Learn

What is augmented reality?

AR leaves the room exactly where it is and puts information on top of it: a 3D model, a label, a technical diagram, an animation.

A phone lifts a model from a plan.

The room stays, the information arrives

Where VR shuts the real world out, AR keeps it in view and adds to it, through a phone screen, a tablet, or a pair of transparent smart glasses.

The person keeps their footing, their colleagues and their surroundings, and gains a layer of information that sits exactly where it is needed.

How augmented reality works in practice

AR relies on cameras, sensors and computer vision to read the physical environment and anchor digital elements in real time.

Ronald Azuma's 1997 survey defines it by three characteristics: it combines real and virtual content, it is interactive in real time, and it registers virtual objects accurately in 3D space. Azuma, 1997

Two people display dotted planes on a tablet. A VR training scenario for what is augmented reality.
A tablet marks the tabletop as a surface.

Mobile AR, on the phone in your pocket

Standard smartphones and tablets use their rear cameras, gyroscopes and accelerometers to place digital objects onto surfaces.

Google's ARCore documentation describes motion tracking as following distinctive camera-image points to work out the phone's position.

It describes environmental understanding as detecting horizontal, vertical and angled surfaces, and light estimation as matching a virtual object's lighting to the room. Google ARCore documentation

The building blocks

Every AR display, from a phone to a pair of glasses, is built from the same handful of techniques for finding the room and staying locked to it.

A man in smart glasses looks across a gallery of ceramics as colour halos surround them. A VR training scenario for augmented reality.
Optical see-through smart glasses. Transparent lenses or waveguide optics project light into the wearer's line of sight, so digital information is viewed hands-free while looking at the real room.
An AR figure appears above a card. A first person VR training scenario for augmented reality, seen through the headset.
Web-based AR. Lightweight experiences opened in a mobile browser from a URL or a QR code, with no app to download.
A digital cube hovers above a marker on a polished table. A first person VR training scenario for augmented reality, seen through the headset.
Surface detection and plane finding. Computer vision identifies floors, tables and walls in the camera feed, so virtual objects rest naturally on physical planes.
Two people check an AR sphere marker with a camera on a stand. A VR training scenario for augmented reality.
Simultaneous localisation and mapping. The device maps an unfamiliar space while keeping track of its own position inside it.
A facilitator views a 3D structure through a phone held over a marker. A VR training scenario for what is augmented reality.
Image and marker recognition. A printed code, a machinery label or an illustration triggers the right 3D model or instruction at a precise physical location.
Two people examine a form and its shadow. A VR training scenario for what is augmented reality.
Lighting estimation. Software reads the direction and intensity of the room's light so digital graphics cast believable shadows and blend in.

What it feels like to use AR

The room stays visible while the digital information sits over it. A person keeps moving, keeps talking to the people beside them, and stays aware of obstacles and hazards.

Blue bands cross a wheat field, seen by a woman in smart glasses. A VR training scenario for augmented reality.
Glasses lay data over a wheat field.

Through a screen, or through the lenses

On a phone or tablet the view is framed by the screen, which makes it accessible but means holding the device.

On smart glasses the graphics appear directly in front of the eyes, though the field of view where overlays are visible is typically narrower than natural peripheral vision.

Where augmented reality is commonly used

AR is useful when the information needs to appear beside the object, the place or the task it explains.

A technician works beside assembly cues. A first person VR training scenario for what is augmented reality, seen through the headset.
Field service, maintenance and assembly. Schematics, part labels and step-by-step guides over the equipment itself, with less reliance on paper manuals.
Three people display a guidance arrow over a pipe rig. A VR training scenario for what is augmented reality.
Remote expert assistance. A field worker shares a live camera feed and an off-site specialist draws arrows and notes onto it in real time.
A warehouse picker checks a phone build between the racks. A rapid prototyping scenario for mobile experiences, from idea to working product.
Logistics and warehousing. Visual prompts on a phone or a wearable display guide staff down the right aisle to the right item.
Three people stand around a classroom table inspecting a large molecular model floating above it. A VR scene for what is augmented reality.
Education and interactive learning. Anatomical models, chemical structures and landmarks over a classroom desk, so abstract concepts have a shape.
A digital artwork layer anchored on a real wall.
Cultural events and public exhibitions. Artefacts and artworks reveal an animated story and extra context when a visitor scans them.

