7. “AR augments the real world environment
with virtual information improving people’s
senses and skills.”
- Ronald Azuma, A Survey of
Augmented Reality
9. AR is mostly thought of as having to do with Head-mounted Display (HMD),
but three characteristics enable to include other technologies
1. Combines real and virtual objects in a real environment
2. Runs interactively in real time
3. Registered in 3-D (aligns real and virtual objects with each other)
12. 1960’s - Boeing - hands-free flight navigation for pilots
1966 - Prof. Ivan Sutherland - Head Mounted Display (HMD)
1992 - LB Rosenberg - Air Force - Virtual Fixtures
KARMA - Knowledge-based Augmented Reality for Maintenance Assistance
1999 - Nara Institute of Science and Technology – First AR Toolkit
2000 - AR Quake - First AR Video Game
AR Historical Timeline
14. AR Is Everywhere
• Architecture
• Education and Training
• Engineering
• Entertainment (Movies/TV)
• Gaming
• Law Enforcement and Public Safety
• Maintenance and Repair
• Manufacturing
• Marketing
• Medical
• Military
• Print (Books/Magazines)
• Retail
• Robotics
• Social
• Sports
• Tourism
20. TechNavio's analysts forecast the Global Augmented Reality
market to grow at a CAGR of 132.2 percent over the period
2013-2018.
AR Growth
21. AR Growth Driven By Mobile
“Annual revenues generated by mobile AR applications
and services are expected to approach $1.5 billion by
2015, up from less than $2 million in 2010.” – Juniper
Research
28. 1. Technology
• Proprietary Technologies
• User Experience
• Application Barriers
• Graphics Issues
• Hardware Installation Barriers
• Connectivity Barriers
• Mobile - Lack of Browser Standardization
2. Societal
• Safety
• Privacy
• Security
• Negligence
• Need to prove utility/use case - What is the value for the consumer?
3. Business/Industry Concerns
• Legal Issues
• Regulation
• Copyright
• Virtual Air Rights
• Need to prove profitability/ROI
Challenges Ahead For AR