Augment

Description: Augment refers to the enhancement or expansion of the virtual experience, especially in the context of augmented reality (AR). This term implies the integration of digital elements into the real world, allowing users to interact with virtual information and objects overlaid on their physical environment. The augmentation experience is characterized by its ability to enrich the user’s perception, providing additional data, interactive visualizations, and immersive experiences that would not be possible in a purely physical setting. Through technologies like AR, users can see graphics, texts, and animations that complement what they observe in their surroundings, transforming the way they interact with the world. This ability to augment reality has found applications in various fields, from education and entertainment to medicine and design, making the user experience richer and more meaningful.

History: The concept of augmented reality began to take shape in the 1960s when Ivan Sutherland developed the first augmented reality visualization system known as ‘The Sword of Damocles.’ However, it was in the 1990s that the term ‘augmented reality’ was coined by Tom Caudell, an engineer at Boeing, to describe a system that helped workers assemble components. Since then, the technology has evolved significantly, driven by advancements in hardware and software, as well as the popularization of mobile devices that enable more accessible AR experiences.

Uses: Augmented reality is used in a variety of fields, including education, where it allows students to interact with 3D models of complex concepts; in entertainment, through games that combine the real world with virtual elements; in medicine, to assist surgeons in visualizing internal structures during procedures; and in retail, where consumers can virtually try on products before purchasing.

Examples: A notable example of augmented reality is the Pokémon GO app, which allows players to capture virtual creatures in the real world using their mobile devices. Another example is IKEA Place, which enables users to visualize furniture in their homes before purchasing, helping to make more informed buying decisions.

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