Extended Reality as the Immersive Environment Conjunction of Augmented Reality, Virtual Reality, and Mixed Reality: A Phenomenological Response Facing Modern Culture

Extended Reality as the Immersive Environment Conjunction of Augmented Reality, Virtual Reality, and Mixed Reality: A Phenomenological Response Facing Modern Culture

Andres R. Montenegro
DOI: 10.4018/978-1-6684-3369-0.ch028
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Extended reality environments will exceed virtual reality and mixed reality environments and will be understood as a new level among several of the metaverse modalities that will become technology standards on the internet of the next future. Extended reality will address as well how the user's interface will experience dramatic changes in the way users manipulate digital 3D content. Interactive objects will adopt a holographic status. The use of natural tactile interactions determines the availability of our body as an integral interface that will obtain responses in several levels of perceptions, one of which is haptics. To create the meaningful experience of our body and the possible responses obtained from a spatial interaction or interface inside this metaverse, the content and its design must achieve a fully immersive dimension. In this crucial crossroad of body and interface interactions, phenomenological experiences will be vital to understand contemporary problematics and cultural changes.
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Today the emerging technologies are capturing widespread attention in terms of new digital gadget profusion. Those gadgets clearly carry a mission encapsulated by the manufacturers to engage consumer attention and expand the number of social media applications today’s users are familiar with. In fact, the most relevant component of the mobile communication technology is its multimedia range of applications. Users’ widespread familiarity with video, audio, and text messaging is rooted in their needs to address a complex or simple chain of submissions through an app. However, the evolution of cellphones, tablets, or mobile gadgets that contain practical applications is modestly showing the great potential for a big leap in the way users could perform the dissemination of a new level of exchanges: the built-in camera.

The built-in cameras in cellphones, tablets, and smart glasses not only capture reality, but they are also able to measure the reality and create a rendition of it with clear and accurate coordinates. Emerging technologies are not appearing today as an overnight development. They have been around for many years. Scanning done through a camera started 30 years ago when the first experiences of overlapping digital objects on top of what the camera was perceiving revealed a germinal but compelling prospect — the ability to mix the digital and the real world. The camera therefore was the electronic eye that permitted the scanning of environments. Certainly, the visual outcome of this very appealing technological act was somehow familiar from television graphics: All the time, heads-up displays, or associated animations, acted visibly and were an everyday companion of talking heads, while the flow of information was bolstered whenever the weather or news needed to display information on top of the host or presenters.

The presence of a camera in every kind of device was routinely adopted by users as the intrinsic appliance that captured glimpses of mundane existence. Nevertheless, the capability of a camera-eye was evident for the combination of digital content and real time video for content creators, artists, and scientists. Alongside the banal use by consumers, researchers were experimenting with the overlaying of 3D models and specific routines of real time recording. The groundwork of overlapping digital objects on top of reality is the real time video. The quality of built-in cameras has evolved in whirling speed, allowing the standard of hyper-high definition or what is called 4K (horizontal resolution of 4096 pixels). The Augmented Reality term was by then the best denomination for an emerging technology based on camera registration.

Perhaps the term augmentation in the beginning represented a long-term prospect in which way the capability to push the boundaries of an object registration will take place. Semantically, the term augmentation is eloquent. The Augmented Reality technology will be able to provide a continuous expansion of boundaries in terms of what the camera device is perceiving and what the digital layout can reach or installing within the camera mapping. In this dimension, artists, videographers, scientists, engineers, architects, and communicators confer with each other at this common crossroad: the content visualization.

This exercise of visualization not only displays immediate information, but it also installs digitally a system of visual inferences related to the real objects that are perceived by the camera. In fact, this system performs a meta-capability of visualization with a strong flavor of what semiotics practiced before the advent of hypertext. Little by little, the attainment of what augmentation meant for new users or experts happened around more friendly interfaces or apps rather than experimental or shrunk communities developing isolated experiences.

Key Terms in this Chapter

Emerging Technologies: Are technologies evolving from known developments, and whose potentials were largely unrealized until they were improved or better implemented. In the field of visualization or virtual visualization, these are represented by Augmented Reality, and Virtual Reality.

Paradigm: A framework that defines a common methodology, theoretical approaches, and practical outcomes, that has been widely accepted and adopted by different disciplines and fields of study.

Interface: A system, or program that enable users to effectively communicate with a computing process. In computer graphics, is the friendly user aspect of visual elements to understand and control a complex computation.

Metaverse: Commonly accepted definition of a version of the Internet through 3D models, and virtual worlds. Perhaps a relatively novel concept, it implies a wider universe of communities, platforms, and innovative ways of telepresence and communication through immersive environments.

Presence: Is referred to the feeling of acknowledging in a perceptive and cognitive basis the spatial awareness of an individual in a virtual realm, reacting to stimuli if he/she was in the real world.

Latency: Is the delay between action and reaction. Having low latency is crucial when using a Head-mounted Display for VR or AR. As you move your head, your HMD should display the resulting changes immediately.

Frame Rate: Frame Rate/FPS - Frames Per Second. The frequency at which frames in a television picture, film, or video sequence are displayed. In Virtual Reality and in video games is the frequency of the computation of the frames in real time rendering. The standard frame rate for VR is 90 fps (frames per seconds).

Real-Time Rendering: A field of computer graphics that study and develops modalities of reproducing images in high speed originated from 3D models, and 3D animations.

Immersive Environments: Immersive environments are digitally mediated learning environments designed to engage users in an artificially created make-believe “world.”

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