VR, XR, MR, SR... Segmentation of Virtual Reality Technologies
Apple Developing 'XR' Combining VR and AR Advantages
Concept of 'MR' Interacting with Graphics Also Introduced
[Asia Economy Reporter Lim Juhyung] "Apple has changed the name of its new headset operating system internally to 'xrOS,' which stands for extended reality (XR), encompassing various virtual realities (VR)."
This was reported by the U.S. financial media 'Bloomberg' on the 2nd (local time). It was expected to be a mixed reality (MR) device linking VR technology with reality, but the fact that it is being developed as XR, which means extended reality, is indicated. Recently, the term substitutional reality (SR), which adds an even broader concept, has also emerged. VR, MR, XR, and SR all refer to technologies for implementing virtual reality. However, they differ slightly depending on how they are implemented.
Virtual Reality, Experiencing 3D Space with HMD
VR stands for Virtual Reality, referring to a three-dimensional virtual space created by computer graphics rather than reality. The most common way today to experience virtual reality space is through goggle-type VR devices that cover the field of view.
VR is a technology with a long history. In the 1940s and 1950s, the U.S. Department of Defense and Hollywood film technicians had already begun developing technology to display 3D space as images. They focused on the fact that showing images with phase differences to both eyes can create a sense of depth and spatial awareness. In 1968, Ivan Sutherland, an engineer from the University of Utah, invented the world's first Head Mounted Display (HMD), opening the true era of VR.
Even now, the representative device for virtual reality is the VR goggles based on HMD. Commercialized VR goggles such as Meta's Oculus and Sony's PlayStation VR all use HMD technology.
XR Mixing Advantages of Virtual and Augmented Reality
Apple is developing 'eXtended Reality (XR)' technology that adds Augmented Reality (AR) technology to VR. Apple has chosen 'xrOS' as the operating system name for the undisclosed virtual reality device