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SEMINAR REPORT

ON
AUGMENTED REALITY

AS A PARTIAL REQUIREMENT FOR THE DEGREE

OF

BACHELOR OF COMPUTER APPLICATION


(B.C.A.)

: SUBMITTED BY : : GUIDED BY :
356 2919 NISHA BALAR Dr. Priti M. Tailor
Index
Sr.no Topic Page no.

1. History

2. Introduction

3. What is Augmented Reality

4. Goal of Augmented Reality

5. Difference between AR and VR


6. How Augmented Reality works

7. Display devices
7.1 Head mounted display
7.2 Eye glasses
7.3 Contact lenses
7.4 Virtual retinal display
7.5 Handheld
7.6 Spatial

8. Trends in Augmented Reality


8.1 Past trends
8.2 Present trend
8.3 Future scope

9. Advantages of Augmented Reality

10. Disadvantages of Augmented Reality

11. Applications of Augmented Reality


11.1 Medical
11.2 Entertainment
11.3 Education
11.4 Retail
11.5 Military
11.6 Defence
11.7 Marketing
11.8 Navigation

12. Example

13. References
1. History

Augmented Reality (AR) refers to the technology that enhances or augments a person's
sensory experience in the real world with digital information. The history of AR can be traced
back to the 1960s, when computer graphics researcher Ivan Sutherland first proposed the
concept of an "Ultimate Display."
In the 1990s, AR research started to gain momentum, with the development of head-mounted
displays (HMDs) and other AR technologies. However, it wasn't until the release of the first
smartphone with AR capabilities, the iPhone 4 in 2010, that AR entered the mainstream
consciousness.
Since then, AR has been rapidly evolving, with advancements in areas such as computer
vision, artificial intelligence, and 5G connectivity. Today, AR is used in a variety of
applications, ranging from gaming and entertainment to education and industrial settings.
Overall, the history of AR reflects the continual progression of technology and its ability to
augment and enhance our experiences in the world around us.

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2. Introduction

Augmented reality (AR) is an interactive experience that combines the real world and
computer-generated content. The content can span multiple sensory modalities,
including visual, auditory, haptic, somatosensory and olfactory.
AR can be defined as a system that incorporates three basic features:

 a combination of real and virtual worlds


 real-time interaction
 accurate 3D registration of virtual and real objects.

This experience is seamlessly interwoven with the physical world such that it is perceived as
an immersive aspect of the real environment. In this way, augmented reality alters one's
ongoing perception of a real-world environment, whereas virtual reality completely replaces
the user's real-world environment with a simulated one.
Augmented reality is largely synonymous with mixed reality. There is also overlap in
terminology with extended reality and computer-mediated reality.
The primary value of augmented reality is the manner in which components of the digital
world blend into a person's perception of the real world, not as a simple display of data, but
through the integration of immersive sensations, which are perceived as natural parts of an
environment. The earliest functional AR systems that provided immersive mixed reality
experiences for users were invented in the early 1990s, starting with the Virtual
Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992.
Commercial augmented reality experiences were first introduced in entertainment and
gaming businesses. Subsequently, augmented reality applications have spanned commercial
industries such as education, communications, medicine, and entertainment. In education,
content may be accessed by scanning or viewing an image with a mobile device or by using
markerless AR techniques.

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3. What is Augmented Reality

Augmented Reality (AR) is a technology that enhances a person's real-world experience by


overlaying digital information on their physical environment. AR blends virtual content with
the real world in real-time, creating a new, blended reality for the user. The virtual
information can be in the form of images, sounds, or other sensory inputs and can be
displayed on devices such as smartphones, head-mounted displays, smart glasses, or
projection systems.
The goal of AR is to enrich a person's experience of the world around them by providing
additional information, context, and interaction. AR is used in a variety of fields, including
gaming, education, entertainment, advertising, and industry, and has the potential to
transform many aspects of our lives.
AR technology relies on computer vision and other advanced technologies, such as artificial
intelligence, to understand and process the real world, and to create and display the virtual
content in a way that is seamless and natura.

