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  • Review Article
  • Open access
  • Published: 25 October 2021

Augmented reality and virtual reality displays: emerging technologies and future perspectives

  • Jianghao Xiong 1 ,
  • En-Lin Hsiang 1 ,
  • Ziqian He 1 ,
  • Tao Zhan   ORCID: orcid.org/0000-0001-5511-6666 1 &
  • Shin-Tson Wu   ORCID: orcid.org/0000-0002-0943-0440 1  

Light: Science & Applications volume  10 , Article number:  216 ( 2021 ) Cite this article

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  • Liquid crystals

With rapid advances in high-speed communication and computation, augmented reality (AR) and virtual reality (VR) are emerging as next-generation display platforms for deeper human-digital interactions. Nonetheless, to simultaneously match the exceptional performance of human vision and keep the near-eye display module compact and lightweight imposes unprecedented challenges on optical engineering. Fortunately, recent progress in holographic optical elements (HOEs) and lithography-enabled devices provide innovative ways to tackle these obstacles in AR and VR that are otherwise difficult with traditional optics. In this review, we begin with introducing the basic structures of AR and VR headsets, and then describing the operation principles of various HOEs and lithography-enabled devices. Their properties are analyzed in detail, including strong selectivity on wavelength and incident angle, and multiplexing ability of volume HOEs, polarization dependency and active switching of liquid crystal HOEs, device fabrication, and properties of micro-LEDs (light-emitting diodes), and large design freedoms of metasurfaces. Afterwards, we discuss how these devices help enhance the AR and VR performance, with detailed description and analysis of some state-of-the-art architectures. Finally, we cast a perspective on potential developments and research directions of these photonic devices for future AR and VR displays.

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Introduction

Recent advances in high-speed communication and miniature mobile computing platforms have escalated a strong demand for deeper human-digital interactions beyond traditional flat panel displays. Augmented reality (AR) and virtual reality (VR) headsets 1 , 2 are emerging as next-generation interactive displays with the ability to provide vivid three-dimensional (3D) visual experiences. Their useful applications include education, healthcare, engineering, and gaming, just to name a few 3 , 4 , 5 . VR embraces a total immersive experience, while AR promotes the interaction between user, digital contents, and real world, therefore displaying virtual images while remaining see-through capability. In terms of display performance, AR and VR face several common challenges to satisfy demanding human vision requirements, including field of view (FoV), eyebox, angular resolution, dynamic range, and correct depth cue, etc. Another pressing demand, although not directly related to optical performance, is ergonomics. To provide a user-friendly wearing experience, AR and VR should be lightweight and ideally have a compact, glasses-like form factor. The above-mentioned requirements, nonetheless, often entail several tradeoff relations with one another, which makes the design of high-performance AR/VR glasses/headsets particularly challenging.

In the 1990s, AR/VR experienced the first boom, which quickly subsided due to the lack of eligible hardware and digital content 6 . Over the past decade, the concept of immersive displays was revisited and received a new round of excitement. Emerging technologies like holography and lithography have greatly reshaped the AR/VR display systems. In this article, we firstly review the basic requirements of AR/VR displays and their associated challenges. Then, we briefly describe the properties of two emerging technologies: holographic optical elements (HOEs) and lithography-based devices (Fig. 1 ). Next, we separately introduce VR and AR systems because of their different device structures and requirements. For the immersive VR system, the major challenges and how these emerging technologies help mitigate the problems will be discussed. For the see-through AR system, we firstly review the present status of light engines and introduce some architectures for the optical combiners. Performance summaries on microdisplay light engines and optical combiners will be provided, that serve as a comprehensive overview of the current AR display systems.

figure 1

The left side illustrates HOEs and lithography-based devices. The right side shows the challenges in VR and architectures in AR, and how the emerging technologies can be applied

Key parameters of AR and VR displays

AR and VR displays face several common challenges to satisfy the demanding human vision requirements, such as FoV, eyebox, angular resolution, dynamic range, and correct depth cue, etc. These requirements often exhibit tradeoffs with one another. Before diving into detailed relations, it is beneficial to review the basic definitions of the above-mentioned display parameters.

Definition of parameters

Taking a VR system (Fig. 2a ) as an example. The light emitting from the display module is projected to a FoV, which can be translated to the size of the image perceived by the viewer. For reference, human vision’s horizontal FoV can be as large as 160° for monocular vision and 120° for overlapped binocular vision 6 . The intersection area of ray bundles forms the exit pupil, which is usually correlated with another parameter called eyebox. The eyebox defines the region within which the whole image FoV can be viewed without vignetting. It therefore generally manifests a 3D geometry 7 , whose volume is strongly dependent on the exit pupil size. A larger eyebox offers more tolerance to accommodate the user’s diversified interpupillary distance (IPD) and wiggling of headset when in use. Angular resolution is defined by dividing the total resolution of the display panel by FoV, which measures the sharpness of a perceived image. For reference, a human visual acuity of 20/20 amounts to 1 arcmin angular resolution, or 60 pixels per degree (PPD), which is considered as a common goal for AR and VR displays. Another important feature of a 3D display is depth cue. Depth cue can be induced by displaying two separate images to the left eye and the right eye, which forms the vergence cue. But the fixed depth of the displayed image often mismatches with the actual depth of the intended 3D image, which leads to incorrect accommodation cues. This mismatch causes the so-called vergence-accommodation conflict (VAC), which will be discussed in detail later. One important observation is that the VAC issue may be more serious in AR than VR, because the image in an AR display is directly superimposed onto the real-world with correct depth cues. The image contrast is dependent on the display panel and stray light. To achieve a high dynamic range, the display panel should exhibit high brightness, low dark level, and more than 10-bits of gray levels. Nowadays, the display brightness of a typical VR headset is about 150–200 cd/m 2 (or nits).

figure 2

a Schematic of a VR display defining FoV, exit pupil, eyebox, angular resolution, and accommodation cue mismatch. b Sketch of an AR display illustrating ACR

Figure 2b depicts a generic structure of an AR display. The definition of above parameters remains the same. One major difference is the influence of ambient light on the image contrast. For a see-through AR display, ambient contrast ratio (ACR) 8 is commonly used to quantify the image contrast:

where L on ( L off ) represents the on (off)-state luminance (unit: nit), L am is the ambient luminance, and T is the see-through transmittance. In general, ambient light is measured in illuminance (lux). For the convenience of comparison, we convert illuminance to luminance by dividing a factor of π, assuming the emission profile is Lambertian. In a normal living room, the illuminance is about 100 lux (i.e., L am  ≈ 30 nits), while in a typical office lighting condition, L am  ≈ 150 nits. For outdoors, on an overcast day, L am  ≈ 300 nits, and L am  ≈ 3000 nits on a sunny day. For AR displays, a minimum ACR should be 3:1 for recognizable images, 5:1 for adequate readability, and ≥10:1 for outstanding readability. To make a simple estimate without considering all the optical losses, to achieve ACR = 10:1 in a sunny day (~3000 nits), the display needs to deliver a brightness of at least 30,000 nits. This imposes big challenges in finding a high brightness microdisplay and designing a low loss optical combiner.

Tradeoffs and potential solutions

Next, let us briefly review the tradeoff relations mentioned earlier. To begin with, a larger FoV leads to a lower angular resolution for a given display resolution. In theory, to overcome this tradeoff only requires a high-resolution-display source, along with high-quality optics to support the corresponding modulation transfer function (MTF). To attain 60 PPD across 100° FoV requires a 6K resolution for each eye. This may be realizable in VR headsets because a large display panel, say 2–3 inches, can still accommodate a high resolution with acceptable manufacture cost. However, for a glasses-like wearable AR display, the conflict between small display size and the high solution becomes obvious as further shrinking the pixel size of a microdisplay is challenging.

To circumvent this issue, the concept of the foveated display is proposed 9 , 10 , 11 , 12 , 13 . The idea is based on that the human eye only has high visual acuity in the central fovea region, which accounts for about 10° FoV. If the high-resolution image is only projected to fovea while the peripheral image remains low resolution, then a microdisplay with 2K resolution can satisfy the need. Regarding the implementation method of foveated display, a straightforward way is to optically combine two display sources 9 , 10 , 11 : one for foveal and one for peripheral FoV. This approach can be regarded as spatial multiplexing of displays. Alternatively, time-multiplexing can also be adopted, by temporally changing the optical path to produce different magnification factors for the corresponding FoV 12 . Finally, another approach without multiplexing is to use a specially designed lens with intended distortion to achieve non-uniform resolution density 13 . Aside from the implementation of foveation, another great challenge is to dynamically steer the foveated region as the viewer’s eye moves. This task is strongly related to pupil steering, which will be discussed in detail later.

A larger eyebox or FoV usually decreases the image brightness, which often lowers the ACR. This is exactly the case for a waveguide AR system with exit pupil expansion (EPE) while operating under a strong ambient light. To improve ACR, one approach is to dynamically adjust the transmittance with a tunable dimmer 14 , 15 . Another solution is to directly boost the image brightness with a high luminance microdisplay and an efficient combiner optics. Details of this topic will be discussed in the light engine section.

Another tradeoff of FoV and eyebox in geometric optical systems results from the conservation of etendue (or optical invariant). To increase the system etendue requires a larger optics, which in turn compromises the form factor. Finally, to address the VAC issue, the display system needs to generate a proper accommodation cue, which often requires the modulation of image depth or wavefront, neither of which can be easily achieved in a traditional geometric optical system. While remarkable progresses have been made to adopt freeform surfaces 16 , 17 , 18 , to further advance AR and VR systems requires additional novel optics with a higher degree of freedom in structure design and light modulation. Moreover, the employed optics should be thin and lightweight. To mitigate the above-mentioned challenges, diffractive optics is a strong contender. Unlike geometric optics relying on curved surfaces to refract or reflect light, diffractive optics only requires a thin layer of several micrometers to establish efficient light diffractions. Two major types of diffractive optics are HOEs based on wavefront recording and manually written devices like surface relief gratings (SRGs) based on lithography. While SRGs have large design freedoms of local grating geometry, a recent publication 19 indicates the combination of HOE and freeform optics can also offer a great potential for arbitrary wavefront generation. Furthermore, the advances in lithography have also enabled optical metasurfaces beyond diffractive and refractive optics, and miniature display panels like micro-LED (light-emitting diode). These devices hold the potential to boost the performance of current AR/VR displays, while keeping a lightweight and compact form factor.

Formation and properties of HOEs

HOE generally refers to a recorded hologram that reproduces the original light wavefront. The concept of holography is proposed by Dennis Gabor 20 , which refers to the process of recording a wavefront in a medium (hologram) and later reconstructing it with a reference beam. Early holography uses intensity-sensitive recording materials like silver halide emulsion, dichromated gelatin, and photopolymer 21 . Among them, photopolymer stands out due to its easy fabrication and ability to capture high-fidelity patterns 22 , 23 . It has therefore found extensive applications like holographic data storage 23 and display 24 , 25 . Photopolymer HOEs (PPHOEs) have a relatively small refractive index modulation and therefore exhibits a strong selectivity on the wavelength and incident angle. Another feature of PPHOE is that several holograms can be recorded into a photopolymer film by consecutive exposures. Later, liquid-crystal holographic optical elements (LCHOEs) based on photoalignment polarization holography have also been developed 25 , 26 . Due to the inherent anisotropic property of liquid crystals, LCHOEs are extremely sensitive to the polarization state of the input light. This feature, combined with the polarization modulation ability of liquid crystal devices, offers a new possibility for dynamic wavefront modulation in display systems.

The formation of PPHOE is illustrated in Fig. 3a . When exposed to an interfering field with high-and-low intensity fringes, monomers tend to move toward bright fringes due to the higher local monomer-consumption rate. As a result, the density and refractive index is slightly larger in bright regions. Note the index modulation δ n here is defined as the difference between the maximum and minimum refractive indices, which may be twice the value in other definitions 27 . The index modulation δ n is typically in the range of 0–0.06. To understand the optical properties of PPHOE, we simulate a transmissive grating and a reflective grating using rigorous coupled-wave analysis (RCWA) 28 , 29 and plot the results in Fig. 3b . Details of grating configuration can be found in Table S1 . Here, the reason for only simulating gratings is that for a general HOE, the local region can be treated as a grating. The observation of gratings can therefore offer a general insight of HOEs. For a transmissive grating, its angular bandwidth (efficiency > 80%) is around 5° ( λ  = 550 nm), while the spectral band is relatively broad, with bandwidth around 175 nm (7° incidence). For a reflective grating, its spectral band is narrow, with bandwidth around 10 nm. The angular bandwidth varies with the wavelength, ranging from 2° to 20°. The strong selectivity of PPHOE on wavelength and incident angle is directly related to its small δ n , which can be adjusted by controlling the exposure dosage.

figure 3

a Schematic of the formation of PPHOE. Simulated efficiency plots for b1 transmissive and b2 reflective PPHOEs. c Working principle of multiplexed PPHOE. d Formation and molecular configurations of LCHOEs. Simulated efficiency plots for e1 transmissive and e2 reflective LCHOEs. f Illustration of polarization dependency of LCHOEs

A distinctive feature of PPHOE is the ability to multiplex several holograms into one film sample. If the exposure dosage of a recording process is controlled so that the monomers are not completely depleted in the first exposure, the remaining monomers can continue to form another hologram in the following recording process. Because the total amount of monomer is fixed, there is usually an efficiency tradeoff between multiplexed holograms. The final film sample would exhibit the wavefront modulation functions of multiple holograms (Fig. 3c ).

Liquid crystals have also been used to form HOEs. LCHOEs can generally be categorized into volume-recording type and surface-alignment type. Volume-recording type LCHOEs are either based on early polarization holography recordings with azo-polymer 30 , 31 , or holographic polymer-dispersed liquid crystals (HPDLCs) 32 , 33 formed by liquid-crystal-doped photopolymer. Surface-alignment type LCHOEs are based on photoalignment polarization holography (PAPH) 34 . The first step is to record the desired polarization pattern in a thin photoalignment layer, and the second step is to use it to align the bulk liquid crystal 25 , 35 . Due to the simple fabrication process, high efficiency, and low scattering from liquid crystal’s self-assembly nature, surface-alignment type LCHOEs based on PAPH have recently attracted increasing interest in applications like near-eye displays. Here, we shall focus on this type of surface-alignment LCHOE and refer to it as LCHOE thereafter for simplicity.

The formation of LCHOEs is illustrated in Fig. 3d . The information of the wavefront and the local diffraction pattern is recorded in a thin photoalignment layer. The volume liquid crystal deposited on the photoalignment layer, depending on whether it is nematic liquid crystal or cholesteric liquid crystal (CLC), forms a transmissive or a reflective LCHOE. In a transmissive LCHOE, the bulk nematic liquid crystal molecules generally follow the pattern of the bottom alignment layer. The smallest allowable pattern period is governed by the liquid crystal distortion-free energy model, which predicts the pattern period should generally be larger than sample thickness 36 , 37 . This results in a maximum diffraction angle under 20°. On the other hand, in a reflective LCHOE 38 , 39 , the bulk CLC molecules form a stable helical structure, which is tilted to match the k -vector of the bottom pattern. The structure exhibits a very low distorted free energy 40 , 41 and can accommodate a pattern period that is small enough to diffract light into the total internal reflection (TIR) of a glass substrate.

The diffraction property of LCHOEs is shown in Fig. 3e . The maximum refractive index modulation of LCHOE is equal to the liquid crystal birefringence (Δ n ), which may vary from 0.04 to 0.5, depending on the molecular conjugation 42 , 43 . The birefringence used in our simulation is Δ n  = 0.15. Compared to PPHOEs, the angular and spectral bandwidths are significantly larger for both transmissive and reflective LCHOEs. For a transmissive LCHOE, its angular bandwidth is around 20° ( λ  = 550 nm), while the spectral bandwidth is around 300 nm (7° incidence). For a reflective LCHOE, its spectral bandwidth is around 80 nm and angular bandwidth could vary from 15° to 50°, depending on the wavelength.

The anisotropic nature of liquid crystal leads to LCHOE’s unique polarization-dependent response to an incident light. As depicted in Fig. 3f , for a transmissive LCHOE the accumulated phase is opposite for the conjugated left-handed circular polarization (LCP) and right-handed circular polarization (RCP) states, leading to reversed diffraction directions. For a reflective LCHOE, the polarization dependency is similar to that of a normal CLC. For the circular polarization with the same handedness as the helical structure of CLC, the diffraction is strong. For the opposite circular polarization, the diffraction is negligible.

Another distinctive property of liquid crystal is its dynamic response to an external voltage. The LC reorientation can be controlled with a relatively low voltage (<10 V rms ) and the response time is on the order of milliseconds, depending mainly on the LC viscosity and layer thickness. Methods to dynamically control LCHOEs can be categorized as active addressing and passive addressing, which can be achieved by either directly switching the LCHOE or modulating the polarization state with an active waveplate. Detailed addressing methods will be described in the VAC section.

Lithography-enabled devices

Lithography technologies are used to create arbitrary patterns on wafers, which lays the foundation of the modern integrated circuit industry 44 . Photolithography is suitable for mass production while electron/ion beam lithography is usually used to create photomask for photolithography or to write structures with nanometer-scale feature size. Recent advances in lithography have enabled engineered structures like optical metasurfaces 45 , SRGs 46 , as well as micro-LED displays 47 . Metasurfaces exhibit a remarkable design freedom by varying the shape of meta-atoms, which can be utilized to achieve novel functions like achromatic focus 48 and beam steering 49 . Similarly, SRGs also offer a large design freedom by manipulating the geometry of local grating regions to realize desired optical properties. On the other hand, micro-LED exhibits several unique features, such as ultrahigh peak brightness, small aperture ratio, excellent stability, and nanosecond response time, etc. As a result, micro-LED is a promising candidate for AR and VR systems for achieving high ACR and high frame rate for suppressing motion image blurs. In the following section, we will briefly review the fabrication and properties of micro-LEDs and optical modulators like metasurfaces and SRGs.

Fabrication and properties of micro-LEDs

LEDs with a chip size larger than 300 μm have been widely used in solid-state lighting and public information displays. Recently, micro-LEDs with chip sizes <5 μm have been demonstrated 50 . The first micro-LED disc with a diameter of about 12 µm was demonstrated in 2000 51 . After that, a single color (blue or green) LED microdisplay was demonstrated in 2012 52 . The high peak brightness, fast response time, true dark state, and long lifetime of micro-LEDs are attractive for display applications. Therefore, many companies have since released their micro-LED prototypes or products, ranging from large-size TVs to small-size microdisplays for AR/VR applications 53 , 54 . Here, we focus on micro-LEDs for near-eye display applications. Regarding the fabrication of micro-LEDs, through the metal-organic chemical vapor deposition (MOCVD) method, the AlGaInP epitaxial layer is grown on GaAs substrate for red LEDs, and GaN epitaxial layers on sapphire substrate for green and blue LEDs. Next, a photolithography process is applied to define the mesa and deposit electrodes. To drive the LED array, the fabricated micro-LEDs are transferred to a CMOS (complementary metal oxide semiconductor) driver board. For a small size (<2 inches) microdisplay used in AR or VR, the precision of the pick-and-place transfer process is hard to meet the high-resolution-density (>1000 pixel per inch) requirement. Thus, the main approach to assemble LED chips with driving circuits is flip-chip bonding 50 , 55 , 56 , 57 , as Fig. 4a depicts. In flip-chip bonding, the mesa and electrode pads should be defined and deposited before the transfer process, while metal bonding balls should be preprocessed on the CMOS substrate. After that, thermal-compression method is used to bond the two wafers together. However, due to the thermal mismatch of LED chip and driving board, as the pixel size decreases, the misalignment between the LED chip and the metal bonding ball on the CMOS substrate becomes serious. In addition, the common n-GaN layer may cause optical crosstalk between pixels, which degrades the image quality. To overcome these issues, the LED epitaxial layer can be firstly metal-bonded with the silicon driver board, followed by the photolithography process to define the LED mesas and electrodes. Without the need for an alignment process, the pixel size can be reduced to <5 µm 50 .

figure 4

a Illustration of flip-chip bonding technology. b Simulated IQE-LED size relations for red and blue LEDs based on ABC model. c Comparison of EQE of different LED sizes with and without KOH and ALD side wall treatment. d Angular emission profiles of LEDs with different sizes. Metasurfaces based on e resonance-tuning, f non-resonance tuning and g combination of both. h Replication master and i replicated SRG based on nanoimprint lithography. Reproduced from a ref. 55 with permission from AIP Publishing, b ref. 61 with permission from PNAS, c ref. 66 with permission from IOP Publishing, d ref. 67 with permission from AIP Publishing, e ref. 69 with permission from OSA Publishing f ref. 48 with permission from AAAS g ref. 70 with permission from AAAS and h , i ref. 85 with permission from OSA Publishing

In addition to manufacturing process, the electrical and optical characteristics of LED also depend on the chip size. Generally, due to Shockley-Read-Hall (SRH) non-radiative recombination on the sidewall of active area, a smaller LED chip size results in a lower internal quantum efficiency (IQE), so that the peak IQE driving point will move toward a higher current density due to increased ratio of sidewall surface to active volume 58 , 59 , 60 . In addition, compared to the GaN-based green and blue LEDs, the AlGaInP-based red LEDs with a larger surface recombination and carrier diffusion length suffer a more severe efficiency drop 61 , 62 . Figure 4b shows the simulated result of IQE drop in relation with the LED chip size of blue and red LEDs based on ABC model 63 . To alleviate the efficiency drop caused by sidewall defects, depositing passivation materials by atomic layer deposition (ALD) or plasma enhanced chemical vapor deposition (PECVD) is proven to be helpful for both GaN and AlGaInP based LEDs 64 , 65 . In addition, applying KOH (Potassium hydroxide) treatment after ALD can further reduce the EQE drop of micro-LEDs 66 (Fig. 4c ). Small-size LEDs also exhibit some advantages, such as higher light extraction efficiency (LEE). Compared to an 100-µm LED, the LEE of a 2-µm LED increases from 12.2 to 25.1% 67 . Moreover, the radiation pattern of micro-LED is more directional than that of a large-size LED (Fig. 4d ). This helps to improve the lens collection efficiency in AR/VR display systems.

Metasurfaces and SGs

Thanks to the advances in lithography technology, low-loss dielectric metasurfaces working in the visible band have recently emerged as a platform for wavefront shaping 45 , 48 , 68 . They consist of an array of subwavelength-spaced structures with individually engineered wavelength-dependent polarization/phase/ amplitude response. In general, the light modulation mechanisms can be classified into resonant tuning 69 (Fig. 4e ), non-resonant tuning 48 (Fig. 4f ), and combination of both 70 (Fig. 4g ). In comparison with non-resonant tuning (based on geometric phase and/or dynamic propagation phase), the resonant tuning (such as Fabry–Pérot resonance, Mie resonance, etc.) is usually associated with a narrower operating bandwidth and a smaller out-of-plane aspect ratio (height/width) of nanostructures. As a result, they are easier to fabricate but more sensitive to fabrication tolerances. For both types, materials with a higher refractive index and lower absorption loss are beneficial to reduce the aspect ratio of nanostructure and improve the device efficiency. To this end, titanium dioxide (TiO 2 ) and gallium nitride (GaN) are the major choices for operating in the entire visible band 68 , 71 . While small-sized metasurfaces (diameter <1 mm) are usually fabricated via electron-beam lithography or focused ion beam milling in the labs, the ability of mass production is the key to their practical adoption. The deep ultraviolet (UV) photolithography has proven its feasibility for reproducing centimeter-size metalenses with decent imaging performance, while it requires multiple steps of etching 72 . Interestingly, the recently developed UV nanoimprint lithography based on a high-index nanocomposite only takes a single step and can obtain an aspect ratio larger than 10, which shows great promise for high-volume production 73 .

The arbitrary wavefront shaping capability and the thinness of the metasurfaces have aroused strong research interests in the development of novel AR/VR prototypes with improved performance. Lee et al. employed nanoimprint lithography to fabricate a centimeter-size, geometric-phase metalens eyepiece for full-color AR displays 74 . Through tailoring its polarization conversion efficiency and stacking with a circular polarizer, the virtual image can be superimposed with the surrounding scene. The large numerical aperture (NA~0.5) of the metalens eyepiece enables a wide FoV (>76°) that conventional optics are difficult to obtain. However, the geometric phase metalens is intrinsically a diffractive lens that also suffers from strong chromatic aberrations. To overcome this issue, an achromatic lens can be designed via simultaneously engineering the group delay and the group delay dispersion 75 , 76 , which will be described in detail later. Other novel and/or improved near-eye display architectures include metasurface-based contact lens-type AR 77 , achromatic metalens array enabled integral-imaging light field displays 78 , wide FoV lightguide AR with polarization-dependent metagratings 79 , and off-axis projection-type AR with an aberration-corrected metasurface combiner 80 , 81 , 82 . Nevertheless, from the existing AR/VR prototypes, metasurfaces still face a strong tradeoff between numerical aperture (for metalenses), chromatic aberration, monochromatic aberration, efficiency, aperture size, and fabrication complexity.

On the other hand, SRGs are diffractive gratings that have been researched for decades as input/output couplers of waveguides 83 , 84 . Their surface is composed of corrugated microstructures, and different shapes including binary, blazed, slanted, and even analogue can be designed. The parameters of the corrugated microstructures are determined by the target diffraction order, operation spectral bandwidth, and angular bandwidth. Compared to metasurfaces, SRGs have a much larger feature size and thus can be fabricated via UV photolithography and subsequent etching. They are usually replicated by nanoimprint lithography with appropriate heating and surface treatment. According to a report published a decade ago, SRGs with a height of 300 nm and a slant angle of up to 50° can be faithfully replicated with high yield and reproducibility 85 (Fig. 4g, h ).

Challenges and solutions of VR displays

The fully immersive nature of VR headset leads to a relatively fixed configuration where the display panel is placed in front of the viewer’s eye and an imaging optics is placed in-between. Regarding the system performance, although inadequate angular resolution still exists in some current VR headsets, the improvement of display panel resolution with advanced fabrication process is expected to solve this issue progressively. Therefore, in the following discussion, we will mainly focus on two major challenges: form factor and 3D cue generation.

Form factor

Compact and lightweight near-eye displays are essential for a comfortable user experience and therefore highly desirable in VR headsets. Current mainstream VR headsets usually have a considerably larger volume than eyeglasses, and most of the volume is just empty. This is because a certain distance is required between the display panel and the viewing optics, which is usually close to the focal length of the lens system as illustrated in Fig. 5a . Conventional VR headsets employ a transmissive lens with ~4 cm focal length to offer a large FoV and eyebox. Fresnel lenses are thinner than conventional ones, but the distance required between the lens and the panel does not change significantly. In addition, the diffraction artifacts and stray light caused by the Fresnel grooves can degrade the image quality, or MTF. Although the resolution density, quantified as pixel per inch (PPI), of current VR headsets is still limited, eventually Fresnel lens will not be an ideal solution when a high PPI display is available. The strong chromatic aberration of Fresnel singlet should also be compensated if a high-quality imaging system is preferred.

figure 5

a Schematic of a basic VR optical configuration. b Achromatic metalens used as VR eyepiece. c VR based on curved display and lenslet array. d Basic working principle of a VR display based on pancake optics. e VR with pancake optics and Fresnel lens array. f VR with pancake optics based on purely HOEs. Reprinted from b ref. 87 under the Creative Commons Attribution 4.0 License. Adapted from c ref. 88 with permission from IEEE, e ref. 91 and f ref. 92 under the Creative Commons Attribution 4.0 License

It is tempting to replace the refractive elements with a single thin diffractive lens like a transmissive LCHOE. However, the diffractive nature of such a lens will result in serious color aberrations. Interestingly, metalenses can fulfil this objective without color issues. To understand how metalenses achieve achromatic focus, let us first take a glance at the general lens phase profile \(\Phi (\omega ,r)\) expanded as a Taylor series 75 :

where \(\varphi _0(\omega )\) is the phase at the lens center, \(F\left( \omega \right)\) is the focal length as a function of frequency ω , r is the radial coordinate, and \(\omega _0\) is the central operation frequency. To realize achromatic focus, \(\partial F{{{\mathrm{/}}}}\partial \omega\) should be zero. With a designed focal length, the group delay \(\partial \Phi (\omega ,r){{{\mathrm{/}}}}\partial \omega\) and the group delay dispersion \(\partial ^2\Phi (\omega ,r){{{\mathrm{/}}}}\partial \omega ^2\) can be determined, and \(\varphi _0(\omega )\) is an auxiliary degree of freedom of the phase profile design. In the design of an achromatic metalens, the group delay is a function of the radial coordinate and monotonically increases with the metalens radius. Many designs have proven that the group delay has a limited variation range 75 , 76 , 78 , 86 . According to Shrestha et al. 86 , there is an inevitable tradeoff between the maximum radius of the metalens, NA, and operation bandwidth. Thus, the reported achromatic metalenses at visible usually have limited lens aperture (e.g., diameter < 250 μm) and NA (e.g., <0.2). Such a tradeoff is undesirable in VR displays, as the eyepiece favors a large clear aperture (inch size) and a reasonably high NA (>0.3) to maintain a wide FoV and a reasonable eye relief 74 .

