Alternate Reality Travel Guide
In the context of new media and gaming experiences, Alternate Reality is an expanding universe. Each year brings new ways to explore regions previously unheard of – novel perceptions of our actual world represented within a vast digital cosmos. Today, alternate methods of experiencing new media are also appearing in retail, and real estate.
Alternate Reality bases in two-dimensional experiences, reaching into variations of three-dimensional visualizations with full volumetric depth - just as we see the world every day. 4D experiences in themed entertainment reach even further, with sensory effects wrapping back into actual reality - again, the world we live in every day.
The following guide chart brings the essence of Alternate Reality into focus. GPG navigates the Alternate Reality universe on a daily basis so we encourage your questions. Appropriate applications of Alternate Reality technology are important to effectively communicate a story in the most compelling and memorable way. After browsing this guide you'll hold valuable knowledge to apply in your next communication endeavor.
COMMON TERMS
(Click titles in this section to see examples)
Virtual Reality (VR)
Platforms: Oculus Rift, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Google Daydream
Viewed on a digital screen and heard on speakers or through headphones
Immersive simulation of three-dimensional environments and characters
Created through sensor-interpreting interactive software and hardware
Experienced and often controlled by participant body movement
Realism is established through the design and style of pre-made media
Three-dimensional visual impression may not present true Z-axis depth
Participant physical movements are electronically tracked to match the environment
Augmented Reality (AR)
Platforms: any standard computing/display device (smartphone, pad, laptop, desktop display)
Viewed on a digital screen and heard on speakers or through headphones
An improved, enhanced or expanded visual representation of a real-world space
Overlay of synthetic elements on the real world which anchors to and interacts with the real world
Elements may be sound, video, graphics or combination thereof
Physical and computer elements are often controlled through GPS data
Live data may influence the computer-generated elements (i.e. weather)
Three-dimensional visual impression may not present true Z-axis depth
Participant physical movements are electronically tracked to match the environment
Mixed Reality (MxR)
Platforms: Microsoft HoloLens, Canon MReal, VOID, HoloViz, Magic Leap (retinal display)
aka: Hybrid Reality, holographic computing
Variation of Augmented Reality
Viewed on a digital screen and heard on speakers or through headphones
Overlay of anchored synthetic elements on the real world which a viewer may interact with
Elements may be sound, video, graphics or an ever-changing combination thereof
Physical and computer elements are often controlled via GPS data
Live data may influence the computer-generated elements (i.e. weather information)
Three-dimensional electronic media impression may not present true Z-axis depth
Participant physical movements are electronically tracked to match the environment
Video/Image Mapping
Platforms: architectural manipulation, theme park attraction settings and characters
aka: projection mapping, architectural activation, 3D video mapping
Viewed without a personal delivery device
Solid, stationary objects become fluid; a result of precisely -cropped, projection-animated imagery
Changeable object color, texture and perspective somewhat dependent on viewer’s position
Media may be pre-rendered or manipulated live by a viewer and/or data stream
Dimensionality is produced by the target architecture, not the mapped media
Generally no participant tracking
Telepresence
Platforms: corporate conference rooms, medical procedure rooms
aka: remote presence (prior technology: videoconferencing, teleconference)
Viewed without a personal delivery device
Combines flat two, or three-dimensional video with stereo sound and matched lighting at each location
Telerobotic communication enabling participants to sense others are present in the same space
To a lesser degree Zoom, Skype, Google Meet, Microsoft Teams, Facebook Messenger, Imo, FaceTime and other web apps represent telepresence
No participant tracking
Hologram (in modern context)
Platforms: live stage performance, theme park attraction settings, retail and museum displays
aka: Pepper’s Ghost, although this technique does not produce a three-dimensional image, only a two-dimensional motion picture image within a three dimensional physical space
Viewed without a personal delivery device
Generally two-dimensional video imagery visually placed within a three-dimensional space
Holographic subjects may be three-dimensional by applying more complex setups
Subjects may be pre-recorded or live, and fully responsive to an audience
Computer-manipulated subjects may be audience-interactive via sensors and software
In some cases deceased actors may be 'brought back to life' to interact with live performers
No participant tracking
(NOTE: A true hologram reconstructs a three-dimensional object or scene, and is limited in display size due to the method the image capture process requires: laser light, special film and optics, and a 100% vibration-free environment
360-degree video
(Click & drag your cursor in video window as it plays)
Platforms: Oculus Rift, Sony PlayStation, HTC Vive, Samsung Gear VR, Google Daydream
aka: immersive video, hemispherical/ spherical video (180 x 180 / 360 x 360-degree), omnidirectional
Viewed on a digital screen and heard on speakers or through headphones
Viewer can see still or motion picture imagery in any horizontal direction at any time (180 x 360-degree)
Viewer can see still or motion picture imagery in any direction at any time (360 x 360-degree)
Displays two-dimensional media viewable through special hardware such as a head-mounted device
