsymbols for television weather broadcasts, bringingAugmented Reality to TV.[174]

• 1989: Jaron Lanier coins the phrase Virtual Real-ity and creates the first commercial business aroundvirtual worlds.

• 1990: The term 'Augmented Reality' is attributed toThomas P. Caudell, a former Boeing researcher.[175]

• 1992: Louis Rosenberg develops one of the firstfunctioning AR systems, called Virtual Fixtures,at the U.S. Air Force Research Laboratory—Armstrong, and demonstrates benefits to humanperformance.[160][163][176]

• 1992: Steven Feiner, Blair MacIntyre and DoreeSeligmann present the first major paper on an ARsystem prototype, KARMA, at the Graphics Inter-face conference.

• 1993: Mike Abernathy, et al., report the first useof augmented reality in identifying space debris us-ing Rockwell WorldView by overlaying satellite ge-ographic trajectories on live telescope video.[121]

• 1993 A widely cited version of the paper above ispublished in Communications of the ACM – Spe-cial issue on computer augmented environments,edited by Pierre Wellner, Wendy Mackay, and RichGold.[177]

• 1993: Loral WDL, with sponsorship fromSTRICOM, performed the first demonstrationcombining live AR-equipped vehicles and mannedsimulators. Unpublished paper, J. Barrilleaux, “Ex-periences and Observations in Applying AugmentedReality to Live Training”, 1999.[178]

• 1994: Julie Martin creates first 'Augmented Re-ality Theater production', Dancing In Cyberspace,funded by the Australia Council for the Arts, fea-tures dancers and acrobats manipulating body–sizedvirtual object in real time, projected into the samephysical space and performance plane. The acrobatsappeared immersed within the virtual object and en-vironments. The installation used Silicon Graphicscomputers and Polhemus sensing system.

• 1995: S. Ravela et al. at University ofMassachusettsintroduce a vision-based system using monocularcameras to track objects (engine blocks) acrossviews for augmented reality.

• 1998: Spatial Augmented Reality introduced atUniversity of North Carolina at Chapel Hill byRamesh Raskar, Welch, Henry Fuchs.[42]

12 6 SEE ALSO

• 1999: Frank Delgado, Mike Abernathy et al. reportsuccessful flight test of LandForm software videomap overlay from a helicopter at Army Yuma Prov-ing Ground overlaying video with runways, taxi-ways, roads and road names.[128][127]

• 1999: The US Naval Research Laboratory engageon a decade long research program called the Bat-tlefield Augmented Reality System (BARS) to pro-totype some of the early wearable systems for dis-mounted soldier operating in urban environment forsituation awareness and training NRL BARS Webpage

• 1999: Hirokazu Kato ( ) created ARToolKitat HITLab, where AR later was further developedby other HITLab scientists, demonstrating it atSIGGRAPH.

• 2000: Bruce H. Thomas develops ARQuake, thefirst outdoor mobile AR game, demonstrating it inthe International Symposium onWearable Comput-ers.

• 2001: NASA X-38 flown using LandForm soft-ware video map overlays at Dryden Flight ResearchCenter.[179]

• 2004: High-accurate Outdoor helmet-mounted ARsystem demonstrated by Trimble Navigation and theHuman Interface Technology Laboratory.[71]

• 2005: Laster Technologies, company founded thatdevelops augmented reality eyewear.

• 2008: Wikitude AR Travel Guide launches on 20Oct 2008 with the G1 Android phone.[180]

• 2009: ARToolkit was ported to Adobe Flash(FLARToolkit) by Saqoosha, bringing augmentedreality to the web browser.[181]

• 2012: Launch of Lyteshot, an interactive sensor-based augmenting reality gaming platform that uti-lizes Smartglasses such as Epson Moverio BT-200for displaying in-game data such as mapping, healthstats, inventory, and other player information formultiple genres of games

• 2013: Meta announces the Meta 1 developer kit, thefirst tomarket augmented reality see-through displaythat allows multiple users to see and touch 3D ob-jects in physical space.

• 2013: Canon MREAL.

