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The phrase “augmented reality” was coined by Boeing researcher Tom Caudell in the early 1990s to describe a digital display viewed through a headset which guided workers through electrical wires in aircraft. The term has since gained currency and is now taken to describe digital information overlaid on the physical world. At a time when mobile applications are achieving unprecedented download levels – fuelled by the success of the App Store and the contingent deployment of a raft of operator and vendor storefronts, so interest has grown on the opportunities for mobile applications which utilise AR (augmented reality). Applications such as Nearest Tube and Zagat’s NRU have utilised geotagging technology to access information from the web about their locations. However, these apps are very much trailblazers in their field. Augmented reality on the mobile requires a camera, GPS and digital compass, and at present only a handful of handsets offer that combination. Furthermore, while augmented reality – both within apps and browsers – would appear to offer developers the opportunity to take interactivity to a new level, there is much uncertainty as to how augmented reality content and services should be monetised, and what business models operators, vendors and content providers should employ