Augmented reality in practice at PTR

PTR's live AR is a build you can point a phone at today.

A printed model gains an augmented-reality layer, seen through a phone held over the page.
A tablet raises a tower from the page.

The AR Business Card

Point a phone camera at the PTR card and the build opens in the browser, with nothing to install. It runs on PTR Labs. PTR also builds interactive AR overlays for print material, physical spaces and artwork. PTR's augmented reality page

Common confusions about AR

What AR gets mistaken for, and the difference in each case.

A learner and instructor display AR markers. A VR training scenario for augmented reality.
AR is more than social media filters. Selfie filters and consumer games are popular uses, but the same technology runs enterprise operations, healthcare guidance and technical training.
A holographic ball passes behind a chair. A VR training scenario for mixed reality.
AR is different from mixed reality. Standard AR overlays information like a heads-up display. Mixed reality goes further: digital objects can hide behind physical ones and react to the physics of the room.
A man in smart glasses looks across a library rotunda as colour ribbons trace the shelves. A VR training scenario for augmented reality.
AR does not yet replace everyday spectacles. Smart glasses keep maturing, but battery weight, heat and display brightness mean lightweight all-day consumer glasses are still an evolving technology.
An AR plan anchors to a wall. A first person VR training scenario for augmented reality, seen through the headset.
A published AR training system is not automatically proven effective. A 2023 IEEE systematic review of 64 published AR training systems found most were evaluated on task time and error counts rather than deeper learning outcomes. A working demo and a measured training outcome are two different claims. Ask a vendor which one they are making.

Is augmented reality the right fit?

The conditions that make AR the obvious choice, and the ones that mean another format will serve better.

Two guides stand beneath route arrows. A first person VR training scenario for what is augmented reality, seen through the headset.
A strong fit when Users need contextual, hands-on guidance over physical equipment. Broad access matters, since most modern phones and tablets support AR with no new hardware. The real-world context must stay visible, as in exhibitions, museum displays or facility wayfinding.
Two people observe an overlay near a marker. A VR training scenario for what is augmented reality.
Not the right fit when Alignment is precision-critical or safety-critical: consumer AR tracking can drift, and certified measurement still needs instruments. Lighting is poor or surfaces are reflective, since tracking relies on the camera. Long hands-free wear across a workforce, where glasses are limited by battery and heat. Deep environmental interaction, where objects must hide behind furniture or persist in a mapped room: that is mixed reality's job.

The short version

What adding to the room buys you, and where it stops.

Two people view an overlay through a tablet. A VR training scenario for XR and AI concepts explained simply.
A sphere in a cube, through a tablet.

Added to the world, not replacing it

AR adds digital content on top of the real world without replacing it. That is what makes it useful for hands-on, in-the-moment guidance, and it is also why AR alone cannot let digital objects react to real surfaces the way mixed reality can.

See how augmented reality is applied in enterprise and learning on the XR overview →

Sources and further reading

AR definitions, a review of training systems and ARCore developer documentation.

A visitor stands beside an exhibition layer. A first person VR training scenario for what is augmented reality, seen through the headset.

A Survey of Augmented Reality

Ronald T. Azuma · 1997

Presence: Teleoperators and Virtual Environments, MIT Press. The three-part definition this page uses.

Read it at dl.acm.org

Two people follow arrows through an aisle, one holding a phone. A VR training scenario for what is augmented reality.

How It Works: ARCore developer documentation

Google · updated 2024

Motion tracking, environmental understanding and light estimation, as the vendor describes them.

Read it at developers.google.com

Three people display a visual layer beside a vase in an alcove. A VR training scenario for what is extended reality.

Systematic Review of Augmented Reality Training Systems

Butaslac et al. · IEEE Transactions on Visualization and Computer Graphics · 2023

The review of 64 published systems behind the effectiveness note above.

Read it at ieeexplore.ieee.org

A facilitator explains the spectrum to two people standing where a plain gallery room gives way to a virtual landscape.

