AR & VR Definitions – PART 4: Extended Reality



Extended Reality, abbreviated as ‘XR,’ is exactly what it sounds like; it is the expansion of reality by using digital simulations and applications.

Augmented Reality, Virtual Reality, and Mixed Reality technologies enhance physical reality by enabling users to add digital information to their physical spaces, or by immersing them into a different reality. Extended Reality is essentially the umbrella term for Augmented Reality, Virtual Reality, and Mixed Reality.

If you would like to read up on certain definitions pertaining to Augmented Reality, Virtual Reality, or Mixed Reality, then you can click on the topic of your choice and you will be directed to our blog posts about them.

If you have any questions about any of these technologies, please do not hesitate to contact us through our web chat or any of our social media platforms.

AR & VR Definitions – PART 3: Mixed Reality



1 – Mixed Reality

Mixed Reality is the merging of the physical world with the digital world. It is a more immersive form of Augmented Reality where digital simulations are able to accurately interact with the environment. For example, a digital character can hide behind your physical curtains. This is not a form of Virtual Reality as it still includes the external environment.

2 – Spatial Mapping

Spatial mapping is a method of scanning a physical environment using Mixed Reality hardware (such as the HoloLens or HTC Vive Pro) in order to produce a 3D mesh of the space. The Mixed Reality hardware is then able to display digital simulations in relation to the physical aspects of the space.

3 – Occlusion

Occlusion in Mixed Reality is when an augmented object is obscured from view by a physical object. This is what would enable the digital character to hide behind the physical curtains from the first example. Occlusion is one of the features that distinguishes Mixed Reality from Augmented Reality.

4 – Fields of View

A field of view in Mixed Reality pertains to how wide the view is in the Mixed Reality hardware. The wider the view, the more immersive the experience.

5 – Latency

Latency is a term used in the world of Mixed Reality, as well as Virtual Reality and Augmented Reality. It is the time between a simulation and a response, so in the case of Mixed Reality, it is when the digital simulation does not react to the user’s movements or the external environment immediately. Gamers would use the term “lag” instead.

Interesting Fact:

An interesting fact about Mixed Reality is that its capabilities are based on physics in the sense that if you throw an augmented ball at a physical wall, the technology will enable the ball to bounce off the wall even though it is a simulation. The ball will bounce off the wall and on the floor as if you had thrown an actual one.

AR & VR Definitions – PART 2: Virtual Reality



In our last post we shared AR related vocabulary, and in this post, we will do the same for VR.

1 – Virtual Reality

Virtual Reality is the construction of a digital world that can be experienced through different hardware. It manipulates the senses to convince the brain that the surrounding reality is the digital world and so the body reacts accordingly.

2 – Immersion

Immersion is when a physical person is put into a digital simulation of an alternate environment. This works by feeding the body’s senses information that makes the brain believe that the body is in a certain environment.

3 – Interaction

Interaction is the level at which the digital object can respond to the actions of the user toward it. This could be as basic as the object being able to change size, to having a character sit alongside you.

4 – Bounding Box

The area visible within the VR headset that indicates where the VR experience is taking place in the physical world. The area must be free of obstacles, and leaving the bounding box will take the user out of range of the sensors that enable tracking for the VR experience.

5 – Head-mount Display (HMD)

An HMD is a form of VR hardware that displays the necessary audio and visual content of VR experiences. It is worn on the head so that it can reach the eyes and ears, and also render the hands free for using controllers.