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4. Goal of Augmented Reality

The goal of Augmented Reality (AR) is to enhance a person's real-world experience by


adding virtual information to it in real-time. AR aims to provide additional context,
information, and interaction to the physical environment, making it more informative,
engaging, and interactive.
The goal of AR can be different for various applications, but some of the common objectives
include:
 Improving education and training: AR can be used to provide interactive and
immersive learning experiences, making education and training more engaging and
effective.

 Enhancing entertainment: AR can create new and exciting forms of entertainment,


such as games, movies, and other media, that are more immersive and interactive.

 Improving efficiency and productivity: AR can help workers perform their tasks more
effectively, such as by providing real-time information and guidance in complex or
dangerous environments.

 Providing new and innovative experiences: AR can create unique and innovative
experiences, such as virtual tourism or interactive advertising, that engage people in
new and exciting ways.
Overall, the goal of AR is to create a new, blended reality that is more informative, engaging,
and interactive than the physical world alone.

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5. Difference between AR and VR

Augmented Reality (AR) and Virtual Reality (VR) are two related but distinct technologies
that are used to create immersive experiences. The main difference between the two is how
they interact with the real world.

Virtual Reality (VR) creates a completely artificial environment that a user can interact
with. The user is fully immersed in the virtual world, and the physical environment is blocked
out. VR is often used for gaming and entertainment, but it can also be used for training,
education, and other applications.

Augmented Reality (AR), on the other hand, enhances a person's real-world experience by
overlaying virtual information on their physical environment. AR blends the virtual and
physical worlds, creating a new, blended reality for the user. The virtual information can be
in the form of images, sounds, or other sensory inputs and can be displayed on devices such
as smartphones, head-mounted displays, smart glasses, or projection systems. AR is often
used for applications that require the user to interact with the physical world while also
receiving additional information and context.
In summary, VR creates a completely artificial environment, while AR enhances a person's
real-world experience with virtual information.

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6. How Augmented Reality works

In order to overlay digital content in a real-world environment, AR needs a device with a


camera and AR software such as a smartphone, a tablet, or smart glasses. 
The AR software uses computer vision to process the video stream captured by the camera
and to recognize objects in the environment. This allows the AR system to project virtual
content to a relevant place. 
Then, it displays the digital content on top of the real environment through the display device
in a realistic way.

There are four general parts of an AR system:

 Sensor
 Input devices
 Processor
 Display

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Basic idea is to take the picture of the real world, process it, process on data stream, create an
overlay containing wanted data in supposed places, combine it with the initial image and
show it to the users.

7. Display devices

 Head Mounted Display


A Head Mounted Display (HMD) is a type of device that is used to display Augmented
Reality (AR) content. An HMD is worn on the head like a pair of glasses or a helmet, and
includes a display in front of the eyes that
shows the virtual information. This allows
the user to see the virtual content as if it
were a part of the real world.

HMDs use a variety of technologies, including


LCD displays, OLED displays, and projection
systems, to create the virtual content. They also
use sensors and cameras to understand the
physical environment and track the user's
movements, ensuring that the virtual content is
properly aligned with the real world.
Some of the advantages of HMDs for AR include:
 Immersive experience: HMDs allow the user to fully immerse themselves in the
virtual content, providing a more engaging and interactive experience.
 Hands-free interaction: HMDs allow the user to interact with the virtual content
hands-free, using gestures or other input methods.

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 Wide field of view: HMDs provide a wide field of view, allowing the user to see more
of the virtual content and the real world.

 Eye Glasses
Augmented Reality (AR) glasses are a type of wearable device that enhances a person's view
of the real world by overlaying virtual
information. AR glasses look like regular
eyeglasses, but have built-in displays,
cameras, and sensors that allow them to
show virtual information in real-time.
AR glasses use computer vision
algorithms to understand the physical
environment and track the user's
movements.

