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The Realities

Immersive reality is a multidiscipline multi-labeled and massively confusing collection of technologies, applications, and opportunities. It, or they, go by many labels (Table 1.1).

And whatever modality is used to describe the holodeck.

Table 1.1 Reality has many names

Alternate

Interactive

Spatial-augmented

Another

Magic

Super vision

Artificial

Mediated

Synthetic

Augmented

Merged

Trans

Blended

Mirrored

Vicarious

Cognitive

Mixed

Virtual augmented

Digital

Modulated

reality

Digitally mediated

Perceptive

Virtual Environment

Dimensional

Projected

Visual

Diminished

Previsualization

Window-on-the-world

Extended

Spatial augmented reality (SAR)

External

Second

False

Simulated

Hybrid

Immersive (Tactical, Strategic, Narrative, and Spatial)

Augmented Reality's Place in the Metaverse

There are so many technologies with conflicting names and purpose it’s helpful to sort them out and label them for ease of conversation and commination, and in so doing take steps toward constructing a taxonomy and definition.

The Metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, and is a fusion of both, while allowing users to experience it as either. The term came from Neal Stephenson’s (1959—) science fiction novel Snow Crash [8], (1992) where humans, as avatars, interact with each other and software agents, in a threedimensional space that uses the metaphor of the real world.

Industry, investors, governments, and consumers alike recognize there’s something special about augmented reality, virtual reality and mixed reality head- mounted displays, but many wonder if it’s something they would actually use in everyday life. That means we’re not quite there yet, but we’re getting there faster than ever before.

The way we interact with our devices has evolved. Every advancement in computing technology has required a new method of input: from keyboard, to mouse, to touch. Yet, next-generation devices are using limited methods of control, like head, hands, and voice, which are carried over from the generations of devices before them. These interactions must evolve as well. Augmented reality systems are going to break those paradigms, and invite new natural user interfaces such as voice, and eye-tracking, abandoning earlier approaches borrowed from touch screens, and virtual reality gesturing. Proponents of natural eye-tracking say it transforms intent into action through your eyes.

 
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