ii. Most HMD/Most Recent Android Devices
Moreover, Bach et al. [ 118 ] introduce an AR canvas for information visualization which is quite different from the traditional AR canvas. Therefore, dimensions and essential aspects for developing the visualization design for AR-canvas while enlisting the several limitations within the process. Zeng et al. [ 119 ] discuss the design and the implementation of FunPianoAR for creating a better AR piano learning experience. However, a number of discrepancies occurred with this system, and the initiation of a hybrid system is a more viable option. Rewkowski et al. [ 120 ] introduce a prototype system of AR to visualize the laparoscopic training task. This system is capable of tracking small objects and requires surgery training by using widely compatible and inexpensive borescopes.
Hybrid tracking systems were used to improve the following aspects of the tracking systems:
Gorovyi et al. [ 108 ] detail the basic principles that make up an AR by proposing a hybrid visual tracking algorithm. The direct tracking techniques are incorporated with the optical flow technique to achieve precise and stable results. The results suggested that they both can be incorporated to make a hybrid system, and ensured its success in devices having limited hardware capabilities. Previously, magnetic tracking [ 109 ] or inertial trackers [ 110 ] were used in the tracking applications while using the vision-based tracking system. Isham et al. [ 111 ] use a game controller and hybrid tracking to identify and resolve the ultrasound image position in a 3D AR environment. This hybrid system was beneficial because of the following reasons:
In addition, Mao et al. [ 122 ] propose a new tracking system with a number of unique features. First, it accurately translates the relative distance into the absolute distance by locating the reference points at the new positions. Secondly, it embraces the separate receiver and sender. Thirdly, resolves the discrepancy in the sampling frequency between the sender and receiver. Finally, the frequency shift due to movement is highly considered in this system. Moreover, the combination of the IMU sensor and Doppler shift with the distributed frequency modulated continuous waveform (FMCW) helps in the continuous tracking of mobile due to multiple time interval developments. The evaluation of the system suggested that it can be applied to the existing hardware and has an accuracy to the millimeter level.
The GPS tracking system alone only provides the positional information and has low accuracy. So, GPS tracking systems are usually combined with vision-based tracking or inertial sensors. The intervention would help gain the full pose estimation of 6DoF [ 123 ]. Moreover, backup tracking systems have been developed as an alternative when the GPS fails [ 98 , 124 ]. The optical tracking systems [ 100 ] or the ultrasonic rangefinders [ 101 ] can be coupled with the inertial trackers for enhancing efficiency. As the differential measurement approach causes the problem of drift, these hybrid systems help resolve them. Furthermore, the use of gravity as a reference to the inertial sensor made them static and bound. The introduction of the hybrid system would make them operate in a simulator, vehicle, or in any other moving platform [ 125 ]. The introduction of accelerators, cameras, gyroscopes [ 126 ], global positioning systems [ 127 ], and wireless networking [ 128 ] in mobile phones such as tablets and smartphones also gives an opportunity for hybrid tracking. Furthermore, these devices have the capability of determining outdoor as well as indoor accurate poses [ 129 ].
Fiducial Tracking: Artificial landmarks for aiding the tracking and registration that are added to the environment are known as fiducial. The complexity of fiducial tracking varies significantly depending upon the technology and the application used. Pieces of paper or small colored LEDs were used typically in the early systems, which had the ability to be detected using color matching and could be added to the environment [ 130 ]. If the position of fiducials is well-known and they are detected enough in the scene then the pose of the camera can be determined. The positioning of one fiducial on the basis of a well-known previous position and the introduction of additional fiducials gives an additional benefit that workplaces could dynamically extend [ 131 ]. A QR code-based fudicial/marker is also proposed by some researchers for marker-/tag-based tracking [ 115 ]. With the progression of work on the concept and complexity of the fiducials, additional features such as multi-rings were introduced for the detection of fiducials at much larger distances [ 116 ]. A minimum of four points of a known position is needed for determining for calculating the pose of the viewer [ 117 ]. In order to make sure that the four points are visible, the use of these simpler fiducials demanded more care and effort for placing them in the environment. Examples of such fiducials are ARToolkit and its successors, whose registration techniques are mostly planar fiducial. In the upcoming section, AR display technologies are discussed to fulfill all the conditions of Azuma’s definition.
This section provides comprehensive details on tracking technologies that are broadly classified into markerless and marker-based approaches. Both types have many subtypes whose details, applications, pros, and cons are provided in a detailed fashion. The different categories of tracking technologies are presented in Figure 4 , while the summary of tracking technologies is provided in Figure 7 . Among the different tracking technologies, hybrid tracking technologies are the most adaptive. This study combined SLAM and inertial tracking technologies as part of the framework presented in the paper.
Steps for combining real and virtual content.
For the combination of a real and the virtual world in such a way that they both look superimposed on each other, as in Azuma’s definition, some technology is necessarily required to display them.
Methods or procedures required for the merging of the virtual content in the physical world include camera calibration, tracking, registration, and composition as depicted in Figure 7 .
It is a procedure or an optical model in which the eye display geometry or parameters define the user’s view. Or, in other words, it is a technique of complementing the dimensions and parameters of the physical and the virtual camera.
In AR, calibration can be used in two ways, one is camera calibration, and another is optical calibration. The camera calibration technique is used in video see-through (VST) displays. However, optical calibration is used in optical see-through (OST) displays. OST calibration can be further divided into three umbrellas of techniques. Initially, manual calibration techniques were used in OST. Secondly, semi-automatic calibration techniques were used, and thirdly, we have now automatic calibration techniques. Manual calibration requires a human operator to perform the calibration tasks. Semi-automatic calibration, such as simple SPAAM and display relative calibration (DRC), partially collect some parameters automatically, which usually needed to be done manually in earlier times by the user. Thirdly, the automatic OST calibration was proposed by Itoh et al. in 2014 with the model of interaction-free display calibration technique (INDICA) [ 132 ]. In video see through (VST), computer vision techniques such as cameras are used for the registration of real environments. However, in optical see through (OST), VST calibration techniques cannot be used as it is more complex because cameras are replaced by human eyes. Various calibration techniques were developed for OST. The author evaluates the registration accuracy of the automatic OST head-mounted display (HMD) calibration technique called recycled INDICA presented by Itoh and Klinker. In addition, two more calibration techniques called the single-point active alignment method (SPAAM) and degraded SPAAM were also evaluated. Multiple users were asked to perform two separate tasks to check the registration and the calibration accuracy of all three techniques can be thoroughly studied. Results show that the registration method of the recycled INDICA technique is more accurate in the vertical direction and showed the distance of virtual objects accurately. However, in the horizontal direction, the distance of virtual objects seemed closer than intended [ 133 ]. Furthermore, the results show that recycled INDICA is more accurate than any other common technique. In addition, this technique is also more accurate than the SPAAM technique. Although, different calibration techniques are used for OST and VST displays, as discussed in [ 133 ], they do not provide all the depth cues, which leads to interaction problems. Moreover, different HMDs have different tracking systems. Due to this, they are all calibrated with an external independent measuring system. In this regard, Ballestin et al. propose a registration framework for developing AR environments where all the real objects, including users, and virtual objects are registered in a common frame. The author also discusses the performance of both displays during interaction tasks. Different simple and complex tasks such as 3D blind reaching are performed using OST and VST HMDs to test their registration process and interaction of the users with both virtual and real environments. It helps to compare the two technologies. The results show that these technologies have issues, however, they can be used to perform different tasks [ 134 ].
Furthermore, these geometric calibrations lead to perceptual errors while converting from 3D to 2D [ 135 ]. To counter this problem, parallax-free video see-through HMDs were proposed; however, they were very difficult to create. In this regard, Cattari et al. in 2019 proposes a non-stereoscopic video see-through HMD for a close-up view. It mitigates perceptual errors by mitigating geometric calibration. Moreover, the authors also identify the problems of non-stereoscopic VST HMD. The aim is to propose a system that provides a view consistent with the real world [ 136 , 137 ]. Moreover, State et al. [ 138 ] focus on a VST HMD system that generates zero eye camera offset. While Bottechia et al. [ 139 ] present an orthoscope monocular VST HMD prototype.
Some sort of technology is required to track the position and orientation of the object of interest which could either be a physical object or captured by a camera with reference to the coordinate plan (3D or 2D) of a tracking system. Several technologies ranging from computer vision techniques to 6DoF sensors are used for tracking the physical scenes.
Registration is defined as a process in which the coordinate frame used for manifesting the virtual content is complemented by the coordinate frame of the real-world scene. This would help in the accurate alignment of the virtual content and the physical scene.
Now, the accuracy of two important steps, i.e., the accurate calibration of the virtual camera and the correct registration of the virtual content relative to the physical world, signifies the right correspondence between the physical environment and the virtual scene which is generated on the basis of tracking updates. This process then leads to the composition of the virtual scene’s image and can be done in two ways: Optically (or physically) or digitally. The physical or digital composition depends upon the configuration and dimensions of the system used in the augmented reality system.
The combination of virtual content in the real environment divides the AR displays into four major types, as depicted in Figure 8 . All have the same job to show the merged image of real and virtual content to the user’s eye. The authors have categorized the latest technologies of optical display after the advancements in holographic optical elements HOEs. There are other categories of AR display that arealso used, such as video-based, eye multiplexed, and projection onto a physical surface.
Types of augmented reality display technologies.
These kinds of displays use the optical system to merge the real scenes and virtual scene images. Examples of AR displays are head-up display HUD systems of advanced cars and cockpits of airplanes. These systems consist of the following components: beam splitters, which can be of two forms, combined prisms or half mirrors. Most beam splitters reflect the image from the video display. This reflected image is then integrated with a real-world view that can be visualized from the splitter. For half mirrors as a beam splitter, the working way is somewhat different: the real-world view is reflected on the mirror rather than the image of the video display. At the same time, the video display can also be viewed from the mirror. The transport projection system is semi-transparent optical technology used in optical display systems. Their semi-transparent property allows the viewer to witness the view at the back of the screen. Additionally, this system uses diffused light to manifest the exhibited image. Examples of semi-display optical systems are transparent projection film, transparent LCDs, etc. Optical combiners are used for the combination of virtual and real scene images. Optical see-through basically has two sub-categories, one is a free-space combiner and the other is a wave-guide combiner [ 140 ]. Additionally, now the advancement of technology has enabled technicians to make self-transparent displays. This self-transparent feature help in the miniaturization and simplification of the size and structure of the optical see-through displays.
