
Extended reality (XR) is both an
umbrella term
Hypernymy and hyponymy are the wikt:Wiktionary:Semantic relations, semantic relations between a generic term (''hypernym'') and a more specific term (''hyponym''). The hypernym is also called a ''supertype'', ''umbrella term'', or ''blanket term ...
to refer to and interpolate between
augmented reality
Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
(AR),
mixed reality
Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
(MR), and
virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
(VR), as well as to extrapolate (extend) beyond these, e.g. allowing us to see sound waves, radio waves, and otherwise invisible phenomena. The technology is intended to combine or mirror the physical world with a "
digital twin
A digital twin is a digital model of an intended or actual real-world physical product, system, or process (a ''physical twin'') that serves as a digital counterpart of it for purposes such as simulation, integration, testing, monitoring, and m ...
world" able to interact with it, giving users an immersive experience by being in a virtual or augmented environment.
XR is rapidly growing beyond an academic discipline, and is now having real-world impact in medicine, architecture, education, industry, and is being applied in a wide range of areas such as entertainment,
cinema, marketing, real estate, manufacturing, education, maintenance and
remote work
Remote work (also called telecommuting, telework, work from or at home, WFH as an initialism, hybrid work, and other terms) is the practice of work (human activity), working at or from one's home or Third place, another space rather than from ...
. Extended reality has the ability to be used for joint effort in the workplace, training, educational purposes, therapeutic treatments, and data exploration and analysis.
Extended reality works by using visual data acquisition that is either accessed locally or shared and transfers over a network and to the human senses. By enabling real-time responses in a virtual stimulus these devices create customized experiences. Advancing in
5G and
edge computing
Edge computing is a distributed computing model that brings computation and data storage closer to the sources of data. More broadly, it refers to any design that pushes computation physically closer to a user, so as to reduce the Latency (engineer ...
– a type of computing that is done "at or near the source of data" – could aid in data rates, increase user capacity, and reduce latency. These applications will likely expand extended reality into the future.
Extended Reality can be applied not only to humans as a subject, but also to technology as a subject, where the subject (whether human or technology) can have its sensory capacity extended by placing it in a closed feedback loop. This form of Extended Intelligence is called veillametrics.
Around one-third of the global extended reality market is attributed to Europe.
In 2018 the BBC launched a research project to capture and document the barriers present in extended reality environments.
The International Institute of MetaNumismatics (INIMEN) studies the applications of extended reality technologies in numismatic research, with a dedicated department.
International Institute of MetaNumismatics, INIMEN Report 1 (2019-2024)
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See also
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References
Sources
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* Pereira, Fernando. "Deep Learning-Based Extended Reality: Making Humans and Machines Speak the Same Visual Language." In ''Proceedings of the 1st Workshop on Interactive eXtended Reality'', 1–2. IXR ’22. New York, NY, USA: Association for Computing Machinery, 2022. https://doi.org/10.1145/3552483.3555366.
* United States Government Accountability Office. ''Extended Reality Technologies.'' Science & Tech Spotlight. Washington, D.C: GAO, Science, Technology Assessment, and Analytics, 2022.
* Boel, Carl, Kim Dekeyser, Fien Depaepe, Luis Quintero, Tom van Daele, and Brenda Wiederhold. ''Extended Reality: Opportunities, Success Stories and Challenges (Health, Education) : Executive Summary''. Luxembourg: Publications Office, 2023. https://op.europa.eu/publication/manifestation_identifier/PUB_KK0722997ENN.
* Sayler, Kelley M. "Military Applications of Extended Reality." IF 12010. Washington, D.C: Congressional Research Service, 2022.
Hyperreality
User interface techniques
Wearable computers
Wearable devices
Subfields of computer science
Science fiction themes
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