Augmented Reality

6 more facts you about Augmented Reality you need to know 

The commercialisation turned out to be an advantage in the long run, though. Many companies started competing to create the best quality VR, experimenting with different approaches. Hence, the pace became faster.

Okay, where were we? 

In the last blog I shared with you 6 facts about Augmented Reality that you didn’t know about (possibly). If you haven’t read it, I suggest you do, before reading any further (unless, of course, you want to complicate the timeline of these events like Sony did with X-men).  

Before we get into the timeline of facts here, let me tell you some quick facts just for FYI! ( Bonus facts, if you may).

(And yes, there's a little something for you at the end of the blog.)

Commercialising the Technology

Back in 1989, A guy named Jaron Lanier started this company called VPL Research which opened the possibility of commercialising Virtual Reality and everything suddenly turns from research work into money-making business.

They sold equipments and accessories that were required for experiencing Augmented Reality of that era like The Data Glove, which was an input device for the computers (worn on hands, of course).  

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The commercialisation turned out to be an advantage in the long run, though. Many companies started competing to create the best quality VR, experimenting with different approaches. Hence, the pace became faster.


Naming it

The term 'Augmented Reality' was first used by Thomas P. Caudell, a boeing researcher.


The Terminator

The ordinary people had a glimpse of the possibilities of this technology through movies like The Terminator (the red vision you see with data input on the screen? it looks pretty cool even today!).

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They were not aware of the developments (at least not all of them) but they hoped that they would soon see it in real life.

Now that you know everything you needed to know, here’s 6 more facts you didn’t know about Augmented Reality:


Virtual Fixture: Data overlay on screen

In 1992, Louis Rosenberg developed a Virtual Fixture, an Augmented Reality system called Overlay that could place different layers of artificial data on a screen. It improved the performance of a human by augmenting his view, adding data to the screen in real time.

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It was developed for the US Air Force for augmenting the sky and the pilot’s view for combat (simply put, to make it easier to kill the Bills in sky.)


First Augmented Reality Theater Production

In 1994, Julie Martin created first Augmented Reality Theater production, “Dancing In Cyberspace”, funded by the Australia Council for the Arts.

It featured dancers and acrobats who would manipulate body–sized virtual objects in real time, projected into the same physical space and performance plane.

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This would have been a treat for the eyes because, apparently, the performers seemed completely immersed in their virtual environments. I can imagine the genuine wonder the audience would have gone through (I do have occasional fan moments with the AR/VR tech we have today!)



Vision based Augmented Reality

In 1995 S. Ravela with his team at University of Massachusetts introduced a vision-based system using monocular cameras (basically telescopes) to track objects across views for augmented reality (this is the same as using your smartphone’s camera to view virtual objects on your mobile display).

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Note how the technology is moving in different directions and how all this will eventually merge to become the Augmented Reality we know today!



Spatial Augmented Reality

In 1998, something pretty cool was introduced at University of North Carolina at Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs. This was Spatial Augmented Reality, that projected virtual elements on a physical surface using projectors, completely abandoning the screens from the picture.

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It was a breakthrough technology that would spread across many fields. Slowly the need for systems that could be projected in our surroundings became a necessity and many works started to improve this technology more.

 

Start of Wearable Equipments

1999 saw US Naval Research Laboratory engaging in a decade-long research program called the Battlefield Augmented Reality System (BARS) that tested early wearable technology to dismount soldiers of the load of equipments they carried.

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This started the wearable revolution that would take the world by storm. Devices in the near future were the result of these initial wearables (like smartwatches and all others that are in use today!)


ARToolKit

In 1999 Hirokazu Kato created the first open source Augmented Reality creation platform ARToolKit at HITLab, where AR later was further developed by other HITLab scientists, demonstrating it at SIGGRAPH. 

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This enabled the developers around the globe to create AR environments themselves. This huge step in the AR led to a lot of developers experiencing their way into the Augmented Reality space, coming up with unexpected breakthroughs and further development of the technology.


Here ended the era of Augmented Reality run by just researchers and started the era of individual programmers around the globe.

If you want to know how Augmented Reality can help with your next marketing campaign, you can download our FREE manual by clicking the link below

Free PDF

Next post will enlighten you about the most advanced and the latest tech in Augmented Reality that starts from 2000s to present day.


Don’t miss that one.   

                                                                                    

 

About WOWSOME

WOWSOME solves marketers’ problems using mixed reality. Our obsessive Research in computer vision, integrated with marketing and advertising best practises, created the most useful suite of products in the segment.

Our solutions merge marketing & edutainment, real and digital, founding a mixed  reality that delights as much as it advances us towards an evolved lifestyle.


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