AR glasses provide a more natural and integrated AR experience compared to other devices,
such as smartphones or head-mounted displays (HMDs). The virtual information is
seamlessly blended with the real world, allowing the user to see both at the same time

 Contact lenses
Augmented reality (AR) contact lenses
are a concept for a type of wearable
technology that integrates AR displays
and sensors directly into contact lenses.
The goal of AR contact lenses is to
provide a more immersive and
integrated AR experience, where digital
information and graphics can be
superimposed onto the real-world view.
However, the development of AR
contact lenses is still in its early stages
and significant technical challenges,
such as miniaturization, power supply, and eye safety, must be overcome before they become
a reality.

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 Virtual Retinal
Display

Virtual Retinal Display (VRD) is a


type of display technology used in
augmented reality (AR) systems. It
projects images directly onto the
retina of the user's eye, creating
the illusion of a floating display in
front of the user. The advantage of
VRD over other AR display
technologies is that it provides a
more immersive and natural-
feeling AR experience, as the image appears to be part of the user's natural field of vision.
However, like AR contact lenses, VRD technology is still in its early stages and there are
significant technical challenges that need to be overcome before it can be widely adopted,
such as resolution, brightness, and eye safety.

 Handheld
Handheld augmented reality (AR)
refers to a type of AR technology that
uses handheld devices, such as
smartphones or tablets, to display and
interact with virtual objects in the real
world. These devices typically have
cameras, sensors, and displays that can
track the user's position and
environment, and overlay digital
information and graphics on top of the
real-world view. Handheld AR has
become increasingly popular in recent
years due to the widespread availability of smartphones and the ease of use of AR apps. It is
used for various purposes, such as gaming, education, and industrial and commercial
applications.

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 Spatial
Spatial augmented reality (AR) is
a subfield of AR that focuses on
the integration of virtual objects
into the real world in a way that is
spatially aware, meaning that
virtual objects appear to occupy
specific positions and locations in
the real environment and interact
with the real world as if they were
real objects. Spatial AR uses
various technologies, such as
computer vision, sensors, and
projection mapping, to create a seamless blend between virtual and real elements. The goal of
spatial AR is to create a more natural and intuitive AR experience that allows virtual objects
to seamlessly coexist with real objects and the environment. Spatial AR has a wide range of
applications, including gaming, entertainment, industrial and commercial use cases, and
education.

8. Trends in Augmented Reality

Past trends

 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'.
 1957–62: Morton Heilig, a cinematographer, creates and patents a simulator
called Sensorama with visuals, sound, vibration, and smell.
 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.

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 1980: The research by Gavan Lintern of the University of Illinois is the first
published work to show the value of a heads up display for teaching real-world
flight skills.
 1980: Steve Mann creates the first wearable computer, a computer vision system
with text and graphical overlays on a photographically mediated
scene. See EyeTap.
 1981: Dan Reitan geospatially maps multiple weather radar images and space-
based and studio cameras to earth maps and abstract symbols for television
weather broadcasts, bringing a precursor concept to augmented reality (mixed
real/graphical images) to TV.
 1986: Within IBM, Ron Feigenblatt describes the most widely experienced form
of AR today use of a small, "smart" flat panel display positioned and oriented by
hand.
 1987: Douglas George and Robert Morris create a working prototype of an
astronomical telescope-based "heads-up display" system (a precursor concept to
augmented reality)
 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 benefit to human perception.
 1992: Steven Feiner, Blair MacIntyre and Doree Seligmann present an early paper
on an AR system prototype, KARMA, at the Graphics Interface conference.
 1993: Mike Abernathy, et al., report the first use of augmented reality in
identifying space debris using Rockwell WorldView by overlaying satellite
geographic trajectories on live telescope video.

 1993: A widely cited version of the paper above is published in Communications


of the ACM – Special issue on computer augmented environments, edited by
Pierre Wellner, Wendy Mackay, and Rich Gold.
 1993: Loral WDL, with sponsorship from STRICOM, performed the first
demonstration combining live AR-equipped vehicles and manned simulators.
Unpublished paper, J. Barrilleaux, "Experiences and Observations in Applying
Augmented Reality to Live Training", 1999.
 1994: Julie Martin creates first 'Augmented Reality Theater production', Dancing
in Cyberspace, funded by the Australia Council for the Arts, features dancers
and acrobats manipulating body–sized virtual object in real time, projected into
the same physical space and performance plane. The acrobats appeared immersed

