Well... since we're arguing semantics...
The nomenclature we use is messy and imprecise.
1. There are goggles/glasses which present a whole new reality that isn't real. A virtual reality. The image is opaque and you can't see anything of the real reality around you, you only see whats on the screens in front of your eyes. This is the world of VR Gaming.
2. Then there are goggles/glasses which are transparent, but, onto which is projected 3D images (actual 3D if they are projecting on a screen in front of each eye) that look like they exist in your real world. So, you'll see a 3D schematic floating over a table. And with the use of tracking software and gyros, the goggles knows where you're looking and the orientation of your head and adjusts the image in your real world. And again, using tracking software, those images can be made to interact with your real environment, like an avatar sitting down on a chair. This is Augmented Reality... as normally used. Note that in this case, all the 3D projected sprites are to some degree translucent since you're using googles that can still see the world around you.
3. Then there are the screen-held "augmented reality" that is videoing your real surroundings and placing images that look 3D into the video's environment (like Pokemon Go). The cheap ones just put the image on the screen, the cool ones use tracking software to have the sprite be interactive with the environment. In this case, the 'augmented sprites' aren't translucent since you're not looking through googles.
4. Then there are windows with augmented video. These are just fancy heads up displays (HUDs). If the window can track your head movement, it could create a 3D effect through parallax and make the sprites look 3D and even possibly interacting with the environment.
Now, the problem with nomenclature is we have just two terms: VR and AR. But we have 4 distinct effects. Often people will call #2-4 AR. Sometime #1 and #2 are called VR.