Extended reality better described with two dimensions instead of one
Beyond the 1D Reality-Virtuality Continuum: A 2D Framework for Seven Extended Reality Paradigms
Human-Computer Interaction
Summary
The traditional way to describe extended reality (XR) is as a line between real and virtual, but this doesn't capture all XR technologies well. The authors propose a new framework with two dimensions: one for how real or virtual the environment is, and another for how information is added or removed. This two-dimensional model helps categorize seven different XR types, including common ones like virtual reality and augmented reality, and newer ones that change or remove information. This framework gives a clearer way to compare and understand diverse XR experiences.
What this means in practice
- •For xr interface designers: Design XR experiences by considering both the mix of real and virtual elements and how information is added or removed for users.
- •For product developers: Classify and compare XR devices and applications beyond just real-to-virtual scale, aiding product positioning and innovation.
A position paper. It proposes an approach and reports no results.
Authors
Rajashekhar Vachiravelu Saminathan
Abstract
The Reality-Virtuality (RV) continuum helps in describing the relationship between physical and computer-generated environments. However, the increasing number of Extended Reality (XR) paradigms introduces new technologies. Their characteristics cannot be completely represented by a single real-virtual dimension. It can be noted that XR systems not only vary in their proportion of real and virtual content but also adds, suppresses, or transforms information available to the user. This work proposes a framework for characterizing seven XR realities, namely Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Augmented Virtuality (AV), Phenomenal Reality (PR), Annexing Reality (AnR), and Diminished Reality (DR). It uses a two-dimensional extension of the conventional 1D RV continuum. The first dimension helps in identification of the position of an XR technology between real and virtual environments. The second dimension captures information addition and subtraction. The proposed approach gives a qualitative basis for comparing existing and emerging XR paradigms within a unified XR framework.