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'''[[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">{{cite web |title=How Do Augmented Reality Optics Work? |url=https://www.synopsys.com/glossary/what-is-augmented-reality-optics.html |website=Synopsys |access-date=30 April 2025}}</ref><ref name="VarjoExplained">{{cite web |title=Virtual Reality, Augmented Reality and Mixed Reality Explained |url=https://varjo.com/virtual-augmented-and-mixed-reality-explained/ |website=Varjo |access-date=30 April 2025}}</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">{{cite conference |author= Sarlin P. et al. |title=LaMAR – Benchmarking Localization and Mapping for Augmented Reality |booktitle=Proceedings of ECCV 2022 |year=2022}}</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 '''[[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.</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">{{cite journal |author=Xiong J. et al. |title=Augmented reality and virtual reality displays: perspectives and challenges |journal=Light: Science & Applications |volume=10 |issue=1 |pages=216 |year=2021 |doi=10.1038/s41377-021-00658-8}}</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>


== History and evolution ==
== 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>{{cite journal |author=Sutherland I. E. |title=A head-mounted three-dimensional display |journal=AFIPS Conf. Proc. |volume=33 |pages=757–764 |year=1968}}</ref> In 1990 the term “[[augmented reality]]” was coined by [[Thomas Caudell]] while describing a heads-up wiring guide for [[Boeing]] assembly.<ref>{{cite web |title=Thomas Caudell – XR Hall of Fame |url=https://www.awexr.com/hall-of-fame/20-thomas-caudell |website=AWE XR |access-date=30 April 2025}}</ref> Early AR research explored wearable optics for [[pilot]]s and [[maintenance]]. However, practical AR glasses remained largely experimental until the 2010s.
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">{{cite web |title=Google Glass review |url=https://www.theverge.com/2013/5/2/4289616/google-glass-review |website=The Verge |date=May 2, 2013 |access-date=30 April 2025}}</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.
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/2013/5/2/4289616/google-glass-review</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 the first untethered, [[binocular]] [[mixed reality|MR]] headset for [[enterprise]] use, featuring [[spatial mapping]] cameras and [[gesture control]].<ref name="HoloLensVerge">{{cite web |title=Microsoft HoloLens review: the future, now |url=https://www.theverge.com/2016/4/1/11346518/microsoft-hololens-review-augmented-reality |website=The Verge |date=April 1, 2016 |access-date=30 April 2025}}</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">{{cite web |title=Magic Leap finally unveils its first augmented reality headset |url=https://www.axios.com/2017/12/20/magic-leap-finally-unveils-its-first-augmented-reality-headset-1513802108 |website=Axios |date=Dec 20, 2017 |access-date=30 April 2025}}</ref> Meanwhile [[consumer electronics|consumer]] AR eyewear efforts appeared: [[Snap Inc.]] introduced the original Snap [[Spectacles (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">{{cite web |title=Snap unveils AR Spectacles that overlay digital images on the real world |url=https://www.theverge.com/2021/5/20/22445184/snap-spectacles-augmented-reality-glasses-announced-specs-price |website=The Verge |date=May 20, 2021 |access-date=30 April 2025}}</ref> Other attempts included fashionable AR frames like [[North Focals]] and [[Ray-Ban Stories]] (camera-equipped smartglasses by [[Meta Platforms]] and [[Ray-Ban]]).
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/2016/4/1/11346518/microsoft-hololens-review-augmented-reality</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/2017/12/20/magic-leap-finally-unveils-its-first-augmented-reality-headset-1513802108</ref> Meanwhile [[consumer electronics|consumer]] AR eyewear efforts appeared: [[Snap Inc.]] introduced the original Snap [[Spectacles (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/2021/5/20/22445184/snap-spectacles-augmented-reality-glasses-announced-specs-price</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. 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="VisionProPress">{{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 Inc. |date=June 5, 2023 |access-date=30 April 2025}}</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">{{cite web |title=Meta shows off Orion AR glasses prototype with AI assistant |url=https://www.theverge.com/2024/10/15/24270310/meta-connect-2024-project-orion-ar-glasses-prototype-ai-assistant |website=The Verge |date=Oct 15, 2024 |access-date=30 April 2025}}</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.
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="VisionProPress">Apple Inc. (June 5, 2023). "Introducing Apple Vision Pro: Apple’s first spatial computer" (Press release). Retrieved 30 April 2025. https://www.apple.com/newsroom/2023/06/introducing-apple-vision-pro/</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/2024/10/15/24270310/meta-connect-2024-project-orion-ar-glasses-prototype-ai-assistant</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 ==
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=== Optics and Displays ===
=== 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">{{cite journal |author= Chakravarthula, P. et al. |title=Nanophotonic light-field displays |journal=Nature |volume=629 |pages=787–793 |year=2024 |doi=10.1038/s41586-024-07371-9}}</ref><ref name="NVIDIAAI">{{cite web |title=NVIDIA Research Unveils AI-Powered Holographic Glasses Prototype |url=https://blogs.nvidia.com/blog/ai-holographic-glasses/ |website=NVIDIA Blog |date=May 30, 2024 |access-date=30 April 2025}}</ref>
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">Chakravarthula, P. et al. (2024). "Nanophotonic light-field displays". Nature. 629: 787–793. doi:10.1038/s41586-024-07371-9</ref><ref name="NVIDIAAI">NVIDIA Blog (May 30, 2024). "NVIDIA Research Unveils AI-Powered Holographic Glasses Prototype". Retrieved 30 April 2025. https://blogs.nvidia.com/blog/ai-holographic-glasses/</ref>