Papers related to free space combiners are discussed here. Pulli et al. [ 11 ] introduce a second-generation immersive optical see-through AR system known as meta 2. It is based on an optical engine that uses the free-form visor to make a more immersive experience. Another traditional geometric display is ultra-fast high-resolution piezo linear actuators combined with Alvarez’s lens to make a new varifocal optical see-through HMD. It uses a beamsplitter which acts as an optical combiner to merge the light paths of the real and virtual worlds [ 12 ]. Another type of free-space combiner is Maxwellian-type [ 112 , 113 , 114 , 141 ]. In [ 142 ], the author employs the random structure as a spatial light modulator for developing a light-field near-eye display based on random pinholes. The latest work in [ 143 , 144 ] introduces an Ini-based light field display using the multi-focal micro-lens to propose the extended depth of the field. To enhance the eyebox view there is another technique called puppil duplication steering [ 145 , 146 , 147 , 148 , 149 , 150 ]. In this regard, refs. [ 102 , 151 ] present the eyebox-expansion method for the holographic near-eye display and pupil-shifting holographic optical element (PSHOE) for the implementation. Additionally, the design architecture is discussed and the incorporation of the holographic optical element within the holographic display system is discussed. There is another recent technique similar to the Maxwellian view called pin-light systems. It increases the Maxwellian view with larger DoFs [ 103 , 104 ].
The waveguide combiner basically traps light into TIR as opposed to free-space, which lets the light propagate without restriction [ 104 , 105 , 106 ]. The waveguide combiner has two types, one is diffractive waveguides and another is achromatic waveguides [ 107 , 152 , 153 , 154 , 155 ].
These displays execute the digital processes as their working principle [ 156 ]. To rephrase, the merging of the physical world video and the virtual images, in video display systems, is carried out by digital processing. The working of the video-based system depends upon the video camera system by which it fabricates the real-world video into digital. The rationale behind this system is that the composition of the physical world’s video or scenario with the virtual content could be manifested digitally through the operation of a digital image processing technique [ 157 ]. Mostly, whenever the user has to watch the display, they have to look in the direction of the video display, and the camera is usually attached at the back of this display. So, the camera faces the physical world scene. These are known as “video see-through displays" because in them the real world is fabricated through the digitization (i.e., designing the digital illusion) of these video displays. Sometimes the design of the camera is done in such a way that it may show an upside-down image of an object, create the illusion of a virtual mirror, or site the image at a distant place.
Real models [ 158 ] and walls [ 159 ] could be example of projection-based AR displays. All the other kinds of displays use the display image plan for the combination of the real and the virtual image. However, this display directly overlays the virtual scene image over the physical object. They work in the following manner:
Mostly, these displays have a projector attached to the wall or a ceiling. This intervention has an advantage as well as a disadvantage. The advantage is that this does not demand the user to wear something. The disadvantage is that it is static and restricts the display to only one location of projection. For resolving this problem and making the projectors mobile, a small-sized projector has been made that could be easily carried from one place to another [ 161 ]. More recently, with the advancement of technology, miniaturized projectors have also been developed. These could be held in the hand [ 162 ] or worn on the chest [ 163 ] or head [ 164 ].
In eye-multiplexed AR displays, the users are allowed to combine the views of the virtual and real scenes mentally in their minds [ 72 ]. Rephrased, these displays do not combine the image digitally; therefore, it requires less computational power [ 72 ]. The process is as follows. First, the virtual image gets registered to the physical environment. Second, the user will get to see the same rendered image as the physical scene because the virtual image is registered to the physical environment. The user has to mentally configure the images in their mind to combine the virtual and real scene images because the display does not composite the rendered and the physical image. For two reasons, the display should be kept near the viewer’s eye: first, the display could appear as an inset into the real world, and second, the user would have to put less effort into mentally compositing the image.
The division of the displays on the basis of the position of the display between the real and virtual scenes is referred to as the “eye to world spectrum”.
Head-attached displays are in the form of glasses, helmets, or goggles. They vary in size from smaller to bigger. However, with the advancement of technology, they are becoming lighter to wear. They work by displaying the virtual image right in front of the user’s eye. As a result, no other physical object can come between the virtual scene and the viewer’s eye. Therefore, the third physical object cannot occlude them. In this regard, Koulieris et al. [ 165 ] summarized the work on immersive near-eye tracking technologies and displays. Results suggest various loopholes within the work on display technologies: user and environmental tracking and emergence–accommodation conflict. Moreover, it suggests that advancement in the optics technology and focus adjustable lens will improve future headset innovations and creation of a much more comfortable HMD experience. In addition to it, Minoufekr et al. [ 166 ] illustrate and examine the verification of CNC machining using Microsoft HoloLens. In addition, they also explore the performance of AR with machine simulation. Remote computers can easily pick up the machine models and load them onto the HoloLens as holograms. A simulation framework is employed that makes the machining process observed prior to the original process. Further, Franz et al. [ 88 ] introduce two sharing techniques i.e., over-the-shoulder AR and semantic linking for investigating the scenarios in which not every user is wearing HWD. Semantic linking portrays the virtual content’s contextual information on some large display. The result of the experiment suggested that semantic linking and over-the-shoulder suggested communication between participants as compared to the baseline condition. Condino et al. [ 167 ] aim to explore two main aspects. First, to explore complex craniotomies to gauge the reliability of the AR-headsets [ 168 ]. Secondly, for non-invasive, fast, and completely automatic planning-to-patient registration, this paper determines the efficacy of patient-specific template-based methodology for this purpose.
The most commonly used displays in AR research are head-mounted displays (HMDs). They are also known as face-mounted displays or near-eye displays. The user puts them on, and the display is represented right in front of their eyes. They are most commonly in the form of goggles. While using HMDs, optical and video see-through configurations are most commonly used. However, recently, head-mounted projectors are also explored to make them small enough to wear. Examples of smart glasses, Recon Jet, Google glass, etc., are still under investigation for their usage in head-mounted displays. Barz et al. [ 169 ] introduce a real-time AR system that augments the information obtained from the recently attended objects. This system is implemented by using head-mounted displays from the state-of-the-art Microsoft HoloLens [ 170 ]. This technology can be very helpful in the fields of education, medicine, and healthcare. Fedosov et al. [ 171 ] introduce a skill system, and an outdoor field study was conducted on the 12 snowboards and skiers. First, it develops a system that has a new technique to review and share personal content. Reuter et al. [ 172 ] introduce the coordinative concept, namely RescueGlass, for German Red Cross rescue dog units. This is made up of a corresponding smartphone app and a hands-free HMD (head-mounted display) [ 173 ]. This is evaluated to determine the field of emergency response and management. The initial design is presented for collaborative professional mobile tasks and is provided using smart glasses. However, the evaluation suggested a number of technical limitations in the research that could be covered in future investigations. Tobias et al. [ 174 ] explore the aspects such as ambiguity, depth cues, performed tasks, user interface, and perception for 2D and 3D visualization with the help of examples. Secondly, they categorize the head-mounted displays, introduce new concepts for collaboration tasks, and explain the concepts of big data visualization. The results of the study suggested that the use of collaboration and workspace decisions could be improved with the introduction of the AR workspace prototype. In addition, these displays have lenses that come between the virtual view and the user’s eye just like microscopes and telescopes. So, the experiments are under investigation to develop a more direct way of viewing images such as the virtual retinal display developed in 1995 [ 175 ]. Andersson et al. [ 176 ] show that training, maintenance, process monitoring, and programming can be improved by integrating AR with human—robot interaction scenarios.
Previously, the experimentation with handheld display devices was done by tethering the small LSDs to the computers [ 177 , 178 ]. However, advancements in technology have improved handheld devices in many ways. Most importantly, they have become so powerful to operate AR visuals. Many of them are now used in AR displays such as personal digital assistants [ 179 ], cell phones [ 180 ], tablet computers [ 181 ], and ultra-mobile PCs [ 182 ].
In today’s world, computer tablets and smartphones are powerful enough to run AR applications, because of the following properties: various sensors, cameras, and powerful graphic processors. For instance, Google Project Tango and ARCore have the most depth imaging sensors to carry out the AR experiences. Chan et al. [ 183 ] discuss the challenges faced while applying and investigating methodologies to enhance direct touch interaction on intangible displays. Jang et al. [ 184 ] aim to explore e-leisure due to enhancement in the use of mobile AR in outdoor environments. This paper uses three methods, namely markerless, marker-based, and sensorless to investigate the tracking of the human body. Results suggested that markerless tracking cannot be used to support the e-leisure on mobile AR. With the advancement of electronic computers, OLED panels and transparent LCDs have been developed. It is also said that in the future, building handheld optical see-through devices would be available. Moreover, Fang et al. [ 185 ] focus on two main aspects of mobile AR. First, a combination of the inertial sensor, 6DoF motion tracking based on sensor-fusion, and monocular camera for the realization of mobile AR in real-time. Secondly, to balance the latency and jitter phenomenon, an adaptive filter design is introduced. Furthermore, Irshad et al. [ 186 ] introduce an evaluation method to assess mobile AR apps. Additionally, Loizeau et al. [ 187 ] explore a way of implementing AR for maintenance workers in industrial settings.
Micro projectors are an example of a mobile phone-based AR display. Researchers are trying to investigate these devices that could be worn on the chest [ 188 ], shoulder [ 189 ], or wrist [ 190 ]. However, mostly they are handheld and look almost like handheld flashlights [ 191 ].
Spatial displays are used to exhibit a larger display. Henceforth, these are used in the location where more users could get benefit from them i.e., public displays. Moreover, these displays are static, i.e., they are fixed at certain positions and can not be mobilized.
The common examples of spatial displays include those that create optical see-through displays through the use of optical beamers: half mirror workbench [ 192 , 193 , 194 , 195 ] and virtual showcases. Half mirrors are commonly used for the merging of haptic interfaces. They also enable closer virtual interaction. Virtual showcases may exhibit the virtual images on some solid or physical objects mentioned in [ 196 , 197 , 198 , 199 , 200 ]. Moreover, these could be combined with the other type of technologies to excavate further experiences. The use of volumetric 3D displays [ 201 ], autostereoscopic displays [ 202 ], and other three-dimensional displays could be researched to investigate further interesting findings.
