In the digital world, Augmented Reality (AR) has gained a lot of attention. Many business sectors have employed the use of AR technology including Healthcare and the Engineering industry (Dunn, Yeo, Moghaddampour, Chau, & Humbert, 2017). Technologies distort and change the world in which people live and work to the point liability many be found in the degree of distortion and causal connection to harm and perceived losses. The potential for harm grows as the gap between what users think the situation is and what the material reality affords.
The benefits of this research will aid in understanding the perception gaps between reality and human response to external stimulus and thereby identify risks in the use of the technologies. Exposure to the sporting world on television (TV) has made many people accustomed to augmented reality (AR). Whether the sport is yacht racing, mountain climbing or golf, viewers expect to receive multiple overlays of information that make the competition easier to comprehend. Similarly, news channels provide enhanced digital images, surreptitious audio recordings, and mixed realities, in order to make reality bigger, better, and more accessible to the viewing audience.

Traditionally media has represented realities in a two dimensional rectangle that projects real objects and relationships, but the representation has augmented or changed the reality in ways that the human perception of the realities may differ. The human experiences the digital data as a three dimensional sensory perception, and as an implant to the real environment in which they live. In such circumstances decisions are made, perceptions shaped, and actions taken and the human gains knowledge of real situations based on a construction and the comprehended illusion. AR is a blend of virtual reality (VR) and physical reality, which is different from pure VR that attempts to abstract the digital form from reality – in a game such as Grand Theft Auto, for example. The human experiences the digital data as a three dimensional sensory perception, and as an implant to the real environment in which they live (Papegaaij, Morang, & Steenbrink, 2017).
In such circumstances decisions are made, perceptions shaped, and actions taken and the human gains knowledge of real situations based on a construction and the comprehended illusion. AR is a blend of virtual reality (VR) and physical reality, which is different from pure VR that attempts to abstract the digital form from reality – in a game such as Grand Theft Auto, for example. AR makes things that exist greater, as in size, extent, or quantity by using digital information to make human experience of actual, physical reality greater. It does not create a brand new, standalone plane of existence, as in a digital game but rather adds to the information available to the senses in the physical world. The associated risks require evaluation and to guide this research an exploratory question is used to limit the scope of inquiry. What are the legal implications of adding information to the human senses?