Learn

What is mixed reality?

MR is the point where a digital object stops floating over the screen and starts answering the room.

The headset builds a 3D map of the physical space, so a virtual object can rest on a real table, disappear behind a real wall, and respond to a real hand.

Virtual object The part above the chair stays visible Real chair (physical) hides the rest of the virtual object behind it This blocking effect, called occlusion, separates MR from simple AR overlays

How mixed reality works in practice

That takes sensors to measure the room, computer vision to read it, and real-time computing to keep digital objects aligned while somebody walks around.

Two people stand in a room. A VR training scenario for what is mixed reality.
Two people stand in a mapped room.
  • Video passthrough headsets. External cameras capture the room and render digital graphics into the camera stream at low latency.
  • Optical see-through headsets. Transparent lenses (waveguides) project digital light directly while the wearer looks straight at the real world.
  • Spatial mapping and meshing. Depth sensors build an invisible 3D mesh of the room, so a virtual ball bounces off a real desk.
  • Spatial persistence. Content anchors to fixed physical coordinates, so a digital dashboard stays on the same boardroom wall days later.
  • Direct hand tracking. Cameras track fingers and joints, so a user taps, pushes and resizes digital items without a controller.

Occlusion, in Meta's own terms

If a virtual character stands behind a real office chair, the chair naturally conceals the lower half of the character.

Two people display a figure partly hidden. A VR training scenario for what is mixed reality.
A figure, partly hidden behind a real chair.

Meta's developer documentation describes a Depth API that provides real-time, per-eye environment depth estimates to let developers build dynamic occlusion. Meta developer blog, 2023

Eye tracking adds foveated rendering on top: the area a person is looking at stays sharp while peripheral detail drops, to save on graphics performance.

Light is the other half of believing it

Occlusion decides what you can see. Lighting decides whether your eye accepts that it is there at all.

A glowing translucent human figure sits in a real office chair in a dark room, its light spilling onto the seat and the floor.
A figure of light in a real chair.

When a digital figure occupies a real chair, the giveaway is the light.

A headset that estimates the room's own lighting can throw that figure's glow onto the seat and the floor beneath it. The eye stops reading two pictures and starts reading one room.

That matters more for practice than for looks. If the person you are rehearsing with does not seem to be in the room, neither does the conversation.

What it feels like to use MR

It feels less like going somewhere and more like something arriving. The room stays visible, so people keep their bearings and keep talking to whoever else is standing there.

A holographic ball passes behind a chair. A VR training scenario for mixed reality.
A holographic ball passes behind a real chair.

Reaching for a virtual control panel beside a real machine works because hand tracking responds immediately, and because the panel behaves as though the room's geometry applies to it. Direct hand interaction also cuts down on controller use.

Where mixed reality is commonly used

MR fits work where digital guidance and physical equipment have to stay in view and answer each other.

Three people examine forms above a mannequin. A VR training scenario for what is mixed reality.
High-fidelity clinical training. Teams practise a procedure on a physical mannequin while holographic organs and vitals are superimposed onto it.
Two people inspect a machine structure. A VR training scenario for what is mixed reality.
Engineering and architectural prototyping. A 1:1 digital prototype is placed inside a real factory floor to test clearances and access.
A holographic instrument rests on a table. A first person VR training scenario for mixed reality, seen through the headset.
Complex assembly and quality assurance. Holographic guidance aligns directly with a physical part on the production line.
Three people gather around a terrain model. A VR training scenario for what is mixed reality.
Multi-user spatial collaboration. A team gathers around a physical table to work on a shared holographic model.

Mixed reality in practice at PTR

PTR builds mixed reality alongside its virtual and augmented reality work, for realistic practice: a safe setting, real pressure, the learner's own choice, and a debrief afterwards.

A clinical scenario with a holographic patient.
A clinical scenario with a holographic patient.

What changes is where the practice happens. MR anchors the scenario in the room the learner is already standing in, so a holographic person is met at a real bedside and a procedure is rehearsed against real equipment.