In addition to visual displays, there are some sensors developed that work with other types of sensory information such as haptic or audio sensors. Audio augmentation is easier than video augmentation because the real world and the virtual sounds get naturally mixed up with each other. However, the most challenging part is to make the user think that the virtual sound is spatial. Multi-channel speaker systems and the use of stereo headphones with the head-related transfer function (HRTF) are being researched to cope with this challenge [ 203 ]. Digital sound projectors use the reverberation and the interference of sound by using a series of speakers [ 204 ]. Mic-throughand hear-through systems, developed by Lindeman [ 205 , 206 , 206 ], work effectively and are analogous to video and optical see-through displays. The feasibility test for this system was done by using a bone conduction headset. Other sensory experiences are also being researched. For example, the augmentation of the gustatory and olfactory senses. Olfactory and visual augmentation of a cookie-eating scene was developed by Narumi [ 207 ]. Table 2 gives the primary types of augmented reality display technologies and discusses their advantages and disadvantages.
A Summary of Augmented Reality Display Technologies.
No. | Type | Technology Is Still Used or Obselete? | Technology Used in Devices/Software/Company | How Does It Work? | Advantages | Challenges | Practical Use Areas | Example Studies |
---|---|---|---|---|---|---|---|---|
1 | Optical See-through | Yes | i. Microsoft’s Hololens ii. Magic Leap One iii. Google Glass | Merges virtual and real scenes using optical systems through which users can see | +the real world can be viewed +achieves immersive augmented reality experiences | -system lags and calibration issues -reflections and limited field of view -occlusion may be challenging to achieve | Medicine Tourism Education | [ , , , , , , , , , , , , , , , , ] |
2 | Video See-through | Yes | i. HTC Vive Headset ii. Handheld Devices with AR Library, such as, ARCore, ARKit | Combines a digital video of the physical world with virtual content using image processing | +enables a wide field of view +leveraging brightness of objects | -weak peripheral vision of the visuals -lags due to video rendering -disorientation | Advertisement Tourism | [ , ] |
3 | Projection based | Yes | Tile Five | Projects the virtual scene on a physical object (i.e., Wall or Ceiling) using a projector | +the user does not need to wear any equipment | -The projection is static -Projections are restricted to only one location | Entertainment | [ , , , , , , ] |
4 | Eye multiplexed | Yes | Real Wear HMT-1 | Integrates real scenes and virtual content in the mind of users | +requires less computational power | -Display must be close to the viewer’s eyes | [ ] | |
5 | Head attached | Yes | SketchUp | Displays virtual images in front of the users’ eyes using dedicatedequipment (e.g., helmets and glasses) | +does not block users’ vision +enables user immersion and engagement | -Intrusive to wear -user and environment tracking could be challenging | Architecture Training | [ , , , , ] |
6 | Head mounted | Yes | i. Avionic Displays ii. Solos iii. Beyeonics | Shows AR experiences in front of the users’ eyes using HMDs | +VR world is compact in the smallest physical space +enables higher user focus on interaction with AR | -Must be worn, which could be disturbing -Lenses may impact the user experience | Education Medicine Healthcare | [ , , , , , ] |
7 | Body attached and handheld | Yes | Android iOS | Depicts AR visuals on regular handheld devices | +availability of affordable devices and apps +ubiquitous devices (e.g. smartphones) +ability to work with haptic and audio sensors | -interaction on tangible devices poses difficulty -visibility of handheld devices (e.g., brightness and contract) | Leisure | [ , , , , , ] |
This section presented a comprehensive survey of AR display technologies. These displays not only focused on combing the virtual and real-world scenes of visual experience but also other ways of combining the sensory, olfactory, and gustatory senses are also under examination by researchers. Previously, head-mounted displays were most commonly in practice; however, now handheld devices and tablets or mobile-based experiences are widely used. These things may also change in the future depending on future research and low cost. The role of display technologies was elaborated first, thereafter, the process of combining the real and augmented contents and visualizing these to users was elaborated. The section elaborated thoroughly on where the optical see-through and video-based see-through are utilized along with details of devices. Video see-through (VST) is used in head-mounted displays and computer vision techniques such as cameras are used for registration of real environment, while in optical see-through (OST), VST calibration techniques cannot be used due to complexity, and cameras are replaced by human eyes. The optical see-through is a trendy approach as of now. The different calibration approaches are presented and analyzed and it is identified after analysis, the results show that recycled INDICA is more accurate than other common techniques presented in the paper. This section also presents video-based AR displays. Figure 8 present a classified representation of different display technologies pertaining to video-based, head-mounted, and sensory-based approaches. The functions and applications of various display technologies are provided in Table 2 Each of the display technologies presented has its applicability in various realms whose details are summarized in the same Table 2 .
The effectiveness of AR technologies depends on the perception of distance of users from both real and virtual objects [ 214 , 215 ]. Mikko et al. performed some experiments to judge depth using stereoscopic depth perception [ 216 ]. The perception can be changed if the objects are on the ground or off the ground. In this regard, Carlos et al. also proposed a comparison between the perception of distance of these objects on the ground and off the ground. The experiment was done where the participant perceived the distance from cubes on the ground and off the ground as well. The results showed that there is a difference between both perceptions. However, it was also shown that this perception depends on whether the vision is monocular or binocular [ 217 ]. Plenty of research has been done in outdoor navigation and indoor navigation areas with AR [ 214 ]. In this regard, Umair et al. present an indoor navigation system in which Google glass is used as a wearable head-mounted display. A pre-scanned 3D map is used to track an indoor environment. This navigation system is tested on both HMD and handheld devices such as smartphones. The results show that the HMD was more accurate than the handheld devices. Moreover, it is stated that the system needs more improvement [ 218 ].
In addition to the tracking and display devices, there are some other software tools required for creating an AR experience. As these are hardware devices, they require some software to create an AR experience. This section explores the tools and the software libraries. It will cover both the aspects of the commercially available tools and some that are research related. Different software applications require a separate AR development tool. A complete set of low-level software libraries, plug-ins, platforms, and standalones are presented in Figure 9 so they can be summarized for the reader.
Stack of development libraries, plug-ins, platforms, and standalone authoring tools for augmented reality development.
In some tools, computer vision-based tracking (see Section 3.1.2 ) is preferred for creating an indoor experience, while others utilized sensors for creating an outdoor experience. The use of each tool would depend upon the type of platform (web or mobile) for which it is designed. Further in the document, the available AR tools are discussed, which consist of both novel tools and those that are widely known. Broadly, the following tools will be discussed:
Low-level software and frameworks make the functions of display and core tracking accessible for creating an AR experience. One of the most commonly used AR software libraries, as discussed in the previous section, is ARToolKit. ARToolKit is developed by Billing Hurst and Kato that has two versions [ 219 ]. It works on the principle of a fiducial marker-based registration system [ 220 ]. There are certain advances in the ARToolKit discussed related to the tracking in [ 213 , 221 , 222 , 223 , 224 ]. The first one is an open-source version that provides the marker-based tracking experience, while the second one provides natural tracking features and is a commercial version. It can be operated on Linux, Windows, and Mac OS desktops as it is written in the C language. It does not require complex graphics or built-in support for accomplishing its major function of providing a tracking experience, and it can operate simply by using low-level OpenGL-based rendering. ARToolKit requires some additional libraries such as osgART and OpenScene graph library so it can provide a complete AR experience to AR applications. OpenScene graph library is written in C language and operates as an open-source graph library. For graphic rendering, the OpenScene graph uses OpenGL. Similarly, the osgART library links the OpenScene graph and ARToolKit. It has advanced rendering techniques that help in developing the interacting AR application. OsgART library has a modular structure and can work with any other tracking library such as PTAM and BazAR, if ARtoolkit is not appropriate. BazAR is a workable tracking and geometric calibration library. Similarly, PTAM is a SLAM-based tracking library. It has a research-based and commercial license. All these libraries are available and workable to create a workable AR application. Goblin XNA [ 208 ] is another platform that has the components of interactions based on physics, video capture, a head-mounted AR display on which output is displayed, and a three-dimensional user interface. With Goblin XNA, existing XNA games could be easily modified [ 209 ]. Goblin XNA is available as a research and educational platform. Studierstube [ 210 ] is another AR system through which a complete AR application can be easily developed. It has tracking hardware, input devices, different types of displays, AR HMD, and desktops. Studierstube was specially developed to subsidize the collaborative applications [ 211 , 212 ]. Studierstube is a research-oriented library and is not available as commercial and workable easy-to-use software. Another commercially available SDK is Metaio SDK [ 225 ]. It consists of a variety of AR tracking technologies including image tracking, marker tracking, face tracking, external infrared tracking, and a three-dimensional object tracking. However, in May 2015, it was acquired by Apple and Metaio products and subscriptions are no longer available for purchase. Some of these libraries such as Studierstube and ARToolKit were initially not developed for PDAs. However, they have been re-developed for PDAs [ 226 ]. It added a few libraries in assistance such as open tracker, pocketknife for hardware abstraction, KLIMT as mobile rendering, and the formal libraries of communication (ACE) and screen graphs. All these libraries helped to develop a complete mobile-based AR collaborative experience [ 227 , 228 ]. Similarly, ARToolKit also incorporated the OpenScene graph library to provide a mobile-based AR experience. It worked with Android and iOS with a native development kit including some Java wrapping classes. Vuforia’s Qualcomm low-level library also provided an AR experience for mobile devices. ARToolKit and Vuforia both can be installed as a plug-in in Unity which provides an easy-to-use application development for various platforms. There are a number of sensors and low-level vision and location-based libraries such as Metaio SDK and Droid which were developed for outdoor AR experience. In addition to these low-level libraries, the Hit Lab NZ Outdoor AR library provided high-level abstraction for outdoor AR experience [ 229 ]. Furthermore, there is a famous mobile-based location AR tool that is called Hoppala-Augmentation. The geotags given by this tool can be browsed by any of the AR browsers including Layar, Junaio, and Wikitude [ 230 ].
ARTag is designed to resolve the limitations of ARToolkit. This system was developed to resolve a number of issues:
However, ARTag is no longer actively under development and supported by the NRC Lab. A commercial license is not available.
This is also a web-based authoring tool for creating mobile-based AR applications. It allows the utilization of computer vision-based technology for the registration of the real world. Several types of media such as animation and 3D models can be used for creating an AR scene. One of the important features of Wikitude is that the developed mobile AR content can be uploaded not only on the Wikitude AR browser app but also on a custom mobile app [ 231 ]. Wikitude’s commercial plug-in is also available in Unity to enhance the AR experience for developers.
Standalone AR tools are mainly designed to enable non-programmer users to create an AR experience. A person the basic computer knowledge can build and use them. The reason lies in the fact that most AR authoring tools are developed on a graphical user interface. It is known as a standalone because it does not require any additional software for its operation. The most common and major functions of standalone are animation, adding interactive behaviors, and construction. The earliest examples of the standalone tools are AMIRE [ 232 ] and CATOMIR [ 233 ]. However, AMIRE and CATOMIR have no support available and are not maintained by the development team.
