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Reality–virtuality continuum

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Reality–virtuality continuum

The reality-virtuality continuum is a theoretical framework that describes the continuous scale between the completely virtual, a virtuality, and the completely real, reality. The reality-virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science.

The concept was first introduced in 1994 by Paul Milgram, a professor at the University of Toronto that pioneered wearable computing research. Since the inception of the continuum, scholars have argued the continuum should be updated to match the current state of wearable computing systems.

The area between the two extremes, where both the real and the virtual are mixed, is called mixed reality. This in turn is said to consist of both augmented reality, where the virtual augments the real, and augmented virtuality, where the real augments the virtual. This continuum has been extended into a two-dimensional plane of virtuality and mediality.

The development of virtual reality products has allowed society to integrate and apply AR and AV into various industries like education, e-commerce, entertainment, gaming, and many more. Products such as VR headsets, haptic suits, digital measuring devices, green screens, and smart glasses allow users to interact with reality and virtual objects simultaneously.

The reality-virtuality continuum is a continuous scale ranging from the real environment to virtual environment. Mixed reality is the variation between the two environments, based on the composition of real and virtual objects. Augmented reality (AR) and augmented virtuality (AV) are mixed realities on the continuum, located based on their composition towards the two extremes.

The real environment contains the physical and tangible world, where all things occur naturally, and not artificially made. The interaction of biotic factors such as animals, plants, and abiotic factors such as water, air, natural resources, are naturally occurring and physical. In contrast to the real environment, is the virtual environment which synthetically builds virtual content through computers. The real environment includes the interaction of individuals with the physical aspects of the environment.

A virtual environment simulates aspects of human sensory experience using digital information through computer networks. Users are able to interact with computer environments such as emails, chatlogs, and document sharing through the web at a surface level. Virtual environments can progress to immersive virtual environments (IVEs) when individuals are in a psychological state perceiving themselves existing within the virtual environment.

Mixed reality is the application of technology that merges the virtual and real environment by simulating physical environments in the digital world. Human senses such as sight, hearing, and touch can be replicated and simulated by technology to simulate real world occurrences. An individual's perception of reality shifts based on the composition of real and virtual objects implemented. Virtual content blends real and virtual environments by adapting and responding to user interactions to simulate realities.

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