When was augmented reality created




















General hardware components — the processor, the display, the sensors and input devices. Typically a smartphone contains a processor, a display, accelerometers, GPS, camera, microphone etc. Displays — while a monitor is perfectly capable of displaying AR data there are other systems such as optical projection systems, head-mounted displays, eyeglasses, contact lenses, the HUD heads up display , virtual retinal displays, EyeTap a device which changes the rays of light captured from the environment and substitutes them with computer generated ones ,Spatial Augmented Reality SAR — which uses ordinary projection techniques as a substitute for a display of any kind and handheld displays.

Sensors and input devices include — GPS, gyroscopes, accelerometers, compasses, RFID, wireless sensors, touch recognition, speech recognition, eye tracking and peripherals. Software — the majority of development for AR will be in developing further software to take advantage of the hardware capabilities.

There are several software development kits SDK which also offer simple environments for AR development. There are apps available for or being researched for AR in nearly every industrial sector including:.

Already mobile phones are such an integral part of our lives that they might as well be extensions of our bodies; as technology can be further integrated into our lives without being intrusive a la Google Glass — it is a certainty that augmented reality provides opportunities to enhance user experiences beyond measure. This will almost certainly see major advances in the much-hyped but still little seen; Internet of Things. UX designers in the AR field will need to seriously consider the questions of how traditional experiences can be improved through AR — just making your cooker capable of using computer enhancements is not enough; it needs to healthier eating or better cooked food for users to care.

The future will belong to AR when it improves task efficiency or the quality of the output of an experience for the user. This is the key challenge of the 21st century UX profession.

AR or augmented reality has gone from pipe dream to reality in just over a century. There are many AR applications in use or under development today, however — the concept will only take off universally when UX designers think about how they can integrate AR with daily life to improve productivity, efficiency or quality of experiences.

There is an unlimited potential for AR, the big question is - how will it be unlocked? DID L. July It was a game-changer, and the idea of overlaying graphics over the real-world view quickly spread to other sports broadcasting. Although the introduction of Google Street View in arguably ties in with VR, since it allows users to visit a different place.

But from onwards, XR technologies really began to gain momentum. Some of the key highlights from this decade include:. With its degree field of vision and use of computer processing power, the revolutionary headset reignited interest in VR.

Meanwhile, Google released its first Cardboard device, a low-cost cardboard VR viewer for smartphones, and unveiled its Google Glass AR glasses, which overlay digital information onto the real world and allow users to access apps like Gmail.

By the end of , hundreds of companies were developing VR and AR experiences. This widening of XR applications is critical to the evolution of XR, because it proves that XR is no longer just for gaming and entertainment. I can't wait to see how these technologies evolve in the future and become even more mainstream. Watch this space…. This is a BETA experience. You may opt-out by clicking here.

More From Forbes. However, this product did not meet its audience and marks one of the biggest flops in the history of Augmented Reality.

Google quickly stopped the production of these glasses in early In , there was another twist in the Google Glass adventure, the web giant decided to relaunch the production of its glasses, but only for professionals this time. In the social media, Snapchat democratized AR to all users, sometimes without even knowing it.

In , Lenses appeared on the social network. This option has revolutionized the use of social networks, and Instagram, Messenger or WhatsApp quickly seized the phenomenon to compete in the number of users.

This new possibility also interested brands, who saw it as a new way to promote a product, a concept or simply work on their image, by creating their Snapchat lens and thus gain visibility. More recently, Gucci has partnered with Snapchat to allow users to virtually try on shoes or watches from their collection.

Released in , the mobile app placed Augmented Reality at the core of its gameplay. The players wander in their real environment, with their phone, in order to catch Pokemon or to defeat other players during fights. Who has never seen a horde of Pokemon fans moving around and staring at their screens, to catch Pokemon? Although in the game is no longer at the top of downloads, it remains very popular and continues to make a lot of money for Niantic, the company that developed the game.

A success due to the popularity of the franchise but also to the integration of AR, which has revolutionized mobile gaming. A brief history of Augmented Reality While Augmented Reality appears today as one of the flagships of modern technology, that new features are constantly enriching its use, the history of Augmented Reality is much older than it seems. History of Augmented Reality. A Pepsi Lens on Snapchat. Catch Pokemon in your real environment.

Want to start your 3D and AR strategy?



0コメント

  • 1000 / 1000