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411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

History of video games/AR

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

__NOTOC__ Prototype Technology of the 1980's and 1990's During the Cold War there was a massive amount of Research and Development ongoing by both government and commercial agencies, which had a side effect of trickling down to consumers later, namely in Augmented Reality, and general advances in computing. During this time, a number of marketing attempts to promote the technology would be made.The Wacky World of VR in the 80s and 90s https://www.pcmag.com/news/the-wacky-world-of-vr-in-the-80s-and-90s PCMAG 25 November 2020 en Though this technology would not see consumer use in the 1980's and 1990's, it would form the basis for common gaming technologies decades later. HUD development greatly influenced AR development Augmented Reality is fielded The mid-2010's saw large corporations begin to push into the field with their own entries in Augmented Reality.Manjoo Farhad Microsoft HoloLens: A Sensational Vision of the PC’s Future (Published 2015) https://www.nytimes.com/2015/01/22/technology/personaltech/the-microsoft-hololens-a-sensational-vision-of-the-pcs-future.html The New York Times 28 November 2020 22 January 2015Miller Claire Cain At Google, Bid to Put Its Glasses to Work (Published 2014) https://www.nytimes.com/2014/04/08/technology/google-begins-a-push-to-take-glass-to-work.html The New York Times 28 November 2020 8 April 2014 Google Glass and Microsoft Hololens help popularize the idea augmented reality devices in the public, though neither device sees widespread consumer use.Google Glass, HoloLens, and the Real Future of Augmented Reality https://spectrum.ieee.org/consumer-electronics/audiovideo/google-glass-hololens-and-the-real-future-of-augmented-reality 1 February 2021 IEEE Spectrum: Technology, Engineering, and Science News en References Augmented reality Augmented reality VR XR 50%