To overcome this limitation, Li et al. 87 proposed a novel zone lens method. Unlike the traditional phase Fresnel lens where the zones are determined by the phase reset, the new approach divides the zones by the group delay reset. In this way, the lens aperture and NA can be much enlarged, and the group delay limit is bypassed. A notable side effect of this design is the phase discontinuity at zone boundaries that will contribute to higher-order focusing. Therefore, significant efforts have been conducted to find the optimal zone transition locations and to minimize the phase discontinuities. Using this method, they have demonstrated an impressive 2-mm-diameter metalens with NA = 0.7 and nearly diffraction-limited focusing for the designed wavelengths (488, 532, 658 nm) (Fig. 5b ). Such a metalens consists of 681 zones and works for the visible band ranging from 470 to 670 nm, though the focusing efficiency is in the order of 10%. This is a great starting point for the achromatic metalens to be employed as a compact, chromatic-aberration-free eyepiece in near-eye displays. Future challenges are how to further increase the aperture size, correct the off-axis aberrations, and improve the optical efficiency.

Besides replacing the refractive lens with an achromatic metalens, another way to reduce system focal length without decreasing NA is to use a lenslet array 88 . As depicted in Fig. 5c , both the lenslet array and display panel adopt a curved structure. With the latest flexible OLED panel, the display can be easily curved in one dimension. The system exhibits a large diagonal FoV of 180° with an eyebox of 19 by 12 mm. The geometry of each lenslet is optimized separately to achieve an overall performance with high image quality and reduced distortions.

Aside from trying to shorten the system focal length, another way to reduce total track is to fold optical path. Recently, polarization-based folded lenses, also known as pancake optics, are under active development for VR applications 89 , 90 . Figure 5d depicts the structure of an exemplary singlet pancake VR lens system. The pancake lenses can offer better imaging performance with a compact form factor since there are more degrees of freedom in the design and the actual light path is folded thrice. By using a reflective surface with a positive power, the field curvature of positive refractive lenses can be compensated. Also, the reflective surface has no chromatic aberrations and it contributes considerable optical power to the system. Therefore, the optical power of refractive lenses can be smaller, resulting in an even weaker chromatic aberration. Compared to Fresnel lenses, the pancake lenses have smooth surfaces and much fewer diffraction artifacts and stray light. However, such a pancake lens design is not perfect either, whose major shortcoming is low light efficiency. With two incidences of light on the half mirror, the maximum system efficiency is limited to 25% for a polarized input and 12.5% for an unpolarized input light. Moreover, due to the existence of multiple surfaces in the system, stray light caused by surface reflections and polarization leakage may lead to apparent ghost images. As a result, the catadioptric pancake VR headset usually manifests a darker imagery and lower contrast than the corresponding dioptric VR.

Interestingly, the lenslet and pancake optics can be combined to further reduce the system form. Bang et al. 91 demonstrated a compact VR system with a pancake optics and a Fresnel lenslet array. The pancake optics serves to fold the optical path between the display panel and the lenslet array (Fig. 5e ). Another Fresnel lens is used to collect the light from the lenslet array. The system has a decent horizontal FoV of 102° and an eyebox of 8 mm. However, a certain degree of image discontinuity and crosstalk are still present, which can be improved with further optimizations on the Fresnel lens and the lenslet array.

One step further, replacing all conventional optics in catadioptric VR headset with holographic optics can make the whole system even thinner. Maimone and Wang demonstrated such a lightweight, high-resolution, and ultra-compact VR optical system using purely HOEs 92 . This holographic VR optics was made possible by combining several innovative optical components, including a reflective PPHOE, a reflective LCHOE, and a PPHOE-based directional backlight with laser illumination, as shown in Fig. 5f . Since all the optical power is provided by the HOEs with negligible weight and volume, the total physical thickness can be reduced to <10 mm. Also, unlike conventional bulk optics, the optical power of a HOE is independent of its thickness, only subject to the recording process. Another advantage of using holographic optical devices is that they can be engineered to offer distinct phase profiles for different wavelengths and angles of incidence, adding extra degrees of freedom in optical designs for better imaging performance. Although only a single-color backlight has been demonstrated, such a PPHOE has the potential to achieve full-color laser backlight with multiplexing ability. The PPHOE and LCHOE in the pancake optics can also be optimized at different wavelengths for achieving high-quality full-color images.

Vergence-accommodation conflict

Conventional VR displays suffer from VAC, which is a common issue for stereoscopic 3D displays 93 . In current VR display modules, the distance between the display panel and the viewing optics is fixed, which means the VR imagery is displayed at a single depth. However, the image contents are generated by parallax rendering in three dimensions, offering distinct images for two eyes. This approach offers a proper stimulus to vergence but completely ignores the accommodation cue, which leads to the well-known VAC that can cause an uncomfortable user experience. Since the beginning of this century, numerous methods have been proposed to solve this critical issue. Methods to produce accommodation cue include multifocal/varifocal display 94 , holographic display 95 , and integral imaging display 96 . Alternatively, elimination of accommodation cue using a Maxwellian-view display 93 also helps to mitigate the VAC. However, holographic displays and Maxwellian-view displays generally require a totally different optical architecture than current VR systems. They are therefore more suitable for AR displays, which will be discussed later. Integral imaging, on the other hand, has an inherent tradeoff between view number and resolution. For current VR headsets pursuing high resolution to match human visual acuity, it may not be an appealing solution. Therefore, multifocal/varifocal displays that rely on depth modulation is a relatively practical and effective solution for VR headsets. Regarding the working mechanism, multifocal displays present multiple images with different depths to imitate the original 3D scene. Varifocal displays, in contrast, only show one image at each time frame. The image depth matches the viewer’s vergence depth. Nonetheless, the pre-knowledge of the viewer’s vergence depth requires an additional eye-tracking module. Despite different operation principles, a varifocal display can often be converted to a multifocal display as long as the varifocal module has enough modulation bandwidth to support multiple depths in a time frame.

To achieve depth modulation in a VR system, traditional liquid lens 97 , 98 with tunable focus suffers from the small aperture and large aberrations. Alvarez lens 99 is another tunable-focus solution but it requires mechanical adjustment, which adds to system volume and complexity. In comparison, transmissive LCHOEs with polarization dependency can achieve focus adjustment with electronic driving. Its ultra-thinness also satisfies the requirement of small form factors in VR headsets. The diffractive behavior of transmissive LCHOEs is often interpreted by the mechanism of Pancharatnam-Berry phase (also known as geometric phase) 100 . They are therefore often called Pancharatnam-Berry optical elements (PBOEs). The corresponding lens component is referred as Pancharatnam-Berry lens (PBL).

Two main approaches are used to switch the focus of a PBL, active addressing and passive addressing. In active addressing, the PBL itself (made of LC) can be switched by an applied voltage (Fig. 6a ). The optical power of the liquid crystal PBLs can be turned-on and -off by controlling the voltage. Stacking multiple active PBLs can produce 2 N depths, where N is the number of PBLs. The drawback of using active PBLs, however, is the limited spectral bandwidth since their diffraction efficiency is usually optimized at a single wavelength. In passive addressing, the depth modulation is achieved through changing the polarization state of input light by a switchable half-wave plate (HWP) (Fig. 6b ). The focal length can therefore be switched thanks to the polarization sensitivity of PBLs. Although this approach has a slightly more complicated structure, the overall performance can be better than the active one, because the PBLs made of liquid crystal polymer can be designed to manifest high efficiency within the entire visible spectrum 101 , 102 .

figure 6

Working principles of a depth switching PBL module based on a active addressing and b passive addressing. c A four-depth multifocal display based on time multiplexing. d A two-depth multifocal display based on polarization multiplexing. Reproduced from c ref. 103 with permission from OSA Publishing and d ref. 104 with permission from OSA Publishing

With the PBL module, multifocal displays can be built using time-multiplexing technique. Zhan et al. 103 demonstrated a four-depth multifocal display using two actively switchable liquid crystal PBLs (Fig. 6c ). The display is synchronized with the PBL module, which lowers the frame rate by the number of depths. Alternatively, multifocal displays can also be achieved by polarization-multiplexing, as demonstrated by Tan et al. 104 . The basic principle is to adjust the polarization state of local pixels so the image content on two focal planes of a PBL can be arbitrarily controlled (Fig. 6d ). The advantage of polarization multiplexing is that it does not sacrifice the frame rate, but it can only support two planes because only two orthogonal polarization states are available. Still, it can be combined with time-multiplexing to reduce the frame rate sacrifice by half. Naturally, varifocal displays can also be built with a PBL module. A fast-response 64-depth varifocal module with six PBLs has been demonstrated 105 .

The compact structure of PBL module leads to a natural solution of integrating it with above-mentioned pancake optics. A compact VR headset with dynamic depth modulation to solve VAC is therefore possible in practice. Still, due to the inherent diffractive nature of PBL, the PBL module face the issue of chromatic dispersion of focal length. To compensate for different focal depths for RGB colors may require additional digital corrections in image-rendering.

Architectures of AR displays

Unlike VR displays with a relatively fixed optical configuration, there exist a vast number of architectures in AR displays. Therefore, instead of following the narrative of tackling different challenges, a more appropriate way to review AR displays is to separately introduce each architecture and discuss its associated engineering challenges. An AR display usually consists of a light engine and an optical combiner. The light engine serves as display image source, while the combiner delivers the displayed images to viewer’s eye and in the meantime transmits the environment light. Some performance parameters like frame rate and power consumption are mainly determined by the light engine. Parameters like FoV, eyebox and MTF are primarily dependent on the combiner optics. Moreover, attributes like image brightness, overall efficiency, and form factor are influenced by both light engine and combiner. In this section, we will firstly discuss the light engine, where the latest advances in micro-LED on chip are reviewed and compared with existing microdisplay systems. Then, we will introduce two main types of combiners: free-space combiner and waveguide combiner.

Light engine

The light engine determines several essential properties of the AR system like image brightness, power consumption, frame rate, and basic etendue. Several types of microdisplays have been used in AR, including micro-LED, micro-organic-light-emitting-diodes (micro-OLED), liquid-crystal-on-silicon (LCoS), digital micromirror device (DMD), and laser beam scanning (LBS) based on micro-electromechanical system (MEMS). We will firstly describe the working principles of these devices and then analyze their performance. For those who are more interested in final performance parameters than details, Table 1 provides a comprehensive summary.

Working principles

Micro-LED and micro-OLED are self-emissive display devices. They are usually more compact than LCoS and DMD because no illumination optics is required. The fundamentally different material systems of LED and OLED lead to different approaches to achieve full-color displays. Due to the “green gap” in LEDs, red LEDs are manufactured on a different semiconductor material from green and blue LEDs. Therefore, how to achieve full-color display in high-resolution density microdisplays is quite a challenge for micro-LEDs. Among several solutions under research are two main approaches. The first is to combine three separate red, green and blue (RGB) micro-LED microdisplay panels 106 . Three single-color micro-LED microdisplays are manufactured separately through flip-chip transfer technology. Then, the projected images from three microdisplay panels are integrated by a trichroic prism (Fig. 7a ).

figure 7

a RGB micro-LED microdisplays combined by a trichroic prism. b QD-based micro-LED microdisplay. c Micro-OLED display with 4032 PPI. Working principles of d LCoS, e DMD, and f MEMS-LBS display modules. Reprinted from a ref. 106 with permission from IEEE, b ref. 108 with permission from Chinese Laser Press, c ref. 121 with permission from Jon Wiley and Sons, d ref. 124 with permission from Spring Nature, e ref. 126 with permission from Springer and f ref. 128 under the Creative Commons Attribution 4.0 License

Another solution is to assemble color-conversion materials like quantum dot (QD) on top of blue or ultraviolet (UV) micro-LEDs 107 , 108 , 109 (Fig. 7b ). The quantum dot color filter (QDCF) on top of the micro-LED array is mainly fabricated by inkjet printing or photolithography 110 , 111 . However, the display performance of color-conversion micro-LED displays is restricted by the low color-conversion efficiency, blue light leakage, and color crosstalk. Extensive efforts have been conducted to improve the QD-micro-LED performance. To boost QD conversion efficiency, structure designs like nanoring 112 and nanohole 113 , 114 have been proposed, which utilize the Förster resonance energy transfer mechanism to transfer excessive excitons in the LED active region to QD. To prevent blue light leakage, methods using color filters or reflectors like distributed Bragg reflector (DBR) 115 and CLC film 116 on top of QDCF are proposed. Compared to color filters that absorb blue light, DBR and CLC film help recycle the leaked blue light to further excite QDs. Other methods to achieve full-color micro-LED display like vertically stacked RGB micro-LED array 61 , 117 , 118 and monolithic wavelength tunable nanowire LED 119 are also under investigation.

Micro-OLED displays can be generally categorized into RGB OLED and white OLED (WOLED). RGB OLED displays have separate sub-pixel structures and optical cavities, which resonate at the desirable wavelength in RGB channels, respectively. To deposit organic materials onto the separated RGB sub-pixels, a fine metal mask (FMM) that defines the deposition area is required. However, high-resolution RGB OLED microdisplays still face challenges due to the shadow effect during the deposition process through FMM. In order to break the limitation, a silicon nitride film with small shadow has been proposed as a mask for high-resolution deposition above 2000 PPI (9.3 µm) 120 .

WOLED displays use color filters to generate color images. Without the process of depositing patterned organic materials, a high-resolution density up to 4000 PPI has been achieved 121 (Fig. 7c ). However, compared to RGB OLED, the color filters in WOLED absorb about 70% of the emitted light, which limits the maximum brightness of the microdisplay. To improve the efficiency and peak brightness of WOLED microdisplays, in 2019 Sony proposed to apply newly designed cathodes (InZnO) and microlens arrays on OLED microdisplays, which increased the peak brightness from 1600 nits to 5000 nits 120 . In addition, OLEDWORKs has proposed a multi-stacked OLED 122 with optimized microcavities whose emission spectra match the transmission bands of the color filters. The multi-stacked OLED shows a higher luminous efficiency (cd/A), but also requires a higher driving voltage. Recently, by using meta-mirrors as bottom reflective anodes, patterned microcavities with more than 10,000 PPI have been obtained 123 . The high-resolution meta-mirrors generate different reflection phases in the RGB sub-pixels to achieve desirable resonant wavelengths. The narrow emission spectra from the microcavity help to reduce the loss from color filters or even eliminate the need of color filters.

LCoS and DMD are light-modulating displays that generate images by controlling the reflection of each pixel. For LCoS, the light modulation is achieved by manipulating the polarization state of output light through independently controlling the liquid crystal reorientation in each pixel 124 , 125 (Fig. 7d ). Both phase-only and amplitude modulators have been employed. DMD is an amplitude modulation device. The modulation is achieved through controlling the tilt angle of bi-stable micromirrors 126 (Fig. 7e ). To generate an image, both LCoS and DMD rely on the light illumination systems, with LED or laser as light source. For LCoS, the generation of color image can be realized either by RGB color filters on LCoS (with white LEDs) or color-sequential addressing (with RGB LEDs or lasers). However, LCoS requires a linearly polarized light source. For an unpolarized LED light source, usually, a polarization recycling system 127 is implemented to improve the optical efficiency. For a single-panel DMD, the color image is mainly obtained through color-sequential addressing. In addition, DMD does not require a polarized light so that it generally exhibits a higher efficiency than LCoS if an unpolarized light source is employed.

MEMS-based LBS 128 , 129 utilizes micromirrors to directly scan RGB laser beams to form two-dimensional (2D) images (Fig. 7f ). Different gray levels are achieved by pulse width modulation (PWM) of the employed laser diodes. In practice, 2D scanning can be achieved either through a 2D scanning mirror or two 1D scanning mirrors with an additional focusing lens after the first mirror. The small size of MEMS mirror offers a very attractive form factor. At the same time, the output image has a large depth-of-focus (DoF), which is ideal for projection displays. One shortcoming, though, is that the small system etendue often hinders its applications in some traditional display systems.

Comparison of light engine performance

There are several important parameters for a light engine, including image resolution, brightness, frame rate, contrast ratio, and form factor. The resolution requirement (>2K) is similar for all types of light engines. The improvement of resolution is usually accomplished through the manufacturing process. Thus, here we shall focus on other three parameters.

Image brightness usually refers to the measured luminance of a light-emitting object. This measurement, however, may not be accurate for a light engine as the light from engine only forms an intermediate image, which is not directly viewed by the user. On the other hand, to solely focus on the brightness of a light engine could be misleading for a wearable display system like AR. Nowadays, data projectors with thousands of lumens are available. But the power consumption is too high for a battery-powered wearable AR display. Therefore, a more appropriate way to evaluate a light engine’s brightness is to use luminous efficacy (lm/W) measured by dividing the final output luminous flux (lm) by the input electric power (W). For a self-emissive device like micro-LED or micro-OLED, the luminous efficacy is directly determined by the device itself. However, for LCoS and DMD, the overall luminous efficacy should take into consideration the light source luminous efficacy, the efficiency of illumination optics, and the efficiency of the employed spatial light modulator (SLM). For a MEMS LBS engine, the efficiency of MEMS mirror can be considered as unity so that the luminous efficacy basically equals to that of the employed laser sources.

As mentioned earlier, each light engine has a different scheme for generating color images. Therefore, we separately list luminous efficacy of each scheme for a more inclusive comparison. For micro-LEDs, the situation is more complicated because the EQE depends on the chip size. Based on previous studies 130 , 131 , 132 , 133 , we separately calculate the luminous efficacy for RGB micro-LEDs with chip size ≈ 20 µm. For the scheme of direct combination of RGB micro-LEDs, the luminous efficacy is around 5 lm/W. For QD-conversion with blue micro-LEDs, the luminous efficacy is around 10 lm/W with the assumption of 100% color conversion efficiency, which has been demonstrated using structure engineering 114 . For micro-OLEDs, the calculated luminous efficacy is about 4–8 lm/W 120 , 122 . However, the lifetime and EQE of blue OLED materials depend on the driving current. To continuously display an image with brightness higher than 10,000 nits may dramatically shorten the device lifetime. The reason we compare the light engine at 10,000 nits is that it is highly desirable to obtain 1000 nits for the displayed image in order to keep ACR>3:1 with a typical AR combiner whose optical efficiency is lower than 10%.

For an LCoS engine using a white LED as light source, the typical optical efficiency of the whole engine is around 10% 127 , 134 . Then the engine luminous efficacy is estimated to be 12 lm/W with a 120 lm/W white LED source. For a color sequential LCoS using RGB LEDs, the absorption loss from color filters is eliminated, but the luminous efficacy of RGB LED source is also decreased to about 30 lm/W due to lower efficiency of red and green LEDs and higher driving current 135 . Therefore, the final luminous efficacy of the color sequential LCoS engine is also around 10 lm/W. If RGB linearly polarized lasers are employed instead of LEDs, then the LCoS engine efficiency can be quite high due to the high degree of collimation. The luminous efficacy of RGB laser source is around 40 lm/W 136 . Therefore, the laser-based LCoS engine is estimated to have a luminous efficacy of 32 lm/W, assuming the engine optical efficiency is 80%. For a DMD engine with RGB LEDs as light source, the optical efficiency is around 50% 137 , 138 , which leads to a luminous efficacy of 15 lm/W. By switching to laser light sources, the situation is similar to LCoS, with the luminous efficacy of about 32 lm/W. Finally, for MEMS-based LBS engine, there is basically no loss from the optics so that the final luminous efficacy is 40 lm/W. Detailed calculations of luminous efficacy can be found in Supplementary Information .

Another aspect of a light engine is the frame rate, which determines the volume of information it can deliver in a unit time. A high volume of information is vital for the construction of a 3D light field to solve the VAC issue. For micro-LEDs, the device response time is around several nanoseconds, which allows for visible light communication with bandwidth up to 1.5 Gbit/s 139 . For an OLED microdisplay, a fast OLED with ~200 MHz bandwidth has been demonstrated 140 . Therefore, the limitation of frame rate is on the driving circuits for both micro-LED and OLED. Another fact concerning driving circuit is the tradeoff between resolution and frame rate as a higher resolution panel means more scanning lines in each frame. So far, an OLED display with 480 Hz frame rate has been demonstrated 141 . For an LCoS, the frame rate is mainly limited by the LC response time. Depending on the LC material used, the response time is around 1 ms for nematic LC or 200 µs for ferroelectric LC (FLC) 125 . Nematic LC allows analog driving, which accommodates gray levels, typically with 8-bit depth. FLC is bistable so that PWM is used to generate gray levels. DMD is also a binary device. The frame rate can reach 30 kHz, which is mainly constrained by the response time of micromirrors. For MEMS-based LBS, the frame rate is limited by the scanning frequency of MEMS mirrors. A frame rate of 60 Hz with around 1 K resolution already requires a resonance frequency of around 50 kHz, with a Q-factor up to 145,000 128 . A higher frame rate or resolution requires a higher Q-factor and larger laser modulation bandwidth, which may be challenging.

Form factor is another crucial aspect for the light engines of near-eye displays. For self-emissive displays, both micro-OLEDs and QD-based micro-LEDs can achieve full color with a single panel. Thus, they are quite compact. A micro-LED display with separate RGB panels naturally have a larger form factor. In applications requiring direct-view full-color panel, the extra combining optics may also increase the volume. It needs to be pointed out, however, that the combing optics may not be necessary for some applications like waveguide displays, because the EPE process results in system’s insensitivity to the spatial positions of input RGB images. Therefore, the form factor of using three RGB micro-LED panels is medium. For LCoS and DMD with RGB LEDs as light source, the form factor would be larger due to the illumination optics. Still, if a lower luminous efficacy can be accepted, then a smaller form factor can be achieved by using a simpler optics 142 . If RGB lasers are used, the collimation optics can be eliminated, which greatly reduces the form factor 143 . For MEMS-LBS, the form factor can be extremely compact due to the tiny size of MEMS mirror and laser module.

Finally, contrast ratio (CR) also plays an important role affecting the observed images 8 . Micro-LEDs and micro-OLEDs are self-emissive so that their CR can be >10 6 :1. For a laser beam scanner, its CR can also achieve 10 6 :1 because the laser can be turned off completely at dark state. On the other hand, LCoS and DMD are reflective displays, and their CR is around 2000:1 to 5000:1 144 , 145 . It is worth pointing out that the CR of a display engine plays a significant role only in the dark ambient. As the ambient brightness increases, the ACR is mainly governed by the display’s peak brightness, as previously discussed.

The performance parameters of different light engines are summarized in Table 1 . Micro-LEDs and micro-OLEDs have similar levels of luminous efficacy. But micro-OLEDs still face the burn-in and lifetime issue when driving at a high current, which hinders its use for a high-brightness image source to some extent. Micro-LEDs are still under active development and the improvement on luminous efficacy from maturing fabrication process could be expected. Both devices have nanosecond response time and can potentially achieve a high frame rate with a well-designed integrated circuit. The frame rate of the driving circuit ultimately determines the motion picture response time 146 . Their self-emissive feature also leads to a small form factor and high contrast ratio. LCoS and DMD engines have similar performance of luminous efficacy, form factor, and contrast ratio. In terms of light modulation, DMD can provide a higher 1-bit frame rate, while LCoS can offer both phase and amplitude modulations. MEMS-based LBS exhibits the highest luminous efficacy so far. It also exhibits an excellent form factor and contrast ratio, but the presently demonstrated 60-Hz frame rate (limited by the MEMS mirrors) could cause image flickering.

Free-space combiners

The term ‘free-space’ generally refers to the case when light is freely propagating in space, as opposed to a waveguide that traps light into TIRs. Regarding the combiner, it can be a partial mirror, as commonly used in AR systems based on traditional geometric optics. Alternatively, the combiner can also be a reflective HOE. The strong chromatic dispersion of HOE necessitates the use of a laser source, which usually leads to a Maxwellian-type system.

Traditional geometric designs

Several systems based on geometric optics are illustrated in Fig. 8 . The simplest design uses a single freeform half-mirror 6 , 147 to directly collimate the displayed images to the viewer’s eye (Fig. 8a ). This design can achieve a large FoV (up to 90°) 147 , but the limited design freedom with a single freeform surface leads to image distortions, also called pupil swim 6 . The placement of half-mirror also results in a relatively bulky form factor. Another design using so-called birdbath optics 6 , 148 is shown in Fig. 8b . Compared to the single-combiner design, birdbath design has an extra optics on the display side, which provides space for aberration correction. The integration of beam splitter provides a folded optical path, which reduces the form factor to some extent. Another way to fold optical path is to use a TIR-prism. Cheng et al. 149 designed a freeform TIR-prism combiner (Fig. 8c ) offering a diagonal FoV of 54° and exit pupil diameter of 8 mm. All the surfaces are freeform, which offer an excellent image quality. To cancel the optical power for the transmitted environmental light, a compensator is added to the TIR prism. The whole system has a well-balanced performance between FoV, eyebox, and form factor. To release the space in front of viewer’s eye, relay optics can be used to form an intermediate image near the combiner 150 , 151 , as illustrated in Fig. 8d . Although the design offers more optical surfaces for aberration correction, the extra lenses also add to system weight and form factor.

figure 8

a Single freeform surface as the combiner. b Birdbath optics with a beam splitter and a half mirror. c Freeform TIR prism with a compensator. d Relay optics with a half mirror. Adapted from c ref. 149 with permission from OSA Publishing and d ref. 151 with permission from OSA Publishing

Regarding the approaches to solve the VAC issue, the most straightforward way is to integrate a tunable lens into the optical path, like a liquid lens 152 or Alvarez lens 99 , to form a varifocal system. Alternatively, integral imaging 153 , 154 can also be used, by replacing the original display panel with the central depth plane of an integral imaging module. The integral imaging can also be combined with varifocal approach to overcome the tradeoff between resolution and depth of field (DoF) 155 , 156 , 157 . However, the inherent tradeoff between resolution and view number still exists in this case.

Overall, AR displays based on traditional geometric optics have a relatively simple design with a decent FoV (~60°) and eyebox (8 mm) 158 . They also exhibit a reasonable efficiency. To measure the efficiency of an AR combiner, an appropriate measure is to divide the output luminance (unit: nit) by the input luminous flux (unit: lm), which we note as combiner efficiency. For a fixed input luminous flux, the output luminance, or image brightness, is related to the FoV and exit pupil of the combiner system. If we assume no light waste of the combiner system, then the maximum combiner efficiency for a typical diagonal FoV of 60° and exit pupil (10 mm square) is around 17,000 nit/lm (Eq. S2 ). To estimate the combiner efficiency of geometric combiners, we assume 50% of half-mirror transmittance and the efficiency of other optics to be 50%. Then the final combiner efficiency is about 4200 nit/lm, which is a high value in comparison with waveguide combiners. Nonetheless, to further shrink the system size or improve system performance ultimately encounters the etendue conservation issue. In addition, AR systems with traditional geometric optics is hard to achieve a configuration resembling normal flat glasses because the half-mirror has to be tilted to some extent.

Maxwellian-type systems

The Maxwellian view, proposed by James Clerk Maxwell (1860), refers to imaging a point light source in the eye pupil 159 . If the light beam is modulated in the imaging process, a corresponding image can be formed on the retina (Fig. 9a ). Because the point source is much smaller than the eye pupil, the image is always-in-focus on the retina irrespective of the eye lens’ focus. For applications in AR display, the point source is usually a laser with narrow angular and spectral bandwidths. LED light sources can also build a Maxwellian system, by adding an angular filtering module 160 . Regarding the combiner, although in theory a half-mirror can also be used, HOEs are generally preferred because they offer the off-axis configuration that places combiner in a similar position like eyeglasses. In addition, HOEs have a lower reflection of environment light, which provides a more natural appearance of the user behind the display.

figure 9

a Schematic of the working principle of Maxwellian displays. Maxwellian displays based on b SLM and laser diode light source and c MEMS-LBS with a steering mirror as additional modulation method. Generation of depth cues by d computational digital holography and e scanning of steering mirror to produce multiple views. Adapted from b, d ref. 143 and c, e ref. 167 under the Creative Commons Attribution 4.0 License

To modulate the light, a SLM like LCoS or DMD can be placed in the light path, as shown in Fig. 9b . Alternatively, LBS system can also be used (Fig. 9c ), where the intensity modulation occurs in the laser diode itself. Besides the operation in a normal Maxwellian-view, both implementations offer additional degrees of freedom for light modulation.

For a SLM-based system, there are several options to arrange the SLM pixels 143 , 161 . Maimone et al. 143 demonstrated a Maxwellian AR display with two modes to offer a large-DoF Maxwellian-view, or a holographic view (Fig. 9d ), which is often referred as computer-generated holography (CGH) 162 . To show an always-in-focus image with a large DoF, the image can be directly displayed on an amplitude SLM, or using amplitude encoding for a phase-only SLM 163 . Alternatively, if a 3D scene with correct depth cues is to be presented, then optimization algorithms for CGH can be used to generate a hologram for the SLM. The generated holographic image exhibits the natural focus-and-blur effect like a real 3D object (Fig. 9d ). To better understand this feature, we need to again exploit the concept of etendue. The laser light source can be considered to have a very small etendue due to its excellent collimation. Therefore, the system etendue is provided by the SLM. The micron-sized pixel-pitch of SLM offers a certain maximum diffraction angle, which, multiplied by the SLM size, equals system etendue. By varying the display content on SLM, the final exit pupil size can be changed accordingly. In the case of a large-DoF Maxwellian view, the exit pupil size is small, accompanied by a large FoV. For the holographic display mode, the reduced DoF requires a larger exit pupil with dimension close to the eye pupil. But the FoV is reduced accordingly due to etendue conservation. Another commonly concerned issue with CGH is the computation time. To achieve a real-time CGH rendering flow with an excellent image quality is quite a challenge. Fortunately, with recent advances in algorithm 164 and the introduction of convolutional neural network (CNN) 165 , 166 , this issue is gradually solved with an encouraging pace. Lately, Liang et al. 166 demonstrated a real-time CGH synthesis pipeline with a high image quality. The pipeline comprises an efficient CNN model to generate a complex hologram from a 3D scene and an improved encoding algorithm to convert the complex hologram to a phase-only one. An impressive frame rate of 60 Hz has been achieved on a desktop computing unit.

