AR glasses: Difference between revisions
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{{see also|Terms|Technical Terms}} | |||
{{see also|Smart glasses}} | |||
[[File:ar glasses1.jpg|350px|right]] | |||
'''[[AR glasses]]''' (also known as '''[[augmented reality]] glasses''' or '''[[smart glasses]]''') are wearable [[head-mounted display|head-mounted devices]] that overlay computer-generated imagery, data or 3-D models onto a user’s direct view of the physical world. Unlike [[virtual reality]] (VR) headsets, which occlude outside vision, AR glasses use transparent or semi-transparent optics ([[waveguide]]s, [[prism]]s or [[optical combiner|combiners]]) so the wearer simultaneously sees real surroundings and virtual overlays.<ref name="SynopsysAROptics">Synopsys. "How Do Augmented Reality Optics Work?". Retrieved 30 April 2025. https://www.synopsys.com/glossary/what-is-augmented-reality-optics.html</ref><ref name="VarjoExplained">Varjo. "Virtual Reality, Augmented Reality and Mixed Reality Explained". Retrieved 30 April 2025. https://varjo.com/virtual-augmented-and-mixed-reality-explained/</ref> Modern eyewear integrates miniature [[microdisplay|micro-displays]] (often [[OLED]], [[LCD]], or [[LCoS]]), transparent [[waveguide]] optics, and an array of [[sensor]]s—[[RGB camera|RGB]]/[[depth camera|depth cameras]], an [[inertial measurement unit]] (IMU), [[eye tracking|eye-trackers]], and sometimes [[LiDAR]]—all driven by low-power [[system-on-chip|SoCs]]. Real-time [[simultaneous localization and mapping]] (SLAM) locks holograms to the environment while voice, [[hand tracking|hand-tracking]] or gaze serves as input.<ref name="SLAMBenchmark">Sarlin P. et al. (2022). "LaMAR – Benchmarking Localization and Mapping for Augmented Reality". Proceedings of ECCV 2022. https://link.springer.com/chapter/10.1007/978-3-031-20071-7_40 https://lamar.ethz.ch/</ref> In this way AR glasses provide hands-free, heads-up access to information – for example showing navigation cues, text annotations, or [[3D model]]s superimposed on actual objects – without obscuring the user’s natural vision. | |||
[[ | AR glasses come in various [[form factor]]s (from bulky [[headset]]s to slim [[spectacles]]) but typically resemble ordinary eyewear. Some experimental prototypes like the AirySense system (shown above) allow a wearer to see and manipulate virtual objects as though they were real. Because the hardware must balance optics, electronics, and power in a compact package, current devices range from one-eye displays to full pair-of-glasses designs. In either case, all employ specialized optics (such as [[holographic waveguide|holographic]] or [[diffractive waveguide|diffractive]] [[waveguide]]s) to focus virtual images at a comfortable viewing distance while still letting the user see the world around them.<ref name="SynopsysAROptics" /><ref name="ARDisplaysReview">Xiong J. et al. (2021). "Augmented reality and virtual reality displays: perspectives and challenges". Light: Science & Applications. 10 (1): 216. doi:10.1038/s41377-021-00658-8</ref> | ||
== History and evolution == | |||
The concept of see-through [[head-mounted display]]s (HMDs) dates back to the 1960s. [[Ivan Sutherland]]’s 1968 “Sword of Damocles” HMD is often cited as the first prototype, displaying dynamic wire-frame graphics aligned to the real world.<ref>Sutherland I. E. (1968). "A head-mounted three-dimensional display". AFIPS Conf. Proc. 33: 757–764.</ref> In 1990 the term “[[augmented reality]]” was coined by [[Thomas Caudell]] while describing a heads-up wiring guide for [[Boeing]] assembly.<ref>AWE XR. "Thomas Caudell – XR Hall of Fame". Retrieved 30 April 2025. https://www.awexr.com/hall-of-fame/20-thomas-caudell</ref> Early AR research explored wearable optics for [[pilot]]s and [[maintenance]]. However, practical AR glasses remained largely experimental until the 2010s. | |||
The first mass-public AR headset was arguably [[Google Glass]] (Explorer Edition released 2013), a US $1,500 [[monocular]] smartglass project that drew widespread attention and significant privacy debate.<ref name="GoogleGlassVerge">The Verge (May 2, 2013). "Google Glass review". Retrieved 30 April 2025. https://www.theverge.com/2013/2/22/4013406/i-used-google-glass-its-the-future-with-monthly-updates</ref> Around the same time other companies like [[Vuzix]] (with products such as the M100 smart glass) and [[Epson]] ([[Epson Moverio|Moverio]] series) began selling eyewear with AR capabilities. The mid-2010s saw a wave of [[miniaturization]] and new optics. | |||
In 2016 Microsoft launched the first [[Microsoft HoloLens]] as | In 2016 [[Microsoft]] launched the first [[Microsoft HoloLens]] as the first untethered, [[binocular]] [[mixed reality|MR]] headset for [[enterprise]] use, featuring [[spatial mapping]] cameras and [[gesture control]].<ref name="HoloLensVerge">The Verge (April 1, 2016). "Microsoft HoloLens review: the future, now". Retrieved 30 April 2025. https://www.theverge.com/2016/4/1/11334488/microsoft-hololens-video-augmented-reality-ar-headset-hands-on</ref> HoloLens (and its 2019 successor HoloLens 2) brought advanced [[SLAM]] and interaction (voice, hands) to AR glasses. In 2018 [[Magic Leap]] released the [[Magic Leap One]] “Creator Edition”, an MR headset using [[diffractive waveguide]] optics and a powerful tethered compute pack.<ref name="MagicLeapAxios">Axios (Dec 20, 2017). "Magic Leap finally unveils its first augmented reality headset". Retrieved 30 April 2025. https://www.axios.com/2018/01/05/magic-leap-finally-shows-its-ar-headset-1515110723</ref> Meanwhile [[consumer electronics|consumer]] AR eyewear efforts appeared: [[Snap Inc.]] introduced the original [[Snap Spectacles]] (2016) as camera glasses, and later the 4th generation Spectacles (2021) with dual [[waveguide]] displays, 6-DoF tracking, and AR effects for creators.<ref name="Spectacles2021">The Verge (May 20, 2021). "Snap unveils AR Spectacles that overlay digital images on the real world". Retrieved 30 April 2025. https://www.theverge.com/2021/5/20/22445481/snap-spectacles-ar-augmented-reality-announced</ref> Other attempts included fashionable AR frames like [[North Focals]] and [[Ray-Ban Stories]] (camera-equipped smartglasses by [[Meta Platforms]] and [[Ray-Ban]]). | ||
By the early 2020s, virtually all major tech players signaled interest in AR glasses. | By the early 2020s, virtually all major tech players signaled interest in AR glasses. In 2023 [[Apple Inc.|Apple]] unveiled the [[Apple Vision Pro]], a premium [[mixed reality]] headset combining high-resolution [[micro-OLED]] displays (23 million pixels total), [[video pass-through]] AR, an [[Apple M2|M2]] [[system-on-chip|SoC]] and a custom [[Apple R1|R1]] sensor-fusion chip.<ref name="VisionProAvailability"> | ||
Apple Inc. (January 8, 2024). “Apple Vision Pro available in the U.S. on February 2”. | |||
Press release. Retrieved 30 April 2025. | |||
https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/ | |||
</ref> [[Meta Platforms]] (Facebook) showcased prototypes ([[Project Aria]]) and in 2024 discussed “[[Project Orion (Meta)|Project Orion]]” – a prototype glasses-style AR device featuring silicon-carbide [[microLED]] waveguides and an on-device [[AI]] assistant.<ref name="OrionVerge">The Verge (Oct 15, 2024). "Meta shows off Orion AR glasses prototype with AI assistant". Retrieved 30 April 2025. https://www.theverge.com/24253908/meta-orion-ar-glasses-demo-mark-zuckerberg-interview</ref> Other recent entries include [[Lenovo]]’s [[Lenovo ThinkReality A3|ThinkReality A3]], [[Pico (VR company)|Pico]]’s AR headsets, and continuing updates from enterprise vendors like [[Vuzix]] ([[Vuzix Blade 2|Blade 2]]) and [[Epson]] ([[Epson Moverio BT-45|Moverio BT-45 series]]). Industry analysts note that the modern wave of AR glasses began around 2012 and accelerated after 2015 with breakthroughs in [[waveguide]] optics and miniaturized components. As of 2025 the technology continues to evolve rapidly. | |||
== Technical components | == Technical components == | ||
AR glasses integrate several key hardware subsystems: | AR glasses integrate several key hardware subsystems: | ||
=== Optics and Displays === | |||
Most systems employ transparent [[waveguide]] combiners or reflective [[prism]]s to channel light from [[microdisplay]]s into the user’s eyes. A 2021 review summarized state-of-the-art grating, holographic and reflective waveguide architectures.<ref name="ARDisplaysReview" /> Common display engines are [[microdisplay]]s (small [[OLED]], [[LCD]], or [[LCoS]] panels) or [[pico projector]]s. For [[binocular]] systems, dual displays provide [[stereoscopy]]. [[Holographic display]]s or [[spatial light modulator]]s are emerging in research systems.<ref name="ARDisplaysReview" /> The optics collimate and focus the image, often using precision [[waveguide]]s (e.g. [[diffractive grating|diffractive]] or [[holography|holographic]] patterns) embedded in thin glass layers. Key specifications include [[field-of-view]] (FOV), [[resolution]], and brightness ([[nits]]) to compete with ambient light. Research directions now include inverse-designed [[metasurface]] gratings that could enable full-colour holographic AR in eyeglass-scale optics.<ref name="NatureMetasurface"> | |||
Gopakumar, M.; Lee, G-Y.; Choi, S. <i>et al.</i> (2024). | |||
“Full-colour 3D holographic augmented-reality displays with metasurface waveguides”. | |||
<i>Nature</i> 629 (800): 791–797. doi:10.1038/s41586-024-07386-0. | |||
Retrieved 30 April 2025. | |||
https://www.nature.com/articles/s41586-024-07386-0 | |||
</ref><ref name="NVIDIAAI">NVIDIA Blog (May 30, 2024). "NVIDIA Research Unveils AI-Powered Holographic Glasses Prototype". Retrieved 30 April 2025.https://developer.nvidia.com/blog/developing-smaller-lighter-extended-reality-glasses-using-ai/</ref> | |||
=== Sensors and Tracking === | |||
AR glasses require extensive sensing for environmental awareness and interaction. Typical sensors include multiple [[camera]]s ([[RGB camera|RGB]], [[depth sensor]]s or [[Time-of-Flight camera|Time-of-Flight]]/[[LiDAR]] units) and an [[inertial measurement unit]] (IMU). [[Microsoft HoloLens 2|HoloLens 2]], for example, lists four visible-light cameras, a 1-MP time-of-flight depth sensor, and a 9-axis IMU.<ref name="HoloLensHardware">Microsoft Learn. "HoloLens 2 hardware details". Retrieved 30 April 2025. https://learn.microsoft.com/en-us/hololens/hololens2-hardware</ref> These feed [[computer vision]] and [[SLAM]] algorithms for [[spatial mapping]] and [[visual-inertial odometry]]. [[Eye tracking]] cameras detect gaze, while [[hand tracking]] enables gesture input. Sensor fusion keeps virtual content registered to the real world. | |||