This standalone AR authoring tool has the advantage of quickly adding to the development of the AR experience. BuildAR has important characteristics. This allows the user to add video, 3D models, sound, text, and images. It has both arbitrary images and the square marker for which it provides computer vision-based tracking. They use the format of proprietary file format for saving the content developed by the user. BuildAR viewer software can be downloaded for free and it helps in viewing the file. However, BuildAR has no support available and the exe file is not available on their website.
Limitation: It does not support adding new interactive features. However, Choi et al. [ 234 ] have provided a solution to this constraint. They have added the desktop authoring tool that helps in adding new interactive experiences.
In order to cope with the limitation of low-level libraries, another more fast and more rapid AR application development tool is required. The major idea behind the development of rapid prototyping was that it rapidly shows the user the prototype before executing the hard exercise of developing the application. In the following paragraphs, a number of different tools are explained for developing rapid prototyping. For the creation of multimedia content, Adobe Flashis one of the most famous tools. It was developed on desktop and web platforms. Moreover, the web desktop and mobile experiences can be prototyped by it. Flash developers can use the FLARManager, FLARToolKit, or any other plug-ins for the development of AR experience. Porting the version of ARToolKit over the flash on the web creates the AR experience. Its process is so fast that just by writing a few lines, the developer can:
FLARToolkit is the best platform for creating AR prototyping because it has made it very easy for being operated by anyone. Anyone who has a camera and flash-enabled web browser can easily develop the AR experience. Alternatives to Flash: According to the website of Adobe, it no longer supports Flash Player after 31 December 2020 and blocked Flash content from running in Flash Player beginning 12 January 2021. Adobe strongly recommends all users immediately uninstall Flash Player to help protect their systems. However, some AR plug-ins could be used as an alternative to Flash-based AR applications. For instance, Microsoft Silverlight has the SLARToolKit. HTML5 is also recently used by researchers for creating web-based AR experiences. The major benefit of using HTML5 is that the interference of the third-party plug-in is not required. For instance, the AR natural feature tracking is implemented on WebGL, HTML5, and JavaScript. This was developed by Oberhofer and was viewable on mobile web browsers and desktops. Additionally, the normal HTML, with few web component technologies, has been used by Ahn [ 235 ] to develop a complete mobile AR framework.
For the creation of AR experiences, the software libraries require tremendous programming techniques. So, plug-ins could be used as an alternative. Plug-ins are devices that could be plugged into the existing software packages. The AR functionality is added to the software packages that to the existing two-dimensional or three-dimensional content authoring tools. If the user already knows the procedure of using authoring tools that are supported by plug-ins, then AR plug-ins for the non-AR authoring tools are useful. These tools are aimed at:
There are certain tools available as plug-ins and standalone through which AR applications can be built comparatively simply. These are commercial and some of them are freely available. As discussed earlier, Vuforia can be installed as a plug-in in Unity [ 236 ] and also has a free version. However, with complete support of tools certain amount needs to be paid. Similarly, ARtoolkit is available standalone and a plug-in for Unity is available. It is freely available for various platforms such as Android, iOS, Linux, and Windows. Moreover, ARCore and ARKit are also available for Android and iOS, respectively, and can work with Unity and Unreal authoring tools as a plug-in. ARCore is available and free for developers. MAXST and Wikitude also can work in integration with Unity, though they have a licensing price for the commercial version of the software. MAXST had a free version as well. All these tools, the abovementioned libraries, and standalone tools are depicted in Figure 9 . Cinema 4D, Maya, Trimble SketchUp 3D modeling software, 3Ds Max, and many others were created by a number of plug-ins that acted as authoring tools for three-dimensional content. While 3D animation and modeling tools are not capable of providing interactive features, it is very productive in creating three-dimensional scenes. SketchUp can utilize the AR plug-in by creating a model for the content creators. This model is then viewable in the AR scene provided by a free AR media player. The interactive three-dimensional graphic authoring tools are also available for the creation of highly interactive AR experiences, for instance, Wizard [ 237 ], Quest3D [ 238 ], and Unity [ 236 ]. All of these authoring tools have their own specific field of operation; however, Unity can be utilized to create a variety of experiences. The following are examples that justify the use of Unity over different solutions available:
In such integrations, the highly interactive experiences are created by the normal Unity3D scripting interface and visual programming. Limitations of AR plug-ins: The following are the limitations accrued with the AR plug-in:
Moreover, Nebeling et al. [ 239 ] reviewed the issues with the authoring tools of AR/VR. The survey of the tools has identified three key issues. To make up for those limitations, new tools are introduced for supporting the gesture-based interaction and rapid prototyping of the AR/VR content. Moreover, this is done without having technical knowledge of programming, gesture recognition, and 3D modeling. Mladenov et al. [ 240 ] review the existing SDKs and aim to find the most efficient SDK for the AR applications used in industrial environments. The paper reveals that currently available SDKs are very helpful for users to create AR applications with the parameters of their choice in industrial settings.
This section presents a detailed survey of different software and tools required for creating an AR experience. The section outlines hardware devices used in AR technology and various software to create an AR experience. It further elaborates on the software libraries required and covers bother the aspects of the commercially available tools. Table 3 provides a stack of software libraries, plug-ins, supported platforms, and standalone authoring tools. The figure also presents details of whether the mentioned tools are active or inactive. As an example, BazAR is used in tracking and geometric calibration. It is an open-source library for Linux or windows available under research-based GPL and can be used for research to detect an object via camera, calibrate it, and initiate tracking to put a basic virtual image on it; however, this library is not active at the present. Commercially used AR tools such as plug-ins have the limitations of only working efficiently in the 2D GUI and become problematic when used for 3D content. The advancement of technology may bring about a change in the authoring tools by making them capable of being operated for 3D and developing more active AR interfaces.
A summary of development and authoring tools for augmented reality application development.
Authoring Tool | AR Component | Features | Research Based or Commercial | Active/Not | Used in/by Software/Tool | Platform Supported |
---|---|---|---|---|---|---|
OpenScene | Graph Library | -OpenScene is a graph library -Can be linked with OpenGL and osgART | Researched/Commercial | Active | ARToolKit | GNULinux/Windows/OSX |
PTAM | SLAM Tracking Library | OpenSource/Available Under GPL | Research-Based | Can be used for research and open source. However, for productionARCore/ARKit implementation of SLAMis available/Not Active | Standalone | Linux/OSX |
BazAR | Tracking and Geometric Calibration | OpenSource/Available Under GPL | Research-Based | Can beused for research to detectan object via camera, calibrate it and initiatetracking to put a basicvirtual image onit/Not Active | Standalone | Linux/Windows |
Goblin XNA | -Platform for Mobile-based AR -Marker Based tracking with ARTag | Free Windows Platform | Research/Education Based | Can beused forresearch and educationpurposes, to generate 3Dand track the object/NotActive | Standalone | Windows |
Studierstube | Open Tracker | -Open Source/Free -Have Builtin Hardware Tracking -Used for Collaborative AR | Research/Education Based | Can beused forresearch and educationpurposes to test varioustracking and AR apps/NotActive | Standalone | Linux |
Metaio SDK | Image, Marker, Face, infrared, and 3D object Tracking | -Support Localization -Tracking | The source code can be provided after proper owner’s approval on their website | Active | Standalone | Andoird/iOS |
ARTag | -Maker-Based (Fiducial) Tracking | Tracking Library that support AR application development | No support available | Not Active | Standalone | Windows |
WikiTude Studio | -SLAM -Image Tracking -Calibration Manager -Geo AR -Inertial | It is an SDK that can help to build an AR app without any other tools needed for Android, iOS, Windows, and Linux. | Commercial | Active | Native API, JavaScript API, Unity Plugin, Cordova Plugin, Flutter Plugin, | Windows, Linux, iOS, Android |
BuildAR | Marker based tracking | -Standalone easy to create new AR applications. - | Free | Not Active | Standalone | Windows |
AMIRE and CATOMIR | Standalone ARTools | No support availble | Active | |||
ARCore | SLAM + Inertial forTracking and understanding the environment Integrated Display | ARCore support Motion tracking with SLAM and Inertial, Depth Understanding, Light Estemation, | Free | Active | Android, Android NDK, Unity(AR Foundation), iOS, Unreal, Web | Android, iOS |
MS HoloLense | -Vision Based Tracking -OST Display -VST Display | Is an augmented reality headset for running AR apps | Commercial | Active | Unity, Unreal, Vuforia | Windows 10 |
ARKit | -Motion Tracking -Camera Scene Capture -Advanced Scene Processing | With ARKit one can create a complete AR application. It has tracking, display and development environment to develop AR app. | Commercial for application development | Active | Plugin Available for Unity | iOS |
Vuforia | Supports -Marker less (vision-based) and -Marker based tracking (Fiducial) -Calibration Library | -A complete SDK for AR application development. -Supports many languages for AR development for API - C++, Java, Net | Free and Commercial both versions are available. | Active | -Standalone Native development -Plugin available for Unity | iOS, Android |
ARToolKit | -Tracking Library Supports both -Video See Through(VST) -Optical See Through(OST) -ARTag variant of ARToolKit supports Marker based(Fiducial) | -C and C++ Language Support for AR -JARToolKit for Java Support -A Modified Marker Base -ARToolKitPlus | Free and Commercial both are available. | Active | -Standalone -Unity plugin is also available for Integration with Unity libraries | Linux, Windows, McOS X |
DeepAR (Creator Studio) | Embdded Tracking, VST Display | Standalone easy to create AR applications for non-programmers | Commercial | Active | DeepAR SDK Web SDK | Windows, iOS, Android, |
In general, collaboration in augmented reality is the interaction of multiple users with virtual objects in the real environment. This interaction is regardless of the users’ location, i.e., they can participate remotely or have the same location. In this regard, we have two types of collaborative AR: co-located collaborative AR and remote collaborative AR. We mention it further in Figure 10 .
Collaborative augmented reality research domains.
In this type of collaborative AR, the users interact with the virtual content rendered in the real environment while sharing the same place. The participant are not remote in such case. In this regard, Wells et al. [ 241 ] aim to determine the impact on the co-located group activities by varying the complexity of AR models using mobile AR. The paper also discusses different styles of collaborative AR such as:
In this paper, the author did not contribute to the technology of co-located collaborative AR, but rather performed analysis on the effectiveness of different collaborative AR.
