Background of Augmented Reality
The Augmented Reality (AR) is a variation of Virtual Reality. Virtual Reality technologies wrap users in a completely synthetic environment, shifting the real world around them. Augmented Reality AR, however, allows the user to see the real world, in which virtual objects are superimposed, such as animations, 3D objects (Lara, 2004). Therefore, the Augmented Reality does not replace reality, but complements it (González, 2011). The Augmented Reality in mobile devices has a great impact, because it is very easy to work with this type of devices, giving way to great possibilities to generate Augmented Reality by relating images in real time, geographic position of the user, markers with information stored in the Fombona (Fombona, 2012). Platforms like Vuforia (Vuforia, 2017) currently allow us to implement AR with texture-based tracking (Markeless, 2013), which gives us more freedom when superimposing our models within the real world and do not need to put another element on some side to recognize it; the application will intelligently know where and how it should run.
Within the Augmented Reality animation can be included, in this project 2D animation will be used, 2D animation is a process that allows to give the sensation of movement to images, drawings or other inanimate objects (plasticine, paper, etc.). It is normally considered an optical illusion. There are numerous techniques for performing animation that go beyond familiar cartoons (Cogua, 2017).
The beginnings of the Augmented Reality date from 1962, when Morton Heilig, who was a cinematographer, made a system called Sensorama which included stimulation for the sense of smell, taste and touch. Later in 1973 Ivan Sutherland invented the Head Mounted Display, which is a helmet for visualization of images created by computer.
The term Augmented Reality was coined in 1992 by Tom Caudell, who used it to describe a screen that would be used by Boeing's electrician technicians, who mixed virtual graphics with physical reality.