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= [[AR glasses]] =
{{see also|Terms|Technical Terms}}
{{see also|Smart glasses|AR 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]]'''—also known as '''[[smart glasses]]''' or '''[[augmented reality]] (AR) glasses'''—are wearable [[head-mounted display|head-mounted]] devices that superimpose computer-generated images, data, or 3-D models onto the user’s real-world view. In contrast to [[virtual reality]] (VR) headsets, which fully occlude the outside world, AR glasses use transparent optics such as [[waveguide]] or prism [[optics]] so the wearer simultaneously sees both physical surroundings and virtual overlays.<ref name="IEEEDef">{{cite web |title=AR Glasses Spawn a Whole New Social Dynamic |url=https://spectrum.ieee.org/ar-glasses |website=IEEE Spectrum |date=28 July 2023 |access-date=30 April 2025}}</ref>
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>


Modern AR glasses integrate miniature [[microdisplay|micro-displays]] (OLED, LCD or LCoS), optical combiners, and an array of [[sensor]]s (RGB/depth cameras, [[IMU]], eye-trackers) driven by low-power [[system-on-chip|SoCs]]. Real-time [[simultaneous localization and mapping|SLAM]] keeps holograms locked to the environment while voice, hand-tracking, or gaze provide input—all in a hands-free form factor that resembles ordinary eyewear.
== 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.


== History and evolution ==
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]]).
* '''1968 – Ivan Sutherland’s “head-mounted display.”'''  Widely regarded as the first optical see-through AR system, Sutherland’s ceiling-mounted prototype demonstrated dynamic 3-D wireframe graphics aligned to the real world.<ref name="Sutherland1968">{{cite web |last=Werner |first=John |title=Catchup With Ivan Sutherland — Inventor Of The First AR Headset |url=https://www.forbes.com/sites/johnwerner/2024/02/23/catchup-with-ivan-sutherlandinventor-of-the-first-ar-headset/ |website=Forbes |date=23 February 2024 |access-date=30 April 2025}}</ref>
* '''1990 – Term “augmented reality.”'''  [[Thomas Caudell]] of Boeing coins the phrase while describing a heads-up wiring harness guide for aircraft assembly.<ref name="Caudell1990">{{cite web |title=Thomas Caudell – Hall of Fame |url=https://www.awexr.com/hall-of-fame/20-thomas-caudell |website=AWE XR |access-date=30 April 2025}}</ref>
* '''2013 – [[Google Glass]].'''  The first large-scale consumer smart-glass trial sold a US$1,500 “Explorer Edition” monocular unit to early adopters and sparked privacy debates.<ref name="Glass2013">{{cite news |last=Blagdon |first=Jeff |title=Google expands Glass pre-orders to ‘creative individuals’ |url=https://www.theverge.com/2013/2/20/4006748/google-project-glass-explorer-edition-pre-order |work=The Verge |date=20 February 2013 |access-date=30 April 2025}}</ref>
* '''2016 – [[Microsoft HoloLens]].'''  The first fully untethered, binocular AR headset for enterprise shipped to developers, introducing integrated depth-sensing and gesture input.<ref name="HoloLens2016">{{cite news |last=Warren |first=Tom |title=This is what Microsoft HoloLens is really like |url=https://www.theverge.com/2016/4/1/11334488/microsoft-hololens-video-augmented-reality-ar-headset-hands-on |work=The Verge |date=1 April 2016 |access-date=30 April 2025}}</ref>
* '''2018 [[Magic Leap One]].'''  Magic Leap released its first commercial mixed-reality visor with diffractive waveguides and an external “Lightpack” compute puck.<ref name="MagicLeap2018">{{cite news |title=Magic Leap launches its first product |url=https://www.axios.com/2018/08/08/magic-leap-launches-first-product-one-creator-addition |work=Axios |date=8 August 2018 |access-date=30 April 2025}}</ref>
* '''2021 – [[Snap Spectacles]] (4th gen).'''  Snap’s developer-only AR Spectacles added dual waveguide displays and 6-DoF tracking in a 134 g frame.<ref name="Spectacles2021">{{cite news |last=Lunden |first=Ingrid |last2=Matney |first2=Lucas |title=Snap announces a new generation of Spectacles, streamlined glasses to experience the world in AR |url=https://techcrunch.com/2021/05/20/snap-announces-its-latest-generation-of-its-spectacles-a-streamlined-device-for-experience-the-world-in-ar/ |work=TechCrunch |date=20 May 2021 |access-date=30 April 2025}}</ref>
* '''2023 – [[Apple Vision Pro]].'''  Apple unveiled a premium mixed-reality headset combining 23-million-pixel micro-OLED displays, a custom R1 coprocessor and visionOS.<ref name="VisionPro2023">{{cite press release |title=Introducing Apple Vision Pro: Apple’s first spatial computer |url=https://www.apple.com/newsroom/2023/06/introducing-apple-vision-pro/ |publisher=Apple |date=5 June 2023 |access-date=30 April 2025}}</ref>


