Building the Future: Overview of Augmented Reality (AR) Headsets
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Building the Future: Overview of Augmented Reality (AR) Headsets

Building the Future
Human-Centered Design
Emerging Technology

Augmented Reality (AR)

According to Oxford Languages, augmented reality (AR) is defined as “a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view”. Before AR was officially named, the film industry introduced the public to the possibilities of this technology. Movies produced in the 1980s, such as The ‘Terminator’, ‘Robocop’, and ‘They Live’, introduced the public to futuristic and theoretical applications of augmented reality. In the year 1992, Boeing employee Thomas Caudell produced a publication that coined the concept “Augmented Reality” with associate David Mizell.

The Inception of AR/VR Display Technology

Like Virtual Reality, the initial AR technology and head-up-display examples were developed in the early 1960s. Ivan Sutherland’s machine known as “Sword of Damocles” served as the first headset that utilized a computer to alter picture orientation as the user would move their head. The “Telesphere Mask” was then created by cinematographer Morton Heilig in 1960. This device appears similar to today’s VR/AR headsets and utilized the ability to track head movements and adjust 3D visuals accordingly.

1990’s: AR Headset Interest Rises

The first fully immersive augmented reality systems were created at the United States Air Force Armstrong Labs in 1992 by Louis Rosenberg. Known as “Virtual Fixtures”, the system allowed the user to control the motions of physical robot arms while wearing an upper-body exoskeleton with motion sensors. Importantly, a headset was used to magnify the robot arms to appear in the exact location of the user’s physical extremities. Computer-generated virtual overlays from the headset would allow for simulating physical barriers and guides based on the intended task for the robot arms to complete.

Marker-based tracking technologies also made strides in the mid-1990s. Ronald Azuna created a motion-stabilized AR helmet display in 1994 that had applications for land surveying. This helmet was the first to employ a marker-based tracking technology in an AR experience. The next year, fiducial tracking was introduced to label real-life objects on the user’s display. In 1996, UNC hybrid-magnetic vision trackers were introduced and served as the best visual tracking system for AR applications at the time.

In 1997 Steven Feiner, Blair MacIntyre, Tobias Boellerer, and Anthony Webster, introduced their “Touring Machine”. This machine was a mobile 3D augmented reality system for exploring an urban environment. This system used a laptop for computing power and a head tracking, see-through, head-worn 3D display. The purpose of this specific machine was to present information on the user’s college campus to the display, based on the specific locations in view. Combining mobile computing and the overlay of 3D graphics on the user’s physical view is the basic idea behind current AR applications.

Another important step taken toward the development of AR technology was the 1999 release of ARToolKit. This served as an open-source computer tracking library that was used to create augmented reality applications that overlay virtual imagery onto the user’s vision in the real world. The programs available specifically address two of the biggest hurdles for augmented reality: viewpoint tracking and virtual object interaction. This resource and similar libraries released since, support the creation of improved AR experiences, which in turn, inspire further development of AR headset technology.

Current AR Headset Trends

Today, there are a growing number of applications for using AR headsets. Large tech companies including GoogleMicrosoft, and Lenovo, have been working to improve the hardware available to consumers for utilizing these applications. The trends in the AR headset market depend on the intended type of activity for the hardware to accomplish. Most examples of new AR technology serve the purpose of improving collaborative professional activities.

When considering the design of early model VR/AR/MR, a significant drawback has been headset comfort. Applications have improved, leading users to increase the amount of time wearing these devices. Pure AR applications do not require a complete separation between real-life and virtual vision. This has promoted the change in the AR hardware to go from traditional goggle designs to glasses. This design change has made new AR equipment more comfortable and lighter, which promotes the expansion of usage time. 

Computer/Smartphone-Connected AR Headset Technology

Lenovo developed the ThinkReality A3, a fully immersive headset that has been regarded as the best wired AR glasses on the current market. These glasses boast 1080p AR displays for each eye, an 8MP camera, integrated microphones, and 3 degrees of freedom movement tracking. ThinkReality is designed for workers who spend the majority of their time in front of their computers but want improvements to online collaboration. This device excels as an advanced method of screen-sharing, ideal for use by professional field technicians and similar roles. The use of this product serves as an add-on to an existing suite of the user’s computers. The drawbacks of wired AR headsets are based on compatibility. For example, the ThinkReality A3 is compatible with only a number of Lenovo ThinkPad computer models, and the Lenovo Moto G100 smartphone.

