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.
Components across the continuum 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.
Real Environments 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.
Virtual Environments 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 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.
Augmented Reality Augmented reality (AR) applies digital information onto the real world, enhancing human perception of real physical surroundings overlaid with digital content. AR is positioned towards the real environment as virtual objects are integrated into the real environment. The main focus of AR applications is to enhance and augment the real environment, with virtual objects. Virtual objects are spatially registered to the real world, where users can see and interact with the real environment continuously.
Augmented Virtuality Augmented virtuality (AV) integrates real-world objects to the virtual environment. AV is positioned towards the virtual environment as real world elements are integrated into the virtual environment. Augmented reality focuses on bringing a sense of the real world into a simulated space with digital applications. Real objects are integrated into the virtual environment, where users can see and interact with the virtual environment continuously. In contrast to AR, AV focuses on embedding live real environment content into the virtual space.
History
Predating the Continuum Early characterizations of technologies within the continuum can be dated back to the 1970s when Myron Krueger first introduced the terms 'artificial reality` and `video place`. While earning his Computer Science Ph.D at the University of Wisconsin-Madison, his early interactive computer graphics work marks him as a first generation researcher in the space. In the 1980s, the "God-father of VR", Jarod Lainer founded VPL Research, one of the earliest companies to develop and sell VR products. During his 20s, he conducted a widely distributed interview with Whole Earth Review, where he shares ideas of the possible applications for virtual reality as well as dissecting a framework for virtual reality.
Origins of the Reality–Virtuality Continuum In 1994, Paul Milgram, Haruo Takemura, Akira Utsumi and Fumio Kishino published "Augmented Reality: A class of displays on the reality-virtuality continuum". They were the first to coin the term 'virtuality-reality continuum' in this article, defining the continuum as a continuous line, where the endpoints consist of the real environment and the virtual environment. The article categorized existing mixed reality hardware within the continuum based on a three dimensional framework based on extent of world knowledge, reproduction fidelity and extent of presence.
Applications
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