History of Augmented Reality
1901: L.Frank Baum, an author, first mentions the idea of an electronic display/spectacles that overlays data onto real life (in this case ‘people’), it is named a ‘character marker’.
1968: Ivan Sutherland invents the head-mounted display and positions it as a window into a virtual world.
1975: Myron Krueger creates Videoplace to allow users to interact with virtual objects.
1980: Steve Mann creates the first wearable computer, a computer vision system with text and graphical overlays on a photographically mediated scene.
1984: In the film The Terminator, the Terminator uses a heads-up display in several parts of the film. In one part, he accesses a diagram of the gear system of the truck he gets into towards the end of the film.
1989: Jaron Lanier creates VPL Research, an early commercial business around virtual worlds.
1990: The term ‘Augmented Reality’ is attributed to Thomas P. Caudell, a former Boeing researcher.
1992: Louis Rosenberg developed one of the first functioning AR systems, called Virtual Fixtures, at the United States Air Force Research Laboratory—Armstrong, that demonstrated a benefit to human perception.
1993: Steven Feiner, Blair MacIntyre, and Doree Seligmann present an early paper on an AR system prototype, KARMA, at the Graphics Interface conference.
1995: S. Ravela et al. at University of Massachusetts introduce a vision-based system using monocular cameras to track objects (engine blocks) across views for augmented reality.
1998: Spatial Augmented Reality introduced at University of North Carolina at Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs
1999: The US Naval Research Laboratory engages on a decade-long research program called the Battlefield Augmented Reality System (BARS) to prototype some of the early wearable systems for dismounted soldier operating in an urban environment for situation awareness and training.
2000: Bruce H. Thomas develops ARQuake, the first outdoor mobile AR game, demonstrating it in the International Symposium on Wearable Computers.
2001: NASA X-38 flown using LandForm software video map overlays at Dryden Flight Research Center.
2004: Outdoor helmet-mounted AR system demonstrated by Trimble Navigation and the Human Interface Technology Laboratory.
2008: Wikitude AR Travel Guide launches on 20 Oct 2008 with the G1 Android phone.
2009: ARToolkit was ported to Adobe Flash (FLARToolkit) by Saqoosha, bringing augmented reality to the web browser.
2012: Launch of Lyteshot, an interactive AR gaming platform that utilizes smart glasses for game data
2013: Google announces an open beta test of its Google Glass augmented reality glasses.
2014: Mahei creates the first generation of augmented reality enhanced educational toys.
2015: Microsoft announces Windows Holographic and the HoloLens augmented reality headset. The headset utilizes various sensors and a processing unit to blend high definition “holograms” with the real world.
2016: Niantic released Pokémon Go for iOS and Android in July 2016. The game quickly became one of the most popular smartphone applications and in turn spikes the popularity of augmented reality games.
2017: Magic Leap announces the use of Digital Lightfield technology embedded into the Magic Leap One headset. The creators edition headset includes the glasses and a computing pack worn on your belt
Source: wikipedia.com, adsreality.com
also read: Effectiveness of Microlearning through AR/VR