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Augmented Reality: History, Definition, Applications, and Future


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Augmented Reality: History, Definition, Applications, and Future

  1. 1. History 1962, Morton Heilig mengembangkan SENSORAMA a motorcycle simulator; immersive, multi-sensory technology that had visuals, sound, vibration, and smell
  2. 2. History 1968, Ivan Sutherland mengembangkan The Sword of Damocles, sistem AR/VR pertama 1975, Myron Krueger mengembangkan Videoplace, pengguna dengan objek virtual dapat berinteraksi 1992, Tom Caudell & David Mizell mengembangkan sistem AR untuk perawatan Layanan Komputer Boeing 1996, Jun Rekimoto mengembangkan Navicam, prototype AR dengan marker khusus. 1997, Ronald Azuma, peneliti bidang AR mendefinisikan istilah Augmented Reality.
  3. 3. History 1999: • Total Immersion membuat tools pengembangan AR bernama D’Fusion • Hirukazo Kato membuat ARToolkit (open source) • Hollerer, Feiner, dan Pavlik mengembangkan wearable AR system 2000: • Bruce Thomas et al. membuat game AR-Quake • Simon Julier membuat BARS (Battlefield Augmented Reality System) 2001: • Reitmayr dan Schmalstieg membuat sistem AR mobile yang bersifat multi-user. • Vlahakis et al., mengembangkan “Archeoguide” • Kooper and Mac Intyre mengembangkan RWWW, AR browser.
  4. 4. History 2004: • Mathias Möhring mengembangkan pelacakan marker 3D pada mobile phone. 2006: • Nokia mengenalkan proyek Mobile Augmented Reality Applications (MARA), menggunakan multisensor mobile phones. 2008: • Mobilizy merilis Wikitude World Browser berbasis AR, mengkombinasikan data GPS dan kompas. 2009: • SPRXmobile merilis Layar, AR browser.
  5. 5. (Milgram, 1994)
  6. 6. Source:
  7. 7. Hardware: Software: a computer, either a PC or a mobile device a monitor or display screen a camera tracking and sensing systems (GPS, compass, accelerometer)  a network infrastructure  a marker:  an app or program running locally  Web services  a content server    
  8. 8. “Markers are physical objects or places where the real and Virtual Environments are fused together. This is what the computer identifies as the place where digital information is to be presented.” *marker memiliki kualitas yang berbeda-beda sesuai dengan karakteristiknya
  9. 9. Advertising Task Support Navigation Home and Industrial Art Sightseeing Entertainment Social Networking Education Translation Medical Games
  10. 10. Source:
  11. 11. “Learn from yesterday, live for today, hope for tomorrow. The important thing is not to stop questioning.” – Albert Einstein