Two questions separate them: does the real room stay visible, and do digital objects react to it.
VR replaces the room and cuts the wearer off from it. AR leaves it visible and lays text, diagrams or 3D models over the top, without the two interacting.
MR also leaves it visible, and lets digital objects anchor to real surfaces, hide behind real obstacles and react to the space around them.
The practical questions answered for each format. Every column heading opens the page that explains that technology in full.
| VR | AR | MR | |
|---|---|---|---|
| Physical world visible? | No, blocked by an enclosed headset | Yes, with overlays added | Yes, and virtual objects react to it |
| Immersion level | Highest: total visual and often audio immersion | Lowest: an addition, not a replacement | In between: a layer anchored to the real room |
| Typical hardware | Enclosed headset, standalone or PC-tethered | Smartphone, tablet or optical smart glasses | Passthrough or see-through headset with depth sensors |
| Best suited when | The scenario is high-risk or hard to access, and full attention plus repetition matter | People need on-the-job guidance while still watching their surroundings | People need a real object and rich digital detail at the same time |
| Example interaction | Practising a scripted conversation with an animated character in a recreated room | Pointing a phone at a machine to see a repair step overlaid on it | A hologram sits on a real desk and ducks behind a real monitor as you move |
An empty classroom that is not really there, three replies floating in it, and a learner deciding which to give. Nothing of the real room is visible, which is the whole point: the attention has nowhere else to go.
What decides which one suits a job: how cut off the learner is, whether the digital layer knows about the room, and what hardware people already own.
There is no ranking here. The choice comes out of the training goal, the room it happens in, and the budget.
PTR delivers across VR, AR and MR. The format is chosen from the problem rather than from a preference.
The largest body of evaluated case work is virtual reality, such as Mater Education's "Speaking with Good Judgement" program, because that is where the research literature is deepest.
AR runs from marker-based experiences you can open on a phone through to guided overlays on real equipment. MR anchors holographic people and objects in the room the learner is already standing in.
Ask any vendor, including this one, to show what they have delivered and evaluated in the format they are proposing. Mater Education case study, PTR's augmented reality page, PTR's mixed reality page.
Modern headsets increasingly support more than one format, moving between a fully virtual room and a view that brings the physical one back.
Many standalone headsets now have full-colour video passthrough, so a single device works as a fully immersive VR simulator and switches to an MR workspace with a double tap.
Organisations often combine formats: mobile AR for broad introductory learning, and VR or MR headsets for advanced practical simulation.
To see how organisations evaluate and apply these formats, visit the XR overview.
The fastest way to tell them apart is two questions about the room.
Can you still see the real room, and if so, do digital objects actually react to it? No to both means VR. Yes to seeing it but no reaction means AR. Yes to both means MR.
Still working out which one fits?




Research on the reality-virtuality continuum, AR and MR definitions, and cybersickness.

IEICE Transactions on Information and Systems. The reality-virtuality continuum the three formats sit on.

Presence: Teleoperators and Virtual Environments, MIT Press. The definition of AR most later work builds on.

ACM CHI Conference on Human Factors in Computing Systems. The interview and literature study behind the competing definitions of MR.

ACM SIGCHI Bulletin. The causes and mitigations of discomfort in enclosed VR.
Two questions separate them: does the real room stay visible, and do digital objects react to it.
VR replaces the room and cuts the wearer off from it. AR leaves it visible and lays text, diagrams or 3D models over the top, without the two interacting.
MR also leaves it visible, and lets digital objects anchor to real surfaces, hide behind real obstacles and react to the space around them.
The practical questions answered for each format. Every column heading opens the page that explains that technology in full.
| VR | AR | MR | |
|---|---|---|---|
| Physical world visible? | No, blocked by an enclosed headset | Yes, with overlays added | Yes, and virtual objects react to it |
| Immersion level | Highest: total visual and often audio immersion | Lowest: an addition, not a replacement | In between: a layer anchored to the real room |
| Typical hardware | Enclosed headset, standalone or PC-tethered | Smartphone, tablet or optical smart glasses | Passthrough or see-through headset with depth sensors |
| Best suited when | The scenario is high-risk or hard to access, and full attention plus repetition matter | People need on-the-job guidance while still watching their surroundings | People need a real object and rich digital detail at the same time |
| Example interaction | Practising a scripted conversation with an animated character in a recreated room | Pointing a phone at a machine to see a repair step overlaid on it | A hologram sits on a real desk and ducks behind a real monitor as you move |
An empty classroom that is not really there, three replies floating in it, and a learner deciding which to give. Nothing of the real room is visible, which is the whole point: the attention has nowhere else to go.
What decides which one suits a job: how cut off the learner is, whether the digital layer knows about the room, and what hardware people already own.
There is no ranking here. The choice comes out of the training goal, the room it happens in, and the budget.
PTR delivers across VR, AR and MR. The format is chosen from the problem rather than from a preference.
The largest body of evaluated case work is virtual reality, such as Mater Education's "Speaking with Good Judgement" program, because that is where the research literature is deepest.
AR runs from marker-based experiences you can open on a phone through to guided overlays on real equipment. MR anchors holographic people and objects in the room the learner is already standing in.
Ask any vendor, including this one, to show what they have delivered and evaluated in the format they are proposing. Mater Education case study, PTR's augmented reality page, PTR's mixed reality page.
Modern headsets increasingly support more than one format, moving between a fully virtual room and a view that brings the physical one back.
Many standalone headsets now have full-colour video passthrough, so a single device works as a fully immersive VR simulator and switches to an MR workspace with a double tap.
Organisations often combine formats: mobile AR for broad introductory learning, and VR or MR headsets for advanced practical simulation.
To see how organisations evaluate and apply these formats, visit the XR overview.
The fastest way to tell them apart is two questions about the room.
Can you still see the real room, and if so, do digital objects actually react to it? No to both means VR. Yes to seeing it but no reaction means AR. Yes to both means MR.
Still working out which one fits?
Research on the reality-virtuality continuum, AR and MR definitions, and cybersickness.

IEICE Transactions on Information and Systems. The reality-virtuality continuum the three formats sit on.

Presence: Teleoperators and Virtual Environments, MIT Press. The definition of AR most later work builds on.

ACM CHI Conference on Human Factors in Computing Systems. The interview and literature study behind the competing definitions of MR.

ACM SIGCHI Bulletin. The causes and mitigations of discomfort in enclosed VR.