• 2013: Google announces an open beta test of itsGoogle Glass augmented reality glasses. The glassesreach the Internet through Bluetooth, which con-nects to the wireless service on a user’s cellphone.The glasses respond when a user speaks, touches theframe or moves the head.[182]

• 2014: Mahei creates the first generation of aug-mented reality enhanced educational toys.[183]

• 2015: Microsoft announces Windows Holographicand the HoloLens augmented reality headset. Theheadset utilises various sensors and a processing unitto blend high definition “holograms” with the realworld.[184]

6 See also

• Alternate reality game

• ARTag

• Augmented browsing

• Augmented reality-based testing

• Augmented web

• Automotive head-up display

• Bionic contact lens

• Brain in a vat

• Computer-mediated reality

• Cyborg

• EyeTap

• Head-mounted display

• Lifelike experience

• List of augmented reality software

• Mixed reality

• Optical head-mounted display

• Simulated reality

• Smartglasses

• Transreality gaming

• Video mapping

• Visuo-haptic mixed reality

• Viractualism

• Virtual reality

• Wearable computing

13

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18 8 EXTERNAL LINKS

8 External links• Mansi Sharma; Santanu Chaudhury; Brejesh Lall(2014). Content-aware seamless stereoscopic 3Dcompositing. Proceedings of the 2014 Indian Con-ference on Computer Vision Graphics and Im-age Processing, ACM New York, NY, USA.doi:10.1145/2683483.2683555.

• Augmented Reality

• The Future of Augmented Reality is Contextual

Augmented reality at DMOZMedia related to Augmented reality at Wikimedia Com-mons

19

9 Text and image sources, contributors, and licenses

9.1 Text• Augmented reality Source: https://en.wikipedia.org/wiki/Augmented_reality?oldid=728651938 Contributors: Zundark, The Anome, Cal-trop, Edward, Nealmcb, Patrick, RTC, JohnOwens, Michael Hardy, Shoehorn~enwiki, Wapcaplet, Haakon, CatherineMunro, Wik, Fur-rykef, Hyacinth, Jmartinezot, Averell23, Topbanana, Robbot, Pigsonthewing, Smb1001, Wikibot, Fuelbottle, Azwaldo, DocWatson42,DavidCary, Chr15m, Tom harrison, Gracefool, Just Another Dan, Fuzzy, Chowbok, Apotheon, Karol Langner, CaribDigita, Glogger,Colinb, TonyW, Jutta, Zondor, MichaelMcGuffin, Discospinster, Guanabot, TomPreuss, Thbb, Goplat, Violetriga, Project2501a, Mar-cok, Shanes, Mr. Strong Bad, Strangebuttrue, Sabretooth, Diceman, KBi, Yamla, Ynhockey, Jheald, Dogends, Firsfron, Woohookitty,RHaworth, Drgoldie, Fthiess, Kgrr, GregorB, CharlesC, Byronknoll, Toussaint, Stefanomione, Stoni, BD2412, Amorrow, Rjwilmsi, Kung-FuMonkey, SeanMack, Jeffmcneill, FlaBot, Ysangkok, Jrtayloriv, KFP, Chobot, Ahpook, YurikBot, 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9.2 Images• File:AR_EdiBear0001390_1.jpg Source: https://upload.wikimedia.org/wikipedia/commons/2/20/AR_EdiBear0001390_1.jpg License:CC BY-SA 3.0 Contributors: Own work Original artist: Okseduard

• File:Ambox_important.svg Source: https://upload.wikimedia.org/wikipedia/commons/b/b4/Ambox_important.svg License: Public do-main Contributors: Own work, based off of Image:Ambox scales.svg Original artist: Dsmurat (talk · contribs)

• File:App_iSkull,_an_augmented_human_skull.jpg Source: https://upload.wikimedia.org/wikipedia/commons/f/f4/App_iSkull%2C_an_augmented_human_skull.jpg License: CC BY-SA 3.0 Contributors: Own work Original artist: Hagustin

• File:Augmented_Reality_Greeting_Card.jpg Source: https://upload.wikimedia.org/wikipedia/commons/0/06/Augmented_Reality_Greeting_Card.jpg License: CC BY-SA 4.0 Contributors: Own work Original artist: Daniela.Plam