=== Processing and Power === | |||
Standalone (untethered) glasses rely on mobile [[system-on-chip|SoCs]] such as [[Qualcomm]]’s [[Snapdragon#XR (Extended Reality)|Snapdragon XR]] series or [[Apple Inc.|Apple]]’s dual-chip [[Apple M2|M2]] + [[Apple R1|R1]] architecture in the [[Apple Vision Pro]].<ref name="VisionProAvailability" /><ref name="QualcommXR2">Qualcomm. "Snapdragon XR2+ Gen 2 Platform". Retrieved 30 April 2025. https://www.qualcomm.com/products/mobile/snapdragon/xr-vr-ar/snapdragon-xr2-plus-gen-2-platform</ref> [[Tethered computing|Tethered]] designs (e.g., early [[Magic Leap One]]) off-load computation to a [[smartphone]] or belt-worn “compute puck” to reduce head-borne weight and potentially increase performance. [[Battery (electricity)|Battery]] life remains a significant constraint, typically lasting only a few hours under active use. | |||
== Types of AR glasses == | == Types of AR glasses == | ||
AR glasses can be categorized by several criteria: | AR glasses can be categorized by several criteria: | ||
* '''[[Monocular]] vs. [[Binocular]]:''' ''Monocular'' glasses display to one eye, often simpler and lighter. ''Binocular'' glasses display to both eyes for [[stereoscopic 3D|stereoscopic]] vision and wider immersion. | |||
* '''[[Tethered computing|Tethered]] vs. [[Standalone VR headset|Standalone]]:''' ''Tethered'' glasses require a connection to an external device (PC, phone, compute pack). ''Standalone'' glasses contain all processing and power onboard. | |||
* '''[[Optical see-through]] vs. [[Video pass-through]]:''' ''Optical see-through'' uses transparent optics to directly view the world with overlays. ''Video pass-through'' uses external cameras to capture the world, digitally mixing it with virtual content before displaying it internally (e.g., [[Apple Vision Pro]]). | |||
== Key applications == | == Key applications == | ||
AR glasses find use in many domains: | AR glasses find use in many domains: | ||
* '''[[Enterprise software|Enterprise]] & Industry:''' Including [[manufacturing]], [[field service]], and [[logistics]]. Applications include [[remote assistance]], step-by-step instructions, [[3D model]] overlays for [[maintenance (technical)|maintenance]] or assembly, and hands-free [[warehouse management system|warehouse]] picking ('pick-by-vision'). Live video, annotations and 3-D holograms can cut maintenance time significantly and improve first-time fix rates.<ref name="SoftwebEricsson">Softweb Solutions. "Augmented Reality in Manufacturing: Use Cases and Benefits" (Citing Ericsson study findings). Retrieved 30 April 2025. https://www.softwebsolutions.com/resources/augmented-reality-in-manufacturing.html</ref> | |||
* '''[[Healthcare|Medical]]:''' Uses include [[surgical navigation]] (overlaying [[medical imaging]] onto patients), medical training with virtual anatomy, and remote proctoring or consultation. | |||
* '''[[Consumer electronics|Consumer]] & [[Entertainment]]:''' Applications include immersive AR [[video game|gaming]], virtual cinema screens for media consumption, [[navigation]] overlays, and [[social media]] integration. | |||
* '''[[Remote collaboration]]:''' Facilitating shared views with remote annotations for teamwork across distances. | |||
* '''[[Military]] & [[Aerospace]]:''' Applications include [[heads-up display|HUDs]] for [[pilot]]s, [[situational awareness]] tools for soldiers, and training simulators. [[NASA]] flew [[Microsoft HoloLens|HoloLens]] units to the [[International Space Station]] (ISS) in 2015 under **Project Sidekick** to test remote expert guidance for astronauts.<ref name="NASASidekick">NASA (June 25, 2015). "NASA, Microsoft Collaborate to Bring Science Fiction to Science Fact". Retrieved 30 April 2025. https://www.nasa.gov/press-release/nasa-microsoft-collaborate-to-bring-science-fiction-to-science-fact</ref> | |||
== Leading products and companies == | == Leading products and companies == | ||
Major technology companies and startups | Major technology companies and specialized startups are active in the AR glasses market: | ||
{| class="wikitable sortable" | |||
- | ! Device !! Company !! First release !! Key Features / Target Market | ||
|- | |||
| [[Microsoft HoloLens 2]] || [[Microsoft]] || 2019 || Binocular waveguides, hand/eye tracking, [[enterprise software|enterprise]] focus | |||
|- | |||
| [[Magic Leap 2]] || [[Magic Leap]] || 2022 || 70° diagonal FOV, dynamic dimming, enterprise/developer focus | |||
|- | |||
| [[Apple Vision Pro]] || [[Apple Inc.|Apple]] || 2024 || Dual 4K [[micro-OLED]], [[eye tracking]], [[video pass-through]], high-end consumer/prosumer ([[Spatial computing]]) | |||
|- | |||
| [[Spectacles (Snap)|Spectacles]] (Gen 4, limited release) || [[Snap Inc.]] || 2021 || Dual 46° FOV waveguides, [[6DoF]] tracking, AR creators | |||
|- | |||
| [[Vuzix Blade 2]] || [[Vuzix]] || 2023 || Monocular waveguide, ANSI Z87.1 safety rated, enterprise/industrial | |||
|- | |||
| [[Epson Moverio]] BT-45CS / BT-45C || [[Epson]] || 2022 || Si-OLED binocular displays, industrial/remote assistance focus | |||
|- | |||
| [[Xreal|Xreal Air 2]] / Air 2 Pro || [[Xreal]] || 2023 || Binocular [[OLED]], lightweight "AR viewer" tethered to phone/PC, consumer media/productivity | |||
|- | |||
| [[Ray-Ban Stories]] / Meta Smart Glasses || [[Meta Platforms]] / [[Luxottica]] || 2021 / 2023 || Camera/audio glasses, limited display/AR (Gen 2 adds livestreaming), consumer | |||