Grandi et al. [ 242 ] target the development of design approaches for synchronous collaboration to resolve complex manipulation tasks. For this, purpose fundamental concepts of design interface, human collaboration, and manipulation are discussed. This research the spiral model of research methodology which involves the development, planning, analysis, and evaluation. In addition, Dong et al. [ 243 ] introduce “ARVita”, a system where multiple users can interact with virtual simulations of engineering processes by wearing a head-mounted display. This system uses a co-located AR technique where the users are sitting around a table.
Kim et al. [ 244 ] propose a PDIE model to make a STEAM educational class while incorporating AR technology into the system. Furthermore, the “Aurasma” application is used to promote AR in education. In addition, Kanzanidis et al. [ 245 ] focus on teaching mobile programming using synchronous co-located collaborative AR mobile applications in which students are distributed in groups. The result showed that the students were satisfied with this learning methodology. Moreover, Chang et al. [ 246 ] explore the use of a mobile AR (MAR) application to teach interior design activities to students. The results identified that the students who were exposed to MAR showed more effectiveness in learning than those who were taught traditionally. Lastly, Sarkar et al. [ 247 ] discuss three aspects of synchronous co-located collaboration-based problem-solving: first, students’ perspectives on AR learning activities, either in dyads or individually are determined; second, the approach adopted by students while problem-solving is determined; third, the students’ motivation for using ScholAR is determined. Statistical results suggested that 90.4% students preferred the collaborative AR experience, i.e., in dyads. Meanwhile, motivation level and usability scores were higher for individual experiences. Grandi et al. [ 248 ] introduce the design for the collaborative manipulation of AR objects using mobile AR. This approach has two main features. It provides a shared medium for collaboration and manipulation of 3D objects as well as provides precise control of DoF transformations. Moreover, strategies are presented to make this system more efficient for users in pairs. Akccayir et al. [ 249 ] explore the impact of AR on the laboratory work of university students and their attitudes toward laboratories. This study used the quasi-experimental design with 76 participants—first year students aged 18–20 years. Both qualitative and quantitative methods were used for the analyses of data. A five-week implementation of the experiment proved that the use of AR in the laboratory significantly improved the laboratory skills of the students. However, some teachers and students also discussed some of the negative impacts of other aspects of AR. Rekimoto et al. [ 250 ] propose a collaborative AR system called TransVision. In this system, two or more users use a see-through display to look at the virtual objects rendered in a real environment using synchronous co-located collaborative AR. Oda et al. [ 251 ] propose a technique for avoiding interference for hand-held synchronous co-located collaborative AR. This study is based on first-person two-player shooting AR games. Benko et al. [ 87 ] present a collaborative augmented reality and mixed reality system called “VITA” or “Visual Interaction Tool For Archaeology”. They have an off-site visualization system that allows multiple users to interact with a virtual archaeological object. Franz et al. [ 88 ] present a system of collaborative AR for museums in which multiple users can interact in a shared environment. Huynh et al. [ 252 ] introduce art of defense (AoD), a co-located augmented reality board game that combines handheld devices with physical game pieces to create a unique experience of a merged physical and virtual game. Nilsson et al. [ 253 ] focus on a multi-user collaborative AR application as a tool for supporting collaboration between different organizations such as rescue services, police, and military organizations in a critical situation.
Tseng et al. [ 254 ] present an asynchronous annotation system for collaborative augmented reality. This system can attribute virtual annotations with the real world due to a number of distinguishing capabilities, i.e., playing back, placing, and organizing. Extra context information is preserved by the recording of the perspective of the annotator. Furthermore, Kashara et al. [ 255 ] introduce “Second Surface”, an asynchronous co-located collaborative AR system. It allows the users to render images, text, or drawings in a real environment. These objects are stored in the data server and can be accessed later on.
In this type of collaborative AR, all the users have different environments. They can interact with virtual objects remotely from any location. A number of studies have been done in this regard. Billinghurst et al. [ 256 ] introduce a wearable collaborative augmented reality system called “WearCom” to communicate with multiple remote people. Stafford et al. [ 257 ] present God-like interaction techniques for collaboration between outdoor AR and indoor tabletop users. This paper also describes a series of applications for collaboration. Gauglitz et al. [ 258 ] focus on a touchscreen interface for creating annotations in a collaborative AR environment. Moreover, this interface is also capable of virtually navigating a scene reconstructed live in 3D. Boonbrahm et al. [ 259 ] aim to develop a design model for remote collaboration. The research introduces the multiple marker technique to develop a very stable system that allows users from different locations to collaborate which also improves the accuracy. Li et al. [ 260 ] suggest the viewing of a collaborative exhibit has been considerably improved by introducing the distance-driven user interface (DUI). Poretski et al. [ 261 ] describe the behavioral challenges faced in interaction with virtual objects during remote collaborative AR. An experiment was performed to study users’ interaction with shared virtual objects in AR. Clergeaud et al. [ 262 ] tackle the limitations of collaboration in aerospace industrial designs. In addition, the authors propose prototype designs to address these limitations. Oda et al. [ 263 ] present the GARDEN (gesturing in an augmented reality depth-mapped environment) technique for 3D referencing in a collaborative augmented reality environment. The result shows that this technique is more accurate than the other comparisons. Muller et al. [ 85 ] investigate the influence of shared virtual landmarks (SVLs) on communication behavior and user experience. The results show that enhancement in user experience when SVLs were provided. Mahmood et al. [ 264 ] present a remote collaborative system for co-presence and sharing information using mixed reality. The results show improvements in user collaborative analysis experience.
Munoz et al. [ 265 ] present a system called GLUEPS-AR to help teachers in learning situations by integrating AR and web technologies i.e., Web 2.0 tools and virtual learning environments (VLEs) [ 266 ]. Bin et al. [ 267 ] propose a system to enhance the learning experience of the students using collaborative mobile augmented reality learning application (CoMARLA). The application was used to teach ICT to students. The results showed improvement in the learning of the students using CoMARLA. Dunleavy et al. [ 268 ] explore the benefits and drawbacks of collaborative augmented reality simulations in learning. Moreover, a collaborative AR system was proposed for computers independent of location, i.e., indoor or outdoor. Maimone et al. [ 269 ] introduce a telepresence system with real-time 3D capture for remote users to improve communication using depth cameras. Moreover, it also discusses the limitations of previous telepresence systems. Gauglitz et al. [ 270 ] present an annotation-based remote collaboration AR system for mobiles. In this system, the remote user can explore the scene regardless of the local user’s camera position. Moreover, they can also communicate through annotations visible on the screen. Guo et al. [ 271 ] introduce an app, known as Block, that enables the users to collaborate irrespective of their geographic position, i.e., they can be either co-located or remote. Moreover, they can collaborate either asynchronously or synchronously. This app allows users to create structures that persist in the real environment. The result of the study suggested that people preferred synchronous and collocated collaboration, particularly one that was not restricted by time and space. Zhang et al. [ 272 ] propose a collaborative augmented reality for socialization app (CARS). This app improves the user’s perception of the quality of the experience. CARS benefits the user, application, and system on various levels. It reduces the use of computer resources, end-to-end latency, and networking. Results of the experiment suggest that CARS acts more efficiently for users of cloud-based AR applications. Moreover, on mobile phones, it reduces the latency level by up to 40%. Grandi et al. [ 242 ] propose an edge-assisted system, known as CollabAR, which combines both collaboration image recognition and distortion tolerance. Collaboration image recognition enhances recognition accuracy by exploiting the “spatial-temporal" correlation. The result of the experiment suggested that this system has significantly decreased the end-to-end system latency up to 17.8 ms for a smartphone. Additionally, recognition accuracy for images with stronger distortions was found to be 96%.
Lien et al. [ 273 ] present a system called “Pixel-Point Volume Segmentation” in collaborative AR. This system is used for object references. Moreover, one user can locate the objects with the help of circles drawn on the screen by other users in a collaborative environment. Huang et al. [ 274 ] focus on sharing hand gestures and sketches between a local user and a remote user by using collaborative AR. The system is named “HandsinTouch”. Ou et al. [ 275 ] present the DOVE (drawing over video environment) system, which integrates live-video and gestures in collaborative AR. This system is designed to perform remote physical tasks in a collaborative environment. Datcu et al. [ 276 ] present the creation and evaluation of the handheld AR system. This is done particularly to investigate the remote forensic and co-located and to support team-situational awareness. Three experienced investigators evaluated this system in two steps. First, it was investigated with one remote and one local investigator. Secondly, with one remote and two local investigators. Results of the study suggest the use of this technology resolves the limitation of HMDs. Tait et al. [ 277 ] propose the AR-based remote collaboration that supports view independence. The main aim of the system was to enable the remote user to help the local user with object placement. The remote user uses a 3D reconstruction of the environment to independently find the local user’s scene. Moreover, a remote user can also place the virtual cues in the scene visible to the local user. The major advantage of this system is that it allows the remote user to have an independent scene in the shared task space. Fang et al. [ 278 ] focus on enhancing the 3D feel of immersive interaction by reducing communication barriers. WebRTC, a real-time video communication framework, is developed to enable the operator site’s first-hand view of the remote user. Node.js and WebSocket, virtual canvas-based whiteboards, are developed which are usable in different aspects of life. Mora et al. [ 279 ] explain the CroMAR system. The authors aim to help the users in crowd management who are deployed in a planned outdoor event. CroMAR allows the users to share viewpoints via email, and geo-localized tags allow the users to visualize the outdoor environment and rate these tags. Adcock et al. [ 280 ] present three remote spacial augmented reality systems “Composite Wedge”, “Vector Box”, and “Eyelight” for off-surface 3D viewpoints visualization. In this system, the physical world environment of a remote user can be seen by the local user. Lincoln et al. [ 281 ] focus on a system of robotic avatars of humans in a synchronous remote collaborative environment. It uses cameras and projectors to render a humanoid animatronic model which can be seen by multiple users. This system is called “Animatronic Shader Lamps Avatars”. Komiyama et al. [ 282 ] present a synchronous remote collaborative AR system. It can transition between first person and third person view during collaboration. Moreover, the local user can observe the environment of the remote user. Lehment et al. [ 283 ] present an automatically aligned videoconferencing AR system. In this system, the remote user is rendered and aligned on the display of the local user. This alignment is done automatically regarding the local user’s real environment without modifying it. Oda et al. [ 284 ] present a remote collaborative system for guidance in a collaborative environment. In this system, the remote expert can guide a local user with the help of both AR and VR. The remote expert can create virtual replicas of real objects to guide a local user. Piumsomboon et al. [ 285 ] introduce an adaptive avatar system in mixed reality (MR) called “Mini Me” between a remote user using VR and a local user using AR technology. The results show that it improves the overall experience of MR and social presence. Piumsomboon et al. [ 286 ] present “CoVAR”, a collaboration consisting of both AR and VR technologies. A local user can share their environment with a remote VR user. It supports gestures, head, and eye gaze to improve the collaboration experience. Teo et al. [ 287 ] present a system that captures a 360 panorama video of one user and shares it with the other remote user in a mixed reality collaboration. In this system, the users communicate through hand gestures and visual annotation. Thanyadit et al. [ 288 ] introduce a system where the instructor can observe students in a virtual environment. The system is called “ObserVAR” and uses augmented reality to observe students’ gazes in a virtual environment. Results show that this system is more improved and flexible in several scenarios. Sodhi et al. [ 289 ] present a synchronous remote collaborative system called “BeThere” to explore 3D gestures and spatial input. This system enables a remote user to perform virtual interaction in the local user’s real environment. Ong et al. [ 290 ] propose a collaborative system in which 3D objects can be seen by all the users in a collaborative environment. Moreover, the changes made to these objects are also observed by the users. Butz et al. [ 84 ] present EMMIE (environment management for multi-user information environments) in a collaborative augmented reality environment in which virtual objects can be manipulated by the users. In addition, this manipulation is visible to each user of this system.
