natural world
senses: visual, auditory, touch, taste, smell
can still be artificial
fully digital environment
headsets
visual focus, auditory, minimal touch
bring physical into virtual
still mostly virtual
mostly physical environment augmented with virtual parts
audio
motion
haptics
taste
smell
augment physical motion in digital way
aligning physical and virtual realities
tangible user interfaces
vibrotactile feedback
passive haptics
simulate experiences of eating and tasting
virtual food texture
authentic smell diffusion
augment movies
most say no
no visual
lack of spatial aspect
does not react to the environment
some undecided
state of mind, carried away
most said it is VR
no part of physical world is visible
motion input for interacting with VR
MR because interaction is visible
virtual mario controlled by physical controller
unanimously not MR
missing spatial aspect
if this in MR, everything is
MR if mario standing in the room
spatial registration
physical environment visible
simple input is not sufficient
notions of MR
not mutually exclusive
overlaps exist
traditional notion
mix of real and virtual in single display
augmented reality or augmented virtuality
MR as a synonym for AR
interchangeable terminology
MR defined in context of AR
interaction between AR and VR users
physically separated
mapping of spaces
MR as a combination of AR and VR
distinct parts that are not tightly integrated
switch between AR and VR
alignment of environments
synchronization between physical and virtual
distinct physical and virtual parts
stronger version of AR
advanced environmental understanding
interaction
not one definition
derived from analyzing differences in notions
five dimensions
number of physical and virtual environments
co-presence and collaboration
options: one or many
how many required
collaboration
options: one or many
how immersed users feel on digital content
not linear relationship with virtuality
head-worn display not always immersive
options: not, partly, or fully
how much digital content the user perceives
VR is fully virtual for visual
reality-virtuality continuum
options: not, partly, or fully
implicit and explicit
implicit: sensed movements
all MR requires implicit
explicit: intentionally providing input
not GUIs separate from MR scene
options: implicit, explicit
input to inform MR experiences
motion, location, sensing
output to user senses
change their perception
heavily visual in many examples
audio, haptics, taste, and smell
temperature, balance, and others
Tangible Bits?
Hiroshi Ishii and Brygg Ullmer