NASA has even flown AR glasses: Microsoft HoloLens units reached the [[International Space Station]] in 2015 as part of Project Sidekick to provide astronauts with remote expert guidance.<ref name="NASA2015" />
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 ==
=== Optics and displays ===
AR glasses integrate several key hardware subsystems:
Most systems use transparent [[waveguide display|waveguide displays]] or reflective prisms that channel light from miniature [[OLED]]/[[LCD]] [[microdisplay]]s into the wearer’s eyes.  Research prototypes now employ inverse-designed [[metasurface]] gratings to deliver full-color holography in eyeglass-scale optics.<ref name="Nature2024" />


=== Sensors and tracking ===
=== Optics and Displays ===
Typical AR glasses integrate:
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">
* Multiple RGB/depth cameras for environment capture 
Gopakumar, M.; Lee, G-Y.; Choi, S. <i>et al.</i> (2024).
* An [[inertial measurement unit]] for low-latency head pose 
“Full-colour 3D holographic augmented-reality displays with metasurface waveguides”.
* Eye-tracking cameras for foveated rendering or UI 
<i>Nature</i> 629 (800): 791–797. doi:10.1038/s41586-024-07386-0.
* Optional [[LiDAR]] or time-of-flight sensors for coarse depth
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>


Fused [[visual-inertial odometry]] and SLAM keep virtual objects anchored in real space.
=== 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 ===
=== Processing and Power ===
Standalone devices employ mobile [[Qualcomm Snapdragon|Snapdragon XR]] or custom silicon (e.g., Apple’s M2 + R1) with on-board batteries.  Tethered designs off-load compute to a smartphone or “compute puck,” reducing head-borne weight.
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.


== Form factors ==
== Types of AR glasses ==
* '''Monocular''' (single-eye) vs. '''binocular''' (two-eye) 
AR glasses can be categorized by several criteria:
* '''Tethered''' (requires external host) vs. '''stand-alone''' 
* '''Optical see-through''' vs. '''video pass-through''' (e.g., Vision Pro) 


== Applications ==
*  '''[[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.
* '''[[Remote assistance]] & field service''' – Live video, annotations and step-by-step holograms can cut maintenance time by up to 50 % and raise first-time-fix rates 30 %.<ref name="Ericsson2025" />
*  '''[[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.
* '''Industrial & logistics''' – Pick-by-vision, assembly guidance, quality inspection.
*  '''[[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]]).
* '''Medical''' – Surgical navigation, anatomy overlays, remote proctoring.
 
* '''Consumer entertainment & gaming''' – Hands-free AR games, giant virtual screens.
== Key applications ==
* '''Military & aerospace''' – Heads-up situational awareness; NASA’s Sidekick on ISS.<ref name="NASA2015">{{cite web |title=NASA, Microsoft Collaborate to Bring Science Fiction to Science Fact |url=https://www.nasa.gov/news-release/nasa-microsoft-collaborate-to-bring-science-fiction-to-science-fact/ |website=NASA |date=25 June 2015 |access-date=30 April 2025}}</ref>
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 ==
{| class="wikitable"
Major technology companies and specialized startups are active in the AR glasses market:
! Device !! First release !! Notes
{| 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
|-
|-
| [[Microsoft HoloLens 2]] || 2019 || Binocular, waveguide optics, hand-tracking
| [[Apple Vision Pro]] || [[Apple Inc.|Apple]] || 2024 || Dual 4K [[micro-OLED]], [[eye tracking]], [[video pass-through]], high-end consumer/prosumer ([[Spatial computing]])
|-
|-
| [[Magic Leap 2]] || 2022 || 70° FOV, dynamic dimming, enterprise focus
| [[Spectacles (Snap)|Spectacles]] (Gen 4, limited release) || [[Snap Inc.]] || 2021 || Dual 46° FOV waveguides, [[6DoF]] tracking, AR creators
|-
|-
| [[Apple Vision Pro]] || 2024 || Dual 4K micro-OLED, eye-tracking, video pass-through
| [[Vuzix Blade 2]] || [[Vuzix]] || 2023 || Monocular waveguide, ANSI Z87.1 safety rated, enterprise/industrial
|-
|-
| [[Snap Spectacles]] (4th gen) || 2021 || 46° FOV waveguides, Creator beta
| [[Epson Moverio]] BT-45CS / BT-45C || [[Epson]] || 2022 || Si-OLED binocular displays, industrial/remote assistance focus
|-
|-
| [[Vuzix Blade 2]] || 2023 || Sunglass form factor, ANSI-rated for industry
| [[Xreal|Xreal Air 2]] / Air 2 Pro || [[Xreal]] || 2023 || Binocular [[OLED]], lightweight "AR viewer" tethered to phone/PC, consumer media/productivity
|-
|-
| [[Epson Moverio]] BT-45 || 2022 || Si-OLED binocular smart-glasses
| [[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==
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>