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within the virtual object and environments. The installation used Silicon
Graphics computers and Polhemus sensing system.
 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.
 1996: General Electric develops system for projecting information from 3D CAD
models onto real-world instances of those models.
 1998: Spatial augmented reality introduced at University of North Carolina at
Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs.
 1999: Frank Delgado, Mike Abernathy et al. report successful flight test of
LandForm software video map overlay from a helicopter at Army Yuma Proving
Ground overlaying video with runways, taxiways, roads and road names.
 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 urban
environment for situation awareness and training.
 1999: NASA X-38 flown using LandForm software video map overlays
at Dryden Flight Research Center.
 2000: Rockwell International Science Center demonstrates tetherless wearable
augmented reality systems receiving analog video and 3-D Audio over radio-
frequency wireless channels. The systems incorporate outdoor navigation
capabilities, with digital horizon silhouettes from a terrain database overlain in
real time on the live outdoor scene, allowing visualization of terrain made
invisible by clouds and fog.

Present trend

The present trend in augmented reality (AR) technology is focused on making AR more
accessible, user-friendly, and integrated into everyday life. Here are some of the current
trends in AR:
 Wearable AR: The development of AR-enabled wearable devices, such as smart
glasses and AR contact lenses, is a key area of focus. The goal is to provide a more
immersive and hands-free AR experience.

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 Spatial AR: With the advancement of technologies such as computer vision, machine
learning, and 5G connectivity, spatial AR, which allows virtual objects to seamlessly
blend into the real world, is becoming more feasible and is being applied in various
domains, such as gaming, entertainment, and industrial use cases.

 Enterprise AR: AR is being adopted by a growing number of industries, such as


healthcare, education, and retail, to improve training, visualization, and collaboration.

 Mobile AR: Mobile AR, which uses smartphones and tablets as AR devices,
continues to grow in popularity and is being used for various purposes, such as
gaming, e-commerce, and navigation.

 Web AR: The development of Web AR, which allows AR experiences to be accessed
through a web browser, is making AR more accessible and user-friendly, and it is
becoming an increasingly popular way to access AR content.

These trends highlight the ongoing evolution and growth of AR technology and its increasing
potential to enhance and improve a wide range of experiences and applications.

Future trend

The future of augmented reality (AR) technology is promising, with many opportunities for
new and improved applications and experiences. Here are some of the areas where AR is
expected to have a significant impact in the future:

 Spatial Computing: AR is expected to play a key role in the development of spatial


computing, which refers to the integration of digital and physical spaces. This will
enable new forms of interaction and collaboration between humans and technology.

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 Enterprise AR: AR is expected to continue to be adopted by a growing number of
industries, such as healthcare, education, and retail, to improve training, visualization,
and collaboration.

 Wearable AR: The development of AR-enabled wearable devices, such as smart


glasses and AR contact lenses, is expected to continue, and the goal is to provide a
more immersive and hands-free AR experience.

 XR: AR is expected to become more closely integrated with other forms of XR, such
as virtual reality (VR) and mixed reality (MR), to create more seamless and integrated
XR experiences.

 Health and Wellness: AR is expected to play a growing role in the healthcare sector,
providing new and improved solutions for telemedicine, rehabilitation, and patient
education.

These are just some of the areas where AR is expected to have a significant impact in the
future. The technology is constantly evolving and new possibilities are emerging, making it
an exciting time for the future of AR.

9. Advantages of Augmented Reality

Augmented Reality (AR) offers several advantages, some of which are:


 Improved User Experience: AR provides a more interactive and engaging experience
for users, allowing them to visualize and interact with virtual objects in the real world.

 Increased Productivity: AR has been shown to increase productivity in various


domains, such as education, manufacturing, and maintenance, by providing visual
aids, interactive simulations, and training.

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 Enhanced Visualization: AR enables users to visualize complex concepts, products,
and environments in a more intuitive and accessible manner, making it easier to
understand and analyze information.

