As AR continues to develop, we can see that there are several new terminologies to get a handle on. Consider things your friendly Augmented Reality Glossary companion. The list of Augmented Reality words continue to grow. This by now means a comprehensive list but it is a start. We have made it easy for you to get started learning these with the definitions below:
- Augmented reality (AR): AR is a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.
- AR Advertising: refers to the use of augmented reality technology to create interactive and immersive advertising experiences for users. Augmented reality overlays digital content onto the real world, allowing users to interact with virtual elements in their physical environment through their smartphones, tablets, or dedicated AR devices.
- ARKit and ARCore: ARKit and ARCore are software development platforms created by Apple and Google, respectively, for building augmented reality (AR) applications on iOS and Android devices.
- Augmented Reality Face Effects: Augmented Reality Face Effects, also known as AR face effects or AR face filters, are digital overlays that can be applied to a user’s face in real-time using augmented reality technology. These effects alter or enhance a person’s appearance by adding virtual elements, such as masks, makeup, accessories, or animations, to their live video feed.
- Augmented Reality Measuring: refers to the use of augmented reality technology to measure real-world objects and distances using a smartphone or other compatible devices. It allows users to overlay virtual measuring tools onto the live camera view, enabling them to accurately measure dimensions, lengths, heights, and distances of physical objects in their environment.
- AR Overlay: refers to the process of overlaying virtual content or digital elements onto the real world using augmented reality (AR) technology. It involves integrating computer-generated graphics, animations, or information with the user’s live view of the physical environment captured through a device’s camera.
- Augmented Reality Shopping Experience: refers to the use of augmented reality technology to enhance the process of shopping by overlaying digital elements onto the real-world environment. It combines the physical retail environment or e-commerce platforms with virtual elements to provide users with immersive, interactive, and personalized shopping experiences.
- AR Software Development Kit (AR SDK): is a set of software tools, libraries, and APIs (Application Programming Interfaces) that developers use to create augmented reality (AR) applications.
- Computer-Aided Design (CAD): is the use of computer software and systems to assist in the creation, modification, analysis, or optimization of designs, typically in the field of engineering, architecture, and industrial design. CAD software allows designers, engineers, and drafters to create precise and detailed two-dimensional (2D) or three-dimensional (3D) models of physical objects or structures.
- Computer Vision: is a field of artificial intelligence (AI) and computer science that focuses on enabling computers to gain an understanding of visual information from digital images or videos. It involves developing algorithms and techniques to extract meaningful information, interpret, analyze, and make decisions based on visual data.
- Extended Tracking: is a feature in augmented reality (AR) applications that allows for the persistent tracking and overlay of virtual content even when the original tracking target or marker is no longer visible or within the camera’s field of view. It enables AR experiences to continue seamlessly and smoothly even when the user moves the device or temporarily obscures the marker.
- Field of View: refers to the extent or angle of the observable world that can be captured or viewed by a camera, optical instrument, or a person’s visual perception. It represents the angular range from the leftmost to the rightmost point that can be seen without moving the eyes or the device.
- Gamification: is the application of game design elements, mechanics, and principles to non-game contexts, such as business, education, health, or marketing, to engage and motivate individuals and encourage desired behaviors. It involves incorporating game-like elements into activities or processes to make them more enjoyable, interactive, and engaging.
- Geo AR: refers to the application of augmented reality technology in a geospatial context. It involves overlaying digital information, virtual objects, or interactive elements onto the real-world physical environment based on its specific geographical location.
- Holograms: are three-dimensional (3D) images or projections that appear to be floating in space and have depth, even though they are not physically present. Unlike traditional 2D images or videos, holograms create the illusion of a solid object that can be viewed from different angles.
- Social AR: refers to the integration of augmented reality (AR) technology into social media platforms and applications, enabling users to engage and interact with AR content in a social context. It combines the power of AR with social sharing and communication, allowing users to create and share AR experiences with their friends, followers, or connections.
- SLAM: stands for Simultaneous Localization and Mapping, which is a technique used in robotics and computer vision to create maps of unknown environments while simultaneously estimating the location of the robot or camera within that environment. SLAM combines the tasks of mapping and localization into a single process, allowing a robot or device to navigate and understand its surroundings in real-time.
- WebAR (App-less AR, web-based AR): refers to augmented reality experiences that are accessible through web browsers without the need for a dedicated mobile application. It allows users to access AR content directly through a web browser on their smartphones, tablets, or desktop computers, eliminating the requirement to download and install a separate app.
- Marker-based AR: Marker-based AR uses markers, such as images or QR codes, to track the user’s location and position the virtual content.
- Markerless AR: Markerless AR does not require markers to track the user’s location. Instead, it uses other techniques, such as computer vision, to track the user’s environment.
- Tracking: Tracking is the process of determining the position and orientation of the user’s device in the real world. This is necessary for AR to work properly.
- Registration: Registration is the process of aligning the virtual content with the real world. This is necessary for the virtual content to appear to be in the correct position in the real world.
- Input: Input is the process of allowing the user to interact with the virtual content. This can be done using a variety of input methods, such as touch, voice, or gesture recognition.
- Output: Output is the process of displaying the virtual content to the user. This can be done using a variety of output devices, such as smartphones, tablets, or head-mounted displays.
- Occlusion: refers to the blocking or obscuring of one object or element by another object that is positioned closer to the viewer. It occurs when a virtual object or digital content is placed in front of or within the same visual space as real-world objects or the physical environment.
We will follow up on this post with more definitions to come. Stay tuned for more articles and content. There are some definitions that I’ve missed. As you can see there are many Augmented Reality words to learn. Feel free to add them in the comments so I can update the list!
Happy learning and all of the best out there, TJ