A hologram that has to sit beside real equipment

Mixed reality earns its place when the digital thing must line up with a real bed, a real machine or a real colleague.

A clinician addresses a holographic patient. A VR training scenario for mixed reality.
A real bedside with a holographic patient.
A facilitator checks anchored wall forms. A VR training scenario for what is mixed reality.
A real wall holding anchored guidance in place.

Common confusions about MR

What people get wrong about mixed reality.

A guide stands beside a ball rolling. A first person VR training scenario for what is mixed reality, seen through the headset.
MR goes beyond standard AR. Basic AR overlays static graphics on a camera feed; MR creates co-presence, where physical and digital items interact through spatial meshing, physics and occlusion.
A practice person stands by a clinical bed. A first person VR training scenario for what is mixed reality, seen through the headset.
MR is not entirely separate from VR. Modern standalone headsets increasingly support both full VR and high-resolution MR passthrough on the same hardware.
Two guides stand among forms integrated. A first person VR training scenario for what is mixed reality, seen through the headset.
Passthrough is not identical to eyesight. The view is rendered via camera sensors and screens, so lighting and camera resolution can affect clarity compared with optical see-through glass.
Two people display an object partly hidden. A VR training scenario for VR vs AR vs MR differences.
"Mixed reality" means several things. A 2019 ACM CHI study interviewed ten AR/VR experts and reviewed 68 papers, and found at least six competing notions of the term. Ask which one a vendor means before comparing two products.

Is mixed reality the right fit?

The conditions that make MR the obvious choice, and the ones that mean another format will serve better.

A collaborator rotates a model on a desk. A first person VR training scenario for VR vs AR vs MR differences, seen through the headset.
A strong fit when Users must interact with digital models and physical objects at the same time, such as a holographic scan beside a real desk. Collaborative in-person training needs participants to see each other and shared assets naturally. Situational awareness is critical while navigating a real environment.
Two people watch a spatial mesh form. A VR training scenario for mixed reality.
Not the right fit when Hardware cost and complexity matter: MR headsets with depth sensors cost more than a phone-based AR app and need more setup. Small or frequently rearranged spaces make occlusion and anchoring less reliable. Battery and thermal limits cap continuous session length. When the task only needs a floating label, plain AR usually does the job.

To explore how mixed reality applications are built for enterprise and training, visit the XR overview page.

The short version

A woman wearing a PeopleTech Revolution branded headset points a controller while trying an immersive training demo at a PTR community event.
A Townsville PTR guest tries a standalone headset.

MR keeps the real world visible, like AR, and gives digital objects a working understanding of the room. They can rest on real surfaces, hide behind real furniture, and stay in place between sessions.

That deeper environmental integration separates MR from standard AR.

What it looks like in a ward

One clinical scenario, shown on three headsets.

A ward scenario for feedback practice.
A ward scenario for feedback practice.
Practising feedback in a ward scenario.
Practising feedback in a ward scenario.
A ward scenario for practising conversation.
A ward scenario for practising conversation.

Sources and further reading

Research on mixed reality definitions and the reality-virtuality continuum, with guidance on building for Meta Quest.

A first person view of a confined space. A VR training scenario for VR vs AR vs MR differences, seen through the headset.

What is Mixed Reality?

Speicher, Hall and Nebeling · ACM CHI · 2019

The study behind the "means several things" note above: ten experts, 68 papers, six competing definitions.

Read it at dl.acm.org

A learner reaches for a real tool. A VR training scenario for VR vs AR vs MR differences.

A Taxonomy of Mixed Reality Visual Displays

Paul Milgram and Fumio Kishino · 1994

IEICE Transactions on Information and Systems. The original continuum that placed MR between the real and virtual ends.

Read it at globals.ieice.org

Two people examine a worktable component. A VR training scenario for XR and AI concepts explained simply.

Building for Mixed Reality on Meta Quest 3

Meta Horizon OS Developers blog · 2023

The Depth API and occlusion documentation behind the "occlusion, in Meta's own terms" band above.