Irlitti et al. [ 291 ] explore the challenges faced during the use of asynchronous collaborative AR. Moreover, the author further discusses how to enhance communication while using asynchronous collaborative AR. Quasi-systems do not fulfill Azuma’s [ 292 ] definition of AR technology. However, they are very good at executing certain aspects of AR as other full AR devices are doing. For instance, mixed-space collaborative work in a virtual theater [ 268 ]. This system explained that if someone wants two groups to pay attention to each other, a common spatial frame of reference should be created to have a better experience of social presence. In the spatially aware educational system, students were using location-aware smartphones to resolve riddles. This was very useful in the educational system because it supported both engagement and social presence [ 245 , 265 , 269 ]. However, this system did not align the 3D virtual content in the virtual space. Therefore, it was not a true AR system. In order to capture a remote 3D scene, Fuchs and Maimone [ 293 ] developed an algorithm. They also developed a proof of concept for teleconferencing. For capturing images, RGB-D cameras were used. The remote scene was displayed on the 3D stereoscopic screen. These systems were not fully AR, but they still exhibited a very good immersion. Akussah et al. [ 294 ] focus on developing a marker-based collaborative augmented reality app for learning mathematics. First, the system focuses on individual experience and later on expands it to collaborative AR.
This section provides comprehensive details on collaborative augmented reality which is broadly classified into co-located collaborative AR, where participants collaborate with each other in geographically the same location, and remote collaboration. The applications of both approaches are presented as well. Co-located collaborative AR is mostly adopted in learning realms for sharing information, for example, in museums. On the other hand, in remote collaborative AR the remote user can explore the scene regardless of the local user’s camera position. The applications of this technology are mostly found in education.
The interaction and input technologies are detailed in this section. There are a number of input methods that are utilized in AR technologies. First, multimode and 3D interfaces such as speech, gesture and handheld wands. Second, the mouse, and keyboard traditional two-dimensional user interfaces (UI). The type of interaction task needed for the interface defines which input method would be utilized in the application. A variety of interfaces have been developed: three-dimensional user interfaces, tangible user interfaces, multimedia interfaces, natural user interfaces, and information browsers.
Wikitude and Navicam are one of the most popular examples of AR information browsers. The only problem with AR browsers is that they cannot provide direct interaction with the virtual objects.
A three-dimensional user interface uses the controllers for providing the interaction with virtual content. By using the traditional 3D user interface techniques, we can directly interact with the three-dimensional object in the virtual space. There are a number of 3D user interface interaction techniques as follows: 3D motion tracking sensors are one of the most commonly used devices for AR interaction. The motion tracking sensors allow the following functions: tracking the parts of the user’s body and allow pointing as well as the manipulation of the virtual objects [ 295 ]. Haptic devices are also used for interacting with AR environments [ 296 , 297 , 298 ]. They mainly used as 3D pointing devices. In addition, they provide tactile and forces feedback. This will create the illusion of a physical object existing in the real world. Thereby, it helps in complementing the virtual experience. They are used in training, entertainment, and design-related AR applications.
The tangible user interface is one of the main concepts of human–computer interface technology research. In this, the physical object is used for interaction [ 299 ]. It bridges the gap between the physical and the virtual object [ 300 ]. Chessa et al. incorporated grasping behavior in a virtual reality systems [ 301 ], while Han et al. presented and evaluated hand interaction techniques using tactile feedback (haptics) and physical grasping by mapping a real object with virtual objects [ 302 ].
Recently, more accurate gesture and motion-based interactions for AR and VR applications have become extensively available due to the commercialization of depth cameras such as Microsoft Kinect and technical advances. Bare-hand interaction with a virtual object was made possible by the introduction of a depth camera. It provided physical interaction by tracking the dexterous hand motion. For instance, the physical objects and the user’s hands were recognized by the use of Kinect Camera, designed by the Microsoft HoloDesk [ 299 ]. The virtual objects were shown on the optical see-through AR workbench. It also allowed the users to interact with the virtual objects presented on the AR workbench. The user-defined gestures have been categorized into sets by the Piumsomboon [ 300 ]. This set can be utilized in AR applications for accomplishing different tasks. In addition, some of the mobile-based depth-sensing cameras are also under investigation. For instance, the SoftKinetic and Myo gesture armband controller. SodtKinetic is aimed at developing hand gesture interaction in mobile phones and wearable devices more accurately, while the Myo gesture armband controller is a biometric sensor that provides interaction in wearable and mobile environments.
In addition to speech and gesture recognition, there are other types of voice recognition are being investigated. For example, the whistle-recognition system was developed by Lindeman [ 303 ] in mobile AR games. In this, the user had to whistle the right length and pitch to intimidate the virtual creatures in the game. Summary: The common input techniques and input methods have been examined in this section. These included simple information browsers and complex AR interfaces. The simple ones have very little support for the interaction and virtual content, while the complex interfaces were able to recognize even the speech and gesture inputs. A wide range of input methods are available for the AR interface; however, they are needed to be designed carefully. The following section delineates the research into the interface pattern, design, and guideline for AR experiences.
The previous section detailed the wide range of different AR input and interaction technologies; however, more rigorous research is required to design the AR experience. This section explores the interface patterns and design guidelines to develop an AR experience. The development of new interfaces goes through four main steps. First, the prototype is demonstrated. Second, interaction techniques are adopted from the other interface metaphors. Third, new interface metaphors are developed that are appropriate to the medium. Finally, the formal theoretical models are developed for modeling the interaction of users. In this regard, Wang et al. [ 304 ] employ user-centered AR instruction (UcAI) in procedural tasks. Thirty participants were selected for the experiment while having both the control and experiment groups. The result of the experiment suggested that introduction of UcAI increased the user’s spatial cognitive ability, particularly in the high-precision operational task. This research has the potential of guiding advanced AR instruction designs to perform tasks of high cognitive complexity. For instance, WIMP (windows, icons, menus, and pointers) is a very well-known desktop metaphor. In development, it has gone through all of these stages. There are methods developed that are used to predict the time taken by the mouse will select an icon of a given size. These are known as formal theoretical models. Fitts law [ 305 ] is among those models that help in determining the pointing times in the user interfaces. There are also a number of virtual reality interfaces available that are at the third stage with reference to the techniques available. For example, the manipulation and selection in immersive virtual worlds can be done by using the go-go interaction method [ 306 ]. On the other hand, as evident in the previous section, AR interfaces have barely surpassed the first two stages. Similarly, a number of AR interaction methods and technologies are available; however, by and large, they are only the extensions or versions of the existing 3D and 2D techniques present in mobiles, laptops, or AR interfaces. For instance, mobile phone experiences such as the gesture application and the touch screen input are added to AR. Therefore, there is a dire need to develop AR-specific interaction techniques and interface metaphors [ 307 ]. A deeper analysis and study of AR interfaces will help in the development of the appropriate metaphor interfaces. AR interfaces are unique in the sense that they need to develop close interaction between the real and the virtual worlds. A researcher, MacIntyre, has argued that the definition and the fusion of the virtual and real worlds are required for creating an AR design [ 308 ]. The primary goal of this is to depict the physical objects and user input onto the computer-generated graphics. This is done by using a suitable interaction interface. As a result, an AR design should have three components:
Use of design patterns could be an alternative technique to develop the AR interface design. These design patterns are most commonly used in the fields of computer science and design interface. Alexander has defined the use of design patterns in the following words: “Each pattern describes a problem that occurs over and over again in our environment, and then describes the core of the solution to that problem in such a way that you can use this solution a million times over, without ever doing it the same way twice” [ 309 , 310 ]. The pattern language approach could be used to enhance AR development, as suggested by Reicher [ 311 ]. This idea has evolved from the earlier research works of MacWilliam [ 312 ]. This approach has two main functionalities. First, it is more focused on the software engineering aspect. Secondly, it suggests ways to develop complex AR systems by combining different modules of design patterns. So, they describe each pattern by the number of its aspects such as name, motivation, goal, description, consequences, known project usage, and general usability. One of the most notable examples of it is the DWARF framework [ 313 ]. DWARF is a component-based AR framework that is developed through the design pattern approach. In contrast to the pattern language approach, the user experience of design in the AR handheld device could be used for developing designs. This was described by Xu and the main concern was pre-patterns. Pre-patterns are the components that bridge the gap between the game design and the interaction design. For determining the method of using of design patterns, seamful design could be used. This suggests that the designer should integrate the AR handheld game design and the technology in such a way that they should blend into each other. Some users need more attention for designing effective AR experiences; therefore, the designing of special needs is another intervention to resolve this discrepancy. For instance, as pointed out by Rand and Maclntyre [ 314 ], in designing an AR system for the age group of 6–9, the developmental stages of the children should be accounted for in it. The research has also suggested that a powerful educational experience could be created through the use of AR. In addition to this development, it was also stated that the developmental stages of the students should be considered [ 315 , 316 ]. However, there is no extensive research that suggests the development of AR experiences for children [ 317 ]. Radu, in his paper, has determined the key four areas that should be considered while designing AR for children: attention, motor, special, logic, and memory abilities [ 318 ].
