Extended Reality (XR)

Introduction to XR

Extended reality (XR) bridges the physical, virtual, and social realms into a unimodal experience across the socio-cyber-physical space [1]. The three axes of reality, consisting of a physical space made up of “atoms”, “bits” making up the virtual and cyber-reality, and “genes” which make up humanity’s more social behaviours.[1][2]

Definition of XR

Extended Reality (XR) can be defined as an interface that connects humans with technology, their environments, as well as other humans. Through real-time computation, XR is able to combine virtual as well as physical reality through various different forms. These forms can include ones such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).

The History of XR

The term Extended Reality (XR) was first coined by Steven Mann and Charles Wyckoff, and was previously based on an expansion beyond traditional black-and-white photography. The evolution of XR can be traced through the development of various reality-altering technologies such as VR, AR, and MR. More recently in 2010, XR saw a rapid increase in its development, predominantly due to a blend of powerful processors, spatial computing, and the emergence of artificial intelligence. In 2016, Microsoft first released the HoloLens which consisted of an AR/MR headset and was followed by the Pokémon Go game only a few months later, which managed to introduce millions of users to augmented reality.[4]

In the 15th century, Giovani Fontana created the “CAVE” system using lanterns as light sources to project images. In 1958, a theater artist by the name of Antonin conceptualized modern VR focusing on characters, as well as objects. In the 2010s, XR greatly benefited from powerful processors, artificial intelligence, and spatial computing. As we entered the 2020s, XR technologies began transforming industries, from healthcare and education to manufacturing and entertainment. These technologies now enable applications such as remote surgical guidance, virtual training simulations, and immersive design environments, showcasing their ability to revolutionize human experiences.[4]

Precursors to XR

In the 1920s, flight simulators were introduced to train pilots, marking the early use of immersive technologies. Then, in 1956, Morton Heilig developed the Telesphere Mask, which was the first VR machine. It integrated 3D visuals, color video, sound, smells, and even a vibrating chair to extend reality. Four years later, he patented the first head-mounted display (HMD), combining stereoscopic 3D images with stereo sound.[1]

In 1968, Ivan Sutherland created the “Sword of Damocles,” the first augmented reality (AR) headset, which superimposed computer-generated graphics onto the real world.[2] This was followed by a significant cultural milestone in 1977, when Star Wars introduced holographic imagery to mass audiences, igniting public fascination with immersive visuals.[1]

In 1988, General Motors implemented a heads-up display (HUD) in the Oldsmobile Cutlass, one of the first commercial applications of AR technology.[1]

These precursors to XR worked within a laboratory or vehicle or other similar encumbrance, whereas an important feature of XR is that it functions outside of such environments.

Mersivity diagram
Figure 2: Mersivity diagram

AR vs. VR vs. MR

Virtual Reality (VR) is known as a fully immersive reality that temporarily transforms the physical realm into a new virtual one. Most uses of VR include applications in video games, entertainment centers, and most recently, for healthcare applications.[2] Virtual Reality (VR), is not connected to physical reality, and is not connected to the physics of sensed quantities of the real physical world. Augmented Reality (AR) is known as a projection of virtual scenes onto a user’s physical world. Well-known examples of this include Pokémon Go, use in retail stores, and AR-based navigation apps. Mixed-reality is known as an immersion of digital objects into the physical world. Unlike AR, MR allows the user to directly interact with both digital and physical elements in real-time.

Applications of XR

XR technologies have provided new ways to interact with and observe the world. In Florida, a VR headset has been used to recreate crime scenes to provide immersive perspectives for judges and juries. XR can provide individuals with the point of view others once had, in an attempt to unify humans and increase compassion and empathy in the appropriate cases.[8]

References

[1] Extended Reality, Mann, S and Wyckoff, C, MIT 4-405, 1991, also available at http://wearcam.org/xr.htm

[2] Khan, Samiya. "Extended reality: bringing the 3Rs together." In Extended Reality for Healthcare Systems, pp. 1-13. Academic Press, 2023.

[3] Uğurluer, Simge, and Mert Seven. "A bibliometric analysis of extended reality research trends in communication studies written in English: Mapping the increasing adoption of extended reality technologies." Connectist: Istanbul University Journal of Communication Sciences 66 (2024): 147-181.

[4] Pell, Sarah Jane, Steve Mann, and Michael Lombardi. "Developing WaterHCI and OceanicXV technologies for diving." In OCEANS 2023-Limerick, pp. 1-10. IEEE, 2023.

[5] Mann, Steve, Martin Cooper, Bran Ferren, Thomas M. Coughlin, and Paul Travers. "Advancing Technology for Humanity and Earth (+ Water+ Air)." arXiv preprint arXiv:2501.00074 (2024).

[6] Heemsbergen, Luke. "Reality after the Metaverse." Digital Frontiers-Healthcare, Education, and Society in the Metaverse Era: Healthcare, Education, and Society in the Metaverse Era (2024): 3.

[7] Foster, Sophie, Larissa Barth, and Zaryab Chaudhry. "Virtual Gathering Platforms in Academic Teaching: Potential and Applications." Electronic Journal of e-Learning 22, no. 3 (2024): 124-140.

[8] Mueller, Florian ‘Floyd, Maria F. Montoya, Sarah Jane Pell, Leif Oppermann, Mark Blythe, Paul H. Dietz, Joe Marshall et al. "Grand challenges in WaterHCI." In Proceedings of the CHI Conference on Human Factors in Computing Systems, pp. 1-18. 2024.

[9] Hoffmann, Peter. "Das Verschmelzen von Welten und… versen." In Next Generation Internet: Die Verschmelzung von Realität und Virtualität im Metaversum, pp. 27-86. Wiesbaden: Springer Fachmedien Wiesbaden, 2024.