A Taxonomy of Mixed Reality Visual Displays

Paul Milgram and Fumio Kishino · 1994

IEICE Transactions on Information and Systems. The continuum that places AR near the real end.

Read it at globals.ieice.org

LABS DEMOS

Try what we're building.

Explore working demonstrations of immersive training, XR, AI and interactive experiences for healthcare, education, government and enterprise.

Explore Labs Demos ↗
The PRACTICE lane on PTR Labs Demos: three of its roleplay characters shown one after another in cinematic office settings, a golden-hour boardroom, a customer lounge and a dusk meeting room
PRACTICE
The PLAY lane on PTR Labs Demos: a slow moving view through three environments from the 360 Immersive Experience, a museum hall, a hospital room and a modern waterfront, animated from the experience's real 360 scenes
PLAY
The CREATE lane on PTR Labs Demos: a chibi character modelled on PTR's co-founder runs toward the camera through Scope Creep Sprint's world, leaping an office chair and a jammed printer
CREATE
The CONNECT lane: a six-person video call grid bringing a distributed organisation together, among them a woman using a wheelchair and a man dialling in from a greenhouse
CONNECT
The CONSULT lane: Simon leads an adaptive AI consultation, talking a client through a tailored recommendation shown on a tablet between them
CONSULT
The COLLABORATE lane: Leonie leads a co-design workshop at a whiteboard, mapping ideas with sticky notes while the group gathers around her
COLLABORATE
AI STUDIO DEMOS

Build and manage AI for your organisation.

See applied AI in action. Explore demos of digital twins, adaptive AI consultation and collaborative AI tools.

Explore AI Studio Demos ↗
WHAT CLIENTS SAY
Keia Hobbs, MD
PTR demonstrated a profound understanding of the intricacies of human behaviour, crucial in crafting meaningful and impactful experiences. I wholeheartedly endorse PTR and their commitment to creating impactful experiences.
Keia Hobbs, MD
Assistant Dean of Graduate Medical Education, University of Illinois Chicago
Martine McCash
Over the past six months, XRHealth Australia has worked closely with People Tech Revolution to co-design innovative immersive applications... supporting workplace mental health and recovery in the transport industry. Simon and his team have been exceptional collaborators: creative, responsive and genuinely committed to human-centred design. Their ability to understand clinical and operational needs and translate complex ideas into safe, realistic VR environments has made the partnership both productive and enjoyable. Together, we are developing practical, evidence-informed tools that build confidence, resilience and coping strategies through structured, real-world scenarios. I highly recommend People Tech Revolution as a trusted technology partner.
Martine McCash
Vice President - Services, XRHealth Australia
Sally Wagnon
From the initial concept discussions to the final execution, PTR demonstrated a commitment to guiding us through what was completely new territory. Their approach was structured and transparent and they always let us know what was achievable given the timeframe and budget.
Sally Wagnon
Senior Campaign Manager, 89 Degrees East
Nic Barry
I don't think role plays will ever cut it again in this space. Participants are able to empathise and discuss the experiences... with detail that just wouldn't be possible without actually experiencing it themselves.
Nic Barry
Digital Learning & Organisational Capability, Domain Group
Rhonda Brighton-Hall
They jump back, step away, they gasp, they try to find their voice, they ask to be included and when dismissed, they physically shrink. And when they can't do any of those things, the learning sticks and the real conversations begin.
Rhonda Brighton-Hall
CEO, MWAH - Making Work Human Again
Sean Hunter
Working with the PTR team has been great and I look forward to continuing the relationship and developing more VR training.
Sean Hunter
Director of Systems Transformation, Mater and Mater Education
Christine Mudavanhu
We work together with People Tech Revolution to codesign experiences and we are both committed to creating psychologically safe environments and workspaces.
Christine Mudavanhu
Founder and Principal Consultant, Utano Global
SWGJ Program Lead
VR will be a game changer, helping us create ongoing opportunities for deliberate and safe practice following the live workshop experience.
SWGJ Program Lead
Speaking with Good Judgement Program Lead, Mater Education
Built with organisations around the world.
Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce
Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me
Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East
Simon Lowe in conversation, hands raised mid-sentence in an armchair
Didymo

Talk to Us.

Schedule an Intro Call