For LBS-based system, the additional modulation can be achieved by integrating a steering module, as demonstrated by Jang et al. 167 . The steering mirror can shift the focal point (viewpoint) within the eye pupil, therefore effectively expanding the system etendue. When the steering process is fast and the image content is updated simultaneously, correct 3D cues can be generated, as shown in Fig. 9e . However, there exists a tradeoff between the number of viewpoint and the final image frame rate, because the total frames are equally divided into each viewpoint. To boost the frame rate of MEMS-LBS systems by the number of views (e.g., 3 by 3) may be challenging.

Maxwellian-type systems offer several advantages. The system efficiency is usually very high because nearly all the light is delivered into viewer’s eye. The system FoV is determined by the f /# of combiner and a large FoV (~80° in horizontal) can be achieved 143 . The issue of VAC can be mitigated with an infinite-DoF image that deprives accommodation cue, or completely solved by generating a true-3D scene as discussed above. Despite these advantages, one major weakness of Maxwellian-type system is the tiny exit pupil, or eyebox. A small deviation of eye pupil location from the viewpoint results in the complete disappearance of the image. Therefore, to expand eyebox is considered as one of the most important challenges in Maxwellian-type systems.

Pupil duplication and steering

Methods to expand eyebox can be generally categorized into pupil duplication 168 , 169 , 170 , 171 , 172 and pupil steering 9 , 13 , 167 , 173 . Pupil duplication simply generates multiple viewpoints to cover a large area. In contrast, pupil steering dynamically shifts the viewpoint position, depending on the pupil location. Before reviewing detailed implementations of these two methods, it is worth discussing some of their general features. The multiple viewpoints in pupil duplication usually mean to equally divide the total light intensity. In each time frame, however, it is preferable that only one viewpoint enters the user’s eye pupil to avoid ghost image. This requirement, therefore, results in a reduced total light efficiency, while also conditioning the viewpoint separation to be larger than the pupil diameter. In addition, the separation should not be too large to avoid gap between viewpoints. Considering that human pupil diameter changes in response to environment illuminance, the design of viewpoint separation needs special attention. Pupil steering, on the other hand, only produces one viewpoint at each time frame. It is therefore more light-efficient and free from ghost images. But to determine the viewpoint position requires the information of eye pupil location, which demands a real-time eye-tracking module 9 . Another observation is that pupil steering can accommodate multiple viewpoints by its nature. Therefore, a pupil steering system can often be easily converted to a pupil duplication system by simultaneously generating available viewpoints.

To generate multiple viewpoints, one can focus on modulating the incident light or the combiner. Recall that viewpoint is the image of light source. To duplicate or shift light source can achieve pupil duplication or steering accordingly, as illustrated in Fig. 10a . Several schemes of light modulation are depicted in Fig. 10b–e . An array of light sources can be generated with multiple laser diodes (Fig. 10b ). To turn on all or one of the sources achieves pupil duplication or steering. A light source array can also be produced by projecting light on an array-type PPHOE 168 (Fig. 10c ). Apart from direct adjustment of light sources, modulating light on the path can also effectively steer/duplicate the light sources. Using a mechanical steering mirror, the beam can be deflected 167 (Fig. 10d ), which equals to shifting the light source position. Other devices like a grating or beam splitter can also serve as ray deflector/splitter 170 , 171 (Fig. 10e ).

figure 10

a Schematic of duplicating (or shift) viewpoint by modulation of incident light. Light modulation by b multiple laser diodes, c HOE lens array, d steering mirror and e grating or beam splitters. f Pupil duplication with multiplexed PPHOE. g Pupil steering with LCHOE. Reproduced from c ref. 168 under the Creative Commons Attribution 4.0 License, e ref. 169 with permission from OSA Publishing, f ref. 171 with permission from OSA Publishing and g ref. 173 with permission from OSA Publishing

Nonetheless, one problem of the light source duplication/shifting methods for pupil duplication/steering is that the aberrations in peripheral viewpoints are often serious 168 , 173 . The HOE combiner is usually recorded at one incident angle. For other incident angles with large deviations, considerable aberrations will occur, especially in the scenario of off-axis configuration. To solve this problem, the modulation can be focused on the combiner instead. While the mechanical shifting of combiner 9 can achieve continuous pupil steering, its integration into AR display with a small factor remains a challenge. Alternatively, the versatile functions of HOE offer possible solutions for combiner modulation. Kim and Park 169 demonstrated a pupil duplication system with multiplexed PPHOE (Fig. 10f ). Wavefronts of several viewpoints can be recorded into one PPHOE sample. Three viewpoints with a separation of 3 mm were achieved. However, a slight degree of ghost image and gap can be observed in the viewpoint transition. For a PPHOE to achieve pupil steering, the multiplexed PPHOE needs to record different focal points with different incident angles. If each hologram has no angular crosstalk, then with an additional device to change the light incident angle, the viewpoint can be steered. Alternatively, Xiong et al. 173 demonstrated a pupil steering system with LCHOEs in a simpler configuration (Fig. 10g ). The polarization-sensitive nature of LCHOE enables the controlling of which LCHOE to function with a polarization converter (PC). When the PC is off, the incident RCP light is focused by the right-handed LCHOE. When the PC is turned on, the RCP light is firstly converted to LCP light and passes through the right-handed LCHOE. Then it is focused by the left-handed LCHOE into another viewpoint. To add more viewpoints requires stacking more pairs of PC and LCHOE, which can be achieved in a compact manner with thin glass substrates. In addition, to realize pupil duplication only requires the stacking of multiple low-efficiency LCHOEs. For both PPHOEs and LCHOEs, because the hologram for each viewpoint is recorded independently, the aberrations can be eliminated.

Regarding the system performance, in theory the FoV is not limited and can reach a large value, such as 80° in horizontal direction 143 . The definition of eyebox is different from traditional imaging systems. For a single viewpoint, it has the same size as the eye pupil diameter. But due to the viewpoint steering/duplication capability, the total system eyebox can be expanded accordingly. The combiner efficiency for pupil steering systems can reach 47,000 nit/lm for a FoV of 80° by 80° and pupil diameter of 4 mm (Eq. S2 ). At such a high brightness level, eye safety could be a concern 174 . For a pupil duplication system, the combiner efficiency is decreased by the number of viewpoints. With a 4-by-4 viewpoint array, it can still reach 3000 nit/lm. Despite the potential gain of pupil duplication/steering, when considering the rotation of eyeball, the situation becomes much more complicated 175 . A perfect pupil steering system requires a 5D steering, which proposes a challenge for practical implementation.

Pin-light systems

Recently, another type of display in close relation with Maxwellian view called pin-light display 148 , 176 has been proposed. The general working principle of pin-light display is illustrated in Fig. 11a . Each pin-light source is a Maxwellian view with a large DoF. When the eye pupil is no longer placed near the source point as in Maxwellian view, each image source can only form an elemental view with a small FoV on retina. However, if the image source array is arranged in a proper form, the elemental views can be integrated together to form a large FoV. According to the specific optical architectures, pin-light display can take different forms of implementation. In the initial feasibility demonstration, Maimone et al. 176 used a side-lit waveguide plate as the point light source (Fig. 11b ). The light inside the waveguide plate is extracted by the etched divots, forming a pin-light source array. A transmissive SLM (LCD) is placed behind the waveguide plate to modulate the light intensity and form the image. The display has an impressive FoV of 110° thanks to the large scattering angle range. However, the direct placement of LCD before the eye brings issues of insufficient resolution density and diffraction of background light.

figure 11

a Schematic drawing of the working principle of pin-light display. b Pin-light display utilizing a pin-light source and a transmissive SLM. c An example of pin-mirror display with a birdbath optics. d SWD system with LBS image source and off-axis lens array. Reprinted from b ref. 176 under the Creative Commons Attribution 4.0 License and d ref. 180 with permission from OSA Publishing

To avoid these issues, architectures using pin-mirrors 177 , 178 , 179 are proposed. In these systems, the final combiner is an array of tiny mirrors 178 , 179 or gratings 177 , in contrast to their counterparts using large-area combiners. An exemplary system with birdbath design is depicted in Fig. 11c . In this case, the pin-mirrors replace the original beam-splitter in the birdbath and can thus shrink the system volume, while at the same time providing large DoF pin-light images. Nonetheless, such a system may still face the etendue conservation issue. Meanwhile, the size of pin-mirror cannot be too small in order to prevent degradation of resolution density due to diffraction. Therefore, its influence on the see-through background should also be considered in the system design.

To overcome the etendue conservation and improve see-through quality, Xiong et al. 180 proposed another type of pin-light system exploiting the etendue expansion property of waveguide, which is also referred as scanning waveguide display (SWD). As illustrated in Fig. 11d , the system uses an LBS as the image source. The collimated scanned laser rays are trapped in the waveguide and encounter an array of off-axis lenses. Upon each encounter, the lens out-couples the laser rays and forms a pin-light source. SWD has the merits of good see-through quality and large etendue. A large FoV of 100° was demonstrated with the help of an ultra-low f /# lens array based on LCHOE. However, some issues like insufficient image resolution density and image non-uniformity remain to be overcome. To further improve the system may require optimization of Gaussian beam profile and additional EPE module 180 .

Overall, pin-light systems inherit the large DoF from Maxwellian view. With adequate number of pin-light sources, the FoV and eyebox can be expanded accordingly. Nonetheless, despite different forms of implementation, a common issue of pin-light system is the image uniformity. The overlapped region of elemental views has a higher light intensity than the non-overlapped region, which becomes even more complicated considering the dynamic change of pupil size. In theory, the displayed image can be pre-processed to compensate for the optical non-uniformity. But that would require knowledge of precise pupil location (and possibly size) and therefore an accurate eye-tracking module 176 . Regarding the system performance, pin-mirror systems modified from other free-space systems generally shares similar FoV and eyebox with original systems. The combiner efficiency may be lower due to the small size of pin-mirrors. SWD, on the other hand, shares the large FoV and DoF with Maxwellian view, and large eyebox with waveguide combiners. The combiner efficiency may also be lower due to the EPE process.

Waveguide combiner

Besides free-space combiners, another common architecture in AR displays is waveguide combiner. The term ‘waveguide’ indicates the light is trapped in a substrate by the TIR process. One distinctive feature of a waveguide combiner is the EPE process that effectively enlarges the system etendue. In the EPE process, a portion of the trapped light is repeatedly coupled out of the waveguide in each TIR. The effective eyebox is therefore enlarged. According to the features of couplers, we divide the waveguide combiners into two types: diffractive and achromatic, as described in the followings.

Diffractive waveguides

As the name implies, diffractive-type waveguides use diffractive elements as couplers. The in-coupler is usually a diffractive grating and the out-coupler in most cases is also a grating with the same period as the in-coupler, but it can also be an off-axis lens with a small curvature to generate image with finite depth. Three major diffractive couplers have been developed: SRGs, photopolymer gratings (PPGs), and liquid crystal gratings (grating-type LCHOE; also known as polarization volume gratings (PVGs)). Some general protocols for coupler design are that the in-coupler should have a relatively high efficiency and the out-coupler should have a uniform light output. A uniform light output usually requires a low-efficiency coupler, with extra degrees of freedom for local modulation of coupling efficiency. Both in-coupler and out-coupler should have an adequate angular bandwidth to accommodate a reasonable FoV. In addition, the out-coupler should also be optimized to avoid undesired diffractions, including the outward diffraction of TIR light and diffraction of environment light into user’s eyes, which are referred as light leakage and rainbow. Suppression of these unwanted diffractions should also be considered in the optimization process of waveguide design, along with performance parameters like efficiency and uniformity.

The basic working principles of diffractive waveguide-based AR systems are illustrated in Fig. 12 . For the SRG-based waveguides 6 , 8 (Fig. 12a ), the in-coupler can be a transmissive-type or a reflective-type 181 , 182 . The grating geometry can be optimized for coupling efficiency with a large degree of freedom 183 . For the out-coupler, a reflective SRG with a large slant angle to suppress the transmission orders is preferred 184 . In addition, a uniform light output usually requires a gradient efficiency distribution in order to compensate for the decreased light intensity in the out-coupling process. This can be achieved by varying the local grating configurations like height and duty cycle 6 . For the PPG-based waveguides 185 (Fig. 12b ), the small angular bandwidth of a high-efficiency transmissive PPG prohibits its use as in-coupler. Therefore, both in-coupler and out-coupler are usually reflective types. The gradient efficiency can be achieved by space-variant exposure to control the local index modulation 186 or local Bragg slant angle variation through freeform exposure 19 . Due to the relatively small angular bandwidth of PPG, to achieve a decent FoV usually requires stacking two 187 or three 188 PPGs together for a single color. The PVG-based waveguides 189 (Fig. 12c ) also prefer reflective PVGs as in-couplers because the transmissive PVGs are much more difficult to fabricate due to the LC alignment issue. In addition, the angular bandwidth of transmissive PVGs in Bragg regime is also not large enough to support a decent FoV 29 . For the out-coupler, the angular bandwidth of a single reflective PVG can usually support a reasonable FoV. To obtain a uniform light output, a polarization management layer 190 consisting of a LC layer with spatially variant orientations can be utilized. It offers an additional degree of freedom to control the polarization state of the TIR light. The diffraction efficiency can therefore be locally controlled due to the strong polarization sensitivity of PVG.

figure 12

Schematics of waveguide combiners based on a SRGs, b PPGs and c PVGs. Reprinted from a ref. 85 with permission from OSA Publishing, b ref. 185 with permission from John Wiley and Sons and c ref. 189 with permission from OSA Publishing

The above discussion describes the basic working principle of 1D EPE. Nonetheless, for the 1D EPE to produce a large eyebox, the exit pupil in the unexpanded direction of the original image should be large. This proposes design challenges in light engines. Therefore, a 2D EPE is favored for practical applications. To extend EPE in two dimensions, two consecutive 1D EPEs can be used 191 , as depicted in Fig. 13a . The first 1D EPE occurs in the turning grating, where the light is duplicated in y direction and then turned into x direction. Then the light rays encounter the out-coupler and are expanded in x direction. To better understand the 2D EPE process, the k -vector diagram (Fig. 13b ) can be used. For the light propagating in air with wavenumber k 0 , its possible k -values in x and y directions ( k x and k y ) fall within the circle with radius k 0 . When the light is trapped into TIR, k x and k y are outside the circle with radius k 0 and inside the circle with radius nk 0 , where n is the refractive index of the substrate. k x and k y stay unchanged in the TIR process and are only changed in each diffraction process. The central red box in Fig. 13b indicates the possible k values within the system FoV. After the in-coupler, the k values are added by the grating k -vector, shifting the k values into TIR region. The turning grating then applies another k -vector and shifts the k values to near x -axis. Finally, the k values are shifted by the out-coupler and return to the free propagation region in air. One observation is that the size of red box is mostly limited by the width of TIR band. To accommodate a larger FoV, the outer boundary of TIR band needs to be expanded, which amounts to increasing waveguide refractive index. Another important fact is that when k x and k y are near the outer boundary, the uniformity of output light becomes worse. This is because the light propagation angle is near 90° in the waveguide. The spatial distance between two consecutive TIRs becomes so large that the out-coupled beams are spatially separated to an unacceptable degree. The range of possible k values for practical applications is therefore further shrunk due to this fact.

figure 13

a Schematic of 2D EPE based on two consecutive 1D EPEs. Gray/black arrows indicate light in air/TIR. Black dots denote TIRs. b k-diagram of the two-1D-EPE scheme. c Schematic of 2D EPE with a 2D hexagonal grating d k-diagram of the 2D-grating scheme

Aside from two consecutive 1D EPEs, the 2D EPE can also be directly implemented with a 2D grating 192 . An example using a hexagonal grating is depicted in Fig. 13c . The hexagonal grating can provide k -vectors in six directions. In the k -diagram (Fig. 13d ), after the in-coupling, the k values are distributed into six regions due to multiple diffractions. The out-coupling occurs simultaneously with pupil expansion. Besides a concise out-coupler configuration, the 2D EPE scheme offers more degrees of design freedom than two 1D EPEs because the local grating parameters can be adjusted in a 2D manner. The higher design freedom has the potential to reach a better output light uniformity, but at the cost of a higher computation demand for optimization. Furthermore, the unslanted grating geometry usually leads to a large light leakage and possibly low efficiency. Adding slant to the geometry helps alleviate the issue, but the associated fabrication may be more challenging.

Finally, we discuss the generation of full-color images. One important issue to clarify is that although diffractive gratings are used here, the final image generally has no color dispersion even if we use a broadband light source like LED. This can be easily understood in the 1D EPE scheme. The in-coupler and out-coupler have opposite k -vectors, which cancels the color dispersion for each other. In the 2D EPE schemes, the k -vectors always form a closed loop from in-coupled light to out-coupled light, thus, the color dispersion also vanishes likewise. The issue of using a single waveguide for full-color images actually exists in the consideration of FoV and light uniformity. The breakup of propagation angles for different colors results in varied out-coupling situations for each color. To be more specific, if the red and the blue channels use the same in-coupler, the propagating angle for the red light is larger than that of the blue light. The red light in peripheral FoV is therefore easier to face the mentioned large-angle non-uniformity issue. To acquire a decent FoV and light uniformity, usually two or three layers of waveguides with different grating pitches are adopted.

Regarding the system performance, the eyebox is generally large enough (~10 mm) to accommodate different user’s IPD and alignment shift during operation. A parameter of significant concern for a waveguide combiner is its FoV. From the k -vector analysis, we can conclude the theoretical upper limit is determined by the waveguide refractive index. But the light/color uniformity also influences the effective FoV, over which the degradation of image quality becomes unacceptable. Current diffractive waveguide combiners generally achieve a FoV of about 50°. To further increase FoV, a straightforward method is to use a higher refractive index waveguide. Another is to tile FoV through direct stacking of multiple waveguides or using polarization-sensitive couplers 79 , 193 . As to the optical efficiency, a typical value for the diffractive waveguide combiner is around 50–200 nit/lm 6 , 189 . In addition, waveguide combiners adopting grating out-couplers generate an image with fixed depth at infinity. This leads to the VAC issue. To tackle VAC in waveguide architectures, the most practical way is to generate multiple depths and use the varifocal or multifocal driving scheme, similar to those mentioned in the VR systems. But to add more depths usually means to stack multiple layers of waveguides together 194 . Considering the additional waveguide layers for RGB colors, the final waveguide thickness would undoubtedly increase.

Other parameters special to waveguide includes light leakage, see-through ghost, and rainbow. Light leakage refers to out-coupled light that goes outwards to the environment, as depicted in Fig. 14a . Aside from decreased efficiency, the leakage also brings drawback of unnatural “bright-eye” appearance of the user and privacy issue. Optimization of the grating structure like geometry of SRG may reduce the leakage. See-through ghost is formed by consecutive in-coupling and out-couplings caused by the out-coupler grating, as sketched in Fig. 14b , After the process, a real object with finite depth may produce a ghost image with shift in both FoV and depth. Generally, an out-coupler with higher efficiency suffers more see-through ghost. Rainbow is caused by the diffraction of environment light into user’s eye, as sketched in Fig. 14c . The color dispersion in this case will occur because there is no cancellation of k -vector. Using the k -diagram, we can obtain a deeper insight into the formation of rainbow. Here, we take the EPE structure in Fig. 13a as an example. As depicted in Fig. 14d , after diffractions by the turning grating and the out-coupler grating, the k values are distributed in two circles that shift from the origin by the grating k -vectors. Some diffracted light can enter the see-through FoV and form rainbow. To reduce rainbow, a straightforward way is to use a higher index substrate. With a higher refractive index, the outer boundary of k diagram is expanded, which can accommodate larger grating k -vectors. The enlarged k -vectors would therefore “push” these two circles outwards, leading to a decreased overlapping region with the see-through FoV. Alternatively, an optimized grating structure would also help reduce the rainbow effect by suppressing the unwanted diffraction.

figure 14

Sketches of formations of a light leakage, b see-through ghost and c rainbow. d Analysis of rainbow formation with k-diagram

Achromatic waveguide

Achromatic waveguide combiners use achromatic elements as couplers. It has the advantage of realizing full-color image with a single waveguide. A typical example of achromatic element is a mirror. The waveguide with partial mirrors as out-coupler is often referred as geometric waveguide 6 , 195 , as depicted in Fig. 15a . The in-coupler in this case is usually a prism to avoid unnecessary color dispersion if using diffractive elements otherwise. The mirrors couple out TIR light consecutively to produce a large eyebox, similarly in a diffractive waveguide. Thanks to the excellent optical property of mirrors, the geometric waveguide usually exhibits a superior image regarding MTF and color uniformity to its diffractive counterparts. Still, the spatially discontinuous configuration of mirrors also results in gaps in eyebox, which may be alleviated by using a dual-layer structure 196 . Wang et al. designed a geometric waveguide display with five partial mirrors (Fig. 15b ). It exhibits a remarkable FoV of 50° by 30° (Fig. 15c ) and an exit pupil of 4 mm with a 1D EPE. To achieve 2D EPE, similar architectures in Fig. 13a can be used by integrating a turning mirror array as the first 1D EPE module 197 . Unfortunately, the k -vector diagrams in Fig. 13b, d cannot be used here because the k values in x-y plane no longer conserve in the in-coupling and out-coupling processes. But some general conclusions remain valid, like a higher refractive index leading to a larger FoV and gradient out-coupling efficiency improving light uniformity.

figure 15

a Schematic of the system configuration. b Geometric waveguide with five partial mirrors. c Image photos demonstrating system FoV. Adapted from b , c ref. 195 with permission from OSA Publishing

The fabrication process of geometric waveguide involves coating mirrors on cut-apart pieces and integrating them back together, which may result in a high cost, especially for the 2D EPE architecture. Another way to implement an achromatic coupler is to use multiplexed PPHOE 198 , 199 to mimic the behavior of a tilted mirror (Fig. 16a ). To understand the working principle, we can use the diagram in Fig. 16b . The law of reflection states the angle of reflection equals to the angle of incidence. If we translate this behavior to k -vector language, it means the mirror can apply any length of k -vector along its surface normal direction. The k -vector length of the reflected light is always equal to that of the incident light. This puts a condition that the k -vector triangle is isosceles. With a simple geometric deduction, it can be easily observed this leads to the law of reflection. The behavior of a general grating, however, is very different. For simplicity we only consider the main diffraction order. The grating can only apply a k -vector with fixed k x due to the basic diffraction law. For the light with a different incident angle, it needs to apply different k z to produce a diffracted light with equal k -vector length as the incident light. For a grating with a broad angular bandwidth like SRG, the range of k z is wide, forming a lengthy vertical line in Fig. 16b . For a PPG with a narrow angular bandwidth, the line is short and resembles a dot. If multiple of these tiny dots are distributed along the oblique line corresponding to a mirror, then the final multiplexed PPGs can imitate the behavior of a tilted mirror. Such a PPHOE is sometimes referred as a skew-mirror 198 . In theory, to better imitate the mirror, a lot of multiplexed PPGs is preferred, while each PPG has a small index modulation δn . But this proposes a bigger challenge in device fabrication. Recently, Utsugi et al. demonstrated an impressive skew-mirror waveguide based on 54 multiplexed PPGs (Fig. 16c, d ). The display exhibits an effective FoV of 35° by 36°. In the peripheral FoV, there still exists some non-uniformity (Fig. 16e ) due to the out-coupling gap, which is an inherent feature of the flat-type out-couplers.

figure 16

a System configuration. b Diagram demonstrating how multiplexed PPGs resemble the behavior of a mirror. Photos showing c the system and d image. e Picture demonstrating effective system FoV. Adapted from c – e ref. 199 with permission from ITE

Finally, it is worth mentioning that metasurfaces are also promising to deliver achromatic gratings 200 , 201 for waveguide couplers ascribed to their versatile wavefront shaping capability. The mechanism of the achromatic gratings is similar to that of the achromatic lenses as previously discussed. However, the current development of achromatic metagratings is still in its infancy. Much effort is needed to improve the optical efficiency for in-coupling, control the higher diffraction orders for eliminating ghost images, and enable a large size design for EPE.

Generally, achromatic waveguide combiners exhibit a comparable FoV and eyebox with diffractive combiners, but with a higher efficiency. For a partial-mirror combiner, its combiner efficiency is around 650 nit/lm 197 (2D EPE). For a skew-mirror combiner, although the efficiency of multiplexed PPHOE is relatively low (~1.5%) 199 , the final combiner efficiency of the 1D EPE system is still high (>3000 nit/lm) due to multiple out-couplings.

Table 2 summarizes the performance of different AR combiners. When combing the luminous efficacy in Table 1 and the combiner efficiency in Table 2 , we can have a comprehensive estimate of the total luminance efficiency (nit/W) for different types of systems. Generally, Maxwellian-type combiners with pupil steering have the highest luminance efficiency when partnered with laser-based light engines like laser-backlit LCoS/DMD or MEM-LBS. Geometric optical combiners have well-balanced image performances, but to further shrink the system size remains a challenge. Diffractive waveguides have a relatively low combiner efficiency, which can be remedied by an efficient light engine like MEMS-LBS. Further development of coupler and EPE scheme would also improve the system efficiency and FoV. Achromatic waveguides have a decent combiner efficiency. The single-layer design also enables a smaller form factor. With advances in fabrication process, it may become a strong contender to presently widely used diffractive waveguides.

Conclusions and perspectives

VR and AR are endowed with a high expectation to revolutionize the way we interact with digital world. Accompanied with the expectation are the engineering challenges to squeeze a high-performance display system into a tightly packed module for daily wearing. Although the etendue conservation constitutes a great obstacle on the path, remarkable progresses with innovative optics and photonics continue to take place. Ultra-thin optical elements like PPHOEs and LCHOEs provide alternative solutions to traditional optics. Their unique features of multiplexing capability and polarization dependency further expand the possibility of novel wavefront modulations. At the same time, nanoscale-engineered metasurfaces/SRGs provide large design freedoms to achieve novel functions beyond conventional geometric optical devices. Newly emerged micro-LEDs open an opportunity for compact microdisplays with high peak brightness and good stability. Further advances on device engineering and manufacturing process are expected to boost the performance of metasurfaces/SRGs and micro-LEDs for AR and VR applications.

Data availability

All data needed to evaluate the conclusions in the paper are present in the paper. Additional data related to this paper may be requested from the authors.

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J.X. conceived the idea and initiated the project. J.X. mainly wrote the manuscript and produced the figures. E.-L.H., Z.H., and T.Z. contributed to parts of the manuscript. S.W. supervised the project and edited the manuscript.

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Xiong, J., Hsiang, EL., He, Z. et al. Augmented reality and virtual reality displays: emerging technologies and future perspectives. Light Sci Appl 10 , 216 (2021). https://doi.org/10.1038/s41377-021-00658-8

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Received : 06 June 2021

Revised : 26 September 2021

Accepted : 04 October 2021

Published : 25 October 2021

DOI : https://doi.org/10.1038/s41377-021-00658-8

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Computer Science > Computer Vision and Pattern Recognition

Title: modern augmented reality: applications, trends, and future directions.

Abstract: Augmented reality (AR) is one of the relatively old, yet trending areas in the intersection of computer vision and computer graphics with numerous applications in several areas, from gaming and entertainment, to education and healthcare. Although it has been around for nearly fifty years, it has seen a lot of interest by the research community in the recent years, mainly because of the huge success of deep learning models for various computer vision and AR applications, which made creating new generations of AR technologies possible. This work tries to provide an overview of modern augmented reality, from both application-level and technical perspective. We first give an overview of main AR applications, grouped into more than ten categories. We then give an overview of around 100 recent promising machine learning based works developed for AR systems, such as deep learning works for AR shopping (clothing, makeup), AR based image filters (such as Snapchat's lenses), AR animations, and more. In the end we discuss about some of the current challenges in AR domain, and the future directions in this area.

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Systematic review article, a systematic review of 10 years of augmented reality usability studies: 2005 to 2014.

augmented reality research papers

  • 1 Empathic Computing Laboratory, University of South Australia, Mawson Lakes, SA, Australia
  • 2 Human Interface Technology Lab New Zealand (HIT Lab NZ), University of Canterbury, Christchurch, New Zealand
  • 3 Mississippi State University, Starkville, MS, United States

Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments. In this paper, we systematically review 10 years of the most influential AR user studies, from 2005 to 2014. A total of 291 papers with 369 individual user studies have been reviewed and classified based on their application areas. The primary contribution of the review is to present the broad landscape of user-based AR research, and to provide a high-level view of how that landscape has changed. We summarize the high-level contributions from each category of papers, and present examples of the most influential user studies. We also identify areas where there have been few user studies, and opportunities for future research. Among other things, we find that there is a growing trend toward handheld AR user studies, and that most studies are conducted in laboratory settings and do not involve pilot testing. This research will be useful for AR researchers who want to follow best practices in designing their own AR user studies.

1. Introduction

Augmented Reality (AR) is a technology field that involves the seamless overlay of computer generated virtual images on the real world, in such a way that the virtual content is aligned with real world objects, and can be viewed and interacted with in real time ( Azuma, 1997 ). AR research and development has made rapid progress in the last few decades, moving from research laboratories to widespread availability on consumer devices. Since the early beginnings in the 1960's, more advanced and portable hardware has become available, and registration accuracy, graphics quality, and device size have been largely addressed to a satisfactory level, which has led to a rapid growth in the adoption of AR technology. AR is now being used in a wide range of application domains, including Education ( Furió et al., 2013 ; Fonseca et al., 2014a ; Ibáñez et al., 2014 ), Engineering ( Henderson and Feiner, 2009 ; Henderson S. J. and Feiner, 2011 ; Irizarry et al., 2013 ), and Entertainment ( Dow et al., 2007 ; Haugstvedt and Krogstie, 2012 ; Vazquez-Alvarez et al., 2012 ). However, to be widely accepted by end users, AR usability and user experience issues still need to be improved.

