Nowadays, we use augmented reality in all areas of life. From mobile games to theme park rides and live sports game software, you’ll likely encounter AR on a daily basis and not even realize it.
If you want to learn more about augmented reality and how it has developed over the years, then check out the guide below. We’ve looked at AR’s history and explored what its future holds.
A Basic History of Augmented Reality
The idea of AR has been around since 1901 when L. Frank Baum, an American author, first mentioned the idea of superimposing computer data in real life. In the late 1950s, Morton Heilig created a machine called ‘Sensorama,’ which included vibrations, visuals, and smell for an enhanced sensory experience.
The first actual augmented reality machine was created in 1968 by Ivan Sutherland. The American scientist created a mounted display called the ‘Sword of Damocles’, which used computer graphics to provide people with a virtual experience of the world. However, since this machine was mounted and not portable, it was not available for consumer use.
In 1974, Myron Kruger built ‘Videoplace’ at the University of Connecticut, bringing AR to a wider public audience. This interactive art piece consisted of silhouettes on screens which surrounded viewers.
After 1990, AR began being used in many industries, including sports and arts. In 1994 AR was used for the first time in a theatre production called Dancing in Cyberspace. The NFL started using AR in 1998 by installing the yellow yard marker, putting the virtual yellow line over the screen.
Nowadays, AR is used in almost every sporting event, including football and tennis, to help keep games fairer. According to Casinocrawlers, AR in sports also makes it easier for people to make more informed sports bets since all the relevant data and stats pop up in one convenient AR interface for them to see.
Augmented Reality after 2000
The early noughties marked the start of rapid development in the AR world. Hirokazu Kato developed ARToolKit, which helps software developers create AR programs. In 2009, this program was made available in Adobe Flash, making it more accessible via web browsers.
In 2003, Sony released the EyeToy color webcam for PlayStation 2, and in 2006, Outland Research developed an AR media player that allowed users to experience the real world with synchronized music playing.
Personal AR headsets were also released in the late 2000s for consumer use. The Microsoft Windows Holographic and HoloLens headset was released in 2015, allowing people to experience holograms in real-life situations. In 2017, Magic Leap released the Magic Leap One headset, which overlays 3D images on actual objects.
AR and Games
In 2016, one of the most famous AR games was released, Pokemon Go, which allows people to catch Pokemon in real-life locations. The game became a global phenomenon and remains one of the most impactful pieces of AR games to this day. After the release of this game, many more AR games appeared on the market, including The Walking Dead: Our World and Zombies, Run!
What Does the Future of Augmented Reality Look Like?
Technology is ever-evolving, which means that the AR market is likely to change over time. We expect to see developments in all industries that use AR, and the metaverse is likely to bring about massive changes in how we live our daily lives using AR.
The use of AR is also likely to increase in the iGaming industry to give players a more lifelike and stimulating gaming experience online. We expect that smartphone games will follow the growth of AR and continue to provide players with more immersive and enhanced gaming experiences.
It is also expected that the medical field will see massive growth in the use of AR. Overall, AR is here to stay and will undoubtedly play a significant role in the changing world as we rely more on technology.