What is augmented reality? How did it come about?

In simple terms, Augmented Reality (AR) is a technology that overlays digital information, such as images, videos, and sounds, onto the real world. Unlike Virtual Reality (VR), which creates an entirely artificial environment, AR integrates and interacts with the real world in real-time. AR has a history that spans several decades, marked by significant technological advancements and creative innovations. In the next article, we are going to take you through a journey all the way from its early conceptual stages in the 1960s to its widespread application in today's digital landscape.

1968: Ivan Sutherland, an American computer scientist and Internet pioneer, created the first head-mounted display (HMD), nicknamed the "Sword of Damocles." You might be thinking why the name sounds mythical– Well, it's because it was inspired by a Greek myth about Damocles, a courtier who, during a lavish banquet, was seated under a sword suspended by a single hair. Similarly, the head-mounted display was heavy and intimidating, suspended from the ceiling, and thus the name was a humorous nod to its appearance and precarious nature. 

1975:  Myron Krueger developed "Videoplace," an interactive environment allowing users to interact with virtual objects. Videoplace allowed users to interact with digital elements projected onto a screen. Users' movements were captured by video cameras and translated into actions within the virtual environment. Krueger emphasized the importance of the user's experience and interaction over the technological sophistication of the system, which explains why he referred to his creations as artificial reality rather than virtual reality. This user-centric approach continues to be a key consideration in the design of immersive technologies today.

1990: Tom Caudell, a researcher at Boeing, proposes a system that would overlay digital information directly onto the physical workspace.  This system would use a head-mounted display (HMD) to project virtual schematics and instructions onto the real-world view of the workers.

1992: Louis Rosenberg develops the Virtual Fixtures system in the U.S. Air Force's Armstrong Labs. One of the significant innovations of Virtual Fixtures was the integration of haptic feedback. This allowed users to "feel" virtual objects as if they were real, providing physical sensations that matched the visual overlays. Louis Rosenberg's Virtual Fixtures system was so advanced for its time that it seemed like science fiction brought to life. The idea of "feeling" virtual objects and using digital overlays to guide physical tasks was definitely a novel concept that captured the imagination of both the military and the broader technology community.

2000: Hirokazu Kato develops the ARToolkit, an open-source library for creating AR applications. ARToolKit uses visual markers to track the position and orientation of objects in the real world. These markers are simple black-and-white square patterns that the software can easily recognize and track in real-time.

2009: The launch of smartphones with advanced sensors, like the iPhone 3GS, paves the way for mobile AR apps. Layar becomes one of the first mobile AR browsers. The Layar app functioned as an AR browser, similar to how web browsers work for internet content. Users could point their smartphones at physical objects and see digital information overlaid on the screen in real time.

2012: Google announces Google Glass. Google Glass was a groundbreaking step in wearable AR technology, providing a heads-up display and voice-controlled interface.

2016: Niantic releases Pokémon Go, an AR mobile game that becomes a global phenomenon– Players walked over 8.7 billion kilometers in the first year alone while catching virtual Pokémon!  The game uses mobile devices to blend the virtual world of Pokémon with the real world through augmented reality.

2017: Apple announces ARKit for iOS, and Google announces ARCore for Android, making AR development more accessible to developers.

2020: The pandemic accelerates the adoption of AR for remote assistance, virtual try-ons, and interactive learning.

2021: Facebook rebrands to Meta, emphasizing its focus on building the Metaverse, a shared virtual space integrating AR and VR.

2023: Multiple tech companies, including Apple and Meta, make strides in developing advanced AR glasses with improved optics, battery life, and connectivity.