 Improved Accessibility: AR can make information and experiences more accessible to


people with disabilities, such as those with visual or auditory impairments, by
providing audio, visual, and haptic cues.

 Enhanced Safety: AR can be used to improve safety in various domains, such as


construction, maintenance, and medical procedures, by providing visual aids and step-
by-step instructions.

 Increased Immersion: AR can provide a more immersive and interactive experience


for users, particularly in gaming and entertainment applications.

 Consumer differentiation: Augmented Reality apps have emerged as a new way to


reach a more audience, to differentiate the business from the competition, and above
all to introduce and communicate a new service.

 Improve Brand awareness and image : A company or brand that chooses to use
augmented reality application has still has the upper hand into their business
These are just some of the advantages of AR, and the technology is constantly evolving,
creating new possibilities for how it can be used to enhance and improve various experiences
and applications.

10. Disadvantages of Augmented Reality

Although augmented reality (AR) has many benefits, it also has some limitations and
challenges. Here are some of the disadvantages of AR:
 Technical Limitations: AR technology still has technical limitations, such as accuracy,
reliability, and computational requirements, that need to be addressed to make it more
user-friendly and accessible.

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 High Development Costs: Developing AR experiences and applications can be
expensive, and the high development costs can limit the adoption of AR in some
domains.

 Privacy and Security Concerns: AR raises privacy and security concerns, such as the
potential for unauthorized access to personal information, the tracking of users'
movements, and the unauthorized use of AR content.

 User Acceptance: AR is a relatively new technology, and there is still a need to


educate and familiarize users with AR experiences and applications, to ensure their
widespread adoption.

 Health Concerns: AR raises health concerns, such as the potential for eye strain,
headaches, and nausea, particularly when using AR for extended periods of time.

 Technical Complexity: AR requires technical expertise and specialized hardware,


which can be challenging for some users to adopt and use.

 Fake Reality
Developers of AR application usually spend much time getting engaged in it that they
actually fail to distinguish between virtual and real worlds.

These are some of the challenges and limitations of AR, but the technology is constantly
evolving, and many of these challenges are being addressed through ongoing research and
development.

11. Applications of Augmented Reality

 Medical
Augmented Reality (AR) has the potential to revolutionize various aspects of healthcare and
medicine, including:
 Medical Training: AR can be used to enhance medical training, by providing
interactive simulations and visual aids that can improve the learning experience.

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 Surgical Planning and Procedures: AR can be used to assist with surgical planning
and procedures, by providing visual aids and real-time information during the
procedure.

 Physical Therapy and Rehabilitation: AR can be used to enhance physical therapy and
rehabilitation, by providing interactive and immersive experiences that can improve
patient engagement and outcomes.

 Medical Visualization: AR can be used to enhance medical visualization, by


providing interactive and immersive experiences that can improve the understanding
of complex medical concepts and conditions.

 Telemedicine: AR can be used to enhance telemedicine, by providing real-time visual


aids and information that can improve the diagnosis and treatment of patients from a
remote location.
These are just some of the ways in which AR is being used in healthcare and medicine, and
the technology is constantly evolving, creating new possibilities for how it can be used to
enhance and improve various medical experiences and applications.

 Entertainment

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Augmented Reality (AR) has the potential to transform the entertainment industry in many
ways, including:
 Gaming: AR games allow players to experience virtual elements in the real world,
creating a more immersive and interactive gaming experience.

 Music and Performances: AR can be used to enhance music and performance


experiences, by providing visual aids, special effects, and interactive elements.

 Film and Television: AR can be used to enhance film and television experiences, by
providing visual aids, special effects, and interactive elements that can make the
viewing experience more engaging and immersive.

 Theme Parks and Attractions: AR can be used to enhance theme park and attraction
experiences, by providing visual aids, special effects, and interactive elements that
can make the experience more engaging and immersive.

 Art and Culture: AR can be used to enhance art and culture experiences, by providing
visual aids, special effects, and interactive elements that can make the experience
more engaging and immersive.

 Education

Augmented Reality (AR) has the potential to transform education in many ways, including:
 Enhanced Learning: AR can be used to enhance learning, by providing interactive and
immersive experiences that can make education more engaging and effective.

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 Visual Aids: AR can be used to provide visual aids, such as animations, simulations,
and 3D models, which can help students understand complex concepts and ideas.

 Accessibility: AR can be used to improve accessibility, by providing visual aids,


simulations, and interactive experiences that can help students with special needs to
engage with education content.

 Virtual Field Trips: AR can be used to provide virtual field trips, which can take
students to places and environments that would otherwise be difficult or impossible to
visit.

 Gamification of Education: AR can be used to gamify education, by providing


interactive and immersive experiences that can make education more engaging and
enjoyable.
These are just some of the ways in which AR is being used in education, and the technology
is constantly evolving, creating new possibilities for how it can be used to enhance and
improve various educational experiences and applications.

 Retail

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Augmented Reality (AR) has the potential to revolutionize the retail industry in many ways,
including:
 Enhanced Shopping Experience: AR can be used to enhance the shopping experience,
by providing interactive and immersive experiences that can make shopping more
engaging and enjoyable.

 Product Visualization: AR can be used to provide product visualization, which can


allow customers to see how a product would look in their environment before making
a purchase.

 Virtual Try-On: AR can be used to provide virtual try-on, which can allow customers
to try on clothes, makeup, and other products virtually, before making a purchase.

 Interactive Advertising: AR can be used to create interactive advertising experiences,


which can make advertisements more engaging and memorable.

 Inventory Management: AR can be used to improve inventory management, by


providing real-time information about product availability and location.

 Military
Augmented Reality (AR) has the potential to transform various aspects of military operations,
including:
 Training: AR can be used to enhance military training, by providing interactive
simulations and visual aids that can improve the learning experience.

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 Operations Planning and Execution : AR can be used to assist with military operations
planning and execution, by providing visual aids and real-time information during the
operation.

 Maintenance and Repair: AR can be used to assist with maintenance and repair, by
providing visual aids and real-time information that can improve the efficiency and
accuracy of the process.

 Situational Awareness: AR can be used to improve situational awareness, by


providing real-time information and visual aids that can improve decision-making and
response times.

 Tactical Operations: AR can be used to enhance tactical operations, by providing real-


time information and visual aids that can improve situational awareness and decision-
making.
These are just some of the ways in which AR is being used in military operations, and the
technology is constantly evolving, creating new possibilities for how it can be used to
enhance and improve various military experiences and applications.

 Marketing

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Augmented Reality (AR) has the potential to transform marketing in many ways, including:
 Immersive Experience: AR can be used to create immersive marketing experiences,
which can make advertisements more engaging and memorable.

 Interactive Advertising: AR can be used to create interactive advertising experiences,


which can make advertisements more engaging and memorable.

 Product Visualization: AR can be used to provide product visualization, which can


help customers see how a product would look in their environment before making a
purchase.

 Virtual Try-On: AR can be used to provide virtual try-on, which can allow customers
to try on clothes, makeup, and other products virtually, before making a purchase.

 Event Marketing: AR can be used to enhance event marketing, by providing


interactive experiences and visual aids that can make events more engaging and
memorable.
These are just some of the ways in which AR is being used in marketing, and the technology
is constantly evolving, creating new possibilities for how it can be used to enhance and
improve various marketing experiences and applications.

 Navigation

Augmented Reality (AR) can be used to enhance navigation in many ways, including:

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 Real-time Information: AR can be used to provide real-time information and visual
aids that can assist with navigation, such as maps and turn-by-turn directions.

 Contextual Information: AR can be used to provide contextual information, such as


points of interest, nearby businesses, and other relevant information that can improve
the navigation experience.

 Indoor Navigation: AR can be used to enhance indoor navigation, by providing visual


aids and real-time information that can assist with navigating within buildings and
other indoor environments.

 Enhanced Reality: AR can be used to enhance reality, by providing information and


visual aids that can assist with navigation, such as overlaying maps and points of
interest on the real world.

 Improved Safety: AR can be used to improve safety, by providing real-time


information and visual aids that can improve situational awareness and decision-
making during

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