== Software platforms ==
Key concerns include:
* '''[[ARKit]]''' for iOS (2017)<ref name="ARKit2017" /> 
*Collection and use of sensitive data (video, audio, [[spatial mapping|spatial maps]], [[eye tracking]] data).
* '''[[ARCore]]''' for Android (2017)<ref name="ARCore2017" />
*Potential for misuse (e.g., covert recording, [[face recognition]] without consent).
* '''[[OpenXR]]''' cross-vendor standard 
*Digital distraction and safety risks (e.g., obscured vision, attention diversion).
* '''visionOS''' (Apple), '''Windows Mixed Reality''', '''Lumin OS''', '''Snap OS'''
*[[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>


== Privacy, ethics and social acceptance ==
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.
Always-on cameras and eye-tracking raise surveillance concerns. Google Glass’s 2013 rollout provoked bans in bars and cinemas and the term “Glasshole.”<ref name="Glass2013" />  Designers now emphasise LED capture indicators, on-device processing, and fashion-friendly styling to improve social acceptance.


== Market trends ==
==Market trends, forecasts, and adoption barriers==
According to [[IDC]], global AR/VR headset shipments grew 10 % in 2024 and are forecast to jump 41 % in 2025, driven by cheaper hardware and on-device AI.<ref name="IDC2024" /> Counterpoint Research likewise projects “AI smart-glasses” to achieve double-digit million-unit volumes by 2029. Enterprise demand currently outpaces consumer uptake due to clear productivity ROI, but analysts expect mainstream adoption as weight, cost, and app ecosystems improve.
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>


== Future outlook ==
===Key Trends===
Research directions include:
*Advances in [[miniaturization|miniaturized]] optics ([[waveguide]]s, [[microdisplay]]s).
* [[Metasurface]] and holographic waveguides for thin, full-color optics<ref name="Nature2024" /> 
*More powerful and efficient mobile [[system-on-chip|SoCs]] with dedicated [[AI]] capabilities.
* [[Retinal projection]] and [[varifocal display]]s to solve vergence-accommodation conflict 
*Improved [[SLAM]] and [[computer vision]] algorithms.
* Edge/cloud off-load over [[5G]] for light glasses with all-day battery 
*The rollout of [[5G]] potentially enabling [[cloud computing|cloud]]/[[edge computing]] rendering and processing.
* AI copilots that contextualise the environment and anticipate user intent (e.g., Meta’s Project Orion prototypes)


== References ==
===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 />
<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 11:17, 3 May 2025

See also: Terms and Technical Terms
See also: Smart glasses and AR 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 sensorsRGB/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:

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:

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

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:

References

  1. 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
  2. Varjo. "Virtual Reality, Augmented Reality and Mixed Reality Explained". Retrieved 30 April 2025. https://varjo.com/virtual-augmented-and-mixed-reality-explained/
  3. 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. 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
  5. Sutherland I. E. (1968). "A head-mounted three-dimensional display". AFIPS Conf. Proc. 33: 757–764.
  6. AWE XR. "Thomas Caudell – XR Hall of Fame". Retrieved 30 April 2025. https://www.awexr.com/hall-of-fame/20-thomas-caudell
  7. 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
  8. 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
  9. 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
  10. 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. 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. 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. 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. 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/
  15. Microsoft Learn. "HoloLens 2 hardware details". Retrieved 30 April 2025. https://learn.microsoft.com/en-us/hololens/hololens2-hardware
  16. 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
  17. 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
  18. 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
  19. The Khronos Group. "OpenXR Overview". Retrieved 30 April 2025. https://www.khronos.org/openxr/
  20. 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//
  21. 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
  22. 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
  23. 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/