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A Brief look back to Augmented Reality

Updated: Mar 14, 2022

Here is a simple timeline summering the blog posted below.









Augmented reality in the 60s & 70s

1968: Ivan Sutherland, a Harvard professor and computer scientist, created the first head-mounted display called ‘The Sword of Damocles’.


The user experienced computer-generated graphics that enhanced their sensory perception of the world.



1974: Myron Kruger, a computer researcher and artist, built a laboratory at the University of Connecticut called ‘Video place’ that was entirely dedicated to artificial reality.


Within these walls, projection and camera technology was used to emit onscreen silhouettes which surrounded users for an interactive experience.


Augmented reality in the 80s & 90s


1990: Tom Caudell, a Boeing researcher, coined the term ‘augmented reality'.


1992: Louis Rosenburg, a researcher in the USAF Armstrong's Research Lab, created ‘Virtual Fixtures’, which was one of the first fully functional augmented reality systems.

The system allowed military personnel to virtually control and guide machinery to perform tasks like training their US Air Force pilots on safer flying practices.



The show featured acrobats dancing alongside projected virtual objects on the physical stage.


1998: Sportsvision broadcasts the first live NFL game with the virtual 1st & Ten graphic system – aka the yellow yard marker. The technology displays a yellow line overlayed on top of the feed so that views can quickly see where the team just advance to get the first down.

This system is still used today, although admittedly more advanced than it was in the late ‘90s. Viewers have become accustomed to the yellow line marker and other additional graphics – most don’t even know that this is a form of AR technology.



1999: NASA created a hybrid synthetic vision system of their X-38 spacecraft. The system leveraged AR technology to assist in providing better navigation during their test flights.

The augmented reality component displayed map data right on the pilot’s screen.


Augmented reality in the 2000s & today

2000: Hirokazu Kato developed an open-source software library called the ARToolKit. This package helps other developers build augmented reality software programs. The library uses video tracking to overlay virtual graphics on top of the real world.


2003: Sportvision enhanced the 1st & Ten graphics to include the feature on the new Skycam system – providing viewers with an aerial shot of the field with graphics overlaid on top of it.


2009: Esquire Magazine used augmented reality in print media for the first time in an attempt to make the pages come alive.

When readers scanned the cover, the augmented reality equipped magazine featured Robert Downey Jr. speaking to readers.


2013: Volkswagen debuted the MARTA app (Mobile Augmented Reality Technical Assistance) which primarily gave technicians step-by-step repair instructions within the service manual.

This adaptation of AR technology was groundbreaking, as it could and would be applied to many different industries to align and streamline processes.


2014: Google unveiled its Google Glass devices, a pair of augmented reality glasses that users could wear for immersive experiences.

Users wore the AR tech and communicated with the Internet via natural language processing commands. With this device, users could access a variety of applications like Google Maps, Google+, Gmail, and more.


2016: Microsoft starts shipping its version of wearable AR technology called the HoloLens, which is more advanced than the Google Glass, but came with a hefty price tag. It’s definitely not an everyday type of accessory.

The headset runs on Windows 10 and is essentially a wearable computer. It also allows users to scan their surroundings and create their own AR experiences.


2017: IKEA released its augmented reality app called IKEA Place that changed the retail industry forever.

The app allows customers to virtually preview their home decor options before actually making a purchase.


The future of augmented reality

As we become increasingly dependent on our mobile devices, the adoption of augmented reality technology will begin to rise. AR software advances will be the way forward as the overwhelming majority of consumers have a smartphone and already take it everywhere with them, making it a convenient medium to bring AR to nearly every consumer.


The truth is, augmented reality is already used by everyday consumers – they just don’t know it. AR still seems to be misconstrued as too ‘high tech’ for your average Joe. But, the Snapchat dog filter and others are powered by AR. The biggest shift in augmented reality will have to be how it's delivered to change the perception.


This is what our future looks like.



Additionally, augmented reality hardware is still behind the times. That being said, there is a big opportunity for the development of a practical augmented reality headset. Wearable tech is slowly becoming the norm and, as this trend continues, people might be more receptive to AR hardware.

The adoption of AR tech has to start with the software applications to meet the consumer where they currently are.



Originally produced by Bridget Poetker and reworked by Matt Williams



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