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Retrieved 30 April 2025.
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https://www.nature.com/articles/s41586-024-07386-0
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://blogs.nvidia.com/blog/ai-holographic-glasses/</ref>
</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 ===
=== Sensors and Tracking ===

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 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/