To help the AR community improve usability, this paper provides an overview of 10 years of AR user studies, from 2005 to 2014. Our work builds on the previous reviews of AR usability research shown in Table 1 . These years were chosen because they cover an important gap in other reviews, and also are far enough from the present to enable the impact of the papers to be measured. Our goals are to provide a broad overview of user-based AR research, to help researchers find example papers that contain related studies, to help identify areas where there have been few user studies conducted, and to highlight exemplary user studies that embody best practices. We therefore hope the scholarship in this paper leads to new research contributions by providing outstanding examples of AR user studies that can help current AR researchers.

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Table 1 . Summary of earlier surveys of AR usability studies.

1.1. Previous User Study Survey Papers

Expanding on the studies shown in Table 1 , Swan and Gabbard (2005) conducted the first comprehensive survey of AR user studies. They reviewed 1,104 AR papers published in four important venues between 1992 and 2004; among these papers they found only 21 that reported formal user studies. They classified these user study papers into three categories: (1) low-level perceptual and cognitive issues such as depth perception, (2) interaction techniques such as virtual object manipulation, and (3) collaborative tasks. The next comprehensive survey was by Dünser et al. (2008) , who used a list of search queries across several common bibliographic databases, and found 165 AR-related publications reporting user studies. In addition to classifying the papers into the same categories as Swan and Gabbard (2005) , they additionally classified the papers based on user study methods such as objective, subjective, qualitative, and informal. In another literature survey, Bai and Blackwell (2012) reviewed 71 AR papers reporting user studies, but they only considered papers published in the International Symposium on Mixed and Augmented Reality (ISMAR) between 2001 and 2010. They also followed the classification of Swan and Gabbard (2005) , but additionally identified a new category of studies that investigated user experience (UX) issues. Their review thoroughly reported the evaluation goals, performance measures, UX factors investigated, and measurement instruments used. Additionally, they also reviewed the demographics of the studies' participants. However there has been no comprehensive study since 2010, and none of these earlier studies used an impact measure to determine the significance of the papers reviewed.

1.1.1. Survey Papers of AR Subsets

Some researchers have also published review papers focused on more specific classes of user studies. For example, Kruijff et al. (2010) reviewed AR papers focusing on the perceptual pipeline, and identified challenges that arise from the environment, capturing, augmentation, display technologies, and user. Similarly, Livingston et al. (2013) published a review of user studies in the AR X-ray vision domain. As such, their review deeply analyzed perceptual studies in a niche AR application area. Finally, Rankohi and Waugh (2013) reviewed AR studies in the construction industry, although their review additionally considers papers without user studies. In addition to these papers, many other AR papers have included literature reviews which may include a few related user studies such as Wang et al. (2013) , Carmigniani et al. (2011) , and Papagiannakis et al. (2008) .

1.2. Novelty and Contribution

These reviews are valued by the research community, as shown by the number of times they have been cited (e.g., 166 Google Scholar citations for Dünser et al., 2008 ). However, due to a numebr of factors there is a need for a more recent review. Firstly, while early research in AR was primarily based on head-mounted displays (HMDs), in the last few years there has been a rapid increase in the use of handheld AR devices, and more advanced hardware and sensors have become available. These new wearable and mobile devices have created new research directions, which have likely impacted the categories and methods used in AR user studies. In addition, in recent years the AR field has expanded, resulting in a dramatic increase in the number of published AR papers, and papers with user studies in them. Therefore, there is a need for a new categorization of current AR user research, as well as the opportunity to consider new classification measures such as paper impact, as reviewing all published papers has become less plausible. Finally, AR papers are now appearing in a wider range of research venues, so it is important to have a survey that covers many different journals and conferences.

1.2.1. New Contributions Over Existing Surveys

Compared to these earlier reviews, there are a number of important differences with the current survey, including:

• we have considered a larger number of publications from a wide range of sources

• our review covers more recent years than earlier surveys

• we have used paper impact to help filter the papers reviewed

• we consider a wider range of classification categories

• we also review issues experienced by the users.

1.2.2. New Aims of This Survey

To capture the latest trends in usability research in AR, we have conducted a thorough, systematic literature review of 10 years of AR papers published between 2005 and 2014 that contain a user study. We classified these papers based on their application areas, methodologies used, and type of display examined. Our aims are to:

1. identify the primary application areas for user research in AR

2. describe the methodologies and environments that are commonly used

3. propose future research opportunities and guidelines for making AR more user friendly.

The rest of the paper is organized as follows: section 2 details the method we followed to select the papers to review, and how we conducted the reviews. Section 3 then provides a high-level overview of the papers and studies, and introduces the classifications. The following sections report on each of the classifications in more detail, highlighting one of the more impactful user studies from each classification type. Section 5 concludes by summarizing the review and identifying opportunities for future research. Finally, in the appendix we have included a list of all papers reviewed in each of the categories with detailed information.

2. Methodology

We followed a systematic review process divided into two phases: the search process and the review process.

2.1. Search Process

One of our goals was to make this review as inclusive as practically possible. We therefore considered all papers published in conferences and journals between 2005 and 2014, which include the term “Augmented Reality,” and involve user studies. We searched the Scopus bibliographic database, using the same search terms that were used by Dünser et al. (2008) (Table 2 ). This initial search resulted in a total of 1,147 unique papers. We then scanned each one to identify whether or not it actually reported on AR research; excluding papers not related to AR reduced the number to 1,063. We next removed any paper that did not actually report on a user study, which reduced our pool to 604 papers. We then examined these 604 papers, and kept only those papers that provided all of the following information: (i) participant demographics (number, age, and gender), (ii) design of the user study, and (iii) the experimental task. Only 396 papers satisfied all three of these criteria. Finally, unlike previous surveys of AR usability studies, we next considered how much impact each paper had, to ensure that we were reviewing papers that others had cited. For each paper we used Google Scholar to find the total citations to date, and calculated its Average Citation Count (ACC):

For example, if a paper was published in 2010 (a 5 year lifetime until 2014) and had a total of 10 citations in Google Scholar in April 2015, its ACC would be 10/5 = 2.0. Based on this formula, we included all papers that had an ACC of at least 1.5, showing that they had at least a moderate impact in the field. This resulted in a final set of 291 papers that we reviewed in detail. We deliberately excluded papers more recent than 2015 because most of these hadn't gather significant citations yet.

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Table 2 . Search terms used in the Scopus database.

2.2. Reviewing Process

In order to review this many papers, we randomly divided them among the authors for individual review. However, we first performed a norming process, where all of the authors first reviewed the same five randomly selected papers. We then met to discuss our reviews, and reached a consensus about what review data would be captured. We determined that our reviews would focus on the following attributes:

• application areas and keywords

• experimental design (within-subjects, between-subjects, or mixed-factorial)

• type of data collected (qualitative or quantitative)

• participant demographics (age, gender, number, etc.)

• experimental tasks and environments

• type of experiment (pilot, formal, field, heuristic, or case study)

• senses augmented (visual, haptic, olfactory, etc.)

• type of display used (handheld, head-mounted display, desktop, etc.).

In order to systematically enter this information for each paper, we developed a Google Form. During the reviews we also flagged certain papers for additional discussion. Overall, this reviewing phase encompassed approximately 2 months. During this time, we regularly met and discussed the flagged papers; we also clarified any concerns and generally strove to maintain consistency. At the end of the review process we had identified the small number of papers where the classification was unclear, so we held a final meeting to arrive at a consensus view.

2.3. Limitations and Validity Concerns

Although we strove to be systematic and thorough as we selected and reviewed these 291 papers, we can identify several limitations and validity concerns with our methods. The first involves using the Scopus bibliographic database. Although using such a database has the advantage of covering a wide range of publication venues and topics, and although it did cover all of the venues where the authors are used to seeing AR research, it remains possible that Scopus missed publication venues and papers that should have been included. Second, although the search terms we used seem intuitive (Table 2 ), there may have been papers that did not use “Augmented Reality” as a keyword when describing an AR experience. For example, some papers may have used the term “Mixed Reality,” or “Artificial Reality.”

Finally, although using the ACC as a selection factor narrowed the initial 604 papers to 291, it is possible that the ACC excluded papers that should have been included. In particular, because citations are accumulated over time, it is quite likely that we missed some papers from the last several years of our 10-year review period that may soon prove influential.

3. High-Level Overview of Reviewed Papers

Overall, the 291 papers report a total of 369 studies. Table 3 gives summary statistics for the papers, and Table 4 gives summary statistics for the studies. These tables contain bar graphs that visually depict the magnitude of the numbers; each color indicates the number of columns are spanned by the bars. For example, in Table 3 the columns Paper, Mean ACC, and Mean Author Count are summarized individually, and the longest bar in each column is scaled according to the largest number in that column. However, Publications spans two columns, and the largest value is 59, and so all of the other bars for Publications are scaled according to 59.

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Table 3 . Summary of the 291 reviewed papers.

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Table 4 . Summary of the 369 user studies reported by the 291 reviewed papers.

Figure 1 further summarizes the 291 papers through four graphs, all of which indicate changes over the 10 year period between 2005 and 2014. Figure 1A shows the fraction of the total number of AR papers that report user studies, Figure 1B analyzes the kind of display used, Figure 1C categorizes the experiments into application areas, and Figure 1D categorizes the papers according to the kind of experiment that was conducted.

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Figure 1 . Throughout the 10 years, less than 10% of all published AR papers had a user study (A) . Out of the 291 reviewed papers, since 2011 most papers have examined handheld displays, rather than HMDs (B) . We filtered the papers based on ACC and categorized them into nine application areas; the largest areas are Perception and Interaction (C) . Most of the experiments were in controlled laboratory environments (D) .

3.1. Fraction of User Studies Over Time

Figure 1A shows the total number of AR papers published between 2005 and 2014, categorized by papers with and without a user study. As the graph shows, the number of AR papers published in 2014 is five times that published in 2005. However, the proportion of user study papers among all AR papers has remained low, less than 10% of all publication for each year.

3.2. Study Design

As shown in Table 4 , most of the papers (213, or 73%) used a within-subjects design, 43 papers (15%) used a between-subjects design, and 12 papers (4%) used a mixed-factorial design. However, there were 23 papers (8%) which used different study designs than the ones mentioned above, such as Baudisch et al. (2013) , Benko et al. (2014) , and Olsson et al. (2009) .

3.3. Study Type

We found that it was relatively rare for researchers to report on conducting pilot studies before their main study. Only 55 papers (19%) reported conducting at least one pilot study in their experimentation process and just 25 of them reported the pilot studies with adequate details such as study design, participants, and results. This shows that the importance of pilot studies is not well recognized. The majority of the papers (221, or 76%) conducted the experiments in controlled laboratory environments, while only 44 papers (15%) conducted the experiments in a natural environment or as a field study (Figure 1D ). This shows a lack of experimentation in real world conditions. Most of the experiments were formal user studies, and there were almost no heuristic studies, which may indicate that the heuristics of AR applications are not fully developed and there exists a need for heuristics and standardization.

3.4. Data Type

In terms of data collection, a total of 139 papers (48%) collected both quantitative and qualitative data, 78 (27%) papers only qualitative, and 74 (25%) only quantitative. For the experimental task, we found that the most popular task involved performance (178, or 61%), followed by filling out questionnaires (146, or 50%), perceptual tasks (53, or 18%), interviews (41, or 14%) and collaborative tasks (21, or 7%). In terms of dependent measures, subjective ratings were the most popular with 167 papers (57%), followed by error/accuracy measures (130, or 45%), and task completion time (123, or 42%). We defined task as any activity that was carried out by the participants to provide data—both quantitative and/or qualitative—about the experimental system(s). Note that many experiments used more than one experimental task or dependent measure, so the percentages sum to more than 100%. Finally, the bulk of the user studies were conducted in an indoor environment (246, or 83%), not outdoors (43, or 15%), or a combination of both settings (6, or 2%).

3.5. Senses

As expected, an overwhelming majority of papers (281, or 96%) augmented the visual sense. Haptic and Auditory senses were augmented in 27 (9%) and 21 (7%) papers respectively. Only six papers (2%) reported augmenting only the auditory sense and five (2%) papers reported augmenting only the haptic sense. This shows that there is an opportunity for conducting more user studies exploring non-visual senses.

3.6. Participants

The demographics of the participants showed that most of the studies were run with young participants, mostly university students. A total of 182 papers (62%) used participants with an approximate mean age of less than 30 years. A total of 227 papers (78%) reported involving female participants in their experiments, but the ratio of female participants to male participants was low (43% of total participants in those 227 papers). When all 291 papers are considered only 36% of participants were females. Many papers (117, or 40%) did not explicitly mention the source of participant recruitment. From those that did, most (102, or 35%) sourced their participants from universities, whereas only 36 papers (12%) mentioned sourcing participants from the general public. This shows that many AR user studies use young male university students as their subjects, rather than a more representative cross section of the population.

3.7. Displays

We also recorded the displays used in these experiments (Table 3 ). Most of the papers used either HMDs (102 papers, or 35%) or handhelds (100 papers, or 34%), including six papers that used both. Since 2009, the number of papers using HMDs started to decrease while the number of papers using handheld displays increased (Figure 1B ). For example, between 2010 and 2014 (204 papers in our review), 50 papers used HMDs and 79 used handhelds, including one paper that used both, and since 2011 papers using handheld displays consistently outnumbered papers using HMDs. This trend—that handheld mobile AR has recently become the primary display for AR user studies—is of course driven by the ubiquity of smartphones.

3.8. Categorization

We categorized the papers into nine different application areas (Tables 3 , 4 ): (i) Perception (51 papers, or 18%), (ii) Medical (43, or 15%), (iii) Education (42, or 14%), (iv) Entertainment and Gaming (14, or 5%), (v) Industrial (30, or 10%), (vi) Navigation and Driving (24, or 9%), (vii) Tourism and Exploration (8, or 2%), (viii) Collaboration (12, or 4%), and (ix) Interaction (67, or 23%). Figure 1C shows the change over time in number of AR papers with user studies in these categories. The Perception and Interaction categories are rather general areas of AR research, and contain work that reports on more low-level experiments, possibly across multiple application areas. Our analysis shows that there are fewer AR user studies published in Collaboration, Tourism and Exploration, and Entertainment and Gaming, identifying future application areas for user studies. There is also a noticeable increase in the number of user studies in educational applications over time. The drop in number of papers in 2014 is due to the selection criteria of papers having at least 1.5 average citations per year, as these papers were too recent to be cited often. Interestingly, although there were relatively few of them, papers in Collaboration, Tourism and Exploration categories received noticeably higher ACC scores than other categories.

3.9. Average Authors

As shown in Table 3 , most categories had a similar average number of authors for each paper, ranging between 3.24 (Education) and 3.87 (Industrial). However papers in the Medical domain had the highest average number of authors (6.02), which indicates the multidisciplinary nature of this research area. In contrast to all other categories, most of the papers in the Medical category were published in journals, compared to the common AR publications venues, which are mostly conferences. Entertainment and Gaming (4.71), and Navigation and Driving (4.58) also had considerably higher numbers of authors per paper on average.

3.10. Individual Studies

While a total of 369 studies were reported in these 291 papers (Table 4 ), the majority of the papers (231, or 80%) reported only one user study. Forty-seven (16.2%), nine (3.1%), two (<1%), and one (<1%) papers reported two, three, four, and five studies respectively, including pilot studies. In terms of the number of participants used (median) in each study, Tourism and Exploration, and Education were the highest among all categories with an average of 28 participants per study. Other categories used between 12 and 18 participants per study, while the overall median stands at 16 participants. Based on this insight, it can be claimed that 12 to 18 participants per study is a typical range in the AR community. Out of the 369 studies 31 (8.4%) were pilot studies, six (1.6%) heuristic evaluation, 54 (14.6%) field studies, and rest of the 278 (75.3%) were formal controlled user studies. Most of the studies (272, or 73.7%) were designed as within-subjects, 52 (14.1%) between-subjects, and 16 (4.3%) as mixed-factors (Table 4 ).

In the following section we review user studies in each of the nine application areas separately. We provide a commentary on each category and also discuss a representative paper with the highest ACCs in each application area, so that readers can understand typical user studies from that domain. We present tables summarizing all of the papers from these areas at the end of the paper.

4. Application Areas

4.1. collaboration.

A total of 15 studies were reported in 12 papers in the Collaboration application area. The majority of the studies investigated some form of remote collaboration (Table 5 ), although Henrysson et al. (2005a) presented a face-to-face collaborative AR game. Interestingly, out of the 15 studies, eight reported using handheld displays, seven used HMDs, and six used some form of desktop display. This makes sense as collaborative interfaces often require at least one collaborator to be stationary and desktop displays can be beneficial in such setups. One noticeable feature was the low number of studies performed in the wild or in natural settings (field studies). Only three out of 15 studies were performed in natural settings and there were no pilot studies reported, which is an area for potential improvement. While 14 out of 15 studies were designed to be within-subjects, only 12 participants were recruited per study. On average, roughly one-third of the participants were females in all studies considered together. All studies were performed in indoor locations except for ( Gauglitz et al., 2014b ), which was performed in outdoors. While a majority of the studies (8) collected both objective (quantitative) and subjective (qualitative) data, five studies were based on only subjective data, and two studies were based on only objective data, both of which were reported in one paper ( Henrysson et al., 2005a ). Besides subjective feedback or ratings, task completion time and error/accuracy were other prominent dependent variables used. Only one study used NASA TLX ( Wang and Dunston, 2011 ).

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Table 5 . Summary of user studies in Collaboration application area.

4.1.1. Representative Paper

As an example of the type of collaborative AR experiments conducted, we discuss the paper of Henrysson et al. (2005a) in more detail. They developed an AR-based face-to-face collaboration tool using a mobile phone and reported on two user studies. This paper received an ACC of 22.9, which is the highest in this category of papers. In the first study, six pairs of participants played a table-top tennis game in three conditions—face to face AR, face to face non-AR, and non-face to face collaboration. In the second experiment, the authors added (and varied) audio and haptic feedback to the games and only evaluated face to face AR. The same six pairs were recruited for this study as well. Authors collected both quantitative and qualitative (survey and interview) data, although they focused more on the latter. They asked questions regarding the usability of system and asked participants to rank the conditions. They explored several usability issues and provided design guidelines for developing face to face collaborative AR applications using handheld displays. For example, designing applications that have a focus on a single shared work space.

4.1.2. Discussion

The work done in this category is mostly directed toward remote collaboration. With the advent of modern head mounted devices such the Microsoft HoloLens, new types of collaborations can be created, including opportunities for enhanced face to face collaboration. Work needs to be done toward making AR-based remote collaboration akin to the real world with not only shared understanding of the task but also shared understanding of the other collaborators emotional and physiological states. New gesture-based and gaze-based interactions and collaboration across multiple platforms (e.g., between AR and virtual reality users) are novel future research directions in this area.

4.2. Education

Fifty-five studies were reported in 42 papers in the Education application area (Table 6 ). As expected, all studies reported some kind of teaching and learning applications, with a few niche areas, such as music training, educational games, and teaching body movements. Out of 55 studies, 24 used handheld displays, 8 used HMDs, 16 used some form of desktop displays, and 11 used spatial or large-scale displays. One study had augmented only sound feedback and used a head-mounted speaker ( Hatala and Wakkary, 2005 ). Again, a trend of using handheld displays is prominent in this application area as well. Among all the studies reported, 13 were pilot studies, 14 field studies, and 28 controlled lab-based experiments. Thirty-one studies were designed as within-subjects studies, and 16 as between-subjects. Six studies had only one condition tested. The median number of participants was 28, jointly highest among all application areas. Almost 43% of participants were females. Forty-nine studies were performed in indoor locations, four in outdoor locations, and two studies were performed in both locations. Twenty-five studies collected only subjective data, 10 objective data, and 20 studies collected both types of data. While subjective rating was the primary dependent measure used in most of the studies, some specific measures were also noticed, such as pre- and post-test scores, number of items remembered, and engagement. From the keywords used in the papers, it appears that learning was the most common keyword and interactivity, users , and environments also received noticeable importance from the authors.

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Table 6 . Summary of user studies in Education application area.

4.2.1. Representative Paper

The paper from Fonseca et al. (2014a) received the highest ACC (22) in the Education application area of AR. They developed a mobile phone-based AR teaching tool for 3D model visualization and architectural projects for classroom learning. They recruited a total of 57 students (29 females) in this study and collected qualitative data through questionnaires and quantitative data through pre- and post-tests. This data was collected over several months of instruction. The primary dependent variable was the academic performance improvement of the students. Authors used five-point Likert-scale questions as the primary instrument. They reported that using the AR tool in the classroom was correlated with increased motivation and academic achievement. This type of longitudinal study is not common in the AR literature, but is helpful in measuring the actual real-world impact of any application or intervention.

4.2.2. Discussion

The papers in this category covered a diverse range of education and training application areas. There are some papers used AR to teach physically or cognitively impaired patients, while a couple more promoted physical activity. This set of papers focused on both objective and subjective outcomes. For example, Anderson and Bischof (2014) reported a system called ARM trainer to train amputees in the use of myoelectric prostheses that provided an improved user experience over the current standard of care. In a similar work, Gama et al. (2012) presented a pilot study for upper body motor movements where users were taught to move body parts in accordance to the instructions of an expert such as physiotherapist and showed that AR-based system was preferred by the participants. Their system can be applied to teach other kinds of upper body movements beyond just rehabilitation purposes. In another paper, Chang et al. (2013) reported a study where AR helped cognitively impaired people to gain vocational job skills and the gained skills were maintained even after the intervention. Hsiao et al. (2012) and Hsiao (2010) presented a couple of studies where physical activity was included in the learning experience to promote “learning while exercising". There are few other papers that gamified the AR learning content and they primarily focused on subjective data. Iwata et al. (2011) presented ARGo an AR version of the GO game to investigate and promote self-learning. Juan et al. (2011b) developed ARGreenet game to create awareness for recycling. Three papers investigated education content themed around tourism and mainly focused on subjective opinion. For example, Hatala and Wakkary (2005) created a museum guide educating users about the objects in the museum and Szymczak et al. (2012) created multi-sensory application for teaching about the historic sites in a city. There were several other papers that proposed and evaluated different pedagogical approaches using AR including two papers that specifically designed for teaching music such as Liarokapis (2005) and Weing et al. (2013) . Overall these papers show that in the education space a variety of evaluation methods can be used, focusing both on educational outcomes and application usability. Integrating methods of intelligent tutoring systems ( Anderson et al., 1985 ) with AR could provide effective tools for education. Another interesting area to explore further is making these educational interfaces adaptive to the users cognitive load.

4.3. Entertainment and Gaming

We reviewed a total of 14 papers in the Entertainment and Gaming area with 18 studies were reported in these papers (Table 7 ). A majority of the papers reported a gaming application while fewer papers reported about other forms of entertainment applications. Out of the 18 studies, nine were carried out using handheld displays and four studies used HMDs. One of the reported studies, interestingly, did not use any display ( Xu et al., 2011 ). Again, the increasing use of handheld displays is expected as this kind of display provides greater mobility than HMDs. Five studies were conducted as field studies and the rest of the 13 studies were controlled lab-based experiments. Fourteen studies were designed as within-subjects and two were between-subjects. The median number of participants in these studies was 17. Roughly 41.5% of participants were females. Thirteen studies were performed in indoor areas, four were in outdoor locations, and one study was conducted in both locations. Eight studies collected only subjective data, another eight collected both subjective and objective data, and the remaining two collected only objective data. Subjective preference was the primary measure of interest. However, task completion time was also another important measure. In this area, error/accuracy was not found to be a measure in the studies used. In terms of the keywords used by the authors, besides games, mobile and handheld were other prominent keywords. These results highlight the utility of handheld displays for AR Entertainment and Gaming studies.

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Table 7 . Summary of user studies in Entertainment and Gaming application area.

4.3.1. Representative Paper

Dow et al. (2007) presented a qualitative user study exploring the impact of immersive technologies on presence and engagement, using interactive drama, where players had to converse with characters and manipulate objects in the scene. This paper received the highest ACC (9.5) in this category of papers. They compared two versions of desktop 3D based interfaces with an immersive AR based interface in a lab-based environment. Participants communicated in the desktop versions using keyboards and voice. The AR version used a video see-though HMD. They recruited 12 participants (six females) in the within-subjects study, each of whom had to experience interactive dramas. This paper is unusual because user data was collected mostly from open-ended interviews and observation of participant behaviors, and not task performance or subjective questions. They reported that immersive AR caused an increased level of user Presence, however, higher presence did not always led to more engagement.

4.3.2. Discussion

It is clear that advances in mobile connectivity, CPU and GPU processing capabilities, wearable form factors, tracking robustness, and accessibility to commercial-grade game creation tools is leading to more interest in AR for entertainment. There is significant evidence from both AR and VR research of the power of immersion to provide a deeper sense of presence, leading to new opportunities for enjoyment in Mixed Reality (a continuum encompassing both AR and VR Milgram et al., 1995 ) spaces. Natural user interaction will be key to sustaining the use of AR in entertainment, as users will shy away from long term use of technologies that induce fatigue. In this sense, wearable AR will probably be more attractive for entertainment AR applications. In these types of entertainment applications, new types of evaluation measures will need to be used, as shown by the work of Dow et al. (2007) .

4.4. Industrial

There was a total of 30 papers reviewed that focused on Industrial applications, and together they reported 36 user studies. A majority of the studies reported maintenance and manufacturing/assembly related tasks (Table 8 ). Eleven studies used handheld displays, 21 used HMDs, four used spatial or large screen displays, and two used desktop displays. The prevalence of HMDs was expected as most of the applications in this area require use of both hands at times, and as such HMDs are more suitable as displays. Twenty-nine studies were executed in a formal lab-based environment and only six studies were executed in their natural setups. We believe performing more industrial AR studies in the natural environment will lead to more-usable results, as controlled environments may not expose the users to the issues that they face in real-world setups. Twenty-eight studies were designed as within-subjects and six as between-subjects. One study was designed to collect exploratory feedback from a focus group ( Olsson et al., 2009 ). The median number of participants used in these studies was 15 and roughly 23% of them were females. Thirty-two studies were performed in indoor locations and four in outdoor locations. Five studies were based on only subjective data, four on only objective data, and rest of the 27 collected both kinds of data. Use of NASA TLX was very common in this application area, which was expected given the nature of the tasks. Time and error/accuracy were other commonly used measurements along with subjective feedback. The keywords used by the authors to describe their papers highlight a strong interest in interaction, interfaces , and users . Guidance and maintenance are other prominent keywords that authors used.

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Table 8 . Summary of user studies in Industrial area.

4.4.1. Representative Paper

As an example of the papers written in this area, Henderson S. and Feiner (2011) published a work exploring AR documentation for maintenance and repair tasks in a military vehicle, which received the highest ACC (26.25) in the Industrial area. They used a video see-though HMD to implement the study application. In the within-subjects study, the authors recruited six male participants who were professional military mechanics and they performed the tasks in the field settings. They had to perform 18 different maintenance tasks using three conditions—AR, LCD, and HUD. Several quantitative and qualitative (questionnaire) data were collected. As dependent variables they used task completion time, task localization time, head movement, and errors. The AR condition resulted in faster locating tasks and fewer head-movements. Qualitatively, AR was also reported to be more intuitive and satisfying. This paper provides an outstanding example of how to collect both qualitative and quantitative measures in an industrial setting, and so get a better indication of the user experience.

4.4.2. Discussion

Majority of the work in this category focused on maintenance and assembly tasks, whereas a few investigated architecture and planning tasks. Another prominent line of work in this category is military applications. Some work also cover surveying and item selection (stock picking). It will be interesting to investigate non-verbal communication cues in collaborative industrial applications where people form multiple cultural background can easily work together. As most of the industrial tasks require specific training and working in a particular environment, we assert that there needs to be more studies that recruit participants from the real users and perform studies in the field when possible.

4.5. Interaction

There were 71 papers in the Interaction design area and 83 user studies reported in these papers (see Table 9 ). Interaction is a very general area in AR, and the topics covered by these papers were diverse. Forty studies used handheld displays, 33 used HMDs, eight used desktop displays, 12 used spatial or large-screen displays, and 10 studies used a combination of multiple display types. Seventy-one studies were conducted in a lab-based environment, five studies were field studies, and six were pilot studies. Jones et al. (2013) were the only authors to conduct a heuristic evaluation. The median number of participants used in these studies was 14, and approximately 32% of participants were females. Seventy-five studies were performed in indoor locations, seven in outdoor locations, and one study used both locations. Sixteen studies collected only subjective data, 14 collected only objective data, and 53 studies collected both types of data. Task completion time and error/accuracy were the most commonly used dependent variables. A few studies used the NASA TLX workload survey ( Robertson et al., 2007 ; Henze and Boll, 2010b ) and most of the studies used different forms of subjective ratings, such as ranking conditions and rating on a Likert scale. The keywords used by authors identify that the papers in general were focused on interaction, interface, user, mobile , and display devices.

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Table 9 . Summary of user studies in Interaction application area.

