Extended reality (XR) is a term referring to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables
XR Pagina’s (op ecent/elwier).
It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR) and the areas interpolated among them. The levels of virtuality range from partially sensory inputs to immersive virtuality, also called VR.
XR is a superset that includes the entire spectrum from “the complete real” to “the complete virtual” in the concept of reality–virtuality continuum introduced by Paul Milgram (1994). Still, its connotation lies in the extension of human experiences especially relating to the senses of existence (represented by VR) and the acquisition of cognition (represented by AR). With the continuous development in human–computer interactions, this connotation is still evolving.
XR is a rapid growing field being applied in a wide range of ways, entertainment, marketing, real estate, training, and remote work.
Colette voor AR, een tool gebouwd binnen het Europese project ‘Computational Thinking Learning Environment for Teachers in Europe’.
- Fajardo Tovar, D., Jonker, V. and Hürst, W. (2020). Virtual Reality and Augmented Reality in Education: A review (PDF) (pp. 30). Utrecht: Utrecht University.
- Milgram, P., Takemura, H., Utsumi , A. and Kishino, F. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Proceedings of Telemanipulator and Telepresence Technologies, 2351–34.