Read it at developers.meta.com

LABS DEMOS

Try what we're building.

Explore working demonstrations of immersive training, XR, AI and interactive experiences for healthcare, education, government and enterprise.

Explore Labs Demos ↗
The PRACTICE lane on PTR Labs Demos: three of its roleplay characters shown one after another in cinematic office settings, a golden-hour boardroom, a customer lounge and a dusk meeting room
PRACTICE
The PLAY lane on PTR Labs Demos: a slow moving view through three environments from the 360 Immersive Experience, a museum hall, a hospital room and a modern waterfront, animated from the experience's real 360 scenes
PLAY
The CREATE lane on PTR Labs Demos: a chibi character modelled on PTR's co-founder runs toward the camera through Scope Creep Sprint's world, leaping an office chair and a jammed printer
CREATE
The CONNECT lane: a six-person video call grid bringing a distributed organisation together, among them a woman using a wheelchair and a man dialling in from a greenhouse
CONNECT
The CONSULT lane: Simon leads an adaptive AI consultation, talking a client through a tailored recommendation shown on a tablet between them
CONSULT
The COLLABORATE lane: Leonie leads a co-design workshop at a whiteboard, mapping ideas with sticky notes while the group gathers around her
COLLABORATE
AI STUDIO DEMOS

Build and manage AI for your organisation.

See applied AI in action. Explore demos of digital twins, adaptive AI consultation and collaborative AI tools.

Explore AI Studio Demos ↗
WHAT CLIENTS SAY
Keia Hobbs, MD
PTR demonstrated a profound understanding of the intricacies of human behaviour, crucial in crafting meaningful and impactful experiences. I wholeheartedly endorse PTR and their commitment to creating impactful experiences.
Keia Hobbs, MD
Assistant Dean of Graduate Medical Education, University of Illinois Chicago
Martine McCash
Over the past six months, XRHealth Australia has worked closely with People Tech Revolution to co-design innovative immersive applications... supporting workplace mental health and recovery in the transport industry. Simon and his team have been exceptional collaborators: creative, responsive and genuinely committed to human-centred design. Their ability to understand clinical and operational needs and translate complex ideas into safe, realistic VR environments has made the partnership both productive and enjoyable. Together, we are developing practical, evidence-informed tools that build confidence, resilience and coping strategies through structured, real-world scenarios. I highly recommend People Tech Revolution as a trusted technology partner.
Martine McCash
Vice President - Services, XRHealth Australia
Sally Wagnon
From the initial concept discussions to the final execution, PTR demonstrated a commitment to guiding us through what was completely new territory. Their approach was structured and transparent and they always let us know what was achievable given the timeframe and budget.
Sally Wagnon
Senior Campaign Manager, 89 Degrees East
Nic Barry
I don't think role plays will ever cut it again in this space. Participants are able to empathise and discuss the experiences... with detail that just wouldn't be possible without actually experiencing it themselves.
Nic Barry
Digital Learning & Organisational Capability, Domain Group
Rhonda Brighton-Hall
They jump back, step away, they gasp, they try to find their voice, they ask to be included and when dismissed, they physically shrink. And when they can't do any of those things, the learning sticks and the real conversations begin.
Rhonda Brighton-Hall
CEO, MWAH - Making Work Human Again
Sean Hunter
Working with the PTR team has been great and I look forward to continuing the relationship and developing more VR training.
Sean Hunter
Director of Systems Transformation, Mater and Mater Education
Christine Mudavanhu
We work together with People Tech Revolution to codesign experiences and we are both committed to creating psychologically safe environments and workspaces.
Christine Mudavanhu
Founder and Principal Consultant, Utano Global
SWGJ Program Lead
VR will be a game changer, helping us create ongoing opportunities for deliberate and safe practice following the live workshop experience.
SWGJ Program Lead
Speaking with Good Judgement Program Lead, Mater Education
Built with organisations around the world.
Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce
Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me
Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East
Simon Lowe in conversation, hands raised mid-sentence in an armchair
Didymo

Talk to Us.

Schedule an Intro Call