Standalone AR Headset Technology

Another significant trend in the development of AR headset technology is dropping the necessity of connecting to an external computer to function. This factor improves the usability and overall potential of augmented reality applications. A current model with this capability is called the Vuzix Blade Upgraded. This headset includes Native Passthrough lenses, an autofocus camera, and tracking through non-positional 3 degrees of freedom. This standalone headset can project instructions, diagrams, and live help to users performing hands-on services. Like other similar devices, the Blade serves as a platform for improved collaboration and communication in the remote work environment. Drone pilots can use these as FPV glasses, with the benefit of full-color projections on the lenses.

Microsoft’s HoloLens 2 is intended for professional environments and offers capabilities of both augmented reality and mixed reality (MR). This headset comes in a number of variations based on the intended environment, for example, there is an available hardhat integrated version designed for use in rugged environments. The display includes 2K 3.2 Light Engines, head and eye tracking using light and IR cameras, and a front camera. This device allows users to touch, grab, and move holographic projections in a natural way, with its capability of fully articulated hand tracking. 

Google is widely considered the leader in the AR and MR markets. Their release of Google Glass, while showing incredible potential, did not have an extensive list of uses. Google Glass Enterprise 2 builds on the initial device and according to ZDNet, are the “Best AR glasses overall.” Like recent developments in VR headset technology, this device does not require an external computer or phone connection. This is accomplished by the integration of a Qualcomm SnapDragon XR1, with Android Open-Source Project 8.1 operating system, and WiFi/Bluetooth connectivity. The Android platform is ideal for developing custom programs for users. The device is described as an all-day and lightweight wearable that provides glanceable and voice-activated control for accessing critical information. A screen over one eye allows for easy real-time tutorials and instruction in a number of professional and educational fields.

The Dura Digital Takeaway

Dura Digital is committed to staying ahead of emerging technologies like Augmented Reality. By exploring and experimenting, we are able to provide our clients with valuable knowledge and insights that ignite digital transformation within their organizations. Contact Dura Digital to find out how we could work together to enable your team to achieve its business goals and support your digital transformation journey.

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Building the Future: Overview of Augmented Reality (AR) Headsets

Chris Harrison
Chris Harrison
March 20, 2023
Building the Future: Overview of Augmented Reality (AR) Headsets

Augmented Reality (AR)

According to Oxford Languages, augmented reality (AR) is defined as “a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view”. Before AR was officially named, the film industry introduced the public to the possibilities of this technology. Movies produced in the 1980s, such as The ‘Terminator’, ‘Robocop’, and ‘They Live’, introduced the public to futuristic and theoretical applications of augmented reality. In the year 1992, Boeing employee Thomas Caudell produced a publication that coined the concept “Augmented Reality” with associate David Mizell.

The Inception of AR/VR Display Technology

Like Virtual Reality, the initial AR technology and head-up-display examples were developed in the early 1960s. Ivan Sutherland’s machine known as “Sword of Damocles” served as the first headset that utilized a computer to alter picture orientation as the user would move their head. The “Telesphere Mask” was then created by cinematographer Morton Heilig in 1960. This device appears similar to today’s VR/AR headsets and utilized the ability to track head movements and adjust 3D visuals accordingly.

1990’s: AR Headset Interest Rises

The first fully immersive augmented reality systems were created at the United States Air Force Armstrong Labs in 1992 by Louis Rosenberg. Known as “Virtual Fixtures”, the system allowed the user to control the motions of physical robot arms while wearing an upper-body exoskeleton with motion sensors. Importantly, a headset was used to magnify the robot arms to appear in the exact location of the user’s physical extremities. Computer-generated virtual overlays from the headset would allow for simulating physical barriers and guides based on the intended task for the robot arms to complete.

Marker-based tracking technologies also made strides in the mid-1990s. Ronald Azuna created a motion-stabilized AR helmet display in 1994 that had applications for land surveying. This helmet was the first to employ a marker-based tracking technology in an AR experience. The next year, fiducial tracking was introduced to label real-life objects on the user’s display. In 1996, UNC hybrid-magnetic vision trackers were introduced and served as the best visual tracking system for AR applications at the time.

