The History of Augmented Reality You Should Know
6 min readThe History of Augmented Reality
The history of augmented reality (AR) spans over a century. Although the term “augmented reality” was introduced in the 1990s, its roots can be traced back to the late 1960s.
Today, AR is increasingly becoming a familiar concept, though it still trails behind its sibling technology, virtual reality (VR). The market for AR has expanded dramatically, growing from $14.84 billion in 2020 to an expected $454.73 billion by 2030. But how did it all begin?
In this article, we will explore the history of augmented reality, illustrating its journey from a science-fiction idea to a distinct and immersive virtual experience.
AR In The 1900s -70s
The history of augmented reality has deep historical roots, beginning in 1901 when author L. Frank Baum first introduced the idea of electronic spectacles that could overlay data onto real life, referring to them as “character markers.”
Fast forward to the years 1957–62, when cinematographer Morton Heilig developed and patented the Sensorama, a simulator that combined visuals, sound, vibration, and even smell to create an immersive experience.
In 1968, Ivan Sutherland made a groundbreaking contribution by creating the first head-mounted display capable of rendering graphics via computer.
This innovation paved the way for further developments in AR technology. By 1975, Myron Krueger had developed Videoplace, a system that allowed users to interact with virtual objects, enhancing the immersive experience.
AR In The 1980s
The 1980s marked another milestone in the history of Augmented Reality as we witnessed significant advancements in AR applications.
Gavan Lintern from the University of Illinois published research demonstrating the effectiveness of heads-up displays for teaching real-world flight skills.
In the same year, Steve Mann introduced the first wearable computer, which featured a computer vision system that overlaid text and graphics onto a photographically mediated scene.
In 1986, Ron Feigenblatt of IBM described a prevalent form of AR today, often referred to as the “magic window,” which utilized a small, smart flat-panel display that could be manually positioned and oriented.
The following year, in 1987, Douglas George and Robert Morris created a prototype of an astronomical telescope-based heads-up display system.
This innovative design superimposed multi-intensity star and celestial body images over actual sky images, serving as a precursor to modern augmented reality systems.
History of Augmented Reality (AR) In The 1990s
The concept of augmented reality (AR) was first coined in 1990 by Thomas P. Caudell, a former researcher at Boeing.
By 1992, Louis Rosenberg developed one of the earliest functioning AR systems, known as Virtual Fixtures, at the United States Air Force Research Laboratory—Armstrong.
This system demonstrated significant benefits to human perception. In the same year, Steven Feiner, Blair MacIntyre, and Doree Seligmann presented a prototype AR system called KARMA at the Graphics Interface conference.
The advancements continued in 1993 with the development of the CMOS active-pixel sensor at NASA’s Jet Propulsion Laboratory, which later became widely used for optical tracking in AR applications.
That year also saw Mike Abernathy and colleagues report the first use of AR for identifying space debris, utilizing Rockwell WorldView to overlay satellite trajectories on live telescope video.
A widely cited version of their findings was published in the Communications of the ACM, focusing on computer-augmented environments.
Additionally, in 1993, Loral WDL, with support from STRICOM, conducted the first demonstration that combined live AR-equipped vehicles with manned simulators.
In 1994, Julie Martin created the first augmented reality theater production, “Dancing in Cyberspace,” funded by the Australia Council for the Arts.
This innovative performance featured dancers and acrobats interacting with body-sized virtual objects in real time, projected into the same physical space.
AR In 1996-1999
By 1996, General Electric had developed a system for projecting information from 3D CAD models onto real-world instances of those models.
The introduction of spatial augmented reality occurred in 1998 at the University of North Carolina at Chapel Hill, led by Ramesh Raskar and Henry Fuchs.
In 1999, Frank Delgado and Mike Abernathy reported a successful flight test of the LandForm software, which overlaid video maps from a helicopter at the Army Yuma Proving Ground.
This year also marked the beginning of a decade-long research program by the US Naval Research Laboratory called the Battlefield Augmented Reality System (BARS), aimed at prototyping early wearable systems for soldiers in urban environments.
Furthermore, the NASA X-38 utilized LandForm software video map overlays during flights at the Dryden Flight Research Center.
History of Augmented Reality (AR) In The 2010s
The evolution of augmented reality (AR) technology has seen significant milestones over the years. In 2000, the Rockwell International Science Center showcased tetherless wearable AR systems capable of receiving analog video and 3D audio via radio-frequency wireless channels.
These systems featured outdoor navigation capabilities, overlaying digital horizon silhouettes from a terrain database onto live outdoor scenes, enabling users to visualize terrain obscured by clouds and fog.
By 2004, Trimble Navigation and the Human Interface Technology Laboratory (HIT Lab) demonstrated an outdoor helmet-mounted AR system.
Two years later, in 2006, Outland Research developed an AR media player that synchronized virtual content with music playback, creating an immersive entertainment experience.
The launch of the Wikitude AR Travel Guide on October 20, 2008, marked a significant step in mobile AR, debuting on the G1 Android phone.
In 2009, Saqoosha ported ARToolkit to Adobe Flash, known as FLARToolkit, which brought AR capabilities to web browsers.
In 2012, the interactive AR gaming platform Lyteshot was introduced, utilizing smart glasses for game data.
AR In 2015-2019
The following year, 2015, Microsoft announced the HoloLens, an AR headset that integrated various sensors and a processing unit to project virtual imagery onto the real world.
That same year, Snap, Inc. released “Lenses,” AR filters for the Snapchat app.
The release of Pokémon Go by Niantic in July 2016 propelled AR into the mainstream, quickly becoming one of the most popular smartphone applications and significantly boosting the popularity of AR games.
In 2018, Magic Leap launched the Magic Leap One headset, while Leap Motion introduced the Project North Star AR headset, later releasing it under an open-source license.
In 2019, Microsoft unveiled HoloLens 2, featuring notable enhancements in field of view and ergonomics.
History of Augmented Reality (AR) In The 2020s
Around 2021, Svarmony emerged as one of Europe’s leading technology providers, focusing on unique, boundless spatial experiences.
They specialized in developing AR-based navigation systems and innovative, scalable XR solutions aimed at bringing spatial technology to the forefront. Each new development in this era highlighted AR’s transformative potential.
In 2022, Magic Leap introduced the Magic Leap 2 headset, marking a significant advancement in augmented reality technology.
During this time, various AR technologies, such as Spark AR, AR navigation, smart mirrors, and virtual try-ons, gained popularity.
These innovations not only enhanced social media interactions but also revolutionized the shopping experience by allowing consumers to preview products digitally.
From improving user experiences in gaming to providing practical applications in navigation, education, and retail, AR demonstrated remarkable versatility.
What was once a speculative idea has now become a tangible and essential part of the digital landscape, paving the way for a future where the integration of virtual and physical realities is seamless and widespread.
Final Note
The history of Augmented Reality is indeed significant, from its conception to its reality. This technology has transformed from a distant dream into a tangible reality in just over a century.
As technology continues to blur the lines between the real and virtual worlds, the future looks bright for increasingly immersive AR experiences.
While many AR applications are currently in use or development, widespread adoption will depend on UX designers finding ways to seamlessly integrate AR into everyday life to enhance productivity, efficiency, and overall experiences.
As innovation propels the evolution of AR technology, we find ourselves on the cusp of a world where physical and digital realms merge in ways that were once merely imagined.
The potential for AR is immense, but the pressing question remains: how will this potential be realized?
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