In a seminal article on augmented reality (AR) [7], Ron Azuma defines AR as a variation of virtual reality (VR), which completely immerses a user inside a synthetic environment. Azuma says “In contrast, AR allows the user to see the real world, with virtual objects superimposed upon or composited with the real world” [7] (emphasis added). Typically, a user wears a tracked stereoscopic head-mounted display (HMD) or holds a smartphone, showing the real world through optical or video means, with superimposed graphics that provide the appearance of virtual content that is related to and registered with the real world. While AR has been around since the 1960s [72], it is experiencing a renaissance of development and consumer interest. With exciting products from Microsoft (HoloLens), Metavision (Meta 2), and others; Apple’s AR Developer’s Kit (ARKit); and well-funded startups like Magic Leap [54], the future is looking even brighter, expecting that AR technologies will be absorbed into our daily lives and have a strong influence on our society in the foreseeable future.
The Rise of Allocentric Interfaces and the Collapse of the Virtuality Continuum
The popular concepts of Virtual Reality (VR) and Augmented Reality
(AR) arose from our ability to interact with objects and environments
that appear to be real, but are not. One of the most powerful
aspects of these paradigms is the ability of virtual entities to embody
a richness of behavior and appearance that we perceive as compatible
with reality, and yet unconstrained by reality. The freedom to
be or do almost anything helps to reinforce the notion that such
virtual entities are inherently distinct from the real world—as if they
were magical. This independent magical status is reinforced by the
typical need for the use of “magic glasses” (head-worn displays) and
“magic wands” (spatial interaction devices) that are ceremoniously
bestowed on a chosen few. For those individuals, the experience is
inherently egocentric in nature—the sights and sounds effectively
emanate from the magic glasses, not the real world, and unlike the
magic we are accustomed to from cinema, the virtual entities are
unable to affect the real world.
This separation of real and virtual is also inherent in our related
conceptual frameworks, such as Milgram’s Virtuality Continuum,
where the real and virtual are explicitly distinguished and mixed.
While these frameworks are indeed conceptual, we often feel the
need to position our systems and research somewhere in the continuum,
further reinforcing the notion more »
- Award ID(s):
- 1800961
- Publication Date:
- NSF-PAR ID:
- 10105855
- Journal Name:
- Symposium on Spatial User Interaction
- Page Range or eLocation-ID:
- 192 to 192
- Sponsoring Org:
- National Science Foundation
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