In 1997 Steven Feiner, Blair MacIntyre, Tobias Boellerer, and Anthony Webster, introduced their “Touring Machine”. This machine was a mobile 3D augmented reality system for exploring an urban environment. This system used a laptop for computing power and a head tracking, see-through, head-worn 3D display. The purpose of this specific machine was to present information on the user’s college campus to the display, based on the specific locations in view. Combining mobile computing and the overlay of 3D graphics on the user’s physical view is the basic idea behind current AR applications.

Another important step taken toward the development of AR technology was the 1999 release of ARToolKit. This served as an open-source computer tracking library that was used to create augmented reality applications that overlay virtual imagery onto the user’s vision in the real world. The programs available specifically address two of the biggest hurdles for augmented reality: viewpoint tracking and virtual object interaction. This resource and similar libraries released since, support the creation of improved AR experiences, which in turn, inspire further development of AR headset technology.

Current AR Headset Trends

Today, there are a growing number of applications for using AR headsets. Large tech companies including GoogleMicrosoft, and Lenovo, have been working to improve the hardware available to consumers for utilizing these applications. The trends in the AR headset market depend on the intended type of activity for the hardware to accomplish. Most examples of new AR technology serve the purpose of improving collaborative professional activities.

When considering the design of early model VR/AR/MR, a significant drawback has been headset comfort. Applications have improved, leading users to increase the amount of time wearing these devices. Pure AR applications do not require a complete separation between real-life and virtual vision. This has promoted the change in the AR hardware to go from traditional goggle designs to glasses. This design change has made new AR equipment more comfortable and lighter, which promotes the expansion of usage time. 

Computer/Smartphone-Connected AR Headset Technology

Lenovo developed the ThinkReality A3, a fully immersive headset that has been regarded as the best wired AR glasses on the current market. These glasses boast 1080p AR displays for each eye, an 8MP camera, integrated microphones, and 3 degrees of freedom movement tracking. ThinkReality is designed for workers who spend the majority of their time in front of their computers but want improvements to online collaboration. This device excels as an advanced method of screen-sharing, ideal for use by professional field technicians and similar roles. The use of this product serves as an add-on to an existing suite of the user’s computers. The drawbacks of wired AR headsets are based on compatibility. For example, the ThinkReality A3 is compatible with only a number of Lenovo ThinkPad computer models, and the Lenovo Moto G100 smartphone.

Standalone AR Headset Technology

Another significant trend in the development of AR headset technology is dropping the necessity of connecting to an external computer to function. This factor improves the usability and overall potential of augmented reality applications. A current model with this capability is called the Vuzix Blade Upgraded. This headset includes Native Passthrough lenses, an autofocus camera, and tracking through non-positional 3 degrees of freedom. This standalone headset can project instructions, diagrams, and live help to users performing hands-on services. Like other similar devices, the Blade serves as a platform for improved collaboration and communication in the remote work environment. Drone pilots can use these as FPV glasses, with the benefit of full-color projections on the lenses.

Microsoft’s HoloLens 2 is intended for professional environments and offers capabilities of both augmented reality and mixed reality (MR). This headset comes in a number of variations based on the intended environment, for example, there is an available hardhat integrated version designed for use in rugged environments. The display includes 2K 3.2 Light Engines, head and eye tracking using light and IR cameras, and a front camera. This device allows users to touch, grab, and move holographic projections in a natural way, with its capability of fully articulated hand tracking. 

Google is widely considered the leader in the AR and MR markets. Their release of Google Glass, while showing incredible potential, did not have an extensive list of uses. Google Glass Enterprise 2 builds on the initial device and according to ZDNet, are the “Best AR glasses overall.” Like recent developments in VR headset technology, this device does not require an external computer or phone connection. This is accomplished by the integration of a Qualcomm SnapDragon XR1, with Android Open-Source Project 8.1 operating system, and WiFi/Bluetooth connectivity. The Android platform is ideal for developing custom programs for users. The device is described as an all-day and lightweight wearable that provides glanceable and voice-activated control for accessing critical information. A screen over one eye allows for easy real-time tutorials and instruction in a number of professional and educational fields.

The Dura Digital Takeaway

Dura Digital is committed to staying ahead of emerging technologies like Augmented Reality. By exploring and experimenting, we are able to provide our clients with valuable knowledge and insights that ignite digital transformation within their organizations. Contact Dura Digital to find out how we could work together to enable your team to achieve its business goals and support your digital transformation journey.

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