Immersive technology, Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, Virtual Worlds, Metaverse, Digital Twin, Spatial Computing, AI Glasses… this is just the top of my head when thinking about expressions that have evolved alongside the technology. Not only do these terms all mean something different, but there’s also little consensus within the XR community about what they actually mean. This confusion makes the technology feel inaccessible to the general public, leaving them wondering, “What does any of this actually do?”
Let me set the record straight on some of these terms – at least from my perspective, shaped by a decade of working and evolving alongside the technology.
VR is a fully immersive experience where users are placed in a computer-generated 3D environment, completely separate from the physical world. Users typically wear headsets that block out real-world visuals and sound, replacing them with digital content. Interaction within VR environments happens through controllers, gloves, or other devices, allowing users to manipulate virtual objects and navigate the space.
AR overlays digital information – images, videos, or data – onto the real-world environment in real-time. Devices like smartphones, tablets, or AR glasses enable this, with familiar examples being Snapchat filters or Instagram effects. Spatial computing takes AR to the next level, letting devices understand and analyse the physical world, creating richer, more interactive overlays.
MR blends the physical and digital worlds, allowing real and virtual elements to interact in real-time. Unlike AR, which simply overlays content, MR anchors virtual objects to the real world and enables user interaction. Devices like Microsoft’s HoloLens exemplify this, letting users manipulate holographic objects. Pass-through technology in VR headsets enhances MR by projecting the real world into the headset, creating seamless transitions between VR and the physical environment. Picture a VR game cinematic that switches to passthrough so you can interact with objects in your real environment – this is MR.
XR is an umbrella term that encompasses all immersive technologies: VR, AR, and MR. The “X” represents a variable, symbolizing the endless possibilities these technologies can create. XR covers experiences that blend the real and virtual worlds, engaging sight, sound, touch, and sometimes even more senses to create a powerful sense of presence.
A virtual world is a computer-generated 3D environment where users interact with digital spaces, objects, and other users. These worlds can have multiple areas or “rooms” within the same platform, but they are typically self-contained. To access another provider or platform, users must leave the current world. Examples include Second Life, VRChat, and Roblox.
The metaverse is an ambitious concept – a network of interconnected virtual worlds and augmented realities emphasizing interoperability. In the ideal metaverse, users could seamlessly move between platforms, carrying their identity, assets, and data across devices like VR headsets, AR glasses, PCs, or smartphones. Unlike isolated virtual worlds, the metaverse envisions a shared, persistent ecosystem for economies, social activities, and creative content. But let’s be real: this vision is still aspirational. We’re far from a fully interoperable metaverse, though platforms like Horizon Worlds, Decentraland, and The Sandbox are working on it.
A digital twin is a virtual replica of a physical object, system, or environment that receives real-time data from its counterpart. While digital twins can integrate into the metaverse, they’re not inherently dependent on it. Their main purpose is to provide accurate, up-to-date insights and predictions based on real-world inputs, making them valuable in industries like manufacturing, healthcare, and urban planning.
Let’s be honest: the term “AI glasses” is mostly marketing fluff, surfing on the AI hype. These glasses usually integrate AR displays, voice assistants, or sensors. While some AI-powered functions exist—like real-time translations or object recognition – the “AI” branding often suggests intelligence that isn’t really there. Most of these glasses are just souped-up versions of Google Glass.
Every so often, we see headlines claiming, “VR is dead!” Well, let me be clear: VR is not dead – it’s just misunderstood. The real problem? We, the professionals, have failed to communicate its value. We’ve let marketing and sales dictate how the public perceives XR.
Ask someone outside the industry about XR, and they’ll likely say, “Never heard of it.” But mention VR, and suddenly everyone remembers trying a plank or roller coaster simulation. That’s the extent of public awareness – a powerful computer capable of transforming how we interact with data, reduced to novelty experiences.
And whose fault is that? Ours.
The price of XR headsets isn’t the issue. A headset costs about the same as a gaming console or a small computer. The problem is that when the average consumer decides between these options, XR is left out because we’ve failed to show its value.
Think about it: when I was a kid, I wanted a computer to play Warcraft II: Tides of Darkness and mess around with creative software like Picasa. Later, I used that computer for homework and eventually for school projects. Today, XR is still stuck in the “entertainment-only” category for general public..
Even in education, XR struggles. Schools invest in headsets, but when the dedicated teacher leaves, the equipment gathers dust. Teachers aren’t trained to integrate XR into their pedagogy or manage a classroom with it. Worse, I’ve seen horrifying examples, like headsets on children under 7 running terrifying experiences that could scar them for life. There’s still so much to do in educating on the use and misuse of XR.
Buzzwords and flashy presentations have done some good—they’ve brought in funding and advanced the ecosystem. But they’ve also created a reputation for overpromising and underdelivering. XR doesn’t need more empty hype; it needs real, practical use cases that resonate with people and this is why the Apple vision pro was awaited by the population, supposedly a product for the lambda user.
If we rebrand XR as a tool, not just a novelty or entertainment device, we’ll start to see the public engage with it differently. Maybe the AI hype can help XR get its footing. But we need to own the narrative—highlighting XR’s real-world applications and how it can enrich lives.
Communication has propelled immersive technology forward, but it has also left the public disillusioned by unmet promises. As professionals, we need to take responsibility for bridging this gap.
We’re almost there! The tech is incredible, and its potential is limitless. Let’s stop underselling it. Let’s show the world what XR can really do, just like AI use open innovation – and maybe, just maybe, blow some minds along the way.
Be with us in September: www.thexrevent.com
Harriet Bartlett is a trailblazer in the XR industry with over a decade of experience, deeply familiar with the XR ecosystem, its technologies, and diverse use cases. She is the Founder of Only XR, a consultancy dedicated to integrating immersive technologies into business operations and strategy. Harriet also founded The XR Event, a leading event for showcasing XR innovations, and XR Hub Perth, an organization fostering the growth of the XR industry in Western Australia.
As the Founder of the AWE Nite Chapter (formerly XR Perth Meetup), Harriet has been instrumental in creating platforms for collaboration and knowledge-sharing in the immersive technology community. She also serves as the Perth Landing Pad Lead at Spacecubed, helping international companies establish themselves in Perth, leveraging her extensive industry expertise and network.
Over the span of five years, Harriet has organized 21 impactful events, including three new formats that introduced innovative revenue streams. Following the Covid lockdown, Harriet achieved a remarkable feat: creating a virtual event within just three weeks. This event featured 150 speakers from around the globe, attracted 11,000 visitors, and laid the foundation for a new revenue stream that generated $1 million in turnover within a year.
Harriet’s work demonstrates her strategic vision, adaptability, and leadership in the XR industry. Her contributions continue to shape the landscape of immersive technology in Australia and beyond.
You may contact Harriet Bartlett at:
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