Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR 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). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.Augmented reality is largely synonymous with mixed reality. There is also overlap in terminology with extended reality and computer-mediated reality.The primary value of augmented reality is the manner in which components of the digital world blend into a person's perception of the real world, not as a simple display of data, but through the integration of immersive sensations, which are perceived as natural parts of an 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. Commercial augmented reality experiences were first introduced in entertainment and gaming businesses. Subsequently, augmented reality applications have spanned commercial industries such as education, communications, medicine, and entertainment. In education, content may be accessed by scanning or viewing an image with a mobile device or by using markerless AR techniques.Augmented reality is used to enhance natural environments or situations and offer 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. Information about the environment and its objects is overlaid on the real world. This information can be virtual. Augmented Reality is any experience which is artificial and which adds to the already existing reality. 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. Augmentation techniques are typically performed in real time and in semantic contexts with environmental elements. 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).
Source: Augmented reality (wikipedia.org)
Google Research and Daydream Labs: Seeing eye to eye in mixed reality
Virtual reality lets you experience amazing things—from exploring new worlds, to painting with trails of stars, to defending your fleet to save the world. But, headsets can get in the way. If you're watching someone else use VR, it's hard to tell what's going on and what they’re seeing.
Apparently, it's the next big thing. What is the metaverse?
The metaverse is a concept being talked about as the next big thing by tech companies, marketers, and analysts. It's attracting attention - and money - from some of of tech's biggest names, such as Facebook's Mark Zuckerberg and Epic Games' Tim Sweeney.
Augmented reality goes beyond gimmicks for business
The people at Lynx cannot help but be pleased with the success of their latest deodorant. Their new fragrance has emerged as their second-best-selling variant after just a few months on the market, thanks in large part to an innovative advertising campaign.
Aurasma: Augmented reality future or forgettable fun?
JK Rowling saw all this coming, said the man who had just shown me a newspaper where the photos moved and talked, straight out of Harry Potter. And yes, the application which Autonomy's Mike Lynch had demonstrated to make that happen was magical.
Can technology help us improve upon reality?
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Dual-focus contact lens prototypes ordered by Pentagon
The Pentagon has put in an order for prototype contact lenses that give users a much wider field of vision. The lenses are designed to be paired with compact head-up display (HUD) units - glasses that allow images to be projected onto their lenses.
Gaming takes on augmented reality
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Google Goggles, Mobile Visual Search
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Google patents augmented reality Project Glass design
Search giant Google has patented the design of its augmented-reality glasses, known as Project Glass. Three patents for a "wearable display device" with characteristics of the much-talked about futuristic glasses were submitted last autumn.
Google unveils Project Glass augmented reality eyewear
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Handsets enhance the real world
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Individuality drive and 3D tech make firms go bespoke
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Living life in augmented reality
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MirageTable: Microsoft presents augmented reality device
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Mobile phones get cyborg vision
Zoe Kleinman tries out Acrossair's software that uses a phone's camera to tell you where the nearest London Underground station is. It's a gift that was once the preserve of fictional cyborgs.
Mobiles offer new view of reality
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Online photos can reveal our private data say experts
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Project Glass: Developers' verdicts on Google's headset
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Smart specs unite world and data
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Website recreates London's West End
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Wikitude Augmented Reality: the World's Leading Cross-Platform AR SDK
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Mark Zuckerberg reveals new Quest Pro VR headset
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VR headset prices high as Apple bides its time
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Will the metaverse be your new workplace?
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Metaverse app allows kids into virtual strip clubs
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Meta moves to tackle creepy behaviour in virtual reality
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Zuckerberg's metaverse: Lessons from Second Life
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