|} | |||
Other notable players include [[Google]] ([[Google Glass|Glass Enterprise Edition]]), [[Lenovo]] ([[Lenovo ThinkReality A3|ThinkReality A3]]), [[Qualcomm]] (chipsets like [[Snapdragon#XR (Extended Reality)|Snapdragon XR]]), [[Varjo]], and [[RealWear]]. | |||
== Software platforms and ecosystems == | ==Software platforms and ecosystems== | ||
AR glasses rely on software frameworks and content ecosystems: | AR glasses rely on software frameworks and content ecosystems: | ||
*'''Mobile [[AR SDK]]s:''' [[Apple Inc.|Apple]]’s [[ARKit]] (for [[iOS]], [[visionOS]]) and [[Google]]’s [[ARCore]] (for [[Android (operating system)|Android]]) provide foundational tracking, scene understanding, and rendering APIs, primarily for [[smartphone]] AR but also influencing AR glasses development. | |||
*'''[[Mixed Reality|MR]]/[[Spatial Computing]] Platforms:''' Include [[Microsoft]]’s [[Windows Mixed Reality]] platform (for [[Microsoft HoloLens|HoloLens]]), [[Magic Leap]]’s [[Lumin OS]], and [[Apple Inc.|Apple]]’s [[visionOS]] (for [[Apple Vision Pro]]). Development often uses [[Unity (game engine)|Unity]] or [[Unreal Engine]]. | |||
*'''Creator Platforms:''' [[Snap Inc.|Snap]]’s [[Lens Studio]] allows creation of AR "Lenses" for [[Snapchat]] and [[Spectacles (Snap)|Spectacles]]. | |||
*'''Web Standards:''' [[WebXR]] Device API enables AR experiences directly within compatible [[web browser]]s. | |||
*'''Cross-Platform Standards:''' [[OpenXR]], an open standard from the [[Khronos Group]], aims to provide cross-vendor runtime compatibility for AR and VR applications and devices.<ref name="OpenXR">The Khronos Group. "OpenXR Overview". Retrieved 30 April 2025. https://www.khronos.org/openxr/</ref> | |||
*'''Enterprise Platforms:''' Solutions like [[PTC Vuforia|Vuforia]], [[TeamViewer Frontline|Frontline (TeamViewer)]], and [[Wikitude]] provide tools specifically for industrial AR applications. | |||
- | |||
- | |||
= | |||
==Privacy, ethics, and social acceptance== | |||
AR glasses raise significant [[privacy]], [[ethics]], and social acceptance challenges. The inclusion of outward-facing [[camera]]s and [[microphone]]s leads to concerns about [[surveillance]] and recording without consent. The launch of [[Google Glass]] notably sparked public backlash, leading to bans in some venues and the pejorative term “Glasshole”.<ref name="GlassholeWired">Wired (Jan 22, 2015). "Google Glass Got Banned. Why Did We Ever Think It Was OK?". Retrieved 30 April 2025. https://www.wired.com/story/google-glass-reasonable-expectation-of-privacy//</ref> | |||
Key concerns include: | |||
*Collection and use of sensitive data (video, audio, [[spatial mapping|spatial maps]], [[eye tracking]] data). | |||
*Potential for misuse (e.g., covert recording, [[face recognition]] without consent). | |||
*Digital distraction and safety risks (e.g., obscured vision, attention diversion). | |||
*[[Social norm]] disruption and the [[digital divide]]. | |||
*Aesthetic and [[ergonomics|ergonomic]] issues impacting adoption. Bulky or conspicuous designs can lead to stigma. | |||
*Technical artifacts like "[[eye glow]]" (light leakage from [[waveguide]]s) can be distracting or reveal device usage.<ref name="EyeGlowReview"> | |||
Ding, Y.; Yang, Q.; Li, Y. <i>et al.</i> (2023). | |||
“Waveguide-based augmented reality displays: perspectives and challenges”. | |||
<i>eLight</i> 3 (24): 1–39. doi:10.1186/s43593-023-00057-z. | |||
Section 2.1 & 3.2.5 discuss the “eye-glow” artifact. | |||
Retrieved 30 April 2025. | |||
https://elight.springeropen.com/articles/10.1186/s43593-023-00057-z | |||
</ref> | |||
Manufacturers are attempting to address these concerns through measures like visible recording indicators (LEDs), [[privacy by design]] principles, onboard processing to limit data transfer, and focusing on more conventional eyeglass [[form factor]]s. Public acceptance likely depends on demonstrating clear user benefits while mitigating privacy risks and social friction. | |||
==Market trends, forecasts, and adoption barriers== | |||
The AR glasses market is growing, particularly in the [[enterprise software|enterprise]] sector where [[return on investment]] (ROI) through productivity gains can justify current costs. [[Consumer electronics|Consumer]] adoption is slower but anticipated to increase as technology matures. Market research firms like [[IDC]] estimate global AR/[[VR headset|VR]] headset shipments are growing, forecasting significant increases in the coming years after potential consolidation or pauses.<ref name="IDC2025">IDC (March 5, 2024). "AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC". Retrieved 30 April 2025. https://www.idc.com/getdoc.jsp?containerId=prUS51864224</ref><ref name="Neowin2025">Neowin (March 6, 2024). "IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026". Retrieved 30 April 2025. https://my.idc.com/getdoc.jsp?containerId=prUS53278025/</ref> | |||
== | ===Key Trends=== | ||
*Advances in [[miniaturization|miniaturized]] optics ([[waveguide]]s, [[microdisplay]]s). | |||
*More powerful and efficient mobile [[system-on-chip|SoCs]] with dedicated [[AI]] capabilities. | |||
*Improved [[SLAM]] and [[computer vision]] algorithms. | |||
*The rollout of [[5G]] potentially enabling [[cloud computing|cloud]]/[[edge computing]] rendering and processing. | |||