Security is very important in augmented reality, especially in collaborative augmented reality. While using collaborative AR applications, the data are exposed to external attacks, which increases concerns about security relating to AR technologies. Moreover, if the users who share the same virtual collaborative environments are unknown to each other, it also elevates these issues. In [ 319 ], the basic premise of the research is that the developed abstraction device not only improves the privacy but also the performance of the AR apps, which lays the groundwork for the development of future OS support for AR apps. The results suggested that the prototype enables secure offloading of heavyweight, incurs negligible overhead, and improves the overall performance of the app. In [ 320 ], the authors aim to resolve security and privacy challenges in multi-user AR applications. They have introduced an AR-sharing module along with systematized designs and representative case studies for functionality and security. This module is implemented as a prototype known as ArShare for the HoloLens. Finally, it also lays the foundation for the development of fully fledged and secure multi-user AR interaction. In [ 321 ], the authors used AR smart glasses to detail the “security and safety” aspect of AR applications as a case study. In the experiment, cloud-based architecture is linked to the oil extractor in combination with Vuzix Blade smart glasses. For security purposes, this app sends real-time signals if a dangerous situation arrives. In [ 322 ], deep learning is used to make the adaptive policies for generating the visual output in AR devices. Simulations are used that automatically detect the situation and generate policies and protect the system against disastrous malicious content. In [ 323 ], the authors discussed the case study of challenges faced by VR and AR in the field of security and privacy. The results showed that the attack reached the target of distance 1.5 m with 90 percent accuracy when using a four-digit password. In [ 324 ], the authors provide details and goals for developing security. They discuss the challenges faced in the development of edge computing architecture which also includes the discussion regarding reducing security risks. The main idea of the paper is to detail the design of security measures for both AR and non-AR devices. In [ 325 ], the authors presented that the handling of multi-user outputs and handling of data are demonstrated are the two main obstacles in achieving security and privacy of AR devices. It further provides new opportunities that can significantly improve the security and privacy realm of AR. In [ 326 ], the authors introduce the authentication tool for ensuring security and privacy in AR environments. For these purposes, the graphical user password is fused with the AR environments. A doodle password is created by the touch-gesture-recognition on a mobile phone, and then doodles are matched in real-time size. Additionally, doodles are matched with the AR environment. In [ 327 ], the authors discussed the immersive nature of augmented reality engenders significant threats in the realm of security and privacy. They further explore the aspects of securing buggy AR output. In [ 328 ], the authors employ the case study of an Android app, “Google Translator”, to detect and avoid variant privacy leaks. In addition, this research proposes the foundational framework to detect unnecessary privacy leaks. In [ 329 ], the authors discuss the AR security-related issues on the web. The security related vulnerabilities are identified and then engineering guidelines are proposed to make AR implementation secure. In [ 330 ], the past ten years of research work of the author, starting from 2011, in the field of augmented reality is presented. The main idea of the paper is to figure out the potential problems and to predict the future for the next ten years. It also explains the systematization for future work and focuses on evaluating AR security research. In [ 331 ], the authors presented various AR-related security issues and identified managing the virtual content in the real space as a challenge in making AR spaces secure for single and multi-users. The authors in [ 332 ] believe that there is a dire need of cybersecurity risks in the AR world. The introduction of systemized and universal policy modules for the AR architecture is a viable solution for mitigating security risks in AR. In [ 333 ], the authors discuss the challenge of enabling the different AR apps to augment the user’s world experience simultaneously, pointing out the conflicts between the AR applications.
In this paper, the authors have reviewed the literature extensively in terms of tracking and displays technology, AR, and collaborative AR, as can be seen in Figure 10 . It has been observed that collaborative AR has further two classifications i.e., co-located AR and remote collaboration [ 334 ]. Each of these collocated and remote collaborations has two further types i.e., synchronous and asynchronous. In remote collaborative AR, there are a number of use cases wherein it has been observed that trust management is too important a factor to consider because there are unknown parties that participate in remote activities to interact with each other and as such, they are unknown to each other as well [ 21 , 335 , 336 , 337 , 338 ]. There has been a lack of trust and security concerns during this remote collaboration. There are more chances of intrusion and vulnerabilities that can be possibly exploited [ 331 , 339 , 340 ]. One such collaboration is from the tourism sector, which has boosted the economy, especially in the pandemic era when physical interactors were not allowed [ 341 ]. To address these concerns, this research felt the need to ensure that the communication has integrity and for this purpose, the research utilized state-of-the-art blockchain infrastructure for collaborative applications in AR. The paper has proposed a complete secure framework wherein different applications working remotely are having a real feeling of trust in each other [ 17 , 342 , 343 ]. The participants within the collaborative AR subscribed to a trusted environment to further make interaction with each other in a secure fashion while their communication was protected through state-of-the-art blockchain infrastructure [ 338 , 344 ]. A model of such an application is shown in Figure 11 .
A model of blockchain-based trusted and secured collaborative AR system.
Figure 12 demonstrates the initiation of the AR App in step 1, while in step 2 of Figure 12 , the blockchain is initiated to record transactions related to sign-up, record audio calls, proceed with payment/subscription, etc. In step 3, when the transaction is established, AR is initiated, which enables the visitor to receive guidance from the travel guide. The app creates a map of the real environment. The created map and the vision provide a SLAM, i.e., SLAM provides an overall vision and details of different objects in the real world. Inertial tracking controls the movement and direction in the augmented reality application. The virtual objects are then placed after identifying vision and tracking. In a collaborative environment, the guides are provided with an option of annotation so they can circle a particular object or spot different locations and landmarks or point to different incidents [ 16 ].
Sharing of the real-time environment of CAR tourist app for multiple users [ 16 ].
The commercialization efforts of companies have made AR a mainstream field. However, for the technology to reach its full potential, the number of research areas should be expanded. Azuma has explained the three major obstacles in the way of AR: interface limitation, technological limitations, and the issue of social acceptance. In order to overcome these barriers, the two major models are developed: first, Roger’s innovation diffusion theory [ 345 ] and the technology acceptance model (developed by Martinez) [ 346 ]. Roger has explained the following major restriction towards the adoption of this technology: limited computational power of AR technology, social acceptance, no AR standards, tracking inaccuracy, and overloading of information. The main research trends in display technology, user interface, and tracking were identified by Zho by evaluating ten years of ISMAR papers. The research has been conducted in a wide number of areas except for social acceptance. This section aims at exploring future opportunities and ongoing research in the field of AR, particularly in the four key areas: display, tracking, interaction, and social acceptance. Moreover, there are a number of other topics including evaluation techniques, visualization methods, applications, authoring and content-creating tools, rendering methods, and some other areas.
This document has detailed a number of research papers that address certain problems of AR. For instance, AR tracking techniques are detailed in Section 3 . Display technologies, such as VST and OST, and its related calibration techniques in Section 4 , authoring tools in Section 6 , collaborative AR in Section 7 , AR interaction in Section 8 , and design guidelines in Section 9 . Finally, promising security and trust-related papers are discussed in the final section. We presented the problem statement and a short solution to the problem is provided. These aspects should be covered in future research and the most pertinent among these are the hybrid AR interfaces, social acceptance, etc. The speed of research is significantly increasing, and AR technology is going to dramatically impact our lives in the next 20 years.
Thanks to the Deanship of Research, Islamic University of Madinah. We would like to extend special thanks to our other team members (Anas and his development team at 360Folio, Ali Ullah and Sajjad Hussain Khan) who participated in the development, writeup, and finding of historical data. Ali Ullah has a great ability to understand difficult topics in AR, such as calibration and tracking.
This project is funded by the Deputyship For Research and Innovation, Ministry of Education, Kingdom of Saudi Arabia, under project No (20/17), titled Digital Transformation of Madinah Landmarks using Augmented Reality.
Conceptualization of the paper is done by T.A.S. Sections Organization, is mostly written by T.A.S. and S.J.; The protype implementation is done by the development team, however, the administration and coordination is performed by A.A., A.N. (Abdullah Namoun) and A.B.A.; Validation is done by A.A. and A.N. (Adnan Nadeem); Formal Analysis is done by T.A.S. and S.J.; Investigation, T.A.S.; Resources and Data Curation, is done by A.N. (Adnan Nadeem); Writing—Original Draft Preparation, is done by T.A.S. and S.J., Writing—Review & Editing is carried out by H.B.A.; Visualization is mostly done by T.A.S. and M.S.S.; Supervision, is done by T.A.S.; Project Administration, is done by A.A.; Funding Acquisition, T.A.S. All authors have read and agreed to the published version of the manuscript.
The authors declare no conflict of interest.
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The perceptual behavior of consumers on a product displayed in the market has a vital role in analyzing the importance given to that product. Therefore, various strategies have been developed to understand this consumer behavior in the selection of products. Immersive technologies like virtual, augmented, and mixed reality are among them. With the foremost feature of immersion in the virtual world and interaction of users with virtual objects, virtual reality, and augmented reality have unlocked their potential in research and a user-friendly tool for analyzing consumer behavior. In addition to these technologies, mixed reality also has a significant role in investigating consumer behavior. Studies on immersive technologies in food applications are vast, hence this review focuses on the applications of virtual, augmented, and mixed reality in the food selection behavior of consumers. The behavioral studies are elicited to develop new products based on consumer needs, to understand the shopping behavior in supermarkets for real-time usage, and to know the influence of emotions in a selection of products. The findings suggest that virtual, augmented, and mixed reality induce immersion of the users in food selection behavioral studies. Information on the technological advancements in the tools used for bringing immersion and interaction are discussed for its futuristic applications in food. Though immersive technology gives users a realistic virtual environment experience, its application in food systems is in the budding stage. More research on human response studies would contribute to its innovative and inevitable application in the future.
Keywords: augmented reality; food; immersive technology; mixed reality; virtual reality; virtual stimulation.
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Augmented Reality (AR) and Virtual Reality (VR) are often associated with the gaming industry, where they have revolutionized the way we play and interact with digital worlds. However, these technologies are now making significant strides beyond gaming, with innovative applications emerging across various sectors. As AR and VR evolve, their potential to enhance user experiences and improve productivity in industries such as education, real estate, and remote work is becoming increasingly apparent.
The rise of AR and VR is not just a technological trend but a paradigm shift that is reshaping how we interact with our environments, learn, and conduct business. The versatility of these technologies is evident in their growing adoption across diverse fields, offering solutions that were once considered futuristic.
From immersive learning environments in education to virtual property tours in real estate and enhanced collaboration tools in remote work, AR and VR are redefining what is possible. As these technologies continue to advance, their applications are expected to grow even further, opening up new possibilities for businesses and individuals alike.
Education is one of the sectors where AR and VR are making a significant impact. Traditional teaching methods are being enhanced by these technologies, offering students immersive learning experiences that were previously unimaginable. AR and VR can create interactive environments that bring complex subjects to life, making learning more engaging and effective.