=== Sensors and Tracking ===
=== 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">{{cite web |title=HoloLens 2 hardware details |url=https://learn.microsoft.com/en-us/hololens/hololens2-hardware |website=Microsoft Learn |access-date=30 April 2025}}</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.
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 (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="VisionProPress" /><ref name="QualcommXR2">{{cite web |title=Snapdragon XR2+ Gen 2 Platform |url=https://www.qualcomm.com/products/mobile/snapdragon/xr-platforms/snapdragon-xr2-plus-gen-2-platform |website=Qualcomm |access-date=30 April 2025}}</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.
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="VisionProPress" /><ref name="QualcommXR2">Qualcomm. "Snapdragon XR2+ Gen 2 Platform". Retrieved 30 April 2025. https://www.qualcomm.com/products/mobile/snapdragon/xr-platforms/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 ==
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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">{{cite web |title=Augmented Reality in Manufacturing: Use Cases and Benefits |url=https://www.softwebsolutions.com/resources/augmented-reality-in-manufacturing.html (Citing Ericsson study findings) |website=Softweb Solutions |access-date=30 April 2025}}</ref>
*  '''[[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.
*  '''[[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.
*  '''[[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.
*  '''[[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">{{cite web |title=NASA, Microsoft Collaborate to Bring Science Fiction to Science Fact |url=https://www.nasa.gov/press-release/nasa-microsoft-collaborate-to-bring-science-fiction-to-science-fact |website=NASA |date=June 25, 2015 |access-date=30 April 2025}}</ref>
*  '''[[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 ==
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*  **Creator Platforms:** [[Snap Inc.|Snap]]’s [[Lens Studio]] allows creation of AR "Lenses" for [[Snapchat]] and [[Spectacles (Snap)|Spectacles]].
*  **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.
*  **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">{{cite web |title=OpenXR Overview |url=https://www.khronos.org/openxr/ |website=The Khronos Group |access-date=30 April 2025}}</ref>
*  **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.
*  **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 ==
== 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">{{cite web |title=Google Glass Got Banned. Why Did We Ever Think It Was OK? |url=https://www.wired.com/story/google-glass-banned-why-ok/ |website=Wired |date=Jan 22, 2015 |access-date=30 April 2025}}</ref>
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-banned-why-ok/</ref>


Key concerns include:
Key concerns include:
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*  [[Social norm]] disruption and the [[digital divide]].
*  [[Social norm]] disruption and the [[digital divide]].
*  Aesthetic and [[ergonomics|ergonomic]] issues impacting adoption. Bulky or conspicuous designs can lead to stigma.
*  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="IEEEEyeGlow">{{cite journal |author=Maimone A. et al. |title=Minimizing visual artifacts in diffractive waveguides for augmented reality |journal=IEEE Trans Vis Comput Graph |volume=27 |issue=11 |pages=4154-4163 |year=2021 |doi=10.1109/TVCG.2021.3106498}}</ref>
*  Technical artifacts like "[[eye glow]]" (light leakage from [[waveguide]]s) can be distracting or reveal device usage.<ref name="IEEEEyeGlow">Maimone A. et al. (2021). "Minimizing visual artifacts in diffractive waveguides for augmented reality". IEEE Trans Vis Comput Graph. 27 (11): 4154-4163. doi:10.1109/TVCG.2021.3106498</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.
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 ==
== 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">{{cite web |title=AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC |url=https://www.idc.com/getdoc.jsp?containerId=prUS51864224 |website=IDC |date=March 5, 2024 |access-date=30 April 2025}}</ref><ref name="Neowin2025">{{cite web |title=IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026 |url=https://www.neowin.net/news/idc-revises-arvr-headset-shipment-prediction-for-2024-expects-41-growth-in-2026/ |website=Neowin |date=March 6, 2024 |access-date=30 April 2025}}</ref>
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://www.neowin.net/news/idc-revises-arvr-headset-shipment-prediction-for-2024-expects-41-growth-in-2026/</ref>


Key trends driving the market include:
Key trends driving the market include: