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		<title>RealEditor: Move from AR glasses</title>
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		<summary type="html">&lt;p&gt;Move from &lt;a href=&quot;/wiki/AR_glasses&quot; class=&quot;mw-redirect&quot; title=&quot;AR glasses&quot;&gt;AR glasses&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{see also|Smart glasses}}&lt;br /&gt;
[[File:DigiLens Design v1.png|thumb|A set of pre-mass-production AR glasses from [[DigiLens]]]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Augmented reality glasses&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;AR glasses&amp;#039;&amp;#039;&amp;#039;) are wearable [[head-mounted display|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 ([[waveguide]]s, [[prism]]s or [[optical combiner|combiners]]) so the wearer simultaneously sees real surroundings and virtual overlays.&amp;lt;ref name=&amp;quot;SynopsysAROptics&amp;quot;&amp;gt;Synopsys. &amp;quot;How Do Augmented Reality Optics Work?&amp;quot;. Retrieved 30 April 2025. https://www.synopsys.com/glossary/what-is-augmented-reality-optics.html&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;VarjoExplained&amp;quot;&amp;gt;Varjo. &amp;quot;Virtual Reality, Augmented Reality and Mixed Reality Explained&amp;quot;. Retrieved 30 April 2025. https://varjo.com/virtual-augmented-and-mixed-reality-explained/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
AR glasses integrate miniature [[microdisplay|micro-displays]] (often [[OLED]], [[LCD]], or [[LCoS]]), transparent [[waveguide]] optics, and an array of [[sensor]]s: [[RGB camera|RGB]]/[[depth camera|depth cameras]], an [[inertial measurement unit]] (IMU), [[eye tracking|eye-trackers]], and sometimes [[LiDAR]]. All driven by low-power [[system-on-chip|SoCs]]. Real-time [[simultaneous localization and mapping]] (SLAM) locks holograms to the environment while voice, [[hand tracking|hand-tracking]] or gaze serves as input.&amp;lt;ref name=&amp;quot;SLAMBenchmark&amp;quot;&amp;gt;Sarlin P. et al. (2022). &amp;quot;LaMAR – Benchmarking Localization and Mapping for Augmented Reality&amp;quot;. Proceedings of ECCV 2022. https://link.springer.com/chapter/10.1007/978-3-031-20071-7_40  https://lamar.ethz.ch/&amp;lt;/ref&amp;gt; In this way AR glasses provide hands-free, heads-up access to information – for example showing navigation cues, text annotations, or [[3D model]]s superimposed on actual objects – without obscuring the user’s natural vision.&lt;br /&gt;
&lt;br /&gt;
AR glasses come in various [[form factor]]s (from bulky [[headset]]s 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 waveguide|holographic]] or [[diffractive waveguide|diffractive]] [[waveguide]]s) to focus virtual images at a comfortable viewing distance while still letting the user see the world around them.&amp;lt;ref name=&amp;quot;SynopsysAROptics&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;ARDisplaysReview&amp;quot;&amp;gt;Xiong J. et al. (2021). &amp;quot;Augmented reality and virtual reality displays: perspectives and challenges&amp;quot;. Light: Science &amp;amp; Applications. 10 (1): 216. doi:10.1038/s41377-021-00658-8&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History and evolution ==&lt;br /&gt;
The concept of see-through [[head-mounted display]]s (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.&amp;lt;ref&amp;gt;Sutherland I. E. (1968). &amp;quot;A head-mounted three-dimensional display&amp;quot;. AFIPS Conf. Proc. 33: 757–764.&amp;lt;/ref&amp;gt; In 1990 the term “[[augmented reality]]” was coined by [[Thomas Caudell]] while describing a heads-up wiring guide for [[Boeing]] assembly.&amp;lt;ref&amp;gt;AWE XR. &amp;quot;Thomas Caudell – XR Hall of Fame&amp;quot;. Retrieved 30 April 2025. https://www.awexr.com/hall-of-fame/20-thomas-caudell&amp;lt;/ref&amp;gt; Early AR research explored wearable optics for [[pilot]]s and [[maintenance]]. However, practical AR glasses remained largely experimental until the 2010s.&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;ref name=&amp;quot;GoogleGlassVerge&amp;quot;&amp;gt;The Verge (May 2, 2013). &amp;quot;Google Glass review&amp;quot;. Retrieved 30 April 2025. https://www.theverge.com/2013/2/22/4013406/i-used-google-glass-its-the-future-with-monthly-updates&amp;lt;/ref&amp;gt; Around the same time other companies like [[Vuzix]] (with products such as the M100 smart glass) and [[Epson]] ([[Epson Moverio|Moverio]] series) began selling eyewear with AR capabilities. The mid-2010s saw a wave of [[miniaturization]] and new optics.&lt;br /&gt;
&lt;br /&gt;
In 2016 [[Microsoft]] launched the first [[Microsoft HoloLens]] as the first untethered, [[binocular]] [[mixed reality|MR]] headset for [[enterprise]] use, featuring [[spatial mapping]] cameras and [[gesture control]].&amp;lt;ref name=&amp;quot;HoloLensVerge&amp;quot;&amp;gt;The Verge (April 1, 2016). &amp;quot;Microsoft HoloLens review: the future, now&amp;quot;. Retrieved 30 April 2025. https://www.theverge.com/2016/4/1/11334488/microsoft-hololens-video-augmented-reality-ar-headset-hands-on&amp;lt;/ref&amp;gt; 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.&amp;lt;ref name=&amp;quot;MagicLeapAxios&amp;quot;&amp;gt;Axios (Dec 20, 2017). &amp;quot;Magic Leap finally unveils its first augmented reality headset&amp;quot;. Retrieved 30 April 2025. https://www.axios.com/2018/01/05/magic-leap-finally-shows-its-ar-headset-1515110723&amp;lt;/ref&amp;gt; Meanwhile [[consumer electronics|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.&amp;lt;ref name=&amp;quot;Spectacles2021&amp;quot;&amp;gt;The Verge (May 20, 2021). &amp;quot;Snap unveils AR Spectacles that overlay digital images on the real world&amp;quot;. Retrieved 30 April 2025. https://www.theverge.com/2021/5/20/22445481/snap-spectacles-ar-augmented-reality-announced&amp;lt;/ref&amp;gt; Other attempts included fashionable AR frames like [[North Focals]] and [[Ray-Ban Stories]] (camera-equipped smartglasses by [[Meta Platforms]] and [[Ray-Ban]]).&lt;br /&gt;
&lt;br /&gt;
By the early 2020s, virtually all major tech players signaled interest in AR glasses. [[Meta Platforms]] (Facebook) showcased prototypes ([[Project Aria]]) and in 2024 discussed “[[Project Orion (Meta)|Project Orion]]” – a prototype glasses-style AR device featuring silicon-carbide [[microLED]] waveguides and an on-device [[AI]] assistant.&amp;lt;ref name=&amp;quot;OrionVerge&amp;quot;&amp;gt;The Verge (Oct 15, 2024). &amp;quot;Meta shows off Orion AR glasses prototype with AI assistant&amp;quot;. Retrieved 30 April 2025. https://www.theverge.com/24253908/meta-orion-ar-glasses-demo-mark-zuckerberg-interview&amp;lt;/ref&amp;gt; Other recent entries include [[Lenovo]]’s [[Lenovo ThinkReality A3|ThinkReality A3]], [[Pico (VR company)|Pico]]’s AR headsets, and continuing updates from enterprise vendors like [[Vuzix]] ([[Vuzix Blade 2|Blade 2]]) and [[Epson]] ([[Epson Moverio BT-45|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.&lt;br /&gt;
&lt;br /&gt;
== Technical components ==&lt;br /&gt;
AR glasses integrate several key hardware subsystems:&lt;br /&gt;
&lt;br /&gt;
=== Optics and Displays ===&lt;br /&gt;
Most systems employ transparent [[waveguide]] combiners or reflective [[prism]]s to channel light from [[microdisplay]]s into the user’s eyes. A 2021 review summarized state-of-the-art grating, holographic and reflective waveguide architectures.&amp;lt;ref name=&amp;quot;ARDisplaysReview&amp;quot; /&amp;gt; Common display engines are [[microdisplay]]s (small [[OLED]], [[LCD]], or [[LCoS]] panels) or [[pico projector]]s. For [[binocular]] systems, dual displays provide [[stereoscopy]]. [[Holographic display]]s or [[spatial light modulator]]s are emerging in research systems.&amp;lt;ref name=&amp;quot;ARDisplaysReview&amp;quot; /&amp;gt; The optics collimate and focus the image, often using precision [[waveguide]]s (e.g. [[diffractive grating|diffractive]] or [[holography|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.&amp;lt;ref name=&amp;quot;NatureMetasurface&amp;quot;&amp;gt;&lt;br /&gt;
Gopakumar, M.; Lee, G-Y.; Choi, S. &amp;lt;i&amp;gt;et al.&amp;lt;/i&amp;gt; (2024).&lt;br /&gt;
“Full-colour 3D holographic augmented-reality displays with metasurface waveguides”.&lt;br /&gt;
&amp;lt;i&amp;gt;Nature&amp;lt;/i&amp;gt; 629 (800): 791–797. doi:10.1038/s41586-024-07386-0.&lt;br /&gt;
Retrieved 30 April 2025.&lt;br /&gt;
https://www.nature.com/articles/s41586-024-07386-0&lt;br /&gt;
&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;NVIDIAAI&amp;quot;&amp;gt;NVIDIA Blog (May 30, 2024). &amp;quot;NVIDIA Research Unveils AI-Powered Holographic Glasses Prototype&amp;quot;. Retrieved 30 April 2025.https://developer.nvidia.com/blog/developing-smaller-lighter-extended-reality-glasses-using-ai/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sensors and Tracking ===&lt;br /&gt;
AR glasses require extensive sensing for environmental awareness and interaction. Typical sensors include multiple [[camera]]s ([[RGB camera|RGB]], [[depth sensor]]s or [[Time-of-Flight camera|Time-of-Flight]]/[[LiDAR]] units) and an [[inertial measurement unit]] (IMU). [[Microsoft HoloLens 2|HoloLens 2]], for example, lists four visible-light cameras, a 1-MP time-of-flight depth sensor, and a 9-axis IMU.&amp;lt;ref name=&amp;quot;HoloLensHardware&amp;quot;&amp;gt;Microsoft Learn. &amp;quot;HoloLens 2 hardware details&amp;quot;. Retrieved 30 April 2025. https://learn.microsoft.com/en-us/hololens/hololens2-hardware&amp;lt;/ref&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
=== Processing and Power ===&lt;br /&gt;
Standalone (untethered) glasses rely on mobile [[system-on-chip|SoCs]] such as [[Qualcomm]]’s [[Snapdragon#XR (Extended Reality)|Snapdragon XR]] series or [[Apple Inc.|Apple]]’s dual-chip [[Apple M2|M2]] + [[Apple R1|R1]] architecture in the [[Apple Vision Pro]].&amp;lt;ref name=&amp;quot;VisionProAvailability&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;QualcommXR2&amp;quot;&amp;gt;Qualcomm. &amp;quot;Snapdragon XR2+ Gen 2 Platform&amp;quot;. Retrieved 30 April 2025. https://www.qualcomm.com/products/mobile/snapdragon/xr-vr-ar/snapdragon-xr2-plus-gen-2-platform&amp;lt;/ref&amp;gt; [[Tethered computing|Tethered]] designs (for example 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 (electricity)|Battery]] life remains a significant constraint, typically lasting only a few hours under active use.&lt;br /&gt;
&lt;br /&gt;
== Types of AR glasses ==&lt;br /&gt;
AR glasses can be categorized by several criteria:&lt;br /&gt;
&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Monocular]] vs. [[Binocular]]:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Monocular&amp;#039;&amp;#039; glasses display to one eye, often simpler and lighter. &amp;#039;&amp;#039;Binocular&amp;#039;&amp;#039; glasses display to both eyes for [[stereoscopic 3D|stereoscopic]] vision and wider immersion.&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Tethered computing|Tethered]] vs. [[Standalone VR headset|Standalone]]:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Tethered&amp;#039;&amp;#039; glasses require a connection to an external device (PC, phone, compute pack). &amp;#039;&amp;#039;Standalone&amp;#039;&amp;#039; glasses contain all processing and power onboard.&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Optical see-through]] vs. [[Video pass-through]]:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Optical see-through&amp;#039;&amp;#039; uses transparent optics to directly view the world with overlays. &amp;#039;&amp;#039;Video pass-through&amp;#039;&amp;#039; uses external cameras to capture the world, digitally mixing it with virtual content before displaying it internally.&lt;br /&gt;
&lt;br /&gt;
== Key applications ==&lt;br /&gt;
AR glasses find use in many domains:&lt;br /&gt;
&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Enterprise software|Enterprise]] &amp;amp; Industry:&amp;#039;&amp;#039;&amp;#039; Including [[manufacturing]], [[field service]], and [[logistics]]. Applications include [[remote assistance]], step-by-step instructions, [[3D model]] overlays for [[maintenance (technical)|maintenance]] or assembly, and hands-free [[warehouse management system|warehouse]] picking (&amp;#039;pick-by-vision&amp;#039;). Live video, annotations and 3-D holograms can cut maintenance time significantly and improve first-time fix rates.&amp;lt;ref name=&amp;quot;SoftwebEricsson&amp;quot;&amp;gt;Softweb Solutions. &amp;quot;Augmented Reality in Manufacturing: Use Cases and Benefits&amp;quot; (Citing Ericsson study findings). Retrieved 30 April 2025. https://www.softwebsolutions.com/resources/augmented-reality-in-manufacturing.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Healthcare|Medical]]:&amp;#039;&amp;#039;&amp;#039; Uses include [[surgical navigation]] (overlaying [[medical imaging]] onto patients), medical training with virtual anatomy, and remote proctoring or consultation.&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Consumer electronics|Consumer]] &amp;amp; [[Entertainment]]:&amp;#039;&amp;#039;&amp;#039; Applications include immersive AR [[video game|gaming]], virtual cinema screens for media consumption, [[navigation]] overlays, and [[social media]] integration.&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Remote collaboration]]:&amp;#039;&amp;#039;&amp;#039; Facilitating shared views with remote annotations for teamwork across distances.&lt;br /&gt;
*   &amp;#039;&amp;#039;&amp;#039;[[Military]] &amp;amp; [[Aerospace]]:&amp;#039;&amp;#039;&amp;#039; Applications include [[heads-up display|HUDs]] for [[pilot]]s, [[situational awareness]] tools for soldiers, and training simulators. [[NASA]] flew [[Microsoft HoloLens|HoloLens]] units to the [[International Space Station]] (ISS) in 2015 under **Project Sidekick** to test remote expert guidance for astronauts.&amp;lt;ref name=&amp;quot;NASASidekick&amp;quot;&amp;gt;NASA (June 25, 2015). &amp;quot;NASA, Microsoft Collaborate to Bring Science Fiction to Science Fact&amp;quot;. Retrieved 30 April 2025. https://www.nasa.gov/press-release/nasa-microsoft-collaborate-to-bring-science-fiction-to-science-fact&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Leading products and companies ==&lt;br /&gt;
Major technology companies and specialized startups are active in the AR glasses market:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Device !! Company !! First release !! Key Features / Target Market&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Leap 2]] || [[Magic Leap]] || 2022 || 70° diagonal FOV, dynamic dimming, enterprise/developer focus&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectacles (Snap)|Spectacles]] (Gen 4, limited release) || [[Snap Inc.]] || 2021 || Dual 46° FOV waveguides, [[6DoF]] tracking, AR creators&lt;br /&gt;
|-&lt;br /&gt;
| [[Vuzix Blade 2]] || [[Vuzix]] || 2023 || Monocular waveguide, ANSI Z87.1 safety rated, enterprise/industrial&lt;br /&gt;
|-&lt;br /&gt;
| [[Epson Moverio]] BT-45CS / BT-45C || [[Epson]] || 2022 || Si-OLED binocular displays, industrial/remote assistance focus&lt;br /&gt;
|-&lt;br /&gt;
| [[XREAL|XREAL Air 2]] / Air 2 Pro || [[XREAL]] || 2023 || Binocular [[OLED]], lightweight &amp;quot;AR viewer&amp;quot; tethered to phone/PC, consumer media/productivity&lt;br /&gt;
|}&lt;br /&gt;
Other notable players include [[Google]] ([[Google Glass|Glass Enterprise Edition]]), [[Lenovo]] ([[Lenovo ThinkReality A3|ThinkReality A3]]), [[Qualcomm]] (chipsets like [[Snapdragon#XR (Extended Reality)|Snapdragon XR]]), [[Varjo]], and [[RealWear]].&lt;br /&gt;
&lt;br /&gt;
==Software platforms and ecosystems==&lt;br /&gt;
AR glasses rely on software frameworks and content ecosystems:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mobile [[AR SDK]]s:&amp;#039;&amp;#039;&amp;#039; [[Apple Inc.|Apple]]’s [[ARKit]] (for [[iOS]], [[visionOS]]) and [[Google]]’s [[ARCore]] (for [[Android (operating system)|Android]]) provide foundational tracking, scene understanding, and rendering APIs, primarily for [[smartphone]] AR but also influencing AR glasses development.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Mixed Reality|MR]]/[[Spatial Computing]] Platforms:&amp;#039;&amp;#039;&amp;#039; Include [[Microsoft]]’s [[Windows Mixed Reality]] platform (for [[Microsoft HoloLens|HoloLens]]), [[Magic Leap]]’s [[Lumin OS]], and [[Apple Inc.|Apple]]’s [[visionOS]] (for [[Apple Vision Pro]]). Development often uses [[Unity (game engine)|Unity]] or [[Unreal Engine]].&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Creator Platforms:&amp;#039;&amp;#039;&amp;#039; [[Snap Inc.|Snap]]’s [[Lens Studio]] allows creation of AR &amp;quot;Lenses&amp;quot; for [[Snapchat]] and [[Spectacles (Snap)|Spectacles]].&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Web Standards:&amp;#039;&amp;#039;&amp;#039; [[WebXR]] Device API enables AR experiences directly within compatible [[web browser]]s.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Cross-Platform Standards:&amp;#039;&amp;#039;&amp;#039; [[OpenXR]], an open standard from the [[Khronos Group]], aims to provide cross-vendor runtime compatibility for AR and VR applications and devices.&amp;lt;ref name=&amp;quot;OpenXR&amp;quot;&amp;gt;The Khronos Group. &amp;quot;OpenXR Overview&amp;quot;. Retrieved 30 April 2025. https://www.khronos.org/openxr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Enterprise Platforms:&amp;#039;&amp;#039;&amp;#039; Solutions like [[PTC Vuforia|Vuforia]], [[TeamViewer Frontline|Frontline (TeamViewer)]], and [[Wikitude]] provide tools specifically for industrial AR applications.&lt;br /&gt;
&lt;br /&gt;
==Privacy, ethics, and social acceptance==&lt;br /&gt;
AR glasses raise significant [[privacy]], [[ethics]], and social acceptance challenges. The inclusion of outward-facing [[camera]]s and [[microphone]]s 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”.&amp;lt;ref name=&amp;quot;GlassholeWired&amp;quot;&amp;gt;Wired (Jan 22, 2015). &amp;quot;Google Glass Got Banned. Why Did We Ever Think It Was OK?&amp;quot;. Retrieved 30 April 2025. https://www.wired.com/story/google-glass-reasonable-expectation-of-privacy//&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key concerns include:&lt;br /&gt;
*Collection and use of sensitive data (video, audio, [[spatial mapping|spatial maps]], [[eye tracking]] data).&lt;br /&gt;
*Potential for misuse (for example covert recording, [[face recognition]] without consent).&lt;br /&gt;
*Digital distraction and safety risks (for example obscured vision, attention diversion).&lt;br /&gt;
*[[Social norm]] disruption and the [[digital divide]].&lt;br /&gt;
*Aesthetic and [[ergonomics|ergonomic]] issues impacting adoption. Bulky or conspicuous designs can lead to stigma.&lt;br /&gt;
*Technical artifacts like &amp;quot;[[eye glow]]&amp;quot; (light leakage from [[waveguide]]s) can be distracting or reveal device usage.&amp;lt;ref name=&amp;quot;EyeGlowReview&amp;quot;&amp;gt;&lt;br /&gt;
Ding, Y.; Yang, Q.; Li, Y. &amp;lt;i&amp;gt;et al.&amp;lt;/i&amp;gt; (2023).&lt;br /&gt;
“Waveguide-based augmented reality displays: perspectives and challenges”.&lt;br /&gt;
&amp;lt;i&amp;gt;eLight&amp;lt;/i&amp;gt; 3 (24): 1–39. doi:10.1186/s43593-023-00057-z.&lt;br /&gt;
Section 2.1 &amp;amp; 3.2.5 discuss the “eye-glow” artifact.&lt;br /&gt;
Retrieved 30 April 2025.&lt;br /&gt;
https://elight.springeropen.com/articles/10.1186/s43593-023-00057-z&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 factor]]s. Public acceptance likely depends on demonstrating clear user benefits while mitigating privacy risks and social friction.&lt;br /&gt;
&lt;br /&gt;
==Market trends, forecasts, and adoption barriers==&lt;br /&gt;
The AR glasses market is growing, particularly in the [[enterprise software|enterprise]] sector where [[return on investment]] (ROI) through productivity gains can justify current costs. [[Consumer electronics|Consumer]] adoption is slower but anticipated to increase as technology matures. Market research firms like [[IDC]] estimate global AR/[[VR headset|VR]] headset shipments are growing, forecasting significant increases in the coming years after potential consolidation or pauses.&amp;lt;ref name=&amp;quot;IDC2025&amp;quot;&amp;gt;IDC (March 5, 2024). &amp;quot;AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC&amp;quot;. Retrieved 30 April 2025. https://www.idc.com/getdoc.jsp?containerId=prUS51864224&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Neowin2025&amp;quot;&amp;gt;Neowin (March 6, 2024). &amp;quot;IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026&amp;quot;. Retrieved 30 April 2025. https://my.idc.com/getdoc.jsp?containerId=prUS53278025/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key Trends===&lt;br /&gt;
*Advances in [[miniaturization|miniaturized]] optics ([[waveguide]]s, [[microdisplay]]s).&lt;br /&gt;
*More powerful and efficient mobile [[system-on-chip|SoCs]] with dedicated [[AI]] capabilities.&lt;br /&gt;
*Improved [[SLAM]] and [[computer vision]] algorithms.&lt;br /&gt;
*The rollout of [[5G]] potentially enabling [[cloud computing|cloud]]/[[edge computing]] rendering and processing.&lt;br /&gt;
&lt;br /&gt;
===Barriers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; High prices ($1000+) for capable devices limit mainstream adoption.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Form Factor &amp;amp; Comfort:&amp;#039;&amp;#039;&amp;#039; Devices are often still too bulky, heavy, or unstylish for all-day wear.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Battery life|Battery Life]]:&amp;#039;&amp;#039;&amp;#039; Often limited to 2-4 hours of active use.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Field-of-view|Field of View (FOV)]]:&amp;#039;&amp;#039;&amp;#039; Often narrower than human vision, limiting immersion.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Display technology|Display]] Quality:&amp;#039;&amp;#039;&amp;#039; Issues like brightness, [[sunlight readability]], and resolution need further improvement.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;App Ecosystem:&amp;#039;&amp;#039;&amp;#039; Lack of compelling, everyday &amp;quot;[[killer application]]s&amp;quot; for consumers.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Privacy]] and Social Acceptance:&amp;#039;&amp;#039;&amp;#039; As discussed above.&lt;br /&gt;
&lt;br /&gt;
==Future outlook and ongoing research directions==&lt;br /&gt;
Future development aims to overcome current limitations and unlock mainstream potential:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Optics]]:&amp;#039;&amp;#039;&amp;#039; Research focuses on thinner, lighter, and wider-FOV optics like [[metasurface]]-based [[waveguide]]s or advanced [[holographic optical element]]s, potentially achieving eyeglass form factors.&amp;lt;ref name=&amp;quot;NatureMetasurface&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;NVIDIAAI&amp;quot; /&amp;gt; [[Retinal projection]] and [[varifocal display]]s aim to address [[vergence-accommodation conflict]] and reduce [[eye strain]].&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Processing and Power:&amp;#039;&amp;#039;&amp;#039; Continued improvement in low-power [[processor]]s and specialized [[AI]] chips ([[Apple R1|R1]], dedicated [[NPU]]s). Better battery technology and [[wireless power transfer|wireless charging]] are crucial. Offloading computation to [[edge computing|edge]]/[[cloud computing|cloud]] via [[5G]] or [[Wi-Fi 6|Wi-Fi 6/7]] may enable lighter devices.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;AI Integration:&amp;#039;&amp;#039;&amp;#039; On-device [[AI]] assistants that understand user context, interpret the environment, and provide proactive information (for example [[Meta Platforms|Meta]]&amp;#039;s [[Project Orion (Meta)|Orion]] prototype concept).&amp;lt;ref name=&amp;quot;OrionVerge&amp;quot; /&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sensing and Interaction:&amp;#039;&amp;#039;&amp;#039; More robust [[hand tracking]], [[eye tracking]], and development of [[brain-computer interface|brain-computer interfaces]] (BCIs) or [[electromyography|EMG]]-based inputs.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Software and Ecosystem:&amp;#039;&amp;#039;&amp;#039; Maturation of [[spatial computing]] platforms, expansion of [[OpenXR]] support, development of persistent, shared AR experiences ([[AR Cloud]]), and richer content creation tools.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Form Factors:&amp;#039;&amp;#039;&amp;#039; Exploration beyond glasses, including [[augmented contact lens|AR contact lenses]] or projection-based systems.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]]&lt;br /&gt;
[[Category:Technical Terms]]&lt;br /&gt;
[[Category:AR Device Types]]&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
[[Category:Wearable Technology]]&lt;br /&gt;
[[Category:Augmented Reality]]&lt;br /&gt;
[[Category:Computing Devices]]&lt;br /&gt;
[[Category:Consumer Electronics]]&lt;br /&gt;
[[Category:Emerging Technologies]]&lt;br /&gt;
[[Category:Mixed Reality]]&lt;br /&gt;
[[Category:Display Technology]]&lt;br /&gt;
[[Category:Head-mounted Displays]]&lt;br /&gt;
[[Category:Virtual Reality]]&lt;br /&gt;
[[Category:Mobile Computing]]&lt;/div&gt;</summary>
		<author><name>RealEditor</name></author>
	</entry>
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