Immersive Tech

The Rise of Extended Reality in the Tech Industry: What to Expect

Extended reality is the umbrella over VR, AR and mixed reality. Learn how the three differ, where the industry uses them and what is realistic to expect.

On this page
  1. Why the term exists
  2. The three main flavours
  3. How devices blend the real and the virtual
  4. Where the tech industry is applying XR
  5. What to expect, and what to be cautious about
  6. Practical advice for curious builders

Why the term exists

“Extended reality”, usually shortened to XR, is a catch-all label for technologies that mix digital content with human perception of the physical world. The “X” is often described as a variable standing for whichever kind of reality is involved. It is not a separate device type. It is a way of grouping several related ones so that people can talk about them together.

The grouping matters because the hardware is converging. Many current headsets can show a fully virtual world and also a camera view of the room with virtual objects added. Treating them as separate categories gets harder every year, so the industry has settled on an umbrella term.

The three main flavours

Virtual reality (VR) replaces your view of the world with a fully computer-generated one. You wear a headset that blocks out your surroundings. The deeper mechanics of displays, tracking and rendering are covered in our look at virtual reality, so here the key point is the intent: you are taken somewhere else.

Augmented reality (AR) adds digital content to your view of the real world while the real world stays the main thing you see. The most common form today is phone-based, where the camera shows the room with virtual objects placed in it. Smart glasses with transparent lenses are another form, but they tend to have small fields of view and limited battery life. Commercial uses are discussed in the piece on augmented reality marketing.

Mixed reality (MR) is the least precisely defined. It usually means virtual objects that are aware of the real environment and can interact with it: a virtual ball that bounces off your real table, or a screen that stays fixed on your actual wall. This requires the device to understand the shape of the room, not just draw on top of a camera feed.

A simple way to separate them is to ask two questions. Do you still see the real world? And does the digital content respond to the real world’s geometry? VR answers no to the first. AR answers yes to the first but is often loose about the second. MR answers yes to both.

In practice, the boundaries are blurry, and companies use these words differently. Read product descriptions for what the device actually does rather than the label it carries.

How devices blend the real and the virtual

There are two main ways to put the real world in front of your eyes.

  • Optical see-through uses transparent lenses and projects the digital image onto them. The real world is seen directly. This is the approach of most smart glasses. A common difficulty is that digital content looks faint in bright light and cannot truly block out the real world behind it.
  • Video passthrough uses outward-facing cameras to capture the room and shows the video on the headset’s screens, with digital content added. This allows more convincing blending, because the system controls every pixel, but the camera image has some delay and lower quality than direct sight.

Both approaches depend on sensors to map the space. Cameras, depth sensors and motion sensors help the device find floors, walls and tables, and to remember where virtual objects were placed. These spatial anchors are what allow content to stay put when you walk away and return. The quality of this mapping is a major difference between devices, and it varies with lighting and surface type.

The use of cameras in these devices raises the same questions as any camera in a home or workplace. If you are building or using XR in shared spaces, it is worth reading about camera privacy and being clear about what is recorded.

Where the tech industry is applying XR

Interest has grown in several areas, though maturity varies widely:

  • Design and engineering review. Teams view 3D models at scale before anything is manufactured. This is one of the more established uses.
  • Training and simulation. Practising procedures that are expensive, rare or unsafe to rehearse for real. Results depend heavily on how well the training is designed.
  • Remote collaboration. Shared virtual spaces for meetings and workshops, which overlap with what we cover under virtual conferences.
  • Maintenance and field work. Overlaid instructions on equipment. This is promising but limited by hands-free hardware that is comfortable for a whole shift.
  • Entertainment and games. The largest consumer use so far.
  • Retail and marketing. Mostly phone-based AR for product previews.

For makers, XR is also a way to prototype. You can look at a case design before you print, test a layout in a room or build a tiny interactive scene as a hobby project using a game engine.

What to expect, and what to be cautious about

Several things seem reasonably likely. Devices should become lighter and more comfortable, passthrough quality should keep improving, and phone-based AR will remain the most widely available form simply because so many people already own the hardware. Software tools for building XR experiences should continue to get easier.

Other claims deserve more scepticism. Predictions that everyone will wear smart glasses all day, or that virtual offices will replace physical ones, have appeared repeatedly without coming true. Real obstacles remain: battery life, heat, weight, field of view, social acceptance of wearing cameras in public, and the lack of a clear everyday reason for many people to use them.

AI is likely to play a growing supporting role, for example in understanding scenes or recognising objects through the headset’s cameras, but this is still developing and should be treated as direction rather than guarantee.

Practical advice for curious builders

  • Pick a goal before picking a device. A phone is enough to learn the basics of AR.
  • Check the specifications that actually affect your use: tracking quality, passthrough quality, comfort and available software, not only resolution.
  • Expect fragmentation. Platforms differ, and an experience built for one device may need work to run on another.
  • Follow the manufacturer’s safety guidance on play space, session length and age limits, since the same comfort cautions that apply to VR apply here.

XR is best understood as a spectrum rather than three separate boxes. Devices will keep moving along it, and the vocabulary will keep shifting with them, which is why it helps to focus on what a device does rather than what it is called.

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