• File:Augmented_headset.jpeg Source: https://upload.wikimedia.org/wikipedia/commons/5/54/Augmented_headset.jpeg License: CCBY-SA 3.0 Contributors: Transferred from en.wikipedia to Commons. Original artist: [//en.wikipedia.org/wiki/File:Wikideas.jpeg20px|link=User:Kcida10

20 9 TEXT AND IMAGE SOURCES, CONTRIBUTORS, AND LICENSES

• File:Augmented_reality_world_globe.png Source: https://upload.wikimedia.org/wikipedia/commons/f/fc/Augmented_reality_world_globe.png License: CC BY-SA 4.0 Contributors: Own work Original artist: WilsonTeresi

• File:Desjardins_AR_Augmented_Reality_Game,_March_2013.png Source: https://upload.wikimedia.org/wikipedia/en/2/22/Desjardins_AR_Augmented_Reality_Game%2C_March_2013.png License: Fair use Contributors: http://www.thefwa.com/mobile/-get-on-target-desjardinsar Original artist: Merchlar

• File:Edit-clear.svg Source: https://upload.wikimedia.org/wikipedia/en/f/f2/Edit-clear.svg License: Public domain Contributors: TheTango! Desktop Project. Original artist:The people from the Tango! project. And according to the meta-data in the file, specifically: “Andreas Nilsson, and Jakub Steiner (althoughminimally).”

• File:HoloLens_2.jpeg Source: https://upload.wikimedia.org/wikipedia/commons/7/7f/HoloLens_2.jpeg License: CC BY 2.0 Contribu-tors: https://www.flickr.com/photos/microsoftsweden/16337648861/ Original artist: Microsoft Sweden

• File:Hololens.png Source: https://upload.wikimedia.org/wikipedia/commons/d/db/Hololens.png License: CC BY 2.0 Contributors: https://www.flickr.com/photos/microsoftsweden/16153490837 Original artist: Microsoft Sweden

• File:Icodar_Slide_1.jpg Source: https://upload.wikimedia.org/wikipedia/commons/7/78/Icodar_Slide_1.jpg License: CC BY-SA 3.0Contributors: Own work Original artist: Aboheshem

• File:Image-AR_TD0.jpg Source: https://upload.wikimedia.org/wikipedia/commons/0/02/Image-AR_TD0.jpg License: Public domainContributors: Own work Original artist: ?

• File:LandForm+_Augmented_Reality_System.jpg Source: https://upload.wikimedia.org/wikipedia/commons/a/a7/LandForm%2B_Augmented_Reality_System.jpg License: CC BY-SA 4.0 Contributors: Own work Original artist: Winged1der

• File:LandForm_displays_landmarks_and_other_indicators_during_helicopter_flight_at_Yuma_Proving_Ground..JPG Source:https://upload.wikimedia.org/wikipedia/commons/7/74/LandForm_displays_landmarks_and_other_indicators_during_helicopter_flight_at_Yuma_Proving_Ground..JPG License: CC BY-SA 3.0 Contributors: Own work Original artist: Winged1der

• File:Lyteshot_in_action.png Source: https://upload.wikimedia.org/wikipedia/commons/2/29/Lyteshot_in_action.png License: CC BY-SA 4.0 Contributors: Own work Original artist: Taziaraes

• File:MediatedReality_on_iPhone2009_07_13_21_33_39.jpg Source: https://upload.wikimedia.org/wikipedia/commons/7/7b/MediatedReality_on_iPhone2009_07_13_21_33_39.jpg License: CC BY-SA 3.0 Contributors: Own work Original artist: Glogger

• File:SequentialWaveImprintingMachine1974.jpg Source: https://upload.wikimedia.org/wikipedia/commons/0/0f/SequentialWaveImprintingMachine1974.jpg License: CC BY-SA 4.0 Contributors: Own work Original artist: Glogger

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• File:X38_landing_display_from_LandForm_Hybrid_Synthetic_Vision_system..jpg Source: https://upload.wikimedia.org/wikipedia/commons/e/ef/X38_landing_display_from_LandForm_Hybrid_Synthetic_Vision_system..jpg License: CC BY-SA 3.0Contributors: Own work Original artist: Winged1der

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