Optical stitching combines multiple, synchronized video camera feeds into a seamless 360-degree display
Participant physical movements are electronically tracked to match the environment
LESS COMMON TERMS
(Titles in this section are not linked to outside content)
Extended Reality (XR)
aka: Alternate Realty: Virtual Reality (VR), Augmented Reality (AR), and Augmented Virtuality (AV)
Viewed on a digital screen
Experience extension relating to one’s sense of existence (VR) and cognitive acquisition (AR)
A participant’s experience within a Blended Space (see below)
Participant physical movements are electronically tracked to match the environment
Augmented Virtuality (AV)
Platforms: Oculus Rift, Sony PlayStation, HTC Vive, Samsung Gear VR, Google Daydream
Viewed on a digital screen
A blend of Augmented Reality and Virtual Reality (see above)
Merges real world objects and elements into a computer-generated virtual world
Real world objects/elements can be manipulated as functional objects in a virtual environment
Viewer can see their own hands, arms, feet and legs in the virtual environment
Participant physical movements are electronically tracked to match the environment
Mediated Virtuality (MV)
Platform: in beta within R&D labs
Viewed on a digital screen
A participant-manipulated virtual world beyond normal real world conventions
Participant stands in a real world setting holding a virtual object while affecting other virtual objects
Equivalent to stepping into and interacting with virtual objects in an augmented reality world
Participant physical movements are electronically tracked to match the environment
Mediated Reality (MR)
Platform: in beta within R&D labsViewed on a digital screen
A superset above Augmented RealityParticipant can enhance or reduce objects/elements
Equivalent to a real-time matte painting where a synthetic element enhances the overall space or…
Diminishes the overall space due to seamless integration of synthetic and real world environment
Participant physical movements are electronically tracked to match the environment
Modulated Reality
Platform: in beta within R&D labsViewed on a digital screen
A subset within Mediated Reality, sharing similarities with Mixed Reality
Multiple identical virtual objects/elements observed in the same environment
Objects/elements may or may not act in tandem with each other or be the same size or color
Participant physical movements are electronically tracked to match the environment
Diminished Reality (DR)
Platform: any computing device with DR softwareViewed on a digital screen
Replaces real world elements with virtual, and vice versa, or simply removes elements from the space
Web browser ad blocking is an example of Diminished Reality (removed ad diminishes page graphics)
Participant physical movements are electronically tracked to match the environment
Blended Space
Platforms: theme park attraction, museum gallery
Viewed without a personal delivery device
An extended presence from participant’s physical location into digital worlds
Seamless integration of a digital system within a physical environment to create a holistic space
Example: Digital media portraying a landscape as seen through a physical window in a real world room
Generally no participant tracking
DIMENSIONS
2D
Two-dimensional
Comprising X (horizontal) and Y (vertical) axes
A normal photographic image is 2D even though its subject may present perspective
3D
Three-dimensional
Comprising X (horizontal), Y (vertical) and Z (depth) axes
Real life is observed in 3D when an observer’s eyes simultaneously see two separate views
The brain combines the two views into a volumetric sensation conveying true depth
This abbreviation is also applied to flat 2D imagery representing perspective
3DS
Three-dimensional stereoscopic
aka: S3D (stereoscopic 3D)
Comprising X (horizontal), Y (vertical) and Z (depth) axes
Synthetic representation of 3D elements and settings conveying a full volumetric visual sensation
3D cinema is 3DS, reconstructed by passive, active or chroma-separating eyewear
An old-fashioned stereoscope or mid-20th century Viewmaster® produce 3DS still images
3D CG
Three-dimensional computer graphic
Comprising only the X (horizontal) and Y (vertical) axes
A flat, 2D representation of three-dimensional settings and objects
Dimension is represented via light, shadow, reflection and other visual clues, though not true 3DS
4D
Three-dimensional environment with added physical effects
Tactile stimulation combined with three-dimensional media within a physically 3D environment
Includes water spray, water droplets, seat/floor vibration, blowing air, vapor, smoke, confetti, scent
Commonly represented within an entertainment venue or theme park attraction
DELIVERY DEVICES
Head-mounted display (HMD)
Very close proximity-viewed digital screen with integral magnifying optics.
aka: headset, head frame, goggles
May be tethered by a physical cable (most common), or wireless
Wireless HMD tends to be heavy and bulky due to signal receiver and image processing equipment
Participant tracking is often integral to the hardware
Automatic Virtual Environment (CAVE)
An immersive cubic physical space interfacing stitched, projected imagery in real-time
Computer-generated or photorealistic motion imagery is displayed projectors or flat panel monitors
Participant generally wears a tethered head-mounted device (HMD) or non-tethered eyewear
Can be 2D or 3DS and may include a treadmill conveyance allowing participant the freedom to walk
May include 4D effects such as air movement, floor vibration and/or smoke
Eyewear
Conventional glasses frames holding filters (polarizing, dichroic, liquid crystal [LCD], color)
aka: glasses, passive or active.
Interfaces with the computer technology to materialize an alternate reality
Generally no participant tracking
Dome (hemispherical)
A planetarium is a classic example. Some permanent dome displays are tilted together with audience seating, while other domes are inflated vinyl, with beanbag seating on the floor.
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