===Barriers=== | |||
*'''Cost:''' High prices ($1000+) for capable devices limit mainstream adoption. | |||
*'''Form Factor & Comfort:''' Devices are often still too bulky, heavy, or unstylish for all-day wear. | |||
*'''[[Battery life|Battery Life]]:''' Often limited to 2-4 hours of active use. | |||
*'''[[Field-of-view|Field of View (FOV)]]:''' Often narrower than human vision, limiting immersion. | |||
*'''[[Display technology|Display]] Quality:''' Issues like brightness, [[sunlight readability]], and resolution need further improvement. | |||
*'''App Ecosystem:''' Lack of compelling, everyday "[[killer application]]s" for consumers. | |||
*'''[[Privacy]] and Social Acceptance:''' As discussed above. | |||
==Future outlook and ongoing research directions== | |||
Future development aims to overcome current limitations and unlock mainstream potential: | |||
*'''[[Optics]]:''' Research focuses on thinner, lighter, and wider-FOV optics like [[metasurface]]-based [[waveguide]]s or advanced [[holographic optical element]]s, potentially achieving eyeglass form factors.<ref name="NatureMetasurface" /><ref name="NVIDIAAI" /> [[Retinal projection]] and [[varifocal display]]s aim to address [[vergence-accommodation conflict]] and reduce [[eye strain]]. | |||
*'''Processing and Power:''' Continued improvement in low-power [[processor]]s and specialized [[AI]] chips ([[Apple R1|R1]], dedicated [[NPU]]s). Better battery technology and [[wireless power transfer|wireless charging]] are crucial. Offloading computation to [[edge computing|edge]]/[[cloud computing|cloud]] via [[5G]] or [[Wi-Fi 6|Wi-Fi 6/7]] may enable lighter devices. | |||
*'''AI Integration:''' On-device [[AI]] assistants that understand user context, interpret the environment, and provide proactive information (e.g., [[Meta Platforms|Meta]]'s [[Project Orion (Meta)|Orion]] prototype concept).<ref name="OrionVerge" /> | |||
*'''Sensing and Interaction:''' More robust [[hand tracking]], [[eye tracking]], and development of [[brain-computer interface|brain-computer interfaces]] (BCIs) or [[electromyography|EMG]]-based inputs. | |||
*'''Software and Ecosystem:''' Maturation of [[spatial computing]] platforms, expansion of [[OpenXR]] support, development of persistent, shared AR experiences ([[AR Cloud]]), and richer content creation tools. | |||
*'''New Form Factors:''' Exploration beyond glasses, including [[augmented contact lens|AR contact lenses]] or projection-based systems. | |||
==References== | |||
<references /> | |||
[[Category:Terms]] | |||
[[Category:Technical Terms]] | |||
[[Category:AR Device Types]] | |||
[[Category:Technology]] | |||
[[Category:Wearable Technology]] | |||
[[Category:Augmented Reality]] | |||
[[Category:Computing Devices]] | |||
[[Category:Consumer Electronics]] | |||
[[Category:Emerging Technologies]] | |||
[[Category:Mixed Reality]] | |||
[[Category:Display Technology]] | |||
[[Category:Head-mounted Displays]] | |||
[[Category:Virtual Reality]] | |||
[[Category:Mobile Computing]] |
Latest revision as of 08:23, 1 May 2025
- See also: Terms and Technical Terms
- See also: Smart glasses

AR glasses (also known as augmented reality glasses or smart glasses) are wearable head-mounted devices that overlay computer-generated imagery, data or 3-D models onto a user’s direct view of the physical world. Unlike virtual reality (VR) headsets, which occlude outside vision, AR glasses use transparent or semi-transparent optics (waveguides, prisms or combiners) so the wearer simultaneously sees real surroundings and virtual overlays.[1][2] Modern eyewear integrates miniature micro-displays (often OLED, LCD, or LCoS), transparent waveguide optics, and an array of sensors—RGB/depth cameras, an inertial measurement unit (IMU), eye-trackers, and sometimes LiDAR—all driven by low-power SoCs. Real-time simultaneous localization and mapping (SLAM) locks holograms to the environment while voice, hand-tracking or gaze serves as input.[3] In this way AR glasses provide hands-free, heads-up access to information – for example showing navigation cues, text annotations, or 3D models superimposed on actual objects – without obscuring the user’s natural vision.
AR glasses come in various form factors (from bulky headsets to slim spectacles) but typically resemble ordinary eyewear. Some experimental prototypes like the AirySense system (shown above) allow a wearer to see and manipulate virtual objects as though they were real. Because the hardware must balance optics, electronics, and power in a compact package, current devices range from one-eye displays to full pair-of-glasses designs. In either case, all employ specialized optics (such as holographic or diffractive waveguides) to focus virtual images at a comfortable viewing distance while still letting the user see the world around them.[1][4]
History and evolution
The concept of see-through head-mounted displays (HMDs) dates back to the 1960s. Ivan Sutherland’s 1968 “Sword of Damocles” HMD is often cited as the first prototype, displaying dynamic wire-frame graphics aligned to the real world.[5] In 1990 the term “augmented reality” was coined by Thomas Caudell while describing a heads-up wiring guide for Boeing assembly.[6] Early AR research explored wearable optics for pilots and maintenance. However, practical AR glasses remained largely experimental until the 2010s.
