A brief history of Augmented Reality (AR), from Sensoroma to Snapchat Spectacles, we have covered everything that has played a role in the development of Augmented Reality (AR) to where it is today.
The Foundations of AR: The Early Concepts (1901–1950s)
It’s hard to believe but the core concept of augmented reality dates back to the 1901s–1950s. In 1957 a cinematographer named Morton Heilig invented the Sensorama (patented in 1962), a device that could enhance the visual experience by adding sound, vibration, and smell to the user. Sounds familiar? Of course, because that is exactly what modern-day augmented reality devices do, they add a layer to the existing medium and make it interactive.
Morton Heilig also patented the first-ever head-mounted display (HMD) and named it Teleshpere Mask. This device provided stereoscopic 3D images with wide vision and stereo sound. It was limited due to the technological limitations of that time and thus didn’t have motion tracking in the headset, something that was introduced in just a few years.
The Birth of Augmented Reality (AR) Technology: Initial Innovations (1960s–1970s)
In 1968
With the rapid development of computers and related technology, augmented reality took its first baby step. In 1968, Ivan Sutherland an American computer scientist and Internet pioneer widely regarded as a pioneer of computer graphics created head-mounted displays with his students.
It was the first system to use a computer to render graphics.
In 1975
Then in 1975, Myron Krueger created “Videoplace” which allowed users to interact with virtual objects. He wanted to create an artificial reality that surrounded the users, he also wanted to make sure that the user’s movement and actions were not restricted by the goggles or gloves. The Videoplace was the cumulative of several iterations of artificial reality system such as GLOWFLOW, METAPLAY, and PSYCHIC SPACE.
Through Videoplace users in different rooms in the lab were able to interact with one another, this was achieved through the use of various projectors, video cameras, special-purpose hardware, and onscreen silhouettes of the users to place the users within an interactive environment. When interacting with onscreen objects and other users, the users had a sense of presence, even though there was no direct tactile feedback. The Videoplace is now a permanent display at the State Museum of Natural History at the University of Connecticut.
Advancements in AR: The Rise of Computational Power (1980s)
In 1980
In the 1980s, Augmented Reality truly picked up the pace with the advancement in computers and their abilities to perform computation in compact size led to the creation of wearable computers (which were later developed as AR glasses, that we know today).
It is said that Steve Mann, often regarded as the “Father of Wearable Computing”, invented a system that laid the foundation for modern augmented reality (AR) technology, It was a wearable computer equipped with a vision system capable of overlaying text and graphical information onto real-world scenes also known as EyeTap.
An EyeTap is a term given to a wearable computing device that is worn in front of the eye and acts as a camera to record the scene as well as a display to superimpose computer-generated imagery on the original scene.
Click here to read more about Steve Mann’s thoughts on EyeTap
In 1987
In 1987, an innovative prototype for an astronomical telescope-based head-up display (HUD) system was developed by Douglas George and Robert Morris. This introduced key AR concepts by overlaying digital information onto real-world visuals.
The key feature of this system in relevance to augmented reality (AR) is that these overlays align with the actual positions of objects seen through the telescope’s eyepiece, this key concept is still relevant to this day if you want to develop an AR-based application.
From Research Labs to Prototypes: AR in the 1990s
1990: The Birth of the Term “Augmented Reality”
We have come this far in time yet, the term “Augmented Reality” (AR) has yet to be officially coined. In 1990 Thomas P. Caudell, a researcher at Boeing, introduced this while working on a project aimed at improving the manufacturing process in the aerospace industry and in doing so envisioned a system that projects digital instruction onto the physical assembly surfaces. Using Head-mounted displays (HMDs), workers could see computer-generated overlays that guided them in real time.
The term “Augmented Reality” provided a clear identity for the field. It also showcased that AR has potential as a functional tool in the Industry and is not limited to entertainment and gaming. While AR technology was still far from the AR systems that we use today, Caudell’s work laid the groundwork for future innovations.
1992: Augmented Reality Defined
In 1992, Tom Caudell and David Mizell, both researchers at Boeing, defined the concept of AR in a seminal paper. In this paper, they described augmented as a system that superimposes computer-generated images, text, and other data onto the physical world in real-time.
This definition was later overshadowed by the definition of Ronal Azuma in 1997.
1997: Ronald Azuma’s Definitive AR Criteria
In 1997, Ronald Azuma, a researcher provided a clear and universally accepted definition that distinguished augmented reality (AR) from related technology like virtual reality (VR). Azuma provided three criteria to define augmented reality (AR).
1) Combines real and virtual
2) Interactive in real time
3) Registered in 3-D
The Evolution of AR: Entering the Consumer Space (2000s)
In this decade augmented reality (AR) started to transform into a consumer application. From the launch of the world’s first AR game – AR Quake 2000 to revolutionary apps like AR Tennis in 2005. Augmented Reality (AR) began to capture the hearts and minds of users and developers.
2000: AR Quake – The First AR Game
AR Quake was the first augmented reality game, developed as an experiment by researchers, AR Quake adapted the popular first-person shooter (fps) Quake into a real-world environment using AR technology. Players used a head-mounted display (HMD) along with a computer-powered backpack and gyroscope to track their movements and overlay digital graphics onto their surroundings.
2005: AR Tennis – Augmented Reality on Smartphones
The first AR application for smartphones was developed for Nokia phones, this application allowed players to interact with a virtual ball overlaid on their real-world environment using their phone’s camera.
This showcased AR technology as portable and accessible technology, unlike earlier AR systems that required so much equipment.
2008: AR in Commercial – BMW’s Mini Ad
AR made its breakthrough in commercials with an ad campaign launched by a German agency for BMW’s Mini Cooper. This used a magazine as a medium, the ad allowed readers to view a 3D model of Mini Cooper in augmented reality through their computer cameras. Users could interact with the virtual car, rotating and examining it from different angles.
Augmented Realit (AR) Goes Mainstream: The Smartphone Era (2010s)
2013: Google Glass
Google launched Google Glass on April 15, 2013, for a limited time at $1500, yeah a little expensive even today (without adjusting inflation), surrounded by controversy due to concerns related to violation of privacy law, and the product was later discontinued. It had an integrated 5MP camera with a 720p video camera.
But I believe despite its commercial failure it was a great initiative by Google to promote this technology, if they had done better marketing and made the product affordable to the masses they could have competed with Meta and Apple right now, who knows right? let us know your thoughts.
2016:Imapact of Pokémon Go on Augmented Reality
The launch of apps like Pokémon Go in 2016 made augmented reality mainstream as people were able to live their dream of becoming a Pokémon trainer in real life. This game created a global sensation by blending virtual gameplay with real-world locations
2018: Microsoft Unveils HoloLens, an Untethered Holographic Computer
In 2018, Microsoft took a major leap forward in the AR space with the release of the HoloLens 2, an untethered, holographic computing device that offered a fully immersive AR experience. The HoloLens was a significant step beyond traditional AR headsets, as it was a self-contained device, meaning it didn’t require external computers or cables. This made it more practical and versatile, offering greater freedom of movement for users.
Modern AR: Immersive Experiences and Beyond (2020s and Beyond)
With major advancements in hardware, software, and cloud computing, AR evolved into a more sophisticated tool, not just for entertainment, but for real-world applications in nearly every sector, including healthcare, education, entertainment, retail, and manufacturing.
AR glasses began to take center stage, with products like Microsoft HoloLens 2 and Snapchat’s Spectacles. The full Potential of Augmented Reality has yet to be utilized and I believe that AR glass has the potential to become your everyday carry just like smartphones have become due to AR glass’s convenient nature, unlike VR headsets.
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