What is Augmented Reality

Augmented Reality (AR) is an umbrella term often used to describe a technology that superimposes computer-generated information on the user’s field of view, in real time. By doing so, this technology allows the possibility of overlaying additional digital information over tangible, real-world objects and locations.

What's the difference between Augmented Reality and Virtual Reality?

Although often confused with Virtual Reality (VR), where a user is submerged, often through a headset or mobile phone, into a computer-generated simulation, AR maintains the user within their environment while digitally enhancing it with information. Understanding the clear distinction between AR and VR is important when differentiating the capabilities of each technology. While VR may replicate a real-world environment through 360° images and videos, AR is tracking information in the physical world. Predominantly this is done through image- or marker-based AR technology which uses a marker or object to embed digital information. Alternatively, location-based AR, uses a device’s GPS to identify locations where superimposed information has been tagged. (Ibáñez & Delgado-Kloos, 2018)

Check out this informative infographic on the difference between AR and VR

AR technology can be further broken down into different categories which are defined by how the technology recognizes when and where to position information. Feel free to tap on each button below for a more in-depth understanding of their distinctions.

Markerless - AR where no prior knowledge of a user’s environment is needed to overlay digital content into a scene and to hold it in a fixed position.

Marker-based - Uses a tangible, real-world marker to attach information

Projection-based - type of AR that projects digital images on physical objects in the physical space.

Superimposition based – AR where the view of an object is either partially or fully replaced with an augmented version of the same object.

It may seem futuristic and far reaching, but AR has been an active part of our lives for a while.

A novel example of AR can be found when watching a sporting event on television. Although the sporting event including the players, the field and the event is real, there may be an element of super-imposed information embedded above the sporting event. This could include trackers that assist us in following a ball or puck, statistics pertaining to a player during a real-time play or the highlighting of difficult to see aspects of the field, game or arena.

Augmented Reality Technology

According to Azuma et al., (2001) and Carmigniani et al., (2010). AR technology is made possible through three technological pillars.

  • Tools that track information about real-world objects of interest;
  • Hardware and software to process information;
  • and devices to show the user the digital information integrated into the real environment

AR content and software creators have successfully managed to take advantage of the explosive sophistication of mobile technology. High resolution screens, fast processors, GPS technology, RFID and QR code readers and crystal sharp cameras have positioned mobile technology as a key component to accessible, ready-to-use AR.

Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47 (IEEE Computer Society).

Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2010). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341–377 (Springer Netherlands).

Ibáñez, M., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109-123. doi:10.1016/j.compedu.2018.05.002

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