The first mass-public AR headset was arguably Google Glass (Explorer Edition released 2013), a US $1,500 monocular smartglass project that drew widespread attention and significant privacy debate.[7] Around the same time other companies like Vuzix (with products such as the M100 smart glass) and Epson (Moverio series) began selling eyewear with AR capabilities. The mid-2010s saw a wave of miniaturization and new optics.
In 2016 Microsoft launched the first Microsoft HoloLens as the first untethered, binocular MR headset for enterprise use, featuring spatial mapping cameras and gesture control.[8] HoloLens (and its 2019 successor HoloLens 2) brought advanced SLAM and interaction (voice, hands) to AR glasses. In 2018 Magic Leap released the Magic Leap One “Creator Edition”, an MR headset using diffractive waveguide optics and a powerful tethered compute pack.[9] Meanwhile consumer AR eyewear efforts appeared: Snap Inc. introduced the original Snap Spectacles (2016) as camera glasses, and later the 4th generation Spectacles (2021) with dual waveguide displays, 6-DoF tracking, and AR effects for creators.[10] Other attempts included fashionable AR frames like North Focals and Ray-Ban Stories (camera-equipped smartglasses by Meta Platforms and Ray-Ban).
By the early 2020s, virtually all major tech players signaled interest in AR glasses. In 2023 Apple unveiled the Apple Vision Pro, a premium mixed reality headset combining high-resolution micro-OLED displays (23 million pixels total), video pass-through AR, an M2 SoC and a custom R1 sensor-fusion chip.[11] Meta Platforms (Facebook) showcased prototypes (Project Aria) and in 2024 discussed “Project Orion” – a prototype glasses-style AR device featuring silicon-carbide microLED waveguides and an on-device AI assistant.[12] Other recent entries include Lenovo’s ThinkReality A3, Pico’s AR headsets, and continuing updates from enterprise vendors like Vuzix (Blade 2) and Epson (Moverio BT-45 series). Industry analysts note that the modern wave of AR glasses began around 2012 and accelerated after 2015 with breakthroughs in waveguide optics and miniaturized components. As of 2025 the technology continues to evolve rapidly.
Technical components
AR glasses integrate several key hardware subsystems:
Optics and Displays
Most systems employ transparent waveguide combiners or reflective prisms to channel light from microdisplays into the user’s eyes. A 2021 review summarized state-of-the-art grating, holographic and reflective waveguide architectures.[4] Common display engines are microdisplays (small OLED, LCD, or LCoS panels) or pico projectors. For binocular systems, dual displays provide stereoscopy. Holographic displays or spatial light modulators are emerging in research systems.[4] The optics collimate and focus the image, often using precision waveguides (e.g. diffractive or holographic patterns) embedded in thin glass layers. Key specifications include field-of-view (FOV), resolution, and brightness (nits) to compete with ambient light. Research directions now include inverse-designed metasurface gratings that could enable full-colour holographic AR in eyeglass-scale optics.[13][14]
Sensors and Tracking
AR glasses require extensive sensing for environmental awareness and interaction. Typical sensors include multiple cameras (RGB, depth sensors or Time-of-Flight/LiDAR units) and an inertial measurement unit (IMU). HoloLens 2, for example, lists four visible-light cameras, a 1-MP time-of-flight depth sensor, and a 9-axis IMU.[15] These feed computer vision and SLAM algorithms for spatial mapping and visual-inertial odometry. Eye tracking cameras detect gaze, while hand tracking enables gesture input. Sensor fusion keeps virtual content registered to the real world.
Processing and Power
Standalone (untethered) glasses rely on mobile SoCs such as Qualcomm’s Snapdragon XR series or Apple’s dual-chip M2 + R1 architecture in the Apple Vision Pro.[11][16] Tethered designs (e.g., early Magic Leap One) off-load computation to a smartphone or belt-worn “compute puck” to reduce head-borne weight and potentially increase performance. Battery life remains a significant constraint, typically lasting only a few hours under active use.
Types of AR glasses
AR glasses can be categorized by several criteria:
- Monocular vs. Binocular: Monocular glasses display to one eye, often simpler and lighter. Binocular glasses display to both eyes for stereoscopic vision and wider immersion.
- Tethered vs. Standalone: Tethered glasses require a connection to an external device (PC, phone, compute pack). Standalone glasses contain all processing and power onboard.
- Optical see-through vs. Video pass-through: Optical see-through uses transparent optics to directly view the world with overlays. Video pass-through uses external cameras to capture the world, digitally mixing it with virtual content before displaying it internally (e.g., Apple Vision Pro).
Key applications
AR glasses find use in many domains:
- Enterprise & Industry: Including manufacturing, field service, and logistics. Applications include remote assistance, step-by-step instructions, 3D model overlays for maintenance or assembly, and hands-free warehouse picking ('pick-by-vision'). Live video, annotations and 3-D holograms can cut maintenance time significantly and improve first-time fix rates.[17]
- Medical: Uses include surgical navigation (overlaying medical imaging onto patients), medical training with virtual anatomy, and remote proctoring or consultation.
- Consumer & Entertainment: Applications include immersive AR gaming, virtual cinema screens for media consumption, navigation overlays, and social media integration.
- Remote collaboration: Facilitating shared views with remote annotations for teamwork across distances.
