XR is the umbrella term for virtual, augmented and mixed reality. This page sets out where each one sits, what a headset has to do to hold a room together, and when the format is worth its cost.
Extended Reality (XR) is an umbrella term for all immersive technologies that alter, enhance, or replace the user's view of the physical world with digital content.
It brings together Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), and future spatial technologies along the spectrum between purely physical environments and fully digital simulations.
The "X" serves as an algebraic variable representing any current or upcoming technology that blends physical and digital spaces.
Paul Milgram and Fumio Kishino drew the line in 1994. Their continuum sorts any display by one measure: how much of what a person sees is physically present, and how much is virtual.
Stand at one end and everything you see is the room you are in. Walk to the other and everything you see is virtual.
XR is the whole line, not a point on it. Spatial computing means working anywhere along it in three dimensions rather than on a flat screen.
What each of the three actually does to what a person can see, and the kind of practice each one suits.
Every XR device does two jobs at once: track where the wearer is, and place digital content accurately in 3D space around them, with as little delay as possible.
Rotation on the spot, a model held at the size it really is, and a digital layer added to something physically in front of you.
Immersion is the technical sensation of being surrounded by digital media. Presence is the psychological one: the feeling of actually being in the place.
In VR the brain adapts quickly, and simulated objects begin to feel solid and correctly sized. In AR and MR the real room stays visible, and the digital additions sit on the floor, the table or the equipment in front of you.
Latency is the gap between moving and the display catching up. The shorter it is, the more the movement feels like your own.
"Virtual Reality offers a unique and powerful training tool that can immerse individuals in realistic, high-pressure environments without the associated risks."
Simon Lowe
CEO, People Tech Revolution. Let's be prepared, Global Best Practice Group, August 2024
Across these sectors XR is used to practise difficult tasks, inspect full-scale designs, and bring people closer to places and objects that are hard to reach.
Can people practise the thing that goes wrong, often enough to get good at it, without anyone paying for the mistake? That is what decides whether a sector reaches for XR at all.
The tasks XR is used for in workforce training, healthcare, education, design and public engagement, and the scene each one looks like.
A boardroom, a depot and a crew shed. The room changes and the scenario changes with it. What someone has to say does not get any easier.
Most of PTR's XR work is virtual reality. Mater's own program evaluation reported that 93% of participants enjoyed the experience and 96% wanted more VR-based learning in future programs.
Mater Education, part of the Mater hospital group in Queensland, brought its staff communication program into a branched VR experience with PTR, recreating real Mater rooms so staff could rehearse hard feedback conversations and watch the consequences of each choice play out.
It ran face to face for more than 60 staff. Read the full case study
Virtual reality is most of the work. Augmented reality is a build you can point a phone at today, and mixed reality keeps the real room in view while it runs.
What people expect XR to be when they first hear the word, and what it turns out to be once they use it.
A headset is a cost and a constraint as well as a capability. These are the questions that settle it before anyone builds anything.
The test is what the task needs: how often it is done, what it costs to get wrong, and how much of the real room a person has to keep watching while they do it.
The conditions that make a build worth it, and the ones that mean a simpler format will serve the same people better.
XR is the umbrella term for VR, AR and MR. VR replaces what you see. AR adds to it while keeping the real world visible. MR lets digital objects react to real surfaces.
Which one fits a task depends mainly on how much of the physical world people need to stay aware of while they use it.
See how each one is applied, sector by sector, on the XR overview →
The same scenes from the wearer's point of view, where scale and distance stop being an abstraction and become the thing you are standing in.
Still have a question about XR?








Research on XR definitions and cybersickness, with guidance on hand tracking.

IEICE Transactions on Information and Systems. The paper that drew the reality-virtuality continuum this page uses.

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

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

ACM SIGCHI Bulletin. The causes and mitigations referred to in the comfort note above.

The vendor documentation behind the input and control card above.
XR is the umbrella term for virtual, augmented and mixed reality. This page sets out where each one sits, what a headset has to do to hold a room together, and when the format is worth its cost.
Extended Reality (XR) is an umbrella term for all immersive technologies that alter, enhance, or replace the user's view of the physical world with digital content.
It brings together Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), and future spatial technologies along the spectrum between purely physical environments and fully digital simulations.
The "X" serves as an algebraic variable representing any current or upcoming technology that blends physical and digital spaces.
Paul Milgram and Fumio Kishino drew the line in 1994. Their continuum sorts any display by one measure: how much of what a person sees is physically present, and how much is virtual.
Stand at one end and everything you see is the room you are in. Walk to the other and everything you see is virtual.
XR is the whole line, not a point on it. Spatial computing means working anywhere along it in three dimensions rather than on a flat screen.
What each of the three actually does to what a person can see, and the kind of practice each one suits.
Every XR device does two jobs at once: track where the wearer is, and place digital content accurately in 3D space around them, with as little delay as possible.
Rotation on the spot, a model held at the size it really is, and a digital layer added to something physically in front of you.
Immersion is the technical sensation of being surrounded by digital media. Presence is the psychological one: the feeling of actually being in the place.
In VR the brain adapts quickly, and simulated objects begin to feel solid and correctly sized. In AR and MR the real room stays visible, and the digital additions sit on the floor, the table or the equipment in front of you.
Latency is the gap between moving and the display catching up. The shorter it is, the more the movement feels like your own.
"Virtual Reality offers a unique and powerful training tool that can immerse individuals in realistic, high-pressure environments without the associated risks."
Simon Lowe
CEO, People Tech Revolution. Let's be prepared, Global Best Practice Group, August 2024
Across these sectors XR is used to practise difficult tasks, inspect full-scale designs, and bring people closer to places and objects that are hard to reach.
Can people practise the thing that goes wrong, often enough to get good at it, without anyone paying for the mistake? That is what decides whether a sector reaches for XR at all.
The tasks XR is used for in workforce training, healthcare, education, design and public engagement, and the scene each one looks like.
A boardroom, a depot and a crew shed. The room changes and the scenario changes with it. What someone has to say does not get any easier.
Most of PTR's XR work is virtual reality. Mater's own program evaluation reported that 93% of participants enjoyed the experience and 96% wanted more VR-based learning in future programs.
Mater Education, part of the Mater hospital group in Queensland, brought its staff communication program into a branched VR experience with PTR, recreating real Mater rooms so staff could rehearse hard feedback conversations and watch the consequences of each choice play out.
It ran face to face for more than 60 staff. Read the full case study
Virtual reality is most of the work. Augmented reality is a build you can point a phone at today, and mixed reality keeps the real room in view while it runs.
What people expect XR to be when they first hear the word, and what it turns out to be once they use it.
A headset is a cost and a constraint as well as a capability. These are the questions that settle it before anyone builds anything.
The test is what the task needs: how often it is done, what it costs to get wrong, and how much of the real room a person has to keep watching while they do it.
The conditions that make a build worth it, and the ones that mean a simpler format will serve the same people better.
XR is the umbrella term for VR, AR and MR. VR replaces what you see. AR adds to it while keeping the real world visible. MR lets digital objects react to real surfaces.
Which one fits a task depends mainly on how much of the physical world people need to stay aware of while they use it.
See how each one is applied, sector by sector, on the XR overview →
The same scenes from the wearer's point of view, where scale and distance stop being an abstraction and become the thing you are standing in.
Still have a question about XR?
Research on XR definitions and cybersickness, with guidance on hand tracking.

IEICE Transactions on Information and Systems. The paper that drew the reality-virtuality continuum this page uses.

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

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

ACM SIGCHI Bulletin. The causes and mitigations referred to in the comfort note above.

The vendor documentation behind the input and control card above.