Topic
Augmented reality
Technology that overlays digital images on the real world, which Magic Leap pursued through wearable displays.
Stories on Angle
Background
Selected excerpts from Wikipedia. This is general background, not Angle's reporting, and it may have changed since the stories above were published.
Augmented reality (AR), also known as mixed reality (MR), is a form of 3D human–computer interaction that overlays real-time 3D-rendered computer graphics into the real world through a display, such as a handheld device or head-mounted display. 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, compared to virtual reality, which aims to completely replace the user's real-world environment with a simulated one.
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 industries such as education, communications, medicine, and entertainment.
Augmented reality frameworks include ARKit and ARCore. Commercial augmented reality headsets include the Magic Leap 1 and HoloLens. A number of companies have promoted the concept of smartglasses that have augmented reality capability.
Hardware and displays
Augmented reality requires a head-mounted display or a handheld device, which includes a processor, display, sensors, and one or more input devices. Modern mobile computing devices like smartphones and tablet computers contain these elements, which often include a camera and microelectromechanical systems (MEMS) sensors such as an accelerometer, GPS, and solid state compass.
Various technologies can be used to display augmented reality, including optical see-through head mounted displays, monitors, and handheld devices. Two of the display technologies used in augmented reality are diffractive waveguides and reflective waveguides.
AR HMDs place virtual imagery in the user's view using optical see-through or video passthrough and track head motion for stable registration.
Phone and tablet AR uses the rear camera (video passthrough) plus on-device SLAM/VIO for tracking.
Projectors overlay graphics onto real objects/environments without head-worn displays (spatial AR).
Glasses-style near-eye displays aim for lighter, hands-free AR; approaches vary in optics, tracking, and power.
3D tracking
AR systems use 3D tracking to estimate device pose and scene geometry so virtual graphics stay aligned with the real world. Common approaches include visual–inertial odometry and SLAM for markerless tracking, and fiducial markers when known patterns are available; image registration and depth cues (e.g., occlusion, shadows) maintain realism.
AR runtimes provide sensing, tracking, and rendering pipelines; mobile platforms expose SDKs with camera access and spatial tracking. Interchange/geospatial formats such as ARML standardize anchors and content.
Input commonly combines head/gaze with touch, controllers, voice, or hand tracking; audio and haptics can reduce visual load. Human-factors studies report performance benefits but also workload and safety trade-offs depending on task and context.
Key usability factors include stable registration, legible contrast under varied lighting, and low motion-to-photon latency. Visual design often uses depth cues (occlusion, shadows) to support spatial judgment; safety-critical uses emphasize glanceable prompts and minimal interaction.
Comparison with mixed reality/virtual reality
Augmented reality (AR) is largely synonymous with mixed reality (MR). There is also overlap in terminology with extended reality and computer-mediated reality.
In augmented reality, users are not only able to view digital content within their real environment but can also interact with it as if it were a tangible part of the physical world. This is made possible through devices such as Meta Quest 3S and Apple Vision Pro, which utilize multiple cameras and sensors to enable real-time interaction between virtual and physical elements. Mixed reality that incorporates haptics has sometimes been referred to as visuo-haptic mixed reality.
In virtual reality (VR), the users' perception is completely computer-generated, whereas with augmented reality (AR), it is partially generated and partially from the real world. For example, in architecture, VR can be used to create a walk-through simulation of the inside of a new building; and AR can be used to show a building's structures and systems super-imposed on a real-life view. Another example is through the use of utility applications. Some AR applications, such as Augment, enable users to apply digital objects into real environments, allowing businesses to use augmented reality devices as a way to preview their products in the real world. Similarly, it can also be used to demo what products may look like in an environment for customers, as demonstrated by companies such as Mountain Equipment Co-op or Lowe's who use augmented reality to allow customers to preview what their products might look like at home.
Augmented reality (AR) differs from virtual reality (VR) in the sense that in AR, the surrounding environment is real and AR is just adding virtual objects to the real environment. On the other hand, in VR, the surrounding environment is completely virtual and computer generated. A demonstration of how AR layers objects onto the real world can be seen with augmented reality games. …
Uses
Augmented reality has been explored for many uses, including education and business. Some of the earliest cited examples include augmented reality used to support surgery by providing virtual overlays to guide medical practitioners, to AR content for astronomy and welding. Example application areas described below include archaeology, architecture, commerce and education.
AR for education and training can overlay 3D models and step-by-step guidance in real settings (e.g., anatomy, maintenance); systematic reviews report learning benefits alongside design and implementation caveats that vary by context and task.
Augmented reality navigation overlays route guidance or hazard cues onto the real scene, typically via smartphone "live view" or in-vehicle heads-up displays. Research finds AR can improve wayfinding and driver situation awareness, but human-factors trade-offs (distraction, cognitive load, occlusion) matter for safety-critical use.
See also: Head-up display, Automotive navigation system, Wayfinding
In 2018, Apple announced USDZ, a file format based on Universal Scene Description from Pixar, which allows 3D objects to be viewed in AR on iPhones and iPads with iOS 12. Apple has created an AR QuickLook Gallery that allows people to experience augmented reality through their own Apple device.
AR technology is used by furniture retailers such as IKEA, Houzz, and Wayfair. These retailers offer apps that allow consumers to view their products in their home prior to purchasing anything.
In 2017, Ikea announced the Ikea Place app. It contains a catalogue of over 2,000 digital versions of Ikea's products—nearly the company's full collection of sofas, armchairs, coffee tables, and storage units, which one can place anywhere in a room with a phone. The app made it possible to have 3D and true-to-scale models of furniture in the customer's living space. IKEA realized that their customers are not shopping in stores as often or making direct purchases anymore. Shopify's acquisition of Primer, an AR app aims to push small and medium-sized sellers towards interactive AR shopping with easy to use AR integration and user experience for both merchants and consumers. AR helps the retail industry reduce operating costs. …
Apps
Snapchat users have access to augmented reality features. In September 2017, Snapchat announced a feature called "Sky Filters" that will be available on its app. This new feature makes use of augmented reality to alter the look of a picture taken of the sky, much like how users can apply the app's filters to other pictures. Users can choose from sky filters such as starry night, stormy clouds, beautiful sunsets, and rainbow.
Google launched an augmented reality feature for Google Maps on Pixel phones that identifies users' location and places signs and arrows on the device screen to show a user navigation directions.
From the Wikipedia article Augmented reality (revision of ). Wikipedia contributors; selected plain-text excerpts from this revision. Formatting, reference markers and non-prose material removed. Available under Creative Commons Attribution-Share Alike 4.0. Identity from Wikidata (CC0).