- Military & Aerospace: Applications include HUDs for pilots, situational awareness tools for soldiers, and training simulators. NASA flew HoloLens units to the International Space Station (ISS) in 2015 under **Project Sidekick** to test remote expert guidance for astronauts.[18]
Leading products and companies
Major technology companies and specialized startups are active in the AR glasses market:
Device | Company | First release | Key Features / Target Market |
---|---|---|---|
Microsoft HoloLens 2 | Microsoft | 2019 | Binocular waveguides, hand/eye tracking, enterprise focus |
Magic Leap 2 | Magic Leap | 2022 | 70° diagonal FOV, dynamic dimming, enterprise/developer focus |
Apple Vision Pro | Apple | 2024 | Dual 4K micro-OLED, eye tracking, video pass-through, high-end consumer/prosumer (Spatial computing) |
Spectacles (Gen 4, limited release) | Snap Inc. | 2021 | Dual 46° FOV waveguides, 6DoF tracking, AR creators |
Vuzix Blade 2 | Vuzix | 2023 | Monocular waveguide, ANSI Z87.1 safety rated, enterprise/industrial |
Epson Moverio BT-45CS / BT-45C | Epson | 2022 | Si-OLED binocular displays, industrial/remote assistance focus |
Xreal Air 2 / Air 2 Pro | Xreal | 2023 | Binocular OLED, lightweight "AR viewer" tethered to phone/PC, consumer media/productivity |
Ray-Ban Stories / Meta Smart Glasses | Meta Platforms / Luxottica | 2021 / 2023 | Camera/audio glasses, limited display/AR (Gen 2 adds livestreaming), consumer |
Other notable players include Google (Glass Enterprise Edition), Lenovo (ThinkReality A3), Qualcomm (chipsets like Snapdragon XR), Varjo, and RealWear.
Software platforms and ecosystems
AR glasses rely on software frameworks and content ecosystems:
- Mobile AR SDKs: Apple’s ARKit (for iOS, visionOS) and Google’s ARCore (for Android) provide foundational tracking, scene understanding, and rendering APIs, primarily for smartphone AR but also influencing AR glasses development.
- MR/Spatial Computing Platforms: Include Microsoft’s Windows Mixed Reality platform (for HoloLens), Magic Leap’s Lumin OS, and Apple’s visionOS (for Apple Vision Pro). Development often uses Unity or Unreal Engine.
- Creator Platforms: Snap’s Lens Studio allows creation of AR "Lenses" for Snapchat and Spectacles.
- Web Standards: WebXR Device API enables AR experiences directly within compatible web browsers.
- Cross-Platform Standards: OpenXR, an open standard from the Khronos Group, aims to provide cross-vendor runtime compatibility for AR and VR applications and devices.[19]
- Enterprise Platforms: Solutions like Vuforia, Frontline (TeamViewer), and Wikitude provide tools specifically for industrial AR applications.
Privacy, ethics, and social acceptance
AR glasses raise significant privacy, ethics, and social acceptance challenges. The inclusion of outward-facing cameras and microphones leads to concerns about surveillance and recording without consent. The launch of Google Glass notably sparked public backlash, leading to bans in some venues and the pejorative term “Glasshole”.[20]
Key concerns include:
- Collection and use of sensitive data (video, audio, spatial maps, eye tracking data).
- Potential for misuse (e.g., covert recording, face recognition without consent).
- Digital distraction and safety risks (e.g., obscured vision, attention diversion).
- Social norm disruption and the digital divide.
- Aesthetic and ergonomic issues impacting adoption. Bulky or conspicuous designs can lead to stigma.
- Technical artifacts like "eye glow" (light leakage from waveguides) can be distracting or reveal device usage.[21]
Manufacturers are attempting to address these concerns through measures like visible recording indicators (LEDs), privacy by design principles, onboard processing to limit data transfer, and focusing on more conventional eyeglass form factors. Public acceptance likely depends on demonstrating clear user benefits while mitigating privacy risks and social friction.
Market trends, forecasts, and adoption barriers
The AR glasses market is growing, particularly in the enterprise sector where return on investment (ROI) through productivity gains can justify current costs. Consumer adoption is slower but anticipated to increase as technology matures. Market research firms like IDC estimate global AR/VR headset shipments are growing, forecasting significant increases in the coming years after potential consolidation or pauses.[22][23]
Key Trends
- Advances in miniaturized optics (waveguides, microdisplays).
- More powerful and efficient mobile SoCs with dedicated AI capabilities.
- Improved SLAM and computer vision algorithms.
- The rollout of 5G potentially enabling cloud/edge computing rendering and processing.
Barriers
- Cost: High prices ($1000+) for capable devices limit mainstream adoption.
- Form Factor & Comfort: Devices are often still too bulky, heavy, or unstylish for all-day wear.
- Battery Life: Often limited to 2-4 hours of active use.
- Field of View (FOV): Often narrower than human vision, limiting immersion.
- Display Quality: Issues like brightness, sunlight readability, and resolution need further improvement.
- App Ecosystem: Lack of compelling, everyday "killer applications" for consumers.
- Privacy and Social Acceptance: As discussed above.
Future outlook and ongoing research directions
Future development aims to overcome current limitations and unlock mainstream potential:
- Optics: Research focuses on thinner, lighter, and wider-FOV optics like metasurface-based waveguides or advanced holographic optical elements, potentially achieving eyeglass form factors.[13][14] Retinal projection and varifocal displays aim to address vergence-accommodation conflict and reduce eye strain.
- Processing and Power: Continued improvement in low-power processors and specialized AI chips (R1, dedicated NPUs). Better battery technology and wireless charging are crucial. Offloading computation to edge/cloud via 5G or Wi-Fi 6/7 may enable lighter devices.
- AI Integration: On-device AI assistants that understand user context, interpret the environment, and provide proactive information (e.g., Meta's Orion prototype concept).[12]
- Sensing and Interaction: More robust hand tracking, eye tracking, and development of brain-computer interfaces (BCIs) or EMG-based inputs.