For instance, AR can overlay digital information onto the real world, allowing students to explore 3D models of historical artifacts, biological systems, or architectural designs in real-time. This interactive approach helps students to better understand and retain information. Meanwhile, VR can transport students to different times and places, providing them with virtual field trips to ancient civilizations, outer space, or even inside the human body.
Beyond the classroom, AR and VR are also being used in professional training. Medical students can practice surgeries in a risk-free virtual environment, while engineers can simulate the operation of complex machinery. These applications not only improve learning outcomes but also reduce the cost and logistical challenges associated with traditional training methods.
The real estate industry is another sector where AR and VR are being utilized to great effect. These technologies are transforming how properties are marketed and sold, offering potential buyers and renters immersive experiences that go beyond traditional photos and videos.
With VR, prospective buyers can take virtual tours of properties from anywhere in the world. This technology allows them to explore every room and get a feel for the space without having to visit in person. This is particularly useful for international buyers or those relocating to a new city, as it saves time and travel costs. Furthermore, VR can also be used to showcase properties that are still under construction, giving buyers a realistic sense of what the finished product will look like.
AR, on the other hand, can enhance the buying process by allowing users to visualize changes to a property in real-time. For example, they can see how different furniture would look in a room, or what a new color scheme might look like. This level of customization helps buyers make more informed decisions and can accelerate the sales process.
In commercial real estate, AR and VR are also being used to streamline the design and construction process. Architects and developers can use VR to create virtual models of buildings, allowing stakeholders to explore and provide feedback on the design before construction begins. This reduces the risk of costly changes later on and ensures that the final product meets the client’s expectations.
The shift towards remote work has been accelerated by the global pandemic, and AR and VR are playing a crucial role in making this transition smoother and more productive. These technologies are helping to bridge the gap between physical and virtual workspaces, enabling more effective collaboration and communication among remote teams.
One of the most promising applications of VR in remote work is the creation of virtual offices. These digital workspaces allow employees to interact with each other as if they were in the same physical location. Team members can hold meetings, work on projects together, and even have casual conversations in a shared virtual environment. This not only enhances collaboration but also helps to maintain a sense of community and connection among remote workers.
AR is also being used to improve productivity in remote work settings. For example, AR-enabled devices can overlay digital information onto the physical world, allowing workers to access data, instructions, or schematics while they are performing tasks. This is particularly useful in fields like manufacturing or maintenance, where workers need real-time access to information to complete their tasks efficiently.
Moreover, AR and VR are being used to provide remote training and support. Employees can receive guidance from experts who are located elsewhere, with AR enabling them to see exactly what the worker is doing and provide real-time instructions. This not only reduces the need for on-site visits but also ensures that employees receive the support they need to perform their jobs effectively.
The healthcare sector is another area where AR and VR are making significant inroads. These technologies are being used to improve patient care, enhance medical training, and support complex surgeries. VR, for instance, is being used to help patients manage pain and anxiety by providing immersive environments that distract them from their discomfort. This application has been particularly effective in pediatric care, where children can escape into virtual worlds while undergoing medical procedures.
In medical training, VR is providing students with hands-on experience in a risk-free environment. Trainees can practice surgeries, learn about human anatomy, and explore different medical scenarios without the need for physical cadavers or patients. This not only improves their skills but also increases their confidence when performing real procedures.
AR is also being used in surgery, where it can overlay digital information onto a surgeon’s field of view. This can include patient data, imaging scans, or even real-time guidance from other specialists. This application of AR is helping to improve surgical outcomes by providing surgeons with the information they need to make more informed decisions during procedures.
As AR and VR technologies continue to evolve, their applications are expected to expand even further. In addition to the sectors mentioned above, these technologies are being explored for use in areas such as retail, entertainment, and social interaction. For example, AR and VR could revolutionize the shopping experience by allowing customers to try on clothes virtually or see how furniture would look in their homes before making a purchase.
In the entertainment industry, AR and VR are already being used to create more immersive experiences, from virtual concerts to interactive storytelling. As these technologies become more advanced, we can expect to see even more innovative applications that push the boundaries of what is possible.
Finally, AR and VR are likely to play a significant role in the development of the metaverse—a collective virtual shared space that is being heralded as the next evolution of the internet. In the metaverse, users will be able to interact with each other and digital content in ways that were previously unimaginable, and AR and VR will be key technologies driving this transformation.
The rise of augmented and virtual reality technologies is opening up new possibilities across a wide range of sectors. While gaming may have been the first industry to embrace these technologies, their potential extends far beyond entertainment. From education and real estate to remote work and healthcare, AR and VR are transforming how we learn, work, and interact with the world around us.
As these technologies continue to advance, their applications will only grow, offering new ways to enhance user experiences and improve productivity. Businesses and individuals alike should keep a close eye on these developments, as the future of AR and VR is full of exciting possibilities that are set to redefine the way we live and work.
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Research poster: the design of computer-generated holograms for augmented and virtual reality applications.
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Research essay: the design of computer-generated holograms for augmented and virtual reality applications.
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The term augmented reality (AR) refers to a technology that unites virtual things with the actual environment and communicate directly with one another. Nowadays, augmented reality is receiving a lot of study attention. It is one of the few ideas that, though formerly deemed impractical and unattainable and can today be used quite successfully. Research and development on the AR are still in ...
Abstract Augmented Reality (AR) and Virtual Reality (VR) technologies have revolutionized learning approaches through immersive digital experience, interactive environment, simulation and engagement. Yet, these technologies are in developing stage and require massive investment and mass customization to meet the high demand in education. This comprehensive review aims to frame AR and VR ...
Hence, a systematic review of the research literature was conducted on the use of AR in e-learning contexts, with a focus on the key benefits and challenges related to its adoption and implementation.
Augmented reality is a more recent technology than VR and shows an interdisciplinary application framework, in which, nowadays, education and learning seem to be the most field of research. Indeed, AR allows supporting learning, for example increasing-on content understanding and memory preservation, as well as on learning motivation.
Augmented Reality is a new medium, combining aspects from ubiquitous computing, tangible computing, and social computing. This medium offers unique affordances, combining physical and virtual worlds, with continuous and implicit user control of the point of view and interactivity.
Augmented reality (AR) is one of the relatively old, yet trending areas in the intersection of computer vision and computer graphics with numerous applications in several areas, from gaming and entertainment, to education and healthcare. Although it has been around for nearly fifty years, it has seen a lot of interest by the research community in the recent years, mainly because of the huge ...
Despite the positive effects of augmented reality (AR) technologies on learning motivation, some previous studies have shown differing results.
In recent years, there has been a substantial increase in research into the use of augmented reality (AR) and virtual reality (VR) in education, with studies examining the potential of these technologies to improve learning experiences.
Research on augmented reality (AR) in education is gaining momentum worldwide. This field has been actively growing over the past decades in terms of the research and development of new technologies.
Immersive systems, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), offer the capability to capture new data, create new experiences, and provide new insights by creating virtual elements of physical and imagined worlds.
Emerging holographic optical elements and lithography-based devices are enhancing the performances of augmented reality and virtual reality displays with glasses-like form factor.
Augmented Reality (AR) aims to modify the perception of real-world images by overlaying digital data on them. A novel mechanic, it is an enlightening and engaging mechanic that constantly strives for new techniques in every sphere. The real world can be augmented with information in real-time. AR aims to accept the outdoors and come up with a novel and efficient model in all application areas ...
Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments. In this paper, we systematically review 10 years of the most influential AR user studies, from 2005 to 2014.
This evaluation examined 28 major papers to see if textbooks and augmented reality may be used as instructional technologies. This study, "Implementing Augmented Reality (AR) Textbooks in Elementary Schools: A Systematic Analysis," examined current status of AR integration, perceived benefits, and impact on the learning environment. The "What is the current status of augmented reality (AR ...
Augmented Reality (AR) systems have been shown to positively affect mental workload and task performance across a broad range of application contexts. Despite the interest in mental workload and the increasing number of studies evaluating AR use, an attempt ...
Augmented Reality in Education: An Overview of Research Trends. F. Sehkar FAYDA-KINIK. Istanbul Technical University. du.trORCID:99981231160000-08'00' 0000-0001-6563 4504AbstractAugmented reality (AR), a cutting-edge technology, has the potential to change the way students learn by superim. osing virtual items and information onto the real ...
This paper presents an overview of augmented reality, starting from its conception, passing through its main applications, and providing essential information.
Abstract This paper presents a study on the usage landscape of augmented reality (AR) and virtual reality (VR) in the architecture, engineering and construction sectors, and proposes a research agenda to address the existing gaps in required capabilities.
Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education.
Abstract. Virtual reality (VR) and augmented reality (AR) are revolutionizing the ways we perceive and interact with various types of digital information. These near-eye displays have attracted significant attention and efforts due to their ability to reconstruct the interactions between computer-generated images and the real world.
Augmented reality (AR) is a technology that integrates digital information into the user's real-world environment. It offers a new approach for treatments and education in medicine. AR aids in surgery planning and patient treatment and helps explain complex medical situations to patients and their relatives.
Section 7 highlights the collaborative research on augmented reality, while Section 8 interprets the AR interaction and input technologies. The paper presents the details of design guidelines and interface patterns in Section 9, while Section 10 discusses the security and trust issues in collaborative AR.
Submit Paper. Close Add email alerts. You are adding the following journal to your email alerts. New content; Jindal Journal of Business Research: ... Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behavior. Journal of Retailing and Consumer Services, 30, 252-261. Crossref. Google Scholar.
This paper describes the characteristics of Augmented Reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper summarizes current efforts to overcome these problems.
Immersive technologies like virtual, augmented, and mixed reality are among them. With the foremost feature of immersion in the virtual world and interaction of users with virtual objects, virtual reality, and augmented reality have unlocked their potential in research and a user-friendly tool for analyzing consumer behavior.
PDF | Augmented reality (AR) is an improved form of the actual physical world that is accomplished over the practise of digital visual sound, elements,... | Find, read and cite all the research ...
Augmented Reality (AR) and Virtual Reality (VR) are often associated with the gaming industry, where they have revolutionized the way we play and interact with digital worlds. However, these technologies are now making significant strides beyond gaming, with innovative applications emerging across various sectors.
Augmented reality makes it possible to enhance the physical world with digital information while still interacting with the physical world. This is a distinction from virtual reality, which is related but very different from augmented reality. ... As a research scientist focusing on augmented reality, you might work to discover new ways to ...
Research Poster: The Design of Computer-generated Holograms for Augmented and Virtual Reality Applications. This is a representation of how your post may appear on social media. The actual post will vary between social networks ... Research Essay: The Design of Computer-generated Holograms for Augmented and Virtual Reality Applications. STEM ...