When did augmented reality start

Augmented reality (AR) is a technology that enhances real-world environments with digital elements, such as graphics, sounds, and interactive experiences. AR has been around for over 50 years, but it wasn’t until the advent of smartphones and mobile devices that it became mainstream.

The Early Days of AR

AR can be traced back to the 1960s when Ivan Sutherland, a computer scientist at MIT, created a program called “Skywriter” that allowed users to draw on the screen using a pen-like device. Skywriter was a precursor to AR, as it enabled users to interact with digital elements in a real-world environment.

In the 1970s, computer scientists like Tomohiro Nishikado and David Eagleman developed early AR systems that overlaid digital information onto the real world. These systems used a combination of cameras, sensors, and algorithms to track the user’s position and orientation in space, allowing them to interact with digital objects in a more immersive way.

One example of an early AR system was Nishikado’s “Human Computer Interface” which was developed in 1972. This system used a head-mounted display (HMD) to overlay digital information onto the real world, allowing users to interact with virtual objects in a more immersive way.

The Rise of Mobile AR

In the early 2000s, as smartphones became more popular, mobile AR began to gain traction. One of the earliest examples of mobile AR was “Pokemon Go,” which was released in 2016 by Nintendo and Google. Pokemon Go used the camera on a user’s smartphone to overlay digital creatures onto the real world, allowing users to catch and train them in their surroundings.

Since then, mobile AR has become increasingly popular, with companies like Snapchat and Ikea using the technology to create interactive experiences for their users. Mobile AR has also been used in education and training applications, such as medical surgery and military simulations.

AR in Other Industries

AR is not just limited to mobile devices. It is being used in a variety of industries to enhance real-world experiences. For example, architects and interior designers use AR to visualize and test different design options before making final decisions. This allows them to save time and resources by making more informed decisions about the look and feel of their projects.

AR in Other Industries

AR is also being used in manufacturing and production processes. Workers can use AR to access real-time information about a product or process, allowing them to make more informed decisions and reduce errors. For example, a car manufacturer may use AR to display instructions for assembling a part, reducing the time and resources required for training workers.

Another area where AR is likely to have a significant impact is in healthcare. AR can be used to enhance surgical procedures by providing real-time information to surgeons and reducing the risk of errors. It can also be used to assist in patient care by overlaying digital information onto the patient’s body, allowing doctors to monitor vital signs and diagnose conditions more accurately.

AR is also being used in transportation

AR can be used to enhance the driving experience by providing real-time information about traffic patterns, road hazards, and other important safety features. It can also be used to improve public transportation systems by providing real-time information about arrival times and route changes.

The Future of AR

AR is still a relatively new technology, but it has already shown great potential for enhancing real-world experiences. As the technology continues to evolve, we can expect to see even more innovative applications in various industries.

One area where AR is likely to have a significant impact is in education. AR can be used to create interactive learning experiences that engage students and enhance their understanding of complex concepts. For example, an AR app could be used to teach physics by allowing students to visualize the motion of objects in 3D space.

AR is also likely to have a significant impact on entertainment.