- Software and Ecosystem: Maturation of spatial computing platforms, expansion of OpenXR support, development of persistent, shared AR experiences (AR Cloud), and richer content creation tools.
- New Form Factors: Exploration beyond glasses, including AR contact lenses or projection-based systems.
References
- ↑ 1.0 1.1 Synopsys. "How Do Augmented Reality Optics Work?". Retrieved 30 April 2025. https://www.synopsys.com/glossary/what-is-augmented-reality-optics.html
- ↑ Varjo. "Virtual Reality, Augmented Reality and Mixed Reality Explained". Retrieved 30 April 2025. https://varjo.com/virtual-augmented-and-mixed-reality-explained/
- ↑ Sarlin P. et al. (2022). "LaMAR – Benchmarking Localization and Mapping for Augmented Reality". Proceedings of ECCV 2022. https://link.springer.com/chapter/10.1007/978-3-031-20071-7_40 https://lamar.ethz.ch/
- ↑ 4.0 4.1 4.2 Xiong J. et al. (2021). "Augmented reality and virtual reality displays: perspectives and challenges". Light: Science & Applications. 10 (1): 216. doi:10.1038/s41377-021-00658-8
- ↑ Sutherland I. E. (1968). "A head-mounted three-dimensional display". AFIPS Conf. Proc. 33: 757–764.
- ↑ AWE XR. "Thomas Caudell – XR Hall of Fame". Retrieved 30 April 2025. https://www.awexr.com/hall-of-fame/20-thomas-caudell
- ↑ The Verge (May 2, 2013). "Google Glass review". Retrieved 30 April 2025. https://www.theverge.com/2013/2/22/4013406/i-used-google-glass-its-the-future-with-monthly-updates
- ↑ The Verge (April 1, 2016). "Microsoft HoloLens review: the future, now". Retrieved 30 April 2025. https://www.theverge.com/2016/4/1/11334488/microsoft-hololens-video-augmented-reality-ar-headset-hands-on
- ↑ Axios (Dec 20, 2017). "Magic Leap finally unveils its first augmented reality headset". Retrieved 30 April 2025. https://www.axios.com/2018/01/05/magic-leap-finally-shows-its-ar-headset-1515110723
- ↑ The Verge (May 20, 2021). "Snap unveils AR Spectacles that overlay digital images on the real world". Retrieved 30 April 2025. https://www.theverge.com/2021/5/20/22445481/snap-spectacles-ar-augmented-reality-announced
- ↑ 11.0 11.1 Apple Inc. (January 8, 2024). “Apple Vision Pro available in the U.S. on February 2”. Press release. Retrieved 30 April 2025. https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/
- ↑ 12.0 12.1 The Verge (Oct 15, 2024). "Meta shows off Orion AR glasses prototype with AI assistant". Retrieved 30 April 2025. https://www.theverge.com/24253908/meta-orion-ar-glasses-demo-mark-zuckerberg-interview
- ↑ 13.0 13.1 Gopakumar, M.; Lee, G-Y.; Choi, S. et al. (2024). “Full-colour 3D holographic augmented-reality displays with metasurface waveguides”. Nature 629 (800): 791–797. doi:10.1038/s41586-024-07386-0. Retrieved 30 April 2025. https://www.nature.com/articles/s41586-024-07386-0
- ↑ 14.0 14.1 NVIDIA Blog (May 30, 2024). "NVIDIA Research Unveils AI-Powered Holographic Glasses Prototype". Retrieved 30 April 2025.https://developer.nvidia.com/blog/developing-smaller-lighter-extended-reality-glasses-using-ai/
- ↑ Microsoft Learn. "HoloLens 2 hardware details". Retrieved 30 April 2025. https://learn.microsoft.com/en-us/hololens/hololens2-hardware
- ↑ Qualcomm. "Snapdragon XR2+ Gen 2 Platform". Retrieved 30 April 2025. https://www.qualcomm.com/products/mobile/snapdragon/xr-vr-ar/snapdragon-xr2-plus-gen-2-platform
- ↑ Softweb Solutions. "Augmented Reality in Manufacturing: Use Cases and Benefits" (Citing Ericsson study findings). Retrieved 30 April 2025. https://www.softwebsolutions.com/resources/augmented-reality-in-manufacturing.html
- ↑ NASA (June 25, 2015). "NASA, Microsoft Collaborate to Bring Science Fiction to Science Fact". Retrieved 30 April 2025. https://www.nasa.gov/press-release/nasa-microsoft-collaborate-to-bring-science-fiction-to-science-fact
- ↑ The Khronos Group. "OpenXR Overview". Retrieved 30 April 2025. https://www.khronos.org/openxr/
- ↑ Wired (Jan 22, 2015). "Google Glass Got Banned. Why Did We Ever Think It Was OK?". Retrieved 30 April 2025. https://www.wired.com/story/google-glass-reasonable-expectation-of-privacy//
- ↑ Ding, Y.; Yang, Q.; Li, Y. et al. (2023). “Waveguide-based augmented reality displays: perspectives and challenges”. eLight 3 (24): 1–39. doi:10.1186/s43593-023-00057-z. Section 2.1 & 3.2.5 discuss the “eye-glow” artifact. Retrieved 30 April 2025. https://elight.springeropen.com/articles/10.1186/s43593-023-00057-z
- ↑ IDC (March 5, 2024). "AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC". Retrieved 30 April 2025. https://www.idc.com/getdoc.jsp?containerId=prUS51864224
- ↑ Neowin (March 6, 2024). "IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026". Retrieved 30 April 2025. https://my.idc.com/getdoc.jsp?containerId=prUS53278025/