4.5.1. Representative Paper

Boring et al. (2010) presented a user study for remote manipulation of content on distant displays using their system, which was named Touch Projector and was implemented on an iPhone 3G. This paper received the highest ACC (31) in the Interaction category of papers. They implemented multiple interaction methods on this application, e.g., manual zoom, automatic zoom, and freezing. The user study involved 12 volunteers (four females) and was designed as a within-subjects study. In the experiment, participants selected targets and dragged targets between displays using the different conditions. Both quantitative and qualitative data (informal feedback) were collected. The main dependent variables were task completion time, failed trials, and docking offset. They reported that participants achieved highest performance with automatic zooming and temporary image freezing. This is a typical study in the AR domain based within a controlled laboratory environment. As usual in interaction studies, a significant amount of the study was focused on user performance with different input conditions, and this paper shows the benefit of capturing different types of performance measures, not just task completion time.

4.5.2. Discussion

User interaction is a cross-cutting focus of research, and as such, does not fall neatly within an application category, but deeply influences user experience in all categories. The balance of expressiveness and efficiency is a core concept in general human-computer interaction, but is of even greater importance in AR interaction, because of the desire to interact while on the go, the danger of increased fatigue, and the need to interact seamlessly with both real and virtual content. Both qualitative and quantitative evaluations will continue to be important in assessing usability in AR applications, and we encourage researchers to continue with this approach. It is also important to capture as many different performance measures as possible from the interaction user study to fully understand how a user interacts with the system.

4.6. Medicine

One of the most promising areas for applying AR is in medical sciences. However, most of the medical-related AR papers were published in medical journals rather than the most common AR publication venues. As we considered all venues in our review, we were able to identify 43 medical papers reporting AR studies and they in total reported 54 user studies. The specific topics were diverse, including laparoscopic surgery, rehabilitation and recovery, phobia treatment, and other medical training. This application area was dominated by desktop displays (34 studies), while 16 studies used HMDs, and handheld displays were used in only one study. This is very much expected, as often in medical setups, a clear view is needed along with free hands without adding any physical load. As expected, all studies were performed in indoor locations. Thirty-six studies were within-subjects and 11 were between-subjects. The median number of participants was 13, and approximately only 14.2% of participants were females, which is considerably lower than the gender-ratio in the profession of medicine. Twenty-two studies collected only objective data, 19 collected only subjective data, and 13 studies collected both types of data. Besides time and accuracy, various domain-specific surveys and other instruments were used in these studies as shown in Table 10 .

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Table 10 . Summary of user studies in Medical application areas.

The keywords used by authors suggest that AR-based research was primarily used in training and simulation . Laparoscopy, rehabilitation , and phobia were topics of primary interest. One difference between the keywords used in medical science vs. other AR fields is the omission of the word user , which indicates that the interfaces designed for medical AR were primarily focused on achieving higher precision and not on user experience. This is understandable as the users are highly trained professionals who need to learn to use new complex interfaces. The precision of the interface is of utmost importance, as poor performance can be life threatening.

4.6.1. Representative Paper

Archip et al. (2007) reported on a study that used AR visualization for image-guided neurosurgery, which received the highest ACC (15.6) in this category of papers. Researchers recruited 11 patients (six females) with brain tumors who underwent surgery. Quantitative data about alignment accuracy was collected as a dependent variable. They found that using AR produced a significant improvement in alignment accuracy compared to the non-AR system already in use. An interesting aspect of the paper was that it focused purely on one user performance measure, alignment accuracy, and there was no qualitative data captured from users about how they felt about the system. This appears to be typical for many medical related AR papers.

4.6.2. Discussion

AR medical applications are typically designed for highly trained medical practitioners, which are a specialist set of users compared to other types of user studies. The overwhelming focus is on improving user performance in medical tasks, and so most of the user studies are heavily performance focused. However, there is an opportunity to include more qualitative measures in medical AR studies, especially those that relate to user estimation of their physical and cognitive workload, such as the NASA TLX survey. In many cases medical AR interfaces are aiming to improve user performance in medical tasks compared to traditional medical systems. This means that comparative evaluations will need to be carried out and previous experience with the existing systems will need to be taken into account.

4.7. Navigation and Driving

A total of 24 papers reported 28 user studies in the Navigation and Driving application areas (see Table 11 ). A majority of the studies reported applications for car driving. However, there were also pedestrian navigation applications for both indoors and outdoors. Fifteen studies used handheld displays, five used HMDs, and two used heads-up displays (HUDs). Spatial or large-screen displays were used in four studies. Twenty-three of the studies were performed in controlled setups and the remaining five were executed in the field. Twenty-two studies were designed as within-subjects, three as between-subjects, and the remaining three were mixed-factors studies. Approximately 38% of participants were females in these studies, where the median number of participants used was 18. Seven studies were performed in an outdoor environment and the rest in indoor locations. This indicates an opportunity to design and test hybrid AR navigation applications that can be used in both indoor and outdoor locations. Seven studies collected only objective data, 18 studies collected a combination of both objective and subjective data, whereas only three studies were based only on subjective data. Task completion time and error/accuracy were the most commonly used dependent variables. Other domain specific variables used were headway variation (deviation from intended path), targets found, number of steps, etc.

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Table 11 . Summary of user studies in Navigation and Driving application area.

Analysis of author-specified keywords suggests that mobile received a strong importance, which is also evident by the profuse use of handheld displays in these studies, since these applications are about mobility. Acceptance was one of the noticeable keywords, which indicates that the studies intended to investigate whether or not a navigation interface is acceptable by the users, given the fact that, in many cases, a navigational tool can affect the safety of the user.

4.7.1. Representative Paper

Morrison et al. (2009) published a paper reporting on a field study that compared a mobile augmented reality map (MapLens) and a 2D map in a between-subjects field study, which received the highest ACC (16.3) in this application area of our review. MapLens was implemented on a Nokia N95 mobile phone and use AR to show virtual points of interest overlaid on a real map. The experimental task was to play a location-based treasure hunt type game outdoors using either MapLens or a 2D map. Researchers collected both quantitative and qualitative (photos, videos, field notes, and questionnaires) data. A total of 37 participants (20 female) took part in the study. The authors found that the AR map created more collaborations between players, and argued that AR maps are more useful as a collaboration tool. This work is important, because it provides an outstanding example of an AR Field study evaluation, which is not very common in the AR domain. User testing in the field can uncover several usability issues that normal lab-based testing cannot identify, particularly in the Navigation application area. For example, Morrison et al. (2009) were able to identify the challenges for a person of using a handheld AR device while trying to maintain awareness of the world around themselves.

4.7.2. Discussion

Navigation is an area where AR technology could provide significant benefit, due to the ability to overlay virtual cues on the real world. This will be increasingly important as AR displays become more common in cars (e.g., windscreen heads up displays) and consumers begin to wear head mounted displays outdoors. Most navigation studies have related to vehicle driving, and so there is a significant opportunity for pedestrian navigation studies. However human movement is more complex and erratic than driving, so these types of studies will be more challenging. Navigation studies will need to take into consideration the user's spatial ability, how to convey depth cues, and methods for spatial information display. The current user studies show how important it is to conduct navigation studies outdoors in a realistic testing environment, and the need to capture a variety of qualitative and quantitative data.

4.8. Perception

Similar to Interaction, Perception is another general field of study within AR, and appears in 51 papers in our review. There were a total of 71 studies reported in these papers. The primary focus was on visual perception (see Table 12 ) such as perception of depth/distance, color, and text. A few studies also reported perception of touch (haptic feedback). AR X-ray vision was also a common interface reported in this area. Perception of egocentric distance received significant attention, while exocentric distance was studied less. Also, near- to medium-field distance estimation was studied more than far-field distances. A comprehensive review of depth perception studies in AR can be found in Dey and Sandor (2014) , which also reports similar facts about AR perceptual studies as found in this review.

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Table 12 . Summary of user studies in Perception application area.

Twenty-one studies used handheld displays, 34 studies used HMDs, and 9 studies used desktop displays. The Phantom haptic display was used by two studies where haptic feedback was studied. Sixty studies were performed as controlled lab-based experiments, and only three studies were performed in the field. Seven studies were pilot studies and there was one heuristic study ( Veas et al., 2012 ). Fifty-three studies were within-subjects, 12 between-subjects, and six mixed-factors. Overall, the median number of participants used in these studies was 16, and 27.3% of participants were females. Fifty-two studies were performed in indoor locations, only 17 studies were executed outdoors, and two studies used both locations. This indicates that indoor visual perception is well studied whereas more work is needed to investigate outdoor visual perception. Outdoor locations present additional challenges for visualizations such as brightness, screen-glare, and tracking (when mobile). This is an area to focus on as a research community. Thirty-two studies were based on only objective data, 14 used only subjective data, and 25 studies collected both kinds of data. Time and error/accuracy were most commonly used dependent measures along with subjective feedback.

Keywords used by authors indicate an emphasis on depth and visual perception, which is expected, as most of the AR interfaces augment the visual sense. Other prominent keywords were X-ray and see-through , which are the areas that have received a significant amount of attention from the community over the last decade.

4.8.1. Representative Paper

A recent paper by Suzuki et al. (2013) , reporting on the interaction of exteroceptive and interoceptive signals in virtual cardiac rubber hand perception, received the highest ACC (13.5) in this category of papers. The authors reported on a lab-based within-subjects user study using 21 participants (11 female) who wore a head-mounted display and experienced a tactile feedback simulating cardiac sensation. Both quantitative and qualitative (survey) data were collected. The main dependent variables were proprioceptive drift and virtual hand ownership. Authors reported that ownership of the virtual hand was significantly higher when tactile sensation was presented synchronously with the heart-beat of the participant than when provided asynchronously. This shows the benefit of combing perceptual cues to improve the user experience.

4.8.2. Discussion

A key focus of AR is trying to create a perceptual illusion that the AR content is seamlessly part of the user's real world. In order to measure how well this is occurring it is important to conduct perceptual user studies. Most studies to date have focused on visual perception, but there is a significant opportunity to conduct studies on non-visual cues, such as audio and haptic perception. One of the challenges of such studies is being able to measure the users perception of an AR cue, and also their confidence in how well they can perceive the cue. For example, asking users to estimate the distance on an AR object from them, and how sure they are about that estimation. New experimental methods may need to be developed to do this well.

4.9. Tourism and Exploration

Tourism is one of the relatively less explored areas of AR user studies, represented by only eight papers in our review (Table 13 ). A total of nine studies were reported, and the primary focus of the papers was on museum-based applications (five papers). Three studies used handheld displays, three used large-screen or spatial displays, and the rest head mounted displays. Six studies were conducted in the field, in the environment where the applications were meant to be used, and only three studies were performed in lab-based controlled environments. Six studies were designed to be within-subjects. This area of studies used a markedly higher number of participants compared to other areas, with the median number of participants being 28, with approximately 38% of them female. All studies were performed in indoor locations. While we are aware of studies in this area that have been performed in outdoor locations, these did not meet the inclusion criteria of our review. Seven studies were based completely on subjective data and two others used both subjective and objective data. As the nature of the interfaces were primarily personal experiences, the over reliance on subjective data is understandable. An analysis of keywords in the papers found that the focus was on museums . User was the most prominent keyword among all, which is very much expected for an interface technology such as AR.

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Table 13 . Summary of user studies in Tourism and Exploration application area.

4.9.1. Representative Paper

The highest ACC (19) in this application area was received by an article published by Olsson et al. (2013) about the expectations of user experience of mobile augmented reality (MAR) services in a shopping context. Authors used semi-structured interviews as their research methodology and conducted 16 interview sessions with 28 participants (16 female) in two different shopping centers. Hence, their collected data was purely qualitative. The interviews were conducted individually, in pairs, and in groups. The authors reported on: (1) the characteristics of the expected user experience and, (2) central user requirements related to MAR in a shopping context. Users expected the MAR systems to be playful, inspiring, lively, collective, and surprising, along with providing context-aware and awareness-increasing services. This type of exploratory study is not common in the AR domain. However, it is a good example of how qualitative data can be used to identify user expectations and conceptualize user-centered AR applications. It is also an interesting study because people were asked what they expected of a mobile AR service, without actually seeing or trying the service out.

4.9.2. Discussion

One of the big advantages of studies done in this area is the relatively large sample sizes, as well as the common use of “in the wild” studies, that assess users outside of controlled environments. For these reasons, we see this application area as useful for exploring applied user interface designs, using real end-users in real environments. We also think that this category will continue to be attractive for applications that use handheld devices, as opposed to head-worn AR devices, since these are so common, and get out of the way of the content when someone wants to enjoy the physically beautiful/important works.

5. Conclusion

5.1. overall summary.

In this paper, we reported on 10 years of user studies published in AR papers. We reviewed papers from a wide range of journals and conferences as indexed by Scopus, which included 291 papers and 369 individual studies. Overall, on average, the number of user study papers among all AR papers published was less than 10% over the 10-year period we reviewed. Our exploration shows that although there has been an increase in the number of studies, the relative percentage appears the same. In addition, since 2011 there has been a shift toward more studies using handheld displays. Most studies were formal user studies, with little field testing and even fewer heuristic evaluations. Over the years there was an increase in AR user studies of educational applications, but there were few collaborative user studies. The use of pilot studies was also less than expected. The most popular data collection method involved filling out questionnaires, which led to subjective ratings being the most widely used dependent measure.

5.2. Findings and Suggestions

This analysis suggests opportunities for increased user studies in collaboration, more use of field studies, and a wider range of evaluation methods. We also find that participant populations are dominated by mostly young, educated, male participants, which suggests the field could benefit by incorporating a more diverse selection of participants. On a similar note, except for the Education and Tourism application categories, the median number of participants used in AR studies was between 12 and 18, which appears to be low compared to other fields of human-subject research. We have also noticed that within-subjects designs are dominant in AR, and these require fewer participants to achieve adequate statistical power. This is in contrast to general research in Psychology, where between-subject designs dominate.

Although formal, lab-based experiments dominated overall, the Education and Tourism application areas had higher ratios of field studies to formal lab-based studies, which required more participants. Researchers working in other application areas of AR could take inspiration from Education and Tourism papers and seek to perform more studies in real-world usage scenarios.

Similarly, because the social and environmental impact of outdoor locations differ from indoor locations, results obtained from indoor studies cannot be directly generalized to outdoor environments. Therefore, more user studies conducted outdoors are needed, especially ethnographic observational studies that report on how people naturally use AR applications. Finally, out of our initial 615 papers, 219 papers (35%) did not report either participant demographics, study design, or experimental task, and so could not be included in our survey. Any user study without these details is hard to replicate, and the results cannot be accurately generalized. This suggests a general need to improve the reporting quality of user studies, and education of researchers in the field on how to conduct good AR user studies.

5.3. Final Thoughts and Future Plans

For this survey, our goal has been to provide a comprehensive account of the AR user studies performed over the last decade. We hope that researchers and practitioners in a particular application area can use the respective summaries when planning their own research agendas. In the future, we plan to explore each individual application area in more depth, and create more detailed and focused reviews. We would also like to create a publicly-accessible, open database containing AR user study papers, where new papers can be added and accessed to inform and plan future research.

Author Contributions

All authors contributed significantly to the whole review process and the manuscript. AD initiated the process with Scopus database search, initial data collection, and analysis. AD, MB, RL, and JS all reviewed and collected data for an equal number of papers. All authors contributed almost equally to writing the paper, where AD and MB took the lead.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

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Keywords: augmented reality, systematic review, user studies, usability, experimentation, classifications

Citation: Dey A, Billinghurst M, Lindeman RW and Swan JE II (2018) A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014. Front. Robot. AI 5:37. doi: 10.3389/frobt.2018.00037

Received: 19 December 2017; Accepted: 19 March 2018; Published: 17 April 2018.

Reviewed by:

Copyright © 2018 Dey, Billinghurst, Lindeman and Swan. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Arindam Dey, [email protected]

Augmented Reality: A Comprehensive Review

  • Review article
  • Published: 20 October 2022
  • Volume 30 , pages 1057–1080, ( 2023 )

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  • Shaveta Dargan 1 ,
  • Shally Bansal 2 ,
  • Munish Kumar   ORCID: orcid.org/0000-0003-0115-1620 1 ,
  • Ajay Mittal 3 &
  • Krishan Kumar 4  

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Augmented Reality (AR) aims to modify the perception of real-world images by overlaying digital data on them. A novel mechanic, it is an enlightening and engaging mechanic that constantly strives for new techniques in every sphere. The real world can be augmented with information in real-time. AR aims to accept the outdoors and come up with a novel and efficient model in all application areas. A wide array of fields are displaying real-time computer-generated content, such as education, medicine, robotics, manufacturing, and entertainment. Augmented reality is considered a subtype of mixed reality, and it is treated as a distortion of virtual reality. The article emphasizes the novel digital technology that has emerged after the success of Virtual Reality, which has a wide range of applications in the digital age. There are fundamental requirements to understand AR, such as the nature of technology, architecture, the devices required, types of AR, benefits, limitations, and differences with VR, which are discussed in a very simplified way in this article. As well as a year-by-year tabular overview of the research papers that have been published in the journal on augmented reality-based applications, this article aims to provide a comprehensive overview of augmented reality-based applications. It is hard to find a field that does not make use of the amazing features of AR. This article concludes with a discussion, conclusion, and future directions for AR.

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Dargan, S., Bansal, S., Kumar, M. et al. Augmented Reality: A Comprehensive Review. Arch Computat Methods Eng 30 , 1057–1080 (2023). https://doi.org/10.1007/s11831-022-09831-7

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Revealing the true potential and prospects of augmented reality in education

  • Yiannis Koumpouros   ORCID: orcid.org/0000-0001-6912-5475 1  

Smart Learning Environments volume  11 , Article number:  2 ( 2024 ) Cite this article

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Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which they can be used effectively for educational purposes and reveal valuable insights. A Systematic Bibliographic Review was carried out on 73 articles. The structure of the paper followed the PRISMA review protocol. Eight questions were formulated and examined in order to gather information about the characteristics of the applications. From 2016 to 2020 the publications studying AR applications were doubled. The majority of them targeted university students, while a very limited number included special education. Physics class and foreign language learning were the ones most often chosen as the field to develop an app. Most of the applications (68.49%) were designed using marker detection technology for the Android operating system (45.21%) and were created with Unity (47.95%) and Vuforia (42.47%) tools. The majority of researches evaluated the effectiveness of the application in a subjective way, using custom-made not valid and reliable tools making the results not comparable. The limited number of participants and the short duration of pilot testing inhibit the generalization of their results. Technical problems and limitations of the equipment used are mentioned as the most frequent obstacles. Not all key-actors were involved in the design and development process of the applications. This suggests that further research is needed to fully understand the potential of AR applications in education and to develop effective evaluation methods. Key aspects for future research studies are proposed.

Introduction

The current epoch is marked by swift advances in Information Technology (IT) and its pervasive applications across all industries. The most prominent technological terms are Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), which have gained popularity for professional training and specialization. AR has been defined variously by researchers in the fields of computer science and educational technology. Generally, AR is defined as the viewing of the real physical environment, either directly or indirectly, which has been enriched through the addition of computer-generated virtual information (Carmigniani & Furht, 2011 ). Azuma ( 1997 ) described AR as a technology that combines the real with the virtual world, specifically by adding virtual-digital elements to the existing real data. This interactive and three-dimensional information supplements and shapes the user's environment. Azuma ( 1997 ) proposed that AR systems should exhibit three characteristics: (i) the ability to merge virtual and real objects in a real environment, (ii) support real-time interaction, and (iii) incorporate 3D virtual objects. Milgram and Kishino ( 1994 ), to avoid confusion among the terms AR, VR, and MR, presented the reality-virtuality continuum (see Fig.  1 ).

figure 1

Reality—Virtuality Continuum [Adapted from Milgram and Kishino's ( 1994 )]

Figure  1 illustrates that Mixed Reality (MR) lies between the real and virtual environments and includes Augmented Reality (AR) as well as Augmented Virtuality (AV). AR refers to any situation where the real environment is supplemented with computer-generated graphics and digital objects. In contrast, AV, which is closer to the virtual world, augments the virtual environment with real elements (Milgram & Kishino, 1994 ). Unlike VR, AR aims to mitigate the risk of social isolation and lack of social skills among users (Kiryakova et al., 2018 ).

AR is recognized as a novel form of interactive interface that replaces the conventional screens of devices such as laptops, smartphones, and tablets with a more natural interface, enabling interaction with a virtual reality that feels completely natural (Azuma, 1997 ). AR can be classified into four main categories based on its means and objectives:

Marker-based AR : Marker tracking technology uses optical markers (flat structures with long edges and sharp corners, also known as triggers or tags), captures the video input from the camera, and adds 3D effects to the scene. This type of augmented reality is mainly used to collect more information about the object and is widely used in department stores and industries (Schall et al., 2009 ).

Markerless or location-based AR : This technology gets its name because of the readily available features on smartphones that provide location detection, positioning, speed, acceleration and orientation. In this type of AR the device's camera and sensors use GPS, accelerometer, compass, or other location-based information to recognize the user's location and augment the environment with virtual information (Kuikkaniemi et al., 2014 ).

Projection-based AR : This type of AR typically uses advanced projectors or smart glasses to project digital images onto real-world surfaces, creating a mixed reality experience. Changing the movement on the surface of the object activates the display of images. Projection-based AR is used to project digital keyboards onto a desk surface. In some cases, the image produced by projection may not be interactive (Billinghurst & Kato, 2002 ).

Superimposition-based AR : In this type of AR overlay technology replaces an object with a virtual one using visual object recognition. This process usually occurs by partially or completely replacing the view of an object with an augmented view. First Person Shooter (FPS) games are the best example of augmented reality based on superimposition (Billinghurst & Kato, 2002 ).

It's important to note that these categories are not mutually exclusive, and some AR applications may use a combination of these types.

Mobile augmented reality has gained popularity in recent years, thanks to advancements in smartphones and more powerful mobile processors. It has opened up new possibilities for augmented reality experiences on mobile devices (Tang et al., 2015 ). Mobile AR is a technology that allows digital information to be overlaid on the real-world environment through a mobile device, such as a smartphone or tablet. This technology uses the camera and sensors of the mobile device to track the user's surroundings and overlay digital content in real-time. Mobile augmented reality applications can range from simple experiences, such as adding filters to a camera app, to more complex ones, such as interactive games or educational tools that allow users to explore and learn about their environment in a new way. Mobile AR app downloads have been increasing worldwide since 2016 (Fig.  2 ). The global AR market size is projected to reach USD 88.4 billion by 2026 (Markets & Markets, 2023 ).

figure 2

Consumer mobile device augmented reality applications (embedded/standalone) worldwide from 2016 to 2022 (in millions) [Source: Statista, 2023a , 2023b ]

Technological developments have brought about rapid changes in the educational world, providing opportunities for new learning experiences and quality teaching (Voogt & Knezek, 2018 ). It is no surprise that the field of education is increasingly gaining popularity for the suitability of Augmented Reality applications (Dunleavy et al., 2009 ; Radu, 2014 ). In recent years, many researches have been published that highlight the use and effect of AR in various aspects of the educational process, enhancing the pedagogical value of this technology (Dede, 2009 ).

It is worth mentioning the interest observed in recent years by Internet users in the Google search engine, regarding the term "augmented reality in education". According to the Google tool (Google Trends), the chart below shows the number of searches on the Google search engine for Augmented Reality in education from 2015 to the present.

Compared to the past, the use of AR has become considerably more accessible, enabling its application across all levels of education, from preschool to university (Bacca et al., 2014 ; Ferrer-Torregrosa et al., 2015 ). AR has greatly improved the user's perception of space and time, and allows for the simultaneous visualization of the relationship between the real and virtual world (Dunleavy & Dede, 2014 ; Sin & Zaman, 2010 ). Cheng and Tsai ( 2014 ) also noted that AR applications facilitate a deeper understanding of abstract concepts and their interrelationships. Klopfer and Squire ( 2008 ) highlighted the novel digital opportunities offered to students to explore phenomena that may be difficult to access in real-life situations. Consequently, AR applications have become a powerful tool in the hands of educators (Martin et al., 2011 ).

Augmented reality applications provide numerous opportunities for individuals of all ages to interact with both the real and augmented environment in real-time, thereby creating an engaging and interesting learning environment for students (Akçayır & Akçayır, 2017 ). AR apps are received positively by students, as they introduce educational content in playful ways, enabling them to relate what they have learned to reality and encouraging them to take initiatives for their own applications (Jerry & Aaron, 2010 ). The international educational literature highlights several uses of AR, which have been designed and implemented in the teaching of various subjects, including Mathematics, Natural Sciences, Biology, Astronomy, Environmental Education, language skills (Billingurst et al., 2001 ; Klopfer & Squire, 2008 ; Wang & Wang, 2021 ), and even the development of a virtual perspective of poetry or "visual poetry" (Bower et al., 2014 ).

The increasing interest in augmented reality and creating effective learning experiences has led to the exploration of various learning theories that can serve as a guide and advisor for educators considering implementing AR technologies in their classrooms (Klopfer & Squire, 2019 ; Li et al., 2020 ). The pedagogical approaches recorded through the use of appropriate AR educational applications include game-based learning, situated learning, constructivism, and investigative learning, as reported in the literature (Lee, 2012 ; Yuen & Yaoyuneyong, 2020 ).

By examining relevant literature and synthesizing research findings, a systematic review can provide valuable insights into the current state of AR applications in education, their characteristics, and the challenges associated with their implementation in several axes:

Identifying trends and characteristics : It can explore the different types of AR technologies used, their educational purposes, and the target subjects or disciplines. This can provide an overview of the current landscape and inform educators, researchers, and developers about the range of possibilities and potential benefits of AR in education (Liu et al., 2019 ).

Assessing effectiveness : A systematic review can evaluate the effectiveness of AR applications in enhancing learning outcomes. By analyzing empirical studies, it can identify the impact of AR on student engagement, motivation, knowledge acquisition, and retention. This evidence-based assessment can guide educators in making informed decisions about incorporating AR technologies into their teaching practices (Chen et al., 2020 ; Radu, 2014 ).

Examining implementation challenges : AR implementation in educational settings may pose various challenges. These challenges can include technical issues, teacher training, cost considerations, and pedagogical integration. A systematic review can highlight these challenges, providing insights into the barriers and facilitating factors for successful implementation (Bacca et al., 2014 ; Cao et al., 2019 ).

Informing design and development : Understanding the characteristics and challenges of AR applications in education can inform the design and development of new AR tools and instructional strategies. It can help developers and instructional designers address the identified challenges and create more effective and user-friendly AR applications tailored to the specific needs of educational contexts (Kaufmann & Schmalstieg, 2018 ; Klopfer et al., 2008 ).

This paper concludes by offering researchers guidance in the examined domain, presenting the latest trends, future perspectives, and potential gaps or challenges associated with the utilization of augmented reality (AR) in education. Supported by a series of research questions, the paper delves into diverse facets of AR applications, encompassing target audience, educational focus, assessment methods, outcomes, limitations, technological approaches, publication channels, and the evolving landscape of research studies over time. By addressing these questions, the study endeavors to provide a comprehensive understanding of the unique characteristics and trends surrounding AR applications in the educational context.

The paper is structured for easy readability, with the following organization: The "Material and Methods" section outlines the systematic review's methodology, inclusion/exclusion criteria, research questions guiding the analysis, and a list of quality criteria for chosen articles. In the subsequent "Results" section, the selection process results are detailed, aligning with the prior research questions. This section specifically delves into the technological approach, assessment methodology, quality outcomes, and key findings (including scope, outcomes, limitations, and future plans) of each study. Following this, the "Discussion" section offers a thorough analysis of the findings, unveiling opportunities, gaps, obstacles, and trends in AR in education. Lastly, the "Conclusion" section summarizes the systematic review's major findings and offers guidance to researchers pursuing further work in the field.

Materials and methods

In this scientific paper, a systematic literature review was conducted for the period 2016–2020 to determine the characteristics of augmented reality educational applications and whether they can be effectively utilized in various aspects of the educational process. The study followed a Systematic Literature Review (SLR) protocol, which involves identifying, evaluating, and interpreting all available research related to a specific research question, topic, or phenomenon of interest (Kitchenham, 2004 ). The paper is structured according to the PRISMA Checklist review protocol (Moher et al., 2009 ), which outlines the stages of the systematic literature review. The stages of the systematic literature review are framed by the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-analyses), which has a wide application in research that aims to study a topic in depth by examining the research that has already been done and published (Grant & Booth, 2009 ).

The electronic databases Science Direct, Scopus, Google Scholar, Web of Science, MDPI, PubMED, IEEExplore, and ACM Digital Library were searched for scientific articles using keywords (employing Boolean phrases) such as augmented reality, AR, application, education, training, learning, mobile, app, etc., according to PICO (Stone, 2002 ). The keywords used in the queries were as follows: (AR OR “augmented reality”) AND (application OR education OR educational OR teaching OR app OR training OR learning OR mobile OR ICT OR “Information and Communication Technologies” OR tablet OR desktop OR curriculum). The selection of the aforementioned databases was based on considerations of comprehensiveness, interdisciplinarity, quality, international coverage, and accessibility. These databases collectively offer access to peer-reviewed journals and conference proceedings from diverse academic disciplines, ensuring a broad and reliable coverage of AR in education research. Additionally, the inclusion of Google Scholar allows for the identification of open access literature. Their reputation, interdisciplinary nature, and search capabilities further support a comprehensive and credible examination of the topic. The selected databases are known for their frequent updates, enabling the review to capture the latest research and stay up-to-date with the rapidly evolving field of AR in education. Data collection began in January 2021, and inclusion and exclusion criteria for the study are presented below.

Inclusion criteria

Articles involving the use of Augmented Reality applications for educational purpose

Studies published in English

Scientific research from peer-reviewed journals and conferences

Articles published between 2016 and 2020

Exclusion criteria

Research studies that were excluded from this review include theses, theoretical papers, reviews, and summaries that do not provide the entire articles. Additionally, studies that are "locked" and require a subscription or on-site payment for access were also excluded.

At the beginning of the data extraction process, a set of eight research questions was identified to guide the analysis:

RQ1. What is the target audience of the AR application?

RQ2. What educational areas or subjects are being targeted by the application?

RQ3. What type of assessment methods were utilized for the final solution?

RQ4. What were the outcomes achieved through the application of the proposed solution?

RQ5. What limitations or obstacles were noted in relation to the use of the application?

RQ6. What technological approaches were employed in the application's development?

RQ7. What are the primary channels for publishing research articles on AR educational interventions?

RQ8. How has the frequency of research studies on this topic changed over time?

The quality of the finally processed articles was assessed according to a series of criteria (Table  1 ). The CORE Conference Ranking (CORE Rankings Portal—Computing Research and Education, n.d.) and the Journal Citation Reports (JCR) (Ipscience-help.- thomsonreuters.com, 2022) were used for ranking conferences and journals accordingly. The maximum score for an article could be 10 points.

Initially, a total of 3,416 articles were retrieved from the searches. A "clearing" stage was then conducted, consisting of several steps. First, duplicates and non-English articles were removed, resulting in 2731 articles. Second, titles and abstracts were screened, yielding 1363 potentially relevant studies. Third, articles that were not available, as well as reviews and theoretical papers not related to the topic, were eliminated. Finally, the studies that met the inclusion criteria were isolated, resulting in a total of 73 articles. The entire process is illustrated in Fig.  3 . Figure 4 illustrates the quantity of Google searches conducted for the phrase “Augmented reality in education.”

figure 3

PRISMA flowchart

figure 4

Number of Google searches for the term "Augmented reality in education"

Table 2 illustrates the outcomes of the review process of the selected papers in terms of the technological methodology utilized and the characteristics of the assessment phase for the final solution. The analysis of the quality assurance results of the selected papers are presented in Table 4 (see Annex). According to the quality assurance criteria, 52.05% of the selected papers received a score above half of the total score, with a significant number of them (23.29%) scoring above 7.5. One paper achieved the maximum score, three papers scored 9.5, and one paper scored 9. Notably, 6.85% of the examined articles scored within the maximum 10% (total score = 9 to 10) of the rating scale.

Most studies employed a combination of diverse methodologies to evaluate the final solution, with 83.56% of the studies employing a questionnaire, 16.44% employing observation techniques, 16.44% interviewing the participants, and only 4.11% utilizing focus groups for subjective assessment. Objective assessments were developed in only 6.85% of the studies (Andriyandi et al., 2020 ; Bauer et al., 2017 ; Karambakhsh et al., 2019 ; Mendes et al., 2020 ), with two studies utilizing automatic detection of correct results (Andriyandi et al., 2020 ; Karambakhsh et al., 2019 ), and one study using task completion time (Mendes et al., 2020 ). Approximately one third (31.51%) used achievement tests pre- and post-study to evaluate users' performance after the applied intervention. One study used an achievement test solely in the initial phase (Aladin et al., 2020 ), and another (Scaravetti & Doroszewski, 2019 ) only at the end. Concerning subjective assessment, each study employed various instruments depending on the application's characteristics, with custom-made questionnaires being used in almost two-thirds (61.90%) of the articles. The SUS was the most widely used well-known instrument (n = 7, 11.11%), followed by the IMMS (n = 4, 6.35%) and the QUIS (n = 3, 4.76%). The UES, TAM, SoASSES, QLIS, PEURA-E, NASA-TLX, MSAR, IMI, HARUS, and CLS were used in one study each.

Scientific journals were the primary source of publication (98.6%, n = 72), with only one paper (1.4%) presented at a conference. A significant proportion (38.82%) of the articles was published in computer-related sources. The publishing focus was almost equally divided between the education and learning field (18.82%) and engineering (16.47%). The health domain was slightly addressed, with only eight journals (9.41%), followed by sources representing the environment (2.35%). Procedia Computer Science dominated the publishing sector, with 16 articles (21.92%), followed by Computers in Human Behavior (6.85%), the International Journal of Emerging Technologies in Learning (5.48%), and the IOP Conference Series: Materials Science and Engineering (4.11%). The remaining articles (n = 45) were distributed across 39 journals. Notably, over one-third (n = 28, 38.36%) of the studies lacked a JCR ranking. More than half (52.1%) of the reviewed papers were published after 2019 (see Fig.  5 ).

figure 5

Frequency of papers per year

Table 3 provides a taxonomy for the classification and analysis of the studies included, which aids in the synthesis of findings and the detection of research patterns and gaps. This taxonomy can also function as a structured framework, assisting educators and researchers in categorizing, arranging, and comprehending the diverse aspects of applying AR technology in educational contexts. Tables 5 , 6 , and 7 subsequently (see Annex) presents the outcomes of the present study, built upon this taxonomy. The “Article id” in Tables 5 , 6 , and 7 is associated to the one presented in Table  2 .

Table 2 presents the technological approach followed by each project. Almost two thirds (68.49%) of the published studies exploited marker-based AR, superimposition-based was found in 9.59% of the articles, while 5.48% followed the location-based approach. As far as the devices are concerned, the majority uses a smartphone (n = 37, 50.68%) or a tablet (n = 35, 47.95%), while 13.70% (n = 10) exploits a head mounted display. Two studies (2.35%) used an interactive board, one a smart TV, and two a Kinect camera. Almost half of the papers (45.21%) worked on an Android operating system, while 28.77% used the iOS and only 9.59% the Windows one. A great percentage (32.88%) did not report the used operating platform. It has to be noticed, that a study may have use more than one of the mentioned devices or operating systems during the experiments. Regarding the used platform and tools for developing the final solution, Unity was the most common one (n = 35, 47.95%), followed by Vuforia (n = 31, 42.47%), Aurasma (n = 5, 6.85%), ARKit or formerly Metaio (n = 5, 6.85%), and Blippar (n = 2, 2.74%). A great percentage (n = 11, 15.07%) did not provide any details on the used platform and tools. As seen in Table 8 (see Annex), the topics covered by the reviewed articles were widely dispersed.

The majority of the reviewed studies (n = 31, 42.47%) focused on the university level, followed by 26.03% (n = 19) that targeted secondary education, 21.92% (n = 16) primary education, 6.85% (n = 5) early childhood education, 1.37% (n = 1) nursery school, and 1.37% (n = 1) health professionals. Special education was addressed in only six papers (8.22%), while 6.85% (n = 5) did not specify the target population.

For a comprehensive overview, Table 9 (see Annex) outlines the primary outcomes, limitations, and future steps of the reviewed studies concerning the utilized applications.

The present study involved the analysis of both qualitative and quantitative data obtained from a collection of articles. The qualitative data obtained allowed for the identification of the decisions and actions taken by authors in designing and developing educational AR applications, as well as the extent to which these applications have been utilized. Notably, the study's analysis of educational AR applications was not restricted to any specific age group, subject area, or educational context. Rather, the study aimed to examine the full spectrum of educational AR applications, both within formal and informal education settings. Unlike prior investigations, the current study provides a comprehensive overview of research conducted between 2016 and 2020, exploring a diverse range of study designs and methodologies.

Based on the findings, it was discovered that almost all research studies pertaining to the topic at hand were published in scientific journals. Nonetheless, upon closer examination and analysis of the publications, it was noted that 25 of the studies that were published in journals were, in fact, conference proceedings that were later categorized as journals (e.g., Procedia Computer Science, Procedia CIRP, etc.) with no ranking, making up 38.89% of the total. Roughly 43.03% of the journals that were included in the review were of top-quality and ranked Q1. Collectively, 61.11% of the journals had a ranking score (Q1–Q4), and were thus considered as reputable sources. The wide variety of publishing sources (43 in total for the 73 papers examined) suggests that there is no specialized journal or conference dedicated to the area of interest. Additionally, it signifies that there are various ways in which AR can be employed in educational settings, ranging from simple applications such as labeling objects in a classroom to more intricate applications such as simulations. The following examples illustrate the diverse range of AR applications in education:

Visualizing Concepts : AR can be used to visualize abstract concepts such as the solar system, anatomy, and physics. By using AR, learners can see these concepts in 3D, making it easier to understand and remember.

Gamification : AR can be used to create interactive games that teach learners various skills such as problem-solving, critical thinking, and collaboration. These games can be used to make learning more fun and engaging.

Virtual Field Trips : AR can be used to take learners on virtual field trips, allowing them to explore various places and learn about different cultures, history, and geography.

Simulations : AR can be used to create simulations that allow learners to practice real-world scenarios and develop skills such as decision-making and problem-solving. For example, medical students can use AR to simulate surgeries and practice various procedures or to operate a microscope. Engineers also use AR to simulate experiments in mechanical engineering, electronics, electrical engineering and constructions.

The advent of emerging technologies and the development of low-cost devices and mobile phones with high computing power have created opportunities for innovative AR solutions in education. Researchers tend to prefer publishing their studies in journals, which are considered the most prestigious and impactful sources, even though it may take years to publish compared to only a few months in a conference.

The distribution of published articles per year (Fig.  5 ) can be attributed to the appearance of the first commercially available AR glasses in 2014 (Google Glasses), followed by the release of Microsoft's Hololens AR headset in 2016. As a result, a greater number of AR applications in retail emerged after 2017, and the AR industry has continued to develop as the cost of required devices has become more affordable. Based on the results, research related to the use of AR and mobile technology for educational purposes is expected to increase significantly in the coming years. According to a recent report by ResearchAndMarkets.com, the global market for Augmented Reality in education and training is projected to grow from 10.37 billion USD in 2022 to 68.71 billion USD in 2026 at a CAGR of 60.4% (Research & Markets, 2023 ).

In terms of the technological background of the provided solutions, the Android operating system dominated the market in the second quarter of 2018, accounting for 88% of all smartphone sales (Statista, 2023a , 2023b ). This finding is consistent with the research results, which indicated that almost half of the studies developed the application for the Android system. This can be attributed in part to the fact that Android is widely adopted, particularly among children and teachers in most countries, who tend to own cheaper Android smartphones rather than iPhones. However, it is now becoming a trend for any commercial application to target both iOS and Android phones, which explains the 28.77% of apps developed for the iOS operating system. Only a small percentage of the studies (9.58%, n = 7) worked with Windows, indicating a strong trend towards mobile AR technologies. One third of the studies (32.88%) did not specify any operating system.

The augmented reality industry is experiencing significant growth, which can be attributed to the increasing number of mobile users who are adopting this technology. Snap Inc. predicts that by 2025, around 75% of the world's population will be active users of AR technology. In addition, Deloitte Digital x Snap Inc. has reported that 200 million users actively engage with augmented reality on Snapchat on a daily basis, primarily through mobile applications. This trend is supported by the modern citizen profile, which is characterized by continuous mobility, limited free time, and greater reliance on mobile phones than PCs or laptops. According to a Statcounter study ("Desktop vs mobile", 2023 ), 50.48% of web traffic comes from mobile devices. Furthermore, mobile learning is increasingly popular, as evidenced by various studies (Ferriman, 2023 ).

With respect to development platforms and tools, the market is dominated by Unity (47.95%) and Vuforia (42.47%). This can be attributed to the fact that Unity's AR Foundation is a cross-platform framework that allows developers to create AR experiences and then build cross-platform applications for both Android and iOS devices without additional effort. Additionally, Unity is a leading platform for creating real-time 3D content. Vuforia is a software development kit (SDK) that facilitates the creation of AR applications by enabling the addition of computer vision functionalities, which allow the application to recognize objects, images, and spaces.

Marker-based AR was utilized in 68.49% of the studies, as it is simple and effective in providing a seamless user experience. This technology involves using a camera to detect a specific visual marker, such as a QR code, and overlaying digital content onto the marker in real-time. This allows users to interact with the digital content in a more intuitive way, as they can physically move the marker and see the digital content move along with it. Furthermore, marker-based AR has been in use for longer than other forms of AR and has a more established user base. Its popularity has been further enhanced by many companies and brands integrating it into their marketing campaigns and products. Additionally, its accessibility is a contributing factor, as it requires less processing power and hardware compared to other forms of AR, making it easier for users to access and experience on their mobile devices. Markerless AR, which uses GPS and other location data to place virtual content in the real world based on the user's location, is gaining popularity, but only 2.74% of the examined studies used it. There are also markerless AR systems that use machine learning and computer vision to track and overlay digital content onto real-world objects without the need for markers. While marker-based AR is currently the most common type of AR, other forms of AR are rapidly evolving and gaining traction. Nonetheless, the review indicates that markerless AR applications are still in the early stages of development. As AI, machine learning, and computer vision techniques continue to advance, researchers will need to adopt them to improve AR applications in several ways:

Object recognition and tracking : AI algorithms can be used to improve the accuracy of object recognition and tracking in AR applications. Machine learning can be used to train algorithms to recognize specific objects and track their movements in real-time. This can improve the stability of AR overlays and create a more immersive user experience.

Content generation and personalization : Machine learning can be used to generate and personalize AR content for individual users. Algorithms can analyze user behavior and preferences to generate relevant and engaging content in real-time.

Real-time language translation : AI-powered language translation can be integrated into AR applications to enable real-time translation of text and speech.

Spatial mapping : Machine learning algorithms can be used to create detailed 3D maps of the user's environment. This can be used to improve the accuracy and stability of AR overlays and enable more sophisticated AR applications, such as indoor navigation.

Predictive analytics : Machine learning algorithms can be used to provide users with contextual information based on their location, time of day, and other factors, while AI can predict user behavior. This can be used to create a more personalized and relevant AR experience.

The aforementioned aspects can potentially lead to new opportunities for innovation in the field of AR educational applications. These opportunities can be expanded by developing and utilizing virtual assistants and digital avatars within the educational context. Digital avatars and characters created by artificial intelligence can be designed to respond more naturally to users' behavior and emotions, thereby enhancing engagement and interactions and improving the user experience. AI-powered avatars can also facilitate realistic interactions, leading to more immersive and enjoyable learning experiences. Additionally, AI-powered platforms can be used to create interactive training sessions that provide stimulating and engaging learning experiences. For example, a virtual environment can simulate real-life job situations to aid in employee training. Likewise, AI-powered tools can create interactive experiences in which students can explore virtual objects and concepts in real-time.

Based on the research findings, the process of technology assessment is an arduous, challenging, and time-consuming task, but it is necessary in any research endeavor. However, there is no established gold standard for the subjective evaluation of Augmented Reality applications, which creates a vague landscape that forces most researchers (61.90%) to use custom-made scales. Consequently, this renders research results non-comparable. Moreover, many studies do not utilize reliable and valid instruments, making their findings questionable and not generalizable. Out of the examined pool, 35 cases used non-valid scales, 33 cases used non-reliable scales, and 33 cases used neither reliable nor valid scales. The System Usability Scale (SUS) was used seven times, the Intrinsic Motivation Measurement Scale (IMMS) four times, the Questionnaire for User Interaction Satisfaction (QUIS) three times, and all other scales (Unified Theory of Acceptance and Use of Technology – UTAUT, Extension Scale—UES, Technology Acceptance Model—TAM, Socially Adaptive Systems Evaluation Scale—SoASSES, Quality of Life Impact Scale—QLIS, Perceived Usability, and User Experience of Augmented Reality Environments—PEURA-E, National Aeronautics and Space Administration Task Load Index—NASA-TLX, Mixed Reality Simulator Sickness Assessment Questionnaire—MSAR, Intrinsic Motivation Inventory—IMI, Holistic Acceptance Readiness for Use Scale—HARUS, and Collaborative Learning Scale—CLS) were used only once each. In two studies (Conley et al., 2020 ; Saundarajan et al., 2020 ), even though the researchers tested the reliability of the questionnaires used, they did not assess their validity or use any established methodology to evaluate those questionnaires. Based on the presented results, the subjective satisfaction and assessment of AR solutions appear to be a daunting and challenging task. Therefore, there is a pressing need for the development of instruments that can capture the different aspects of a user's satisfaction (Koumpouros, 2016 ). In addition, it is essential to report users' experiences with the technologies used to enhance the completeness of research papers. Privacy protection and confidentiality, ethics approval and informed consent, and transparency of data collection and management are also essential. Legal and policy attention is required to ensure proper protection of user data and to prevent unwanted sharing of sensitive information with third parties (Bielecki, 2012 ). Conducting research involving children or other special categories (such as pupils with disabilities) requires great attention to the aforementioned issues and should follow all recent legislations and regulations, such as the General Data Protection Regulation (European Commission, 2012 ), Directive 95/46/EC (European Parliament, 1995 ), Directive 2002/58/EC (European Parliament, 2002 ), and Charter of Fundamental Right (European Parliament, 2000 ). The study also found that the number of end users participating in the assessment of the final solution is critical in obtaining valid results (Riihiaho, 2000 ). However, this remains a challenge, as only 19.18% of studies used 1 to 20 end users to evaluate the application, 20.55% used 21 to 40, 16.44% used 41 to 60, 9.59% used 61 to 80, and 21.92% used more than 80 end users. Only in four studies did both teachers and students evaluate the provided solution, although it is crucial for both parties to assess the solution used, particularly in the educational context, as they observe and assess the same thing from different perspectives.

In the examined projects, insufficient attention was given to primary and secondary education subjects, with only 21.92% and 26.03% of the efforts analyzed targeting these levels, respectively. Additionally, researchers should focus on subjects that are typically known for being information-intensive and requiring rote memory. The examined projects encountered several issues and limitations, including:

small sample sizes,

short evaluation phases,

lack of generalizable results,

need for end-user training,

absence of control groups and random sampling,

difficulty in determining if the solution has ultimately helped,

considerations of technology-related factors (e.g., cost, size, weight, battery life, compatibility issues, limited field of view from the headset, difficulty in wearing the head-mounted displays, accuracy, internet connection, etc.),

limited number of choices and scenarios offered to end users,

subjective assessment difficulty,

heterogeneity in the evaluation (e.g., different knowledge levels of the end users),

poor quality of graphics,

environmental factors affecting the quality of the application (e.g., light and sound),

quick movements affecting the quality and accuracy of the provided solution,

image and marker detection issues, and

lack of examination of long-term retention of the studied subjects.

In terms of future steps, it is essential to obtain statistically accepted results, which requires a significant number of end users in any research effort. Additionally, it is crucial to carefully examine user subjective and objective satisfaction using existing valid and reliable scales that can capture users' satisfaction in an early research stage (Koumpouros, 2016 ). Researchers should aim to simulate an environment that closely resembles the real one to enable students to generalize and apply their acquired skills and knowledge easily. Other key findings from the examined studies include the need for:

experiments with wider cohorts of participants and subjects,

examination of different age groups and levels,

use of smart glasses,

integration of speech recognition techniques,

examination of reproducibility of results,

use of markerless techniques,

enrichment of AR applications with more multimedia content,

consideration of more factors during evaluation (e.g., collaboration and personal features),

implementation of human avatars in AR experiences,

integration of gesture recognition and brain activity detection,

implementation of eye tracking techniques,

use of smart glasses instead of tablets or smartphones, and

further investigation of the relationship between learning gains, embodiment, and collaboration.

In addition, achieving an advanced Technology Readiness Level (TRL) (European Commission, 2014 ) is always desirable. An interdisciplinary team is considered to be extremely important in effectively meeting the needs of various end users, which can be supported by an iterative strategy of design, evaluation, and redesign (Nielsen, 1993 ). Usability testing and subjective evaluation are challenging but critical tasks in any research project (Koumpouros, 2016 ; Koumpouros et al., 2016 ). The user-friendliness of the provided solution is also a significant concern. Additionally, the involvement of behavioral sciences could greatly assist in the development of a successful project in the field with better adoption rates by end users (Spruijt-Metz et al., 2015 ).

Table 9 (see Annex) shows that AR technologies have been utilized in a variety of disciplines, educational levels, and target groups, including for supporting and enhancing social and communication skills in special education settings. Preliminary results suggest that AR may be beneficial for these target groups, although the limited number of participants, short intervention duration, and non-random selection of participants make generalization of the results challenging. Furthermore, the long-term retention of learning gains remains unclear. Nevertheless, students appear to enjoy using AR for learning and engaging with course material, and AR supports experiential learning, which emphasizes learning through experience, activity, and reflection. This approach to teaching can lead to increased engagement and motivation, improved retention and understanding, development of practical skills, and enhanced critical thinking and problem-solving abilities. In summary, AR has the potential to be a valuable tool for developing a range of skills and knowledge in learners.

An area of interest that warrants further investigation is the amount of time learners spend on each topic when utilizing augmented reality tools as opposed to conventional learning methods. This inquiry may yield valuable insights regarding the efficacy of AR-based

The ease with which students learn the material delivered through AR.

The amount of time required to learn the material when compared to conventional education.

Whether the use of AR enhances students' interest in the topic.

Whether students enjoy studying with AR more than they do with traditional methods.

Whether AR amplifies students' motivation to learn.

interventions. Researchers ought to explore the following five key issues when providing AR-based educational solutions:

It is evident that the aforementioned parameters require at least a control group in order to compare the outcomes of the intervention with those of conventional learning. Additionally, it is essential to consider the duration of the initial intervention and the retesting interval to assess the retention of learning gains. Finally, it is crucial to expand research into the realm of special education and other domains. For example, innovative IT interventions could greatly benefit individuals with autism spectrum disorders and students with intellectual disabilities (Koumpouros & Kafazis, 2019 ). Augmented reality could be proved valuable in minimizing attention deficit during training and improve learning for the specific target groups (Goharinejad et al., 2022 ; Nor Azlina & Kamarulzaman, 2020 ; Tosto et al., 2021 ).

As far as the educational advantages and benefits of AR in education are concerned, AR holds immense potential for enhancing educational outcomes across various educational levels and subject areas:

Enhanced Engagement: AR creates highly interactive and engaging learning experiences. Learners are actively involved in the educational content, which can lead to increased motivation and interest in the subject matter.

Visualization of Complex Concepts: AR enables the visualization of abstract and complex concepts, making them more tangible and understandable. Learners can explore 3D models of objects, organisms, and phenomena, facilitating deeper comprehension.

Experiential Learning: AR supports experiential learning by allowing students to engage with virtual objects, conduct experiments, and simulate real-world scenarios. This hands-on approach enhances practical skills and problem-solving abilities.

Gamification and Game-Based Learning: AR can be used to gamify educational content, turning lessons into interactive games. This approach fosters critical thinking, decision-making, and collaborative skills while making learning enjoyable.

Virtual Field Trips: AR-based virtual field trips transport students to different places and historical eras, providing immersive cultural, historical, and geographical learning experiences.

Simulation-Based Training: Medical and engineering students can benefit from AR simulations that allow them to practice surgeries, experiments, and procedures in a risk-free environment, leading to better skill development.

Personalization of Learning: AR applications can personalize learning experiences based on individual student needs, adapting content and pacing to optimize comprehension and retention.

Enhanced Accessibility: AR can assist learners with disabilities by providing tailored support, such as audio descriptions, text-to-speech functionality, and interactive adaptations to suit various learning styles.

To provide a more comprehensive understanding of AR in education, it is essential to connect it with related research areas:

Gamification and Game-Based Learning: Drawing parallels between AR and gamification/game-based learning can shed light on how game elements, such as challenges and rewards, can be integrated into AR applications to enhance learning experiences.

Virtual Reality (VR) in Education: Contrasting AR with VR can elucidate the strengths and weaknesses of both technologies in educational contexts, helping educators make informed decisions about their integration.

Cross-Disciplinary Approaches: Collaborative research involving experts in AR, gamification, game-based learning, VR, and educational psychology can yield innovative approaches to educational technology, benefiting both learners and educators.

Learning Outcomes and Age-Level Effects: Future studies should delve into the specific learning outcomes facilitated by AR applications in different age groups and educational settings. Understanding the nuanced impact of AR on various learner demographics is crucial.

Subject-Specific Applications: Exploring subject-specific AR applications and their effectiveness can reveal how AR can be tailored to the unique requirements of diverse academic disciplines.

In conclusion, AR in education offers a myriad of educational advantages, including enhanced engagement, visualization of complex concepts, experiential learning, gamification, virtual field trips, and personalized learning. By linking AR research with related fields and investigating its impact on learning outcomes, age-level effects, and subject-specific applications, we can harness the full potential of AR technology to revolutionize education.

Summarizing, AR has positive indications and could significantly help the educational process of different levels and target groups. The innovation of various AR applications lies in the property of 3D visualization of objects—models. In this way, in the field of education, 3D visualization can be used for the in-depth understanding of phenomena by students, in whom the knowledge will be better impressed (Lamanauskas et al., 2007 ). Game-based learning, the Kinect camera or other similar tools and markerless AR should be further exploited in the future. Finally, it should be noted that in order to effectively achieve the design of an educational AR application, it is necessary to take into account the learning environment, the particularities of each student, the axioms of the psychology of the learner and of course all the theories that have been formulated for learning (Cuendet et al., 2013 ). In simpler terms, the use of AR applications in education makes learning experiential for learners and mainly aims to bridge the gap between the classroom and the external environment as well as to increase the ability to perceive reality on the part of students.

Research limitations

Our systematic literature review on AR in education, while comprehensive within its defined scope, has certain limitations that must be acknowledged. Firstly, the review was confined to articles published between 2016 and 2020, which may have excluded some recent developments in the field. Additionally, our focus on English-language publications introduces a potential bias, as valuable research in other languages may have been omitted. These limitations, though recognized, were necessary to streamline the study's scope and maintain a manageable dataset. We acknowledge the significance of incorporating more recent data, and already working to expand our research in future endeavors to encompass the latest developments, ensuring the timeliness and relevance of our findings. However, we believe that the period we examined is crucial, particularly due to the emergence of COVID-19, which significantly accelerated the proliferation of educational apps across various contexts. Hence, we consider this timeframe as a distinct era that warrants separate investigation.

The use of AR interventions shows promise for improving educational outcomes. However, to maximize its practical application, several aspects require further scrutiny. Drawing from an analysis of qualitative and quantitative data on educational AR applications, several recommendations for future research and implementation can be proposed. Firstly, there is a need to explore the impact of AR in special education, considering specific age groups, subject areas, and educational contexts. Additionally, studying the effectiveness of different methodologies and study designs in AR education is crucial. It is important to identify areas where AR can have the greatest impact and design targeted applications accordingly. Investigating the long-term effects of AR in education is essential, including how it influences learning outcomes, knowledge retention, and student engagement over an extended period. Understanding how AR can support students with diverse learning needs and disabilities and developing tailored AR applications for special education settings is also vital. Researchers should adopt appropriate methodologies for studying the impact of AR in education. This includes conducting comparative studies to evaluate the effectiveness of AR applications compared to traditional teaching methods or other educational technologies. Longitudinal studies should be conducted to examine the sustained impact of AR on learning outcomes and engagement by following students over an extended period. Mixed-methods research combining qualitative and quantitative approaches should be employed to gain a deeper understanding of the experiences and perceptions of students and educators using AR in educational settings, using interviews, observations, surveys, and performance assessments to gather comprehensive data. Integration strategies for incorporating AR into existing educational frameworks should be investigated to ensure seamless implementation. This involves exploring strategies for integrating AR into existing curriculum frameworks and enhancing traditional teaching methods and learning activities across various subjects. Providing teacher training and professional development programs to support educators in effectively integrating AR into their teaching practices is important. Additionally, exploring pedagogical approaches that leverage the unique affordances of AR can facilitate active learning, problem-solving, collaboration, and critical thinking skills development. The lack of specialized journals or conferences dedicated to educational AR suggests the need for a platform specifically focused on this area. The diverse range of AR applications in education, such as visualizing concepts, gamification, virtual field trips, and simulations, should be further explored and expanded. With the projected growth of the AR market in education, more research is expected in the coming years. Technological advancements should be leveraged, considering the dominance of the Android operating system, to develop applications that cater to both Android and iOS platforms. Furthermore, leveraging advancements in AI, machine learning, and computer vision can enhance object recognition and tracking, content generation and personalization, real-time language translation, spatial mapping, and predictive analytics in AR applications. Integrating virtual assistants, digital avatars, and AI-powered platforms can provide innovative and engaging learning experiences. Improving AR technology and applications can be achieved by investigating compatibility with different mobile devices and operating systems, exploring emerging AR technologies, and developing reliable evaluation instruments and methodologies to assess user experience and satisfaction. These recommendations aim to address research gaps, enhance the effectiveness of AR in education, and guide future developments and implementations in the field. By focusing on specific areas of investigation and considering the integration of AR within educational frameworks, researchers and practitioners can advance the understanding and application of AR in educational settings.

In conclusion, the utilization of AR interventions in education holds significant practical implications for enhancing teaching and learning processes. The adoption of AR has the potential to transform traditional educational approaches by offering interactive and personalized learning experiences. By incorporating AR technology, educators can engage students in immersive and dynamic learning environments, promoting their active participation and motivation. AR can facilitate the visualization of complex concepts, making abstract ideas more tangible and accessible. Moreover, AR applications can provide real-world simulations, virtual field trips, and gamified experiences, enabling students to explore and interact with subject matter in a way that traditional methods cannot replicate. These practical benefits of AR in education indicate its potential to revolutionize the learning landscape. However, it is important to acknowledge and address the limitations and challenges associated with AR interventions in education. Technical constraints, such as the need for compatible devices and stable connectivity, may hinder the widespread implementation of AR. Moreover, ethical considerations surrounding data privacy and security must be carefully addressed to ensure the responsible use of AR technology in educational settings. Additionally, potential barriers, such as the cost of AR devices and the need for appropriate training for educators, may pose challenges to the seamless integration of AR in classrooms. Understanding and mitigating these limitations and challenges are essential for effectively harnessing the benefits of AR interventions in education. While AR interventions offer tremendous potential to enhance education by promoting engagement, personalization, and interactive learning experiences, it is crucial to navigate the associated limitations and challenges in order to fully realize their practical benefits. By addressing these concerns and continuing to explore innovative ways to integrate AR into educational contexts, we can pave the way for a more immersive, effective, and inclusive educational landscape. Our systematic review highlights the substantial potential of AR in reshaping educational practices and outcomes. By harnessing the educational advantages of AR and forging connections with related research areas such as gamification, game-based learning, and virtual reality in education, educators and researchers can collaboratively pave the way for more engaging, interactive, and personalized learning experiences. As the educational landscape continues to evolve, embracing AR technology represents a promising avenue for enhancing the quality and effectiveness of education across diverse domains.

Availability of data and materials

All data generated or analysed during this study are included in this published article.

Abbreviations

Artificial Intelligence

Augmented Reality

Augmented reality-based video modeling storybook

Augmented Virtuality

Autism Spectrum Disorder

Collaborative Learning Scale

Computing Research and Education

Custom Made

Degrees of Freedom

Educational Magic Toys

Field of view

First Person Shooter

Focus group

Head-mounted display

Holistic Acceptance Readiness for Use Scale

Information and Communication Technologies

Information Technology

Intrinsic Motivation Inventory

Intrinsic Motivation Measurement Scale

Journal Citation Reports

Mixed Reality

Mixed Reality Simulator Sickness Assessment Questionnaire

National Aeronautics and Space Administration Task Load Index

Perceived Usability User Experience of Augmented Reality Environments

Problem-based Learning

Quality of Life Impact Scale

Questionnaire for User Interaction Satisfaction

Smart Learning Companion

Socially Adaptive Systems Evaluation Scale

Socioeconomic status

Software development kit

System Usability Scale

Systematic Literature Review

Technology Acceptance Model

Technology Acceptance Model survey

Technology Readiness Level

Unified Theory of Acceptance and Use of Technology

User Engagement Scale

Virtual Reality

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Koumpouros, Y. Revealing the true potential and prospects of augmented reality in education. Smart Learn. Environ. 11 , 2 (2024). https://doi.org/10.1186/s40561-023-00288-0

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The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature

Pietro cipresso.

1 Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy

2 Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy

Irene Alice Chicchi Giglioli

3 Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, Valencia, Spain

Mariano Alcañiz Raya

Giuseppe riva, associated data.

The recent appearance of low cost virtual reality (VR) technologies – like the Oculus Rift, the HTC Vive and the Sony PlayStation VR – and Mixed Reality Interfaces (MRITF) – like the Hololens – is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the first commercial VR tools appeared in the late 1980s. For this reason, during the last 20 years, 100s of researchers explored the processes, effects, and applications of this technology producing 1000s of scientific papers. What is the outcome of this significant research work? This paper wants to provide an answer to this question by exploring, using advanced scientometric techniques, the existing research corpus in the field. We collected all the existent articles about VR in the Web of Science Core Collection scientific database, and the resultant dataset contained 21,667 records for VR and 9,944 for augmented reality (AR). The bibliographic record contained various fields, such as author, title, abstract, country, and all the references (needed for the citation analysis). The network and cluster analysis of the literature showed a composite panorama characterized by changes and evolutions over the time. Indeed, whether until 5 years ago, the main publication media on VR concerned both conference proceeding and journals, more recently journals constitute the main medium of communication. Similarly, if at first computer science was the leading research field, nowadays clinical areas have increased, as well as the number of countries involved in VR research. The present work discusses the evolution and changes over the time of the use of VR in the main areas of application with an emphasis on the future expected VR’s capacities, increases and challenges. We conclude considering the disruptive contribution that VR/AR/MRITF will be able to get in scientific fields, as well in human communication and interaction, as already happened with the advent of mobile phones by increasing the use and the development of scientific applications (e.g., in clinical areas) and by modifying the social communication and interaction among people.

Introduction

In the last 5 years, virtual reality (VR) and augmented reality (AR) have attracted the interest of investors and the general public, especially after Mark Zuckerberg bought Oculus for two billion dollars ( Luckerson, 2014 ; Castelvecchi, 2016 ). Currently, many other companies, such as Sony, Samsung, HTC, and Google are making huge investments in VR and AR ( Korolov, 2014 ; Ebert, 2015 ; Castelvecchi, 2016 ). However, if VR has been used in research for more than 25 years, and now there are 1000s of papers and many researchers in the field, comprising a strong, interdisciplinary community, AR has a more recent application history ( Burdea and Coiffet, 2003 ; Kim, 2005 ; Bohil et al., 2011 ; Cipresso and Serino, 2014 ; Wexelblat, 2014 ). The study of VR was initiated in the computer graphics field and has been extended to several disciplines ( Sutherland, 1965 , 1968 ; Mazuryk and Gervautz, 1996 ; Choi et al., 2015 ). Currently, videogames supported by VR tools are more popular than the past, and they represent valuables, work-related tools for neuroscientists, psychologists, biologists, and other researchers as well. Indeed, for example, one of the main research purposes lies from navigation studies that include complex experiments that could be done in a laboratory by using VR, whereas, without VR, the researchers would have to go directly into the field, possibly with limited use of intervention. The importance of navigation studies for the functional understanding of human memory in dementia has been a topic of significant interest for a long time, and, in 2014, the Nobel Prize in “Physiology or Medicine” was awarded to John M. O’Keefe, May-Britt Moser, and Edvard I. Moser for their discoveries of nerve cells in the brain that enable a sense of place and navigation. Journals and magazines have extended this knowledge by writing about “the brain GPS,” which gives a clear idea of the mechanism. A huge number of studies have been conducted in clinical settings by using VR ( Bohil et al., 2011 ; Serino et al., 2014 ), and Nobel Prize winner, Edvard I. Moser commented about the use of VR ( Minderer et al., 2016 ), highlighting its importance for research and clinical practice. Moreover, the availability of free tools for VR experimental and computational use has made it easy to access any field ( Riva et al., 2011 ; Cipresso, 2015 ; Brown and Green, 2016 ; Cipresso et al., 2016 ).

Augmented reality is a more recent technology than VR and shows an interdisciplinary application framework, in which, nowadays, education and learning seem to be the most field of research. Indeed, AR allows supporting learning, for example increasing-on content understanding and memory preservation, as well as on learning motivation. However, if VR benefits from clear and more definite fields of application and research areas, AR is still emerging in the scientific scenarios.

In this article, we present a systematic and computational analysis of the emerging interdisciplinary VR and AR fields in terms of various co-citation networks in order to explore the evolution of the intellectual structure of this knowledge domain over time.

Virtual Reality Concepts and Features

The concept of VR could be traced at the mid of 1960 when Ivan Sutherland in a pivotal manuscript attempted to describe VR as a window through which a user perceives the virtual world as if looked, felt, sounded real and in which the user could act realistically ( Sutherland, 1965 ).

Since that time and in accordance with the application area, several definitions have been formulated: for example, Fuchs and Bishop (1992) defined VR as “real-time interactive graphics with 3D models, combined with a display technology that gives the user the immersion in the model world and direct manipulation” ( Fuchs and Bishop, 1992 ); Gigante (1993) described VR as “The illusion of participation in a synthetic environment rather than external observation of such an environment. VR relies on a 3D, stereoscopic head-tracker displays, hand/body tracking and binaural sound. VR is an immersive, multi-sensory experience” ( Gigante, 1993 ); and “Virtual reality refers to immersive, interactive, multi-sensory, viewer-centered, 3D computer generated environments and the combination of technologies required building environments” ( Cruz-Neira, 1993 ).

As we can notice, these definitions, although different, highlight three common features of VR systems: immersion, perception to be present in an environment, and interaction with that environment ( Biocca, 1997 ; Lombard and Ditton, 1997 ; Loomis et al., 1999 ; Heeter, 2000 ; Biocca et al., 2001 ; Bailenson et al., 2006 ; Skalski and Tamborini, 2007 ; Andersen and Thorpe, 2009 ; Slater, 2009 ; Sundar et al., 2010 ). Specifically, immersion concerns the amount of senses stimulated, interactions, and the reality’s similarity of the stimuli used to simulate environments. This feature can depend on the properties of the technological system used to isolate user from reality ( Slater, 2009 ).

Higher or lower degrees of immersion can depend by three types of VR systems provided to the user:

  • simple • Non-immersive systems are the simplest and cheapest type of VR applications that use desktops to reproduce images of the world.
  • simple • Immersive systems provide a complete simulated experience due to the support of several sensory outputs devices such as head mounted displays (HMDs) for enhancing the stereoscopic view of the environment through the movement of the user’s head, as well as audio and haptic devices.
  • simple • Semi-immersive systems such as Fish Tank VR are between the two above. They provide a stereo image of a three dimensional (3D) scene viewed on a monitor using a perspective projection coupled to the head position of the observer ( Ware et al., 1993 ). Higher technological immersive systems have showed a closest experience to reality, giving to the user the illusion of technological non-mediation and feeling him or her of “being in” or present in the virtual environment ( Lombard and Ditton, 1997 ). Furthermore, higher immersive systems, than the other two systems, can give the possibility to add several sensory outputs allowing that the interaction and actions were perceived as real ( Loomis et al., 1999 ; Heeter, 2000 ; Biocca et al., 2001 ).

Finally, the user’s VR experience could be disclosed by measuring presence, realism, and reality’s levels. Presence is a complex psychological feeling of “being there” in VR that involves the sensation and perception of physical presence, as well as the possibility to interact and react as if the user was in the real world ( Heeter, 1992 ). Similarly, the realism’s level corresponds to the degree of expectation that the user has about of the stimuli and experience ( Baños et al., 2000 , 2009 ). If the presented stimuli are similar to reality, VR user’s expectation will be congruent with reality expectation, enhancing VR experience. In the same way, higher is the degree of reality in interaction with the virtual stimuli, higher would be the level of realism of the user’s behaviors ( Baños et al., 2000 , 2009 ).

From Virtual to Augmented Reality

Looking chronologically on VR and AR developments, we can trace the first 3D immersive simulator in 1962, when Morton Heilig created Sensorama, a simulated experience of a motorcycle running through Brooklyn characterized by several sensory impressions, such as audio, olfactory, and haptic stimuli, including also wind to provide a realist experience ( Heilig, 1962 ). In the same years, Ivan Sutherland developed The Ultimate Display that, more than sound, smell, and haptic feedback, included interactive graphics that Sensorama didn’t provide. Furthermore, Philco developed the first HMD that together with The Sword of Damocles of Sutherland was able to update the virtual images by tracking user’s head position and orientation ( Sutherland, 1965 ). In the 70s, the University of North Carolina realized GROPE, the first system of force-feedback and Myron Krueger created VIDEOPLACE an Artificial Reality in which the users’ body figures were captured by cameras and projected on a screen ( Krueger et al., 1985 ). In this way two or more users could interact in the 2D-virtual space. In 1982, the US’ Air Force created the first flight simulator [Visually Coupled Airbone System Simulator (VCASS)] in which the pilot through an HMD could control the pathway and the targets. Generally, the 80’s were the years in which the first commercial devices began to emerge: for example, in 1985 the VPL company commercialized the DataGlove, glove sensors’ equipped able to measure the flexion of fingers, orientation and position, and identify hand gestures. Another example is the Eyephone, created in 1988 by the VPL Company, an HMD system for completely immerging the user in a virtual world. At the end of 80’s, Fake Space Labs created a Binocular-Omni-Orientational Monitor (BOOM), a complex system composed by a stereoscopic-displaying device, providing a moving and broad virtual environment, and a mechanical arm tracking. Furthermore, BOOM offered a more stable image and giving more quickly responses to movements than the HMD devices. Thanks to BOOM and DataGlove, the NASA Ames Research Center developed the Virtual Wind Tunnel in order to research and manipulate airflow in a virtual airplane or space ship. In 1992, the Electronic Visualization Laboratory of the University of Illinois created the CAVE Automatic Virtual Environment, an immersive VR system composed by projectors directed on three or more walls of a room.

More recently, many videogames companies have improved the development and quality of VR devices, like Oculus Rift, or HTC Vive that provide a wider field of view and lower latency. In addition, the actual HMD’s devices can be now combined with other tracker system as eye-tracking systems (FOVE), and motion and orientation sensors (e.g., Razer Hydra, Oculus Touch, or HTC Vive).

Simultaneously, at the beginning of 90’, the Boing Corporation created the first prototype of AR system for showing to employees how set up a wiring tool ( Carmigniani et al., 2011 ). At the same time, Rosenberg and Feiner developed an AR fixture for maintenance assistance, showing that the operator performance enhanced by added virtual information on the fixture to repair ( Rosenberg, 1993 ). In 1993 Loomis and colleagues produced an AR GPS-based system for helping the blind in the assisted navigation through adding spatial audio information ( Loomis et al., 1998 ). Always in the 1993 Julie Martin developed “Dancing in Cyberspace,” an AR theater in which actors interacted with virtual object in real time ( Cathy, 2011 ). Few years later, Feiner et al. (1997) developed the first Mobile AR System (MARS) able to add virtual information about touristic buildings ( Feiner et al., 1997 ). Since then, several applications have been developed: in Thomas et al. (2000) , created ARQuake, a mobile AR video game; in 2008 was created Wikitude that through the mobile camera, internet, and GPS could add information about the user’s environments ( Perry, 2008 ). In 2009 others AR applications, like AR Toolkit and SiteLens have been developed in order to add virtual information to the physical user’s surroundings. In 2011, Total Immersion developed D’Fusion, and AR system for designing projects ( Maurugeon, 2011 ). Finally, in 2013 and 2015, Google developed Google Glass and Google HoloLens, and their usability have begun to test in several field of application.

Virtual Reality Technologies

Technologically, the devices used in the virtual environments play an important role in the creation of successful virtual experiences. According to the literature, can be distinguished input and output devices ( Burdea et al., 1996 ; Burdea and Coiffet, 2003 ). Input devices are the ones that allow the user to communicate with the virtual environment, which can range from a simple joystick or keyboard to a glove allowing capturing finger movements or a tracker able to capture postures. More in detail, keyboard, mouse, trackball, and joystick represent the desktop input devices easy to use, which allow the user to launch continuous and discrete commands or movements to the environment. Other input devices can be represented by tracking devices as bend-sensing gloves that capture hand movements, postures and gestures, or pinch gloves that detect the fingers movements, and trackers able to follow the user’s movements in the physical world and translate them in the virtual environment.

On the contrary, the output devices allow the user to see, hear, smell, or touch everything that happens in the virtual environment. As mentioned above, among the visual devices can be found a wide range of possibilities, from the simplest or least immersive (monitor of a computer) to the most immersive one such as VR glasses or helmets or HMD or CAVE systems.

Furthermore, auditory, speakers, as well as haptic output devices are able to stimulate body senses providing a more real virtual experience. For example, haptic devices can stimulate the touch feeling and force models in the user.

Virtual Reality Applications

Since its appearance, VR has been used in different fields, as for gaming ( Zyda, 2005 ; Meldrum et al., 2012 ), military training ( Alexander et al., 2017 ), architectural design ( Song et al., 2017 ), education ( Englund et al., 2017 ), learning and social skills training ( Schmidt et al., 2017 ), simulations of surgical procedures ( Gallagher et al., 2005 ), assistance to the elderly or psychological treatments are other fields in which VR is bursting strongly ( Freeman et al., 2017 ; Neri et al., 2017 ). A recent and extensive review of Slater and Sanchez-Vives (2016) reported the main VR application evidences, including weakness and advantages, in several research areas, such as science, education, training, physical training, as well as social phenomena, moral behaviors, and could be used in other fields, like travel, meetings, collaboration, industry, news, and entertainment. Furthermore, another review published this year by Freeman et al. (2017) focused on VR in mental health, showing the efficacy of VR in assessing and treating different psychological disorders as anxiety, schizophrenia, depression, and eating disorders.

There are many possibilities that allow the use of VR as a stimulus, replacing real stimuli, recreating experiences, which in the real world would be impossible, with a high realism. This is why VR is widely used in research on new ways of applying psychological treatment or training, for example, to problems arising from phobias (agoraphobia, phobia to fly, etc.) ( Botella et al., 2017 ). Or, simply, it is used like improvement of the traditional systems of motor rehabilitation ( Llorens et al., 2014 ; Borrego et al., 2016 ), developing games that ameliorate the tasks. More in detail, in psychological treatment, Virtual Reality Exposure Therapy (VRET) has showed its efficacy, allowing to patients to gradually face fear stimuli or stressed situations in a safe environment where the psychological and physiological reactions can be controlled by the therapist ( Botella et al., 2017 ).

Augmented Reality Concept

Milgram and Kishino (1994) , conceptualized the Virtual-Reality Continuum that takes into consideration four systems: real environment, augmented reality (AR), augmented virtuality, and virtual environment. AR can be defined a newer technological system in which virtual objects are added to the real world in real-time during the user’s experience. Per Azuma et al. (2001) an AR system should: (1) combine real and virtual objects in a real environment; (2) run interactively and in real-time; (3) register real and virtual objects with each other. Furthermore, even if the AR experiences could seem different from VRs, the quality of AR experience could be considered similarly. Indeed, like in VR, feeling of presence, level of realism, and the degree of reality represent the main features that can be considered the indicators of the quality of AR experiences. Higher the experience is perceived as realistic, and there is congruence between the user’s expectation and the interaction inside the AR environments, higher would be the perception of “being there” physically, and at cognitive and emotional level. The feeling of presence, both in AR and VR environments, is important in acting behaviors like the real ones ( Botella et al., 2005 ; Juan et al., 2005 ; Bretón-López et al., 2010 ; Wrzesien et al., 2013 ).

Augmented Reality Technologies

Technologically, the AR systems, however various, present three common components, such as a geospatial datum for the virtual object, like a visual marker, a surface to project virtual elements to the user, and an adequate processing power for graphics, animation, and merging of images, like a pc and a monitor ( Carmigniani et al., 2011 ). To run, an AR system must also include a camera able to track the user movement for merging the virtual objects, and a visual display, like glasses through that the user can see the virtual objects overlaying to the physical world. To date, two-display systems exist, a video see-through (VST) and an optical see-though (OST) AR systems ( Botella et al., 2005 ; Juan et al., 2005 , 2007 ). The first one, disclosures virtual objects to the user by capturing the real objects/scenes with a camera and overlaying virtual objects, projecting them on a video or a monitor, while the second one, merges the virtual object on a transparent surface, like glasses, through the user see the added elements. The main difference between the two systems is the latency: an OST system could require more time to display the virtual objects than a VST system, generating a time lag between user’s action and performance and the detection of them by the system.

Augmented Reality Applications

Although AR is a more recent technology than VR, it has been investigated and used in several research areas such as architecture ( Lin and Hsu, 2017 ), maintenance ( Schwald and De Laval, 2003 ), entertainment ( Ozbek et al., 2004 ), education ( Nincarean et al., 2013 ; Bacca et al., 2014 ; Akçayır and Akçayır, 2017 ), medicine ( De Buck et al., 2005 ), and psychological treatments ( Juan et al., 2005 ; Botella et al., 2005 , 2010 ; Bretón-López et al., 2010 ; Wrzesien et al., 2011a , b , 2013 ; see the review Chicchi Giglioli et al., 2015 ). More in detail, in education several AR applications have been developed in the last few years showing the positive effects of this technology in supporting learning, such as an increased-on content understanding and memory preservation, as well as on learning motivation ( Radu, 2012 , 2014 ). For example, Ibáñez et al. (2014) developed a AR application on electromagnetism concepts’ learning, in which students could use AR batteries, magnets, cables on real superficies, and the system gave a real-time feedback to students about the correctness of the performance, improving in this way the academic success and motivation ( Di Serio et al., 2013 ). Deeply, AR system allows the possibility to learn visualizing and acting on composite phenomena that traditionally students study theoretically, without the possibility to see and test in real world ( Chien et al., 2010 ; Chen et al., 2011 ).

As well in psychological health, the number of research about AR is increasing, showing its efficacy above all in the treatment of psychological disorder (see the reviews Baus and Bouchard, 2014 ; Chicchi Giglioli et al., 2015 ). For example, in the treatment of anxiety disorders, like phobias, AR exposure therapy (ARET) showed its efficacy in one-session treatment, maintaining the positive impact in a follow-up at 1 or 3 month after. As VRET, ARET provides a safety and an ecological environment where any kind of stimulus is possible, allowing to keep control over the situation experienced by the patients, gradually generating situations of fear or stress. Indeed, in situations of fear, like the phobias for small animals, AR applications allow, in accordance with the patient’s anxiety, to gradually expose patient to fear animals, adding new animals during the session or enlarging their or increasing the speed. The various studies showed that AR is able, at the beginning of the session, to activate patient’s anxiety, for reducing after 1 h of exposition. After the session, patients even more than to better manage animal’s fear and anxiety, ware able to approach, interact, and kill real feared animals.

Materials and Methods

Data collection.

The input data for the analyses were retrieved from the scientific database Web of Science Core Collection ( Falagas et al., 2008 ) and the search terms used were “Virtual Reality” and “Augmented Reality” regarding papers published during the whole timespan covered.

Web of science core collection is composed of: Citation Indexes, Science Citation Index Expanded (SCI-EXPANDED) –1970-present, Social Sciences Citation Index (SSCI) –1970-present, Arts and Humanities Citation Index (A&HCI) –1975-present, Conference Proceedings Citation Index- Science (CPCI-S) –1990-present, Conference Proceedings Citation Index- Social Science & Humanities (CPCI-SSH) –1990-present, Book Citation Index– Science (BKCI-S) –2009-present, Book Citation Index– Social Sciences & Humanities (BKCI-SSH) –2009-present, Emerging Sources Citation Index (ESCI) –2015-present, Chemical Indexes, Current Chemical Reactions (CCR-EXPANDED) –2009-present (Includes Institut National de la Propriete Industrielle structure data back to 1840), Index Chemicus (IC) –2009-present.

The resultant dataset contained a total of 21,667 records for VR and 9,944 records for AR. The bibliographic record contained various fields, such as author, title, abstract, and all of the references (needed for the citation analysis). The research tool to visualize the networks was Cite space v.4.0.R5 SE (32 bit) ( Chen, 2006 ) under Java Runtime v.8 update 91 (build 1.8.0_91-b15). Statistical analyses were conducted using Stata MP-Parallel Edition, Release 14.0, StataCorp LP. Additional information can be found in Supplementary Data Sheet 1 .

The betweenness centrality of a node in a network measures the extent to which the node is part of paths that connect an arbitrary pair of nodes in the network ( Freeman, 1977 ; Brandes, 2001 ; Chen, 2006 ).

Structural metrics include betweenness centrality, modularity, and silhouette. Temporal and hybrid metrics include citation burstness and novelty. All the algorithms are detailed ( Chen et al., 2010 ).

The analysis of the literature on VR shows a complex panorama. At first sight, according to the document-type statistics from the Web of Science (WoS), proceedings papers were used extensively as outcomes of research, comprising almost 48% of the total (10,392 proceedings), with a similar number of articles on the subject amounting to about 47% of the total of 10, 199 articles. However, if we consider only the last 5 years (7,755 articles representing about 36% of the total), the situation changes with about 57% for articles (4,445) and about 33% for proceedings (2,578). Thus, it is clear that VR field has changed in areas other than at the technological level.

About the subject category, nodes and edges are computed as co-occurring subject categories from the Web of Science “Category” field in all the articles.

According to the subject category statistics from the WoS, computer science is the leading category, followed by engineering, and, together, they account for 15,341 articles, which make up about 71% of the total production. However, if we consider just the last 5 years, these categories reach only about 55%, with a total of 4,284 articles (Table ​ (Table1 1 and Figure ​ Figure1 1 ).

Category statistics from the WoS for the entire period and the last 5 years.

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Category from the WoS: network for the last 5 years.

The evidence is very interesting since it highlights that VR is doing very well as new technology with huge interest in hardware and software components. However, with respect to the past, we are witnessing increasing numbers of applications, especially in the medical area. In particular, note its inclusion in the top 10 list of rehabilitation and clinical neurology categories (about 10% of the total production in the last 5 years). It also is interesting that neuroscience and neurology, considered together, have shown an increase from about 12% to about 18.6% over the last 5 years. However, historic areas, such as automation and control systems, imaging science and photographic technology, and robotics, which had accounted for about 14.5% of the total articles ever produced were not even in the top 10 for the last 5 years, with each one accounting for less than 4%.

About the countries, nodes and edges are computed as networks of co-authors countries. Multiple occurrency of a country in the same paper are counted once.

The countries that were very involved in VR research have published for about 47% of the total (10,200 articles altogether). Of the 10,200 articles, the United States, China, England, and Germany published 4921, 2384, 1497, and 1398, respectively. The situation remains the same if we look at the articles published over the last 5 years. However, VR contributions also came from all over the globe, with Japan, Canada, Italy, France, Spain, South Korea, and Netherlands taking positions of prominence, as shown in Figure ​ Figure2 2 .

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Country network (node dimension represents centrality).

Network analysis was conducted to calculate and to represent the centrality index ( Freeman, 1977 ; Brandes, 2001 ), i.e., the dimension of the node in Figure ​ Figure2. 2 . The top-ranked country, with a centrality index of 0.26, was the United States (2011), and England was second, with a centrality index of 0.25. The third, fourth, and fifth countries were Germany, Italy, and Australia, with centrality indices of 0.15, 0.15, and 0.14, respectively.

About the Institutions, nodes and edges are computed as networks of co-authors Institutions (Figure ​ (Figure3 3 ).

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Network of institutions: the dimensions of the nodes represent centrality.

The top-level institutions in VR were in the United States, where three universities were ranked as the top three in the world for published articles; these universities were the University of Illinois (159), the University of South California (147), and the University of Washington (146). The United States also had the eighth-ranked university, which was Iowa State University (116). The second country in the ranking was Canada, with the University of Toronto, which was ranked fifth with 125 articles and McGill University, ranked 10 th with 103 articles.

Other countries in the top-ten list were Netherlands, with the Delft University of Technology ranked fourth with 129 articles; Italy, with IRCCS Istituto Auxologico Italiano, ranked sixth (with the same number of publication of the institution ranked fifth) with 125 published articles; England, which was ranked seventh with 125 articles from the University of London’s Imperial College of Science, Technology, and Medicine; and China with 104 publications, with the Chinese Academy of Science, ranked ninth. Italy’s Istituto Auxologico Italiano, which was ranked fifth, was the only non-university institution ranked in the top-10 list for VR research (Figure ​ (Figure3 3 ).

About the Journals, nodes, and edges are computed as journal co-citation networks among each journals in the corresponding field.

The top-ranked Journals for citations in VR are Presence: Teleoperators & Virtual Environments with 2689 citations and CyberPsychology & Behavior (Cyberpsychol BEHAV) with 1884 citations; however, looking at the last 5 years, the former had increased the citations, but the latter had a far more significant increase, from about 70% to about 90%, i.e., an increase from 1029 to 1147.

Following the top two journals, IEEE Computer Graphics and Applications ( IEEE Comput Graph) and Advanced Health Telematics and Telemedicine ( St HEAL T) were both left out of the top-10 list based on the last 5 years. The data for the last 5 years also resulted in the inclusion of Experimental Brain Research ( Exp BRAIN RES) (625 citations), Archives of Physical Medicine and Rehabilitation ( Arch PHYS MED REHAB) (622 citations), and Plos ONE (619 citations) in the top-10 list of three journals, which highlighted the categories of rehabilitation and clinical neurology and neuroscience and neurology. Journal co-citation analysis is reported in Figure ​ Figure4, 4 , which clearly shows four distinct clusters.

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Co-citation network of journals: the dimensions of the nodes represent centrality. Full list of official abbreviations of WoS journals can be found here: https://images.webofknowledge.com/images/help/WOS/A_abrvjt.html .

Network analysis was conducted to calculate and to represent the centrality index, i.e., the dimensions of the nodes in Figure ​ Figure4. 4 . The top-ranked item by centrality was Cyberpsychol BEHAV, with a centrality index of 0.29. The second-ranked item was Arch PHYS MED REHAB, with a centrality index of 0.23. The third was Behaviour Research and Therapy (Behav RES THER), with a centrality index of 0.15. The fourth was BRAIN, with a centrality index of 0.14. The fifth was Exp BRAIN RES, with a centrality index of 0.11.

Who’s Who in VR Research

Authors are the heart and brain of research, and their roles in a field are to define the past, present, and future of disciplines and to make significant breakthroughs to make new ideas arise (Figure ​ (Figure5 5 ).

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Network of authors’ numbers of publications: the dimensions of the nodes represent the centrality index, and the dimensions of the characters represent the author’s rank.

Virtual reality research is very young and changing with time, but the top-10 authors in this field have made fundamentally significant contributions as pioneers in VR and taking it beyond a mere technological development. The purpose of the following highlights is not to rank researchers; rather, the purpose is to identify the most active researchers in order to understand where the field is going and how they plan for it to get there.

The top-ranked author is Riva G, with 180 publications. The second-ranked author is Rizzo A, with 101 publications. The third is Darzi A, with 97 publications. The forth is Aggarwal R, with 94 publications. The six authors following these three are Slater M, Alcaniz M, Botella C, Wiederhold BK, Kim SI, and Gutierrez-Maldonado J with 90, 90, 85, 75, 59, and 54 publications, respectively (Figure ​ (Figure6 6 ).

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Authors’ co-citation network: the dimensions of the nodes represent centrality index, and the dimensions of the characters represent the author’s rank. The 10 authors that appear on the top-10 list are considered to be the pioneers of VR research.

Considering the last 5 years, the situation remains similar, with three new entries in the top-10 list, i.e., Muhlberger A, Cipresso P, and Ahmed K ranked 7th, 8th, and 10th, respectively.

The authors’ publications number network shows the most active authors in VR research. Another relevant analysis for our focus on VR research is to identify the most cited authors in the field.

For this purpose, the authors’ co-citation analysis highlights the authors in term of their impact on the literature considering the entire time span of the field ( White and Griffith, 1981 ; González-Teruel et al., 2015 ; Bu et al., 2016 ). The idea is to focus on the dynamic nature of the community of authors who contribute to the research.

Normally, authors with higher numbers of citations tend to be the scholars who drive the fundamental research and who make the most meaningful impacts on the evolution and development of the field. In the following, we identified the most-cited pioneers in the field of VR Research.

The top-ranked author by citation count is Gallagher (2001), with 694 citations. Second is Seymour (2004), with 668 citations. Third is Slater (1999), with 649 citations. Fourth is Grantcharov (2003), with 563 citations. Fifth is Riva (1999), with 546 citations. Sixth is Aggarwal (2006), with 505 citations. Seventh is Satava (1994), with 477 citations. Eighth is Witmer (2002), with 454 citations. Ninth is Rothbaum (1996), with 448 citations. Tenth is Cruz-neira (1995), with 416 citations.

Citation Network and Cluster Analyses for VR

Another analysis that can be used is the analysis of document co-citation, which allows us to focus on the highly-cited documents that generally are also the most influential in the domain ( Small, 1973 ; González-Teruel et al., 2015 ; Orosz et al., 2016 ).

The top-ranked article by citation counts is Seymour (2002) in Cluster #0, with 317 citations. The second article is Grantcharov (2004) in Cluster #0, with 286 citations. The third is Holden (2005) in Cluster #2, with 179 citations. The 4th is Gallagher et al. (2005) in Cluster #0, with 171 citations. The 5th is Ahlberg (2007) in Cluster #0, with 142 citations. The 6th is Parsons (2008) in Cluster #4, with 136 citations. The 7th is Powers (2008) in Cluster #4, with 134 citations. The 8th is Aggarwal (2007) in Cluster #0, with 121 citations. The 9th is Reznick (2006) in Cluster #0, with 121 citations. The 10th is Munz (2004) in Cluster #0, with 117 citations.

The network of document co-citations is visually complex (Figure ​ (Figure7) 7 ) because it includes 1000s of articles and the links among them. However, this analysis is very important because can be used to identify the possible conglomerate of knowledge in the area, and this is essential for a deep understanding of the area. Thus, for this purpose, a cluster analysis was conducted ( Chen et al., 2010 ; González-Teruel et al., 2015 ; Klavans and Boyack, 2015 ). Figure ​ Figure8 8 shows the clusters, which are identified with the two algorithms in Table ​ Table2 2 .

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Network of document co-citations: the dimensions of the nodes represent centrality, the dimensions of the characters represent the rank of the article rank, and the numbers represent the strengths of the links. It is possible to identify four historical phases (colors: blue, green, yellow, and red) from the past VR research to the current research.

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Document co-citation network by cluster: the dimensions of the nodes represent centrality, the dimensions of the characters represent the rank of the article rank and the red writing reports the name of the cluster with a short description that was produced with the mutual information algorithm; the clusters are identified with colored polygons.

Cluster ID and silhouettes as identified with two algorithms ( Chen et al., 2010 ).

The identified clusters highlight clear parts of the literature of VR research, making clear and visible the interdisciplinary nature of this field. However, the dynamics to identify the past, present, and future of VR research cannot be clear yet. We analysed the relationships between these clusters and the temporal dimensions of each article. The results are synthesized in Figure ​ Figure9. 9 . It is clear that cluster #0 (laparoscopic skill), cluster #2 (gaming and rehabilitation), cluster #4 (therapy), and cluster #14 (surgery) are the most popular areas of VR research. (See Figure ​ Figure9 9 and Table ​ Table2 2 to identify the clusters.) From Figure ​ Figure9, 9 , it also is possible to identify the first phase of laparoscopic skill (cluster #6) and therapy (cluster #7). More generally, it is possible to identify four historical phases (colors: blue, green, yellow, and red) from the past VR research to the current research.

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Network of document co-citation: the dimensions of the nodes represent centrality, the dimensions of the characters represent the rank of the article rank and the red writing on the right hand side reports the number of the cluster, such as in Table ​ Table2, 2 , with a short description that was extracted accordingly.

We were able to identify the top 486 references that had the most citations by using burst citations algorithm. Citation burst is an indicator of a most active area of research. Citation burst is a detection of a burst event, which can last for multiple years as well as a single year. A citation burst provides evidence that a particular publication is associated with a surge of citations. The burst detection was based on Kleinberg’s algorithm ( Kleinberg, 2002 , 2003 ). The top-ranked document by bursts is Seymour (2002) in Cluster #0, with bursts of 88.93. The second is Grantcharov (2004) in Cluster #0, with bursts of 51.40. The third is Saposnik (2010) in Cluster #2, with bursts of 40.84. The fourth is Rothbaum (1995) in Cluster #7, with bursts of 38.94. The fifth is Holden (2005) in Cluster #2, with bursts of 37.52. The sixth is Scott (2000) in Cluster #0, with bursts of 33.39. The seventh is Saposnik (2011) in Cluster #2, with bursts of 33.33. The eighth is Burdea et al. (1996) in Cluster #3, with bursts of 32.42. The ninth is Burdea and Coiffet (2003) in Cluster #22, with bursts of 31.30. The 10th is Taffinder (1998) in Cluster #6, with bursts of 30.96 (Table ​ (Table3 3 ).

Cluster ID and references of burst article.

Citation Network and Cluster Analyses for AR

Looking at Augmented Reality scenario, the top ranked item by citation counts is Azuma (1997) in Cluster #0, with citation counts of 231. The second one is Azuma et al. (2001) in Cluster #0, with citation counts of 220. The third is Van Krevelen (2010) in Cluster #5, with citation counts of 207. The 4th is Lowe (2004) in Cluster #1, with citation counts of 157. The 5th is Wu (2013) in Cluster #4, with citation counts of 144. The 6th is Dunleavy (2009) in Cluster #4, with citation counts of 122. The 7th is Zhou (2008) in Cluster #5, with citation counts of 118. The 8th is Bay (2008) in Cluster #1, with citation counts of 117. The 9th is Newcombe (2011) in Cluster #1, with citation counts of 109. The 10th is Carmigniani et al. (2011) in Cluster #5, with citation counts of 104.

The network of document co-citations is visually complex (Figure ​ (Figure10) 10 ) because it includes 1000s of articles and the links among them. However, this analysis is very important because can be used to identify the possible conglomerate of knowledge in the area, and this is essential for a deep understanding of the area. Thus, for this purpose, a cluster analysis was conducted ( Chen et al., 2010 ; González-Teruel et al., 2015 ; Klavans and Boyack, 2015 ). Figure ​ Figure11 11 shows the clusters, which are identified with the two algorithms in Table ​ Table3 3 .

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Network of document co-citations: the dimensions of the nodes represent centrality, the dimensions of the characters represent the rank of the article rank, and the numbers represent the strengths of the links. It is possible to identify four historical phases (colors: blue, green, yellow, and red) from the past AR research to the current research.

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The identified clusters highlight clear parts of the literature of AR research, making clear and visible the interdisciplinary nature of this field. However, the dynamics to identify the past, present, and future of AR research cannot be clear yet. We analysed the relationships between these clusters and the temporal dimensions of each article. The results are synthesized in Figure ​ Figure12. 12 . It is clear that cluster #1 (tracking), cluster #4 (education), and cluster #5 (virtual city environment) are the current areas of AR research. (See Figure ​ Figure12 12 and Table ​ Table3 3 to identify the clusters.) It is possible to identify four historical phases (colors: blue, green, yellow, and red) from the past AR research to the current research.

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We were able to identify the top 394 references that had the most citations by using burst citations algorithm. Citation burst is an indicator of a most active area of research. Citation burst is a detection of a burst event, which can last for multiple years as well as a single year. A citation burst provides evidence that a particular publication is associated with a surge of citations. The burst detection was based on Kleinberg’s algorithm ( Kleinberg, 2002 , 2003 ). The top ranked document by bursts is Azuma (1997) in Cluster #0, with bursts of 101.64. The second one is Azuma et al. (2001) in Cluster #0, with bursts of 84.23. The third is Lowe (2004) in Cluster #1, with bursts of 64.07. The 4th is Van Krevelen (2010) in Cluster #5, with bursts of 50.99. The 5th is Wu (2013) in Cluster #4, with bursts of 47.23. The 6th is Hartley (2000) in Cluster #0, with bursts of 37.71. The 7th is Dunleavy (2009) in Cluster #4, with bursts of 33.22. The 8th is Kato (1999) in Cluster #0, with bursts of 32.16. The 9th is Newcombe (2011) in Cluster #1, with bursts of 29.72. The 10th is Feiner (1993) in Cluster #8, with bursts of 29.46 (Table ​ (Table4 4 ).

Our findings have profound implications for two reasons. At first the present work highlighted the evolution and development of VR and AR research and provided a clear perspective based on solid data and computational analyses. Secondly our findings on VR made it profoundly clear that the clinical dimension is one of the most investigated ever and seems to increase in quantitative and qualitative aspects, but also include technological development and article in computer science, engineer, and allied sciences.

Figure ​ Figure9 9 clarifies the past, present, and future of VR research. The outset of VR research brought a clearly-identifiable development in interfaces for children and medicine, routine use and behavioral-assessment, special effects, systems perspectives, and tutorials. This pioneering era evolved in the period that we can identify as the development era, because it was the period in which VR was used in experiments associated with new technological impulses. Not surprisingly, this was exactly concomitant with the new economy era in which significant investments were made in information technology, and it also was the era of the so-called ‘dot-com bubble’ in the late 1990s. The confluence of pioneering techniques into ergonomic studies within this development era was used to develop the first effective clinical systems for surgery, telemedicine, human spatial navigation, and the first phase of the development of therapy and laparoscopic skills. With the new millennium, VR research switched strongly toward what we can call the clinical-VR era, with its strong emphasis on rehabilitation, neurosurgery, and a new phase of therapy and laparoscopic skills. The number of applications and articles that have been published in the last 5 years are in line with the new technological development that we are experiencing at the hardware level, for example, with so many new, HMDs, and at the software level with an increasing number of independent programmers and VR communities.

Finally, Figure ​ Figure12 12 identifies clusters of the literature of AR research, making clear and visible the interdisciplinary nature of this field. The dynamics to identify the past, present, and future of AR research cannot be clear yet, but analyzing the relationships between these clusters and the temporal dimensions of each article tracking, education, and virtual city environment are the current areas of AR research. AR is a new technology that is showing its efficacy in different research fields, and providing a novel way to gather behavioral data and support learning, training, and clinical treatments.

Looking at scientific literature conducted in the last few years, it might appear that most developments in VR and AR studies have focused on clinical aspects. However, the reality is more complex; thus, this perception should be clarified. Although researchers publish studies on the use of VR in clinical settings, each study depends on the technologies available. Industrial development in VR and AR changed a lot in the last 10 years. In the past, the development involved mainly hardware solutions while nowadays, the main efforts pertain to the software when developing virtual solutions. Hardware became a commodity that is often available at low cost. On the other hand, software needs to be customized each time, per each experiment, and this requires huge efforts in term of development. Researchers in AR and VR today need to be able to adapt software in their labs.

Virtual reality and AR developments in this new clinical era rely on computer science and vice versa. The future of VR and AR is becoming more technological than before, and each day, new solutions and products are coming to the market. Both from software and hardware perspectives, the future of AR and VR depends on huge innovations in all fields. The gap between the past and the future of AR and VR research is about the “realism” that was the key aspect in the past versus the “interaction” that is the key aspect now. First 30 years of VR and AR consisted of a continuous research on better resolution and improved perception. Now, researchers already achieved a great resolution and need to focus on making the VR as realistic as possible, which is not simple. In fact, a real experience implies a realistic interaction and not just great resolution. Interactions can be improved in infinite ways through new developments at hardware and software levels.

Interaction in AR and VR is going to be “embodied,” with implication for neuroscientists that are thinking about new solutions to be implemented into the current systems ( Blanke et al., 2015 ; Riva, 2018 ; Riva et al., 2018 ). For example, the use of hands with contactless device (i.e., without gloves) makes the interaction in virtual environments more natural. The Leap Motion device 1 allows one to use of hands in VR without the use of gloves or markers. This simple and low-cost device allows the VR users to interact with virtual objects and related environments in a naturalistic way. When technology is able to be transparent, users can experience increased sense of being in the virtual environments (the so-called sense of presence).

Other forms of interactions are possible and have been developing continuously. For example, tactile and haptic device able to provide a continuous feedback to the users, intensifying their experience also by adding components, such as the feeling of touch and the physical weight of virtual objects, by using force feedback. Another technology available at low cost that facilitates interaction is the motion tracking system, such as Microsoft Kinect, for example. Such technology allows one to track the users’ bodies, allowing them to interact with the virtual environments using body movements, gestures, and interactions. Most HMDs use an embedded system to track HMD position and rotation as well as controllers that are generally placed into the user’s hands. This tracking allows a great degree of interaction and improves the overall virtual experience.

A final emerging approach is the use of digital technologies to simulate not only the external world but also the internal bodily signals ( Azevedo et al., 2017 ; Riva et al., 2017 ): interoception, proprioception and vestibular input. For example, Riva et al. (2017) recently introduced the concept of “sonoception” ( www.sonoception.com ), a novel non-invasive technological paradigm based on wearable acoustic and vibrotactile transducers able to alter internal bodily signals. This approach allowed the development of an interoceptive stimulator that is both able to assess interoceptive time perception in clinical patients ( Di Lernia et al., 2018b ) and to enhance heart rate variability (the short-term vagally mediated component—rMSSD) through the modulation of the subjects’ parasympathetic system ( Di Lernia et al., 2018a ).

In this scenario, it is clear that the future of VR and AR research is not just in clinical applications, although the implications for the patients are huge. The continuous development of VR and AR technologies is the result of research in computer science, engineering, and allied sciences. The reasons for which from our analyses emerged a “clinical era” are threefold. First, all clinical research on VR and AR includes also technological developments, and new technological discoveries are being published in clinical or technological journals but with clinical samples as main subject. As noted in our research, main journals that publish numerous articles on technological developments tested with both healthy and patients include Presence: Teleoperators & Virtual Environments, Cyberpsychology & Behavior (Cyberpsychol BEHAV), and IEEE Computer Graphics and Applications (IEEE Comput Graph). It is clear that researchers in psychology, neuroscience, medicine, and behavioral sciences in general have been investigating whether the technological developments of VR and AR are effective for users, indicating that clinical behavioral research has been incorporating large parts of computer science and engineering. A second aspect to consider is the industrial development. In fact, once a new technology is envisioned and created it goes for a patent application. Once the patent is sent for registration the new technology may be made available for the market, and eventually for journal submission and publication. Moreover, most VR and AR research that that proposes the development of a technology moves directly from the presenting prototype to receiving the patent and introducing it to the market without publishing the findings in scientific paper. Hence, it is clear that if a new technology has been developed for industrial market or consumer, but not for clinical purpose, the research conducted to develop such technology may never be published in a scientific paper. Although our manuscript considered published researches, we have to acknowledge the existence of several researches that have not been published at all. The third reason for which our analyses highlighted a “clinical era” is that several articles on VR and AR have been considered within the Web of Knowledge database, that is our source of references. In this article, we referred to “research” as the one in the database considered. Of course, this is a limitation of our study, since there are several other databases that are of big value in the scientific community, such as IEEE Xplore Digital Library, ACM Digital Library, and many others. Generally, the most important articles in journals published in these databases are also included in the Web of Knowledge database; hence, we are convinced that our study considered the top-level publications in computer science or engineering. Accordingly, we believe that this limitation can be overcome by considering the large number of articles referenced in our research.

Considering all these aspects, it is clear that clinical applications, behavioral aspects, and technological developments in VR and AR research are parts of a more complex situation compared to the old platforms used before the huge diffusion of HMD and solutions. We think that this work might provide a clearer vision for stakeholders, providing evidence of the current research frontiers and the challenges that are expected in the future, highlighting all the connections and implications of the research in several fields, such as clinical, behavioral, industrial, entertainment, educational, and many others.

Author Contributions

PC and GR conceived the idea. PC made data extraction and the computational analyses and wrote the first draft of the article. IG revised the introduction adding important information for the article. PC, IG, MR, and GR revised the article and approved the last version of the article after important input to the article rationale.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. The reviewer GC declared a shared affiliation, with no collaboration, with the authors PC and GR to the handling Editor at the time of the review.

1 https://www.leapmotion.com/

Supplementary Material

The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpsyg.2018.02086/full#supplementary-material

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Augmented reality: An important invention or pure distraction?

New glasses with this technology are starting to become more popular. supporters say that they do not make people more insular, while experts recommend against using them daily.

Ana Vidal Egea

More than 20 years have passed since the release of Minority Report (2002), Steven Spielberg’s film adaptation of a futuristic short story by Philip K. Dick, which turned into a major blockbuster. In the movie, Tom Cruise interacts with the hologram of a computer, opening and closing tabs and writing without needing a keyboard or mouse. The film was set in the year 2054, and for many, it was their first contact with what augmented reality (AR) could mean for everyday life. At that time, it was a dystopic vision. Now 2024 (much earlier than the film predicted) has kicked off with the launch of Apple’s Vision Pro augmented reality glasses , and images and videos have recorded people absorbed in their world while traveling on the subway or crossing a marked crosswalk.

This has reopened a debate that grabbed headlines in 2016 following the launch of the revolutionary video game Pokémon Go, which reached 232 million active users the year of its debut. The augmented reality game, which superimposes virtual elements on reality — unlike virtual reality, which immerses users in an entirely virtual environment — consisted of hunting Pokémons in the most unusual places in a city. The game was banned in countries such as China and Iran, which considered it a threat to public safety. Indeed, so many people were hurt trying to track down the creatures that the number of deaths began to be tracked. To date, 24 people have been killed and 62 injured. Eight years have passed between the launch of Pokémon Go and Apple’s Vision Pro glasses, but have we learned anything?

According to David Lindlbauer, professor at the Human-Computer Interaction Institute at Carnegie Mellon University, where he leads the Augmented Reality Laboratory, this technology has not yet become integrated into society. The key to its advance it what use it is given, he explains. “Escapism does not come from the medium of interaction [smartphone, television], but from the content [games, social networks]. AR gives us the opportunity to improve our lives by allowing us to do things that may be difficult, such as communicating with loved ones who are far away; sharing content in a fun way; being productive, but less stressed, or learning new things more easily,” says Lindlbauer by email.

But what does the data say? A research team from Stanford University published the first study on AR experiences after spending hours with Vision Pro glasses in public and private. One of the most significant findings of the paper — titled Seeing the World through Digital Prisms: Psychological Implications of Passthrough Video Usage in Mixed Reality — is that hand-eye coordination takes 43% longer when using digital glasses than without them, and that tasks such as eating or pressing buttons are particularly difficult due to the difference in spatial perception and size. “While the technology improves with every new headset and software update, passthrough falls far short of the human visual system — they are slower, grainier, and distorted, and cut off a large chunk of one’s field of view,” reads the study.

But perhaps most alarming is the social impact of the technology and the finding that “people in the real world simply felt less real.” The researchers emphasize how uncomfortable they felt interacting with other people while wearing the AR glasses. “Being in public could sometimes feel more like watching TV than interacting face-to-face,” the study explains.

The lead researcher of the study, Jeremy Bailenson, director and founding member of Stanford University’s Virtual Human Interactions Laboratory (VHIL), is clear about what the results mean. “AR should not be used all day, or even every day. Its strength has always been in its ability to provide us with special experiences, not continuous experiences,” he explains by email. According to Bailenson, users should not check email or watch movies with AR glasses. “In my laboratory, a framework has developed in recent decades. Through hundreds of studies, we have learned that immersive media is best reserved for experiences that in the real world would be ‘dangerous,’ ‘impossible,’ ‘counterproductive’ or ‘expensive.’” Training firefighters, rehabilitating stroke victims, learning art history through museums, and traveling back in time to understand climate change are some examples of these experiences.

Unlike virtual reality, which can lead to social disconnection, augmented reality can provide benefits without triggering social isolation. Users remain in the physical world at all times. That’s the argument made by Tim Cook, CEO of Apple, who says he is AR’s No.1 fan. He has gone so far as to predict that: “A significant portion of the population of developed countries, and eventually all countries, will have AR experiences every day, almost like eating three meals a day.” Cook has a vested interested in this outcome as he is betting everything on AR, trusting that this technology will complement or even replace the smartphone and computer, giving users greater connectivity and productivity and reducing technological distractions.

A study carried out by the U.S. consulting firm FinancesOnline indicates that AR could have a big impact on education and healthcare, as well as the video game industry. The technology, for example, could be used to promote mental health: both to diagnose mental states through facial expression (depression, anxiety...) and for treatment, such as providing images or sounds that could help cheer up users. However, according to Lindlbauer, more improvements are needed in AR hardware (it needs to be lighter, with a longer battery life and better ability to see others’ faces) and software (understanding of context, connectivity, privacy, and security).

Those reluctant to try the Vision Pro in everyday life can try more gradual approaches to AR, such as Ray-Ban Meta smart glasses , which can take photos and record videos of what is being seen. The devices have a microphone that allows users to talk on the phone and speakers that play music. What’s more, users can engage Meta AI, a conversational assistant, which can help with tasks such as choosing what to wear . This is a less intrusive approach to augmented reality, particularly when it comes to sound.

However, privacy remains one of the biggest issues, due to the threat of a possible leak of data stored by the user. “The lack of standards in XR [extended reality, the next step after augmented reality] threatens to create a fragmented surveillance society that does not serve humanity. What we need is a sustainable technology society,” Steve Mann, professor of computer engineering at the University of Toronto, says by email. “XR technologies have the potential to benefit humanity, but unfortunately, both the Vision Pro and the Meta Quest 3 are a kind of society of spectacular products that lack interoperability,” continues Mann, who is also the inventor of several AR devices, the author of more than 200 articles and owner of patents.

What we know is that AR is here to stay. According to Statista , the number of active users has quadrupled, going from 400 million in 2019 to 1.73 billion in 2024. Until more comprehensive and robust regulations are defined, it’s advisable to approach this technology with caution.

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  4. (PDF) Augmented Reality: A Review

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  2. Wearable Augmented Reality: Research Trends and Future Directions from Three Major Venues

  3. Understanding the Technologies Augmented Reality (AR) and Virtual Reality (VR)

  4. Building AR for events with Rock Paper Reality

  5. Fast Forward on Split-Lohmann Multifocal Displays [SIGGRAPH2023]

  6. Action-Origami Inspired Haptic Devices for Virtual Reality

COMMENTS

  1. Analyzing augmented reality (AR) and virtual reality (VR) recent

    Augmented Reality (AR) and Virtual Reality (VR) technologies have revolutionized learning approaches through immersive digital experience, interactive environment, simulation and engagement. ... One more step to finalize characteristics of selected papers in this research is to determine the related journals and contribution of each one of them ...

  2. Augmented Reality Technology: Current Applications, Challenges and its

    The term augmented reality (AR) refers to a technology that unites virtual things with the actual environment and communicate directly with one another. Nowadays, augmented reality is receiving a lot of study attention. It is one of the few ideas that, though formerly deemed impractical and unattainable and can today be used quite successfully. Research and development on the AR are still in ...

  3. Augmented reality and virtual reality displays: emerging ...

    With rapid advances in high-speed communication and computation, augmented reality (AR) and virtual reality (VR) are emerging as next-generation display platforms for deeper human-digital ...

  4. The Past, Present, and Future of Virtual and Augmented Reality Research

    Augmented reality is a more recent technology than VR and shows an interdisciplinary application framework, in which, nowadays, education and learning seem to be the most field of research. Indeed, AR allows supporting learning, for example increasing-on content understanding and memory preservation, as well as on learning motivation.

  5. Modern Augmented Reality: Applications, Trends, and Future Directions

    Augmented reality (AR) is one of the relatively old, yet trending areas in the intersection of computer vision and computer graphics with numerous applications in several areas, from gaming and entertainment, to education and healthcare. Although it has been around for nearly fifty years, it has seen a lot of interest by the research community in the recent years, mainly because of the huge ...

  6. Frontiers

    Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments. In this paper, we systematically review 10 years of the most influential AR user studies, from 2005 to 2014. A total of 291 papers with 369 individual user studies have been reviewed and classified based on their application areas. The primary contribution ...

  7. Enhancing students' learning achievements, self‐efficacy, and

    This paper examines the use of augmented reality (AR) as a concept-association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. ... The primary goal of this research was to evaluate the effectiveness of an AR-assisted concept-association strategy for improving essential knowledge acquisition ...

  8. Virtual, mixed, and augmented reality: a systematic review for

    2.1 Immersion "Immersion" and "presence" are important concepts for research in immersive systems. Nilsson et al. note that "the term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media."This observation is confirmed by our review of the literature.

  9. Augmented Reality: A Comprehensive Review

    Augmented Reality (AR) aims to modify the perception of real-world images by overlaying digital data on them. A novel mechanic, it is an enlightening and engaging mechanic that constantly strives for new techniques in every sphere. The real world can be augmented with information in real-time. AR aims to accept the outdoors and come up with a novel and efficient model in all application areas ...

  10. (PDF) Augmented Reality in Education: An Overview of ...

    ORCID: 0000-0003-2351-2693. Received: 8 Jul 2020 Accepted: 3 Feb 2021. Abstract. Research on augment ed reality (AR) in education is gaining momen tum worldwide. This field has been. actively ...

  11. Interactive Learning with iPads and Augmented Reality: A Sustainability

    As the use of handheld devices continues to proliferate in both private and educational sectors, critical questions emerge concerning the end-of-life management of materials and strategies to curtail waste generation. Augmented reality (AR) technology presents novel avenues for engaging students in science education. This paper presents a novel didactic methodology through a tablet-based ...

  12. Virtual and Augmented Reality

    Virtual and augmented reality technologies have entered a new near-commodity era, accompanied by massive commercial investments, but still are subject to numerous open research questions. This special issue of IEEE Computer Graphics and Applications aims at broad views to capture the state of the art, important achievements, and impact of several areas in these dynamic disciplines. It contains ...

  13. Revealing the true potential and prospects of augmented reality in

    Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which they can be used effectively for educational ...

  14. Explaining Source of Information in Perceiving User Experience on

    We considered interactivity, insight experience, and online reviews as sources of information that perceive user experience through a sense of presence and subjective norms. Satisfaction and trust are incorporated in the model as mediating constructs to investigate their impact on continuance intention in an augmented reality environment.

  15. (PDF) A Review of Research on Augmented Reality in Education

    Since its introduction, augmented reality (AR) has been shown to have good potential in making the learning process more active, effective and meaningful. This is because its advanced technology ...

  16. The research and application of the augmented reality technology

    With the rapid development of computer 3D processing capacity and the emergence of low-cost sensors, the technology of augmented reality (AR) and virtual reality (VR) has advanced quickly in recent years, especially in combination with real-world technologies. Firstly, the concepts are summarized, and the difference and connection are analyzed between AR and VR. Then, a typical AR system with ...

  17. Augmented reality and the customer journey: An exploratory study

    Augmented reality and virtual reality in physical and online retailing: a review, synthesis and research agenda. In: Jung T., tom Dieck M.C. (Eds.), Augmented Reality and Virtual Reality: Empowering Human, Place and Business .

  18. Virtual reality and augmented reality displays: advances and future

    Abstract. Virtual reality (VR) and augmented reality (AR) are revolutionizing the ways we perceive and interact with various types of digital information. These near-eye displays have attracted significant attention and efforts due to their ability to reconstruct the interactions between computer-generated images and the real world.

  19. A Systematic Literature Review on Extended Reality: Virtual, Augmented

    Keywords: Extended reality (XR) - virtual reality (VR) - augmented reality (AR) - collaboration - systematic literature review - working life Abstract

  20. In-Depth Review of Augmented Reality: Tracking Technologies

    Figure 1 provides an overview of reviewed topics of augmented reality in this paper. Open in a separate window. ... After going through a critical review process of collaborative augmented reality, the research has identified that some security flaws and missing trust parameters need to be addressed to ensure a pristine environment is provided ...

  21. The Past, Present, and Future of Virtual and Augmented Reality Research

    Introduction. In the last 5 years, virtual reality (VR) and augmented reality (AR) have attracted the interest of investors and the general public, especially after Mark Zuckerberg bought Oculus for two billion dollars (Luckerson, 2014; Castelvecchi, 2016).Currently, many other companies, such as Sony, Samsung, HTC, and Google are making huge investments in VR and AR (Korolov, 2014; Ebert ...

  22. (PDF) An Overview of Augmented Reality

    Virtual reality (VR) is, in turn, related to the concept of augmented reality (AR). It represents a technology still in solid expansion but which was created and imagined several decades ago.

  23. Augmented reality: An important invention or pure distraction?

    A man tests the Apple Vision Pro augmented reality glasses during the product presentation at the Apple Store in New York, on February 2. ... A research team from Stanford University published the first study on AR experiences after spending hours with Vision Pro glasses in public and private. One of the most significant findings of the paper ...

  24. (PDF) Augmented Reality

    This research work investigates the effect of Augmented Reality(AR) in electronics, electrical and science education on university level students. This paper aims to elaborate the understanding of ...

  25. (PDF) Introduction to augmented reality

    1 INTRODUCTION. Augmented Reality (AR) is a new tec hnology. that involv es the overla y of computer graph-. ics on the real world (Figure 1). One of the. best overviews of the technology is [4 ...