Concepedia

Publication | Open Access

What is XR? Towards a Framework for Augmented and Virtual Reality

768

Citations

96

References

2022

Year

TLDR

Augmented Reality, Virtual Reality, Mixed Reality, and Extended Reality (often abbreviated as XR) are terms used to describe how technologies generate or modify reality, yet academics and professionals use them inconsistently, causing conceptual confusion and unclear demarcations. The study aims to clarify the meanings and definitions of XR‑related terms and organize them into a proposed framework. The authors draw on prior research and qualitative insights from XR professionals to develop this framework. The authors conclude that XR should denote an open approach where X stands for an unknown variable, that AR and VR are fundamentally distinct experiences, that AR can be placed on a continuum from assisted to mixed reality based on local presence, and that VR can be conceptualized on a telepresence continuum from atomistic to holistic VR.

Abstract

Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (often – misleadingly – abbreviated as XR) are commonly used terms to describe how technologies generate or modify reality. However, academics and professionals have been inconsistent in their use of these terms. This has led to conceptual confusion and unclear demarcations. Inspired by prior research and qualitative insights from XR professionals, we discuss the meaning and definitions of various terms and organize them in our proposed framework. As a result, we conclude that (1) XR should not be used to connote extended reality, but as a more open approach where the X implies the unknown variable: xReality; (2) AR and VR have fundamental differences and thus should be treated as different experiences; (3) AR experiences can be described on a continuum ranging from assisted reality to mixed reality (based on the level of local presence); and (4), VR experiences can be conceptualized on a telepresence-continuum ranging from atomistic to holistic VR.

References

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