XR is more than the sum of AR, VR, and MR
Abstract
Extended reality XR as the latest reality enhancement technology is regarded by many as the sum of augmented reality AR, virtual reality VR and mixed reality MR. However, this article argues otherwise. This article discusses the misconceptions of LED-based XR as the sum of AR, VR and MR. Although MR is still the combined form of AR and VR, their focuses are different from the LED-based XR. While the common features of AR, VR and MR mostly focus on the different treatments of environment as reality, their limitations lay on their inability to integrate real-time high resolution video of human figures. VR is also limited by computing power. More advanced motion and other sensory capture devices are not inaccessible to regular VR consumers. VR users can only see real-time characters or avatars in low polygon resolution. While MR is still the sum of AR and VR by combining virtual reality with the physical world, MR is not equipped with high resolution camera to achieve the real time integration of photo realistic image in the mixed reality. With some exceptional cases, most of these AR, VR and even MR are typically for the interactive experience of one single user at a time while others can only observe through the projection system. On the other hand, LED-based XR with its real time integration of high resolution camera is designed not for one single user. With motion capture devices integrated in the system, characters can interact among themselves and with the virtual environment. XR also has the power to integrate the immersive features of AR, VR and MR but more. The key feature of LED-based XR can place a high resolution moving human figure or avatar inside the virtual world real-time. However, LED-based XR is not without its limitations. This article focuses on discussing the strengths and weakness of LED-based XR and how it can achieve more than the sum of AR, VR, and MR.
Keywords: Visual Communication, Innovation, Art of Storytelling, Creative Arts, Cinematic Arts, Extended Reality, Virtual Production
DOI: 10.54941/ahfe1003698
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