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WE ARE INNOVATAR

Augmented Reality, Defined

Augmented Reality (AR) brings digital information and virtual objects into the physical space. With AR, the digital world comes to life inside the view captured by your phone, tablet or other device.

  • $94.4 billion

    The global AR market is expected to grow to $94.4 billion by 2023.

  • 3x larger

    The AR market is projected to be 3x larger than the Virtual Reality market by 2020.

  • 65.9 million units

    AR headset sales are expected to increase from 8.9 million units in 2018 to 65.9 million units by 2022.

  • 1 billion users

    AR is expected to acquire 1 billion users by 2020.

  • xxx

    AR is expected to acquire 1 billion users by 2020.

  • xxx

    AR is expected to acquire 1 billion users by 2020.

65.9 million units

AR headset sales are expected to increase from 8.9 million units in 2018 to 65.9 million units by 2022.

300% larger

The AR market is projected to be 3x larger than the Virtual Reality market by 2020.

$94.4 billion

The global AR market is expected to grow to $94.4 billion by 2023.

1000000000 users

AR is expected to acquire 1 billion users by 2020.

The History of Augmented Reality

Creating the Future

Like Rome, AR wasn’t built in a day. Check out the timeline below for some notable moments in AR development – and how InnovatAR fits into this ongoing history.

  • 1838

    Scientist Charles Wheatstone discovers the principle of stereoscopic vision – that the brain processes two different images from each eye to create what we understand as three-dimensional sight. His research lead to the creation of the stereoscope, considered the first tool that enabled a ‘virtual reality.’

  • 1939

    Introduced at the World’s Fair, the View-Master was a commercial stereoscope used for ‘virtual tourism.’ Users could view 3-D, full-color photographs of popular travel destinations on the special reels used in the device.

    1939

  • 1961

    Headsight, developed by engineers at Philco, was a helmet-like invention capable of tracking a user’s head movements in real time. Positional tracking is a key feature of AR design and implementation today.

  • 1962

    Morton Heilig builds a prototype of the Sensorama: a photo-booth sized machine that creates a multi-sensory theater experience for the user. The Sensorama – essentially an early iteration of 4D film –
    used a stereoscopic color display, fans, odor emitters, stereo-sound, and a motional chair to immerse its audience of one.

    1962

  • 1968

    Ivan Sutherland develops The Sword of Damocles, the first head-mounted virtual display system. Because of its weight, the invention was suspended by a mechanical arm above the user. When worn, the device utilized head tracking technology and a stereoscopic display to overlay the user’s field of vision with simple computer-generated graphics.

  • 1974

    Videoplace, an artificial reality lab, is established by Myron Kreuger. It allowed two individuals in separate rooms to interact with one another in an artificial setting. Cameras captured a user’s motions, which was then displayed as a monochrome silhouette via projectors to the other user. What was especially revolutionary was the lack of motion-tracking goggles or gloves, previously essential pieces to pioneering AR & VR systems.
    http://www.medienkunstnetz.de/works/videoplace/

    1974

  • 1990

    Tom Caudell develops the term ‘augmented reality’ while creating diagram instructions as a researcher at Boeing. Only 3 years prior, the phrase ‘virtual reality’ had been coined by Jaron Lanier, a computer scientist, writer, and founder of VPL Research, one of the first companies to sell VR products.

  • 1995

    Nintendo ships the Virtual Boy, the first home console system capable of displaying 3D stereoscopic graphics. Larger-scale VR cabinet games were already quite popular when the Virtual Boy hit storefronts.

    1995

  • 1999

    The NASA x-38 spacecraft is flown with the Hybrid Synthetic Vision system, which overlaid map data on video. This provided improved navigation capabilities for the pilots, even in moments of limited visibility.

  • 2000

    ARToolKit is launched by Hirokazu Kato. This software uses video tracking to overlay virtual objects on a camera feed – and was crucial the growth of AR in the 2000s. In 2009, ARTooKit brought augmented reality into web browsers via an open-source platform and continues to be an important resource to developers.

    2000

  • 2003

    Smartphones are used to detect AR markers – four years before Apple was set to release the first-generation iPhone. Currently, most modern AR applications rely on the processing power of smartphones to deliver their enhanced experiences.

  • 2008

    BMW Mini debuts the first commercial application of augmented reality. Several examples follow in the years to come, including Esquire magazine in 2009; National Geographic in 2011; and Coca-Cola in 2013. Though previously not considered scalable, the investment needed to deploy AR today is considerably lower than these initial groundbreaking efforts.

    2008

  • 2014

    Google debuts Google Glass, marking the start of consumer-friendly and wearable AR devices. Magic Leap announces a $50 million investment in augmented reality – the largest up until this point.

  • 2016

    Investments in virtual and augmented reality reach $1.1 billion. Pokemon GO is released by Nintendo; Snapchat releases the Spectacles; Microsoft releases the HoloLens.

    2016

  • 2018

    InnovatAR is born. Unlike predecessors, InnovatAR products don’t require any app downloads or custom hardware, thereby bringing AR to the masses through user-friendly, engaging experiences

Get Connected

Executive Team

Zander Mabin

Co-Founder, CEO

MBA – Indiana University
BA – Mount St. Mary’s University
Previously: EVP at Agency MABU* and Senior Consultant at Booz Allen Hamilton
Fun Facts: Scratch Golfer & Took 2nd place in State Speed Walking Race at Age 12

Nick

Nick Kramer

Co-Founder, SVP Web

AAS – Bismarck State College
Previously: Director of Web Development at Agency MABU*
Fun Facts: Built his first website at the age of 11 and got his first job in web development at age 14.

Ed

Ed Sargeant

SVP, Animation & Video

MA – Camberwell College, London
BA – Bournemouth University, Dorset UK
Previously: Director of Creative Services at Agency MABU*
Fun Facts: Worked on Visual Effects for Harry Potter movie & Once found himself on the edge of the ND State Capitol filming the Harlem Globetrotters…then remembered he had a fear of heights.

InnovatAR

Derek Milner

SVP, Design

BFA – University of North Dakota
Previously: Director of Creative Services at Agency MABU*
Fun Facts: Has a wealth of knowledge in useless facts and can brew you a beer. He has also commissioned a royal portrait of his dog.

*InnovatAR was created through an internal product development process at Agency MABU, a full-service marketing and advertising firm. MABU served as an incubator to develop the new company and continues to serve as an investor in its growth.

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Bismarck, ND 58503

1-701-210-2699

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