Description: Interaction within a defined field in augmented reality environments refers to how users engage with digital elements overlaid on the real world. This interaction is based on the combination of virtual information and the physical environment, allowing users to experience an enriched reality. Through devices such as smartphones, tablets, or augmented reality glasses, users can see and manipulate digital objects that appear to coexist with their real surroundings. The main features of this interaction include object recognition, motion tracking, and real-time data integration. Augmented reality not only enhances the perception of the environment but also offers new forms of interaction, such as gestures, touches, and voice commands, making it a powerful tool for various applications across industries like education, entertainment, and design. The relevance of this interaction lies in its potential to transform how we perceive and relate to the world, creating more immersive and personalized experiences that can adapt to individual users’ needs and preferences.
History: Augmented reality has its roots in the 1960s when Ivan Sutherland developed the first known augmented reality system called ‘The Sword of Damocles’. However, it wasn’t until the 1990s that the technology began to evolve significantly, with the development of more accessible devices and specialized software. In 1992, Louis Rosenberg created the first functional augmented reality system, called ‘Virtual Fixtures’, which was used in industrial applications. Over the years, augmented reality has advanced with the arrival of smartphones and tablets, allowing for its widespread adoption across various industries.
Uses: Augmented reality is used in a variety of fields, including education, where it allows students to interact with educational content in a more immersive way. In the healthcare sector, it is used for medical training and visualization of surgical procedures. In retail, augmented reality applications allow customers to virtually try on products before purchasing them. Additionally, it is used in entertainment, such as in video games that integrate elements of the real world with digital experiences.
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 smartphones. Another example is IKEA Place, which enables users to visualize furniture in their homes before purchasing. In the educational field, applications like Google Expeditions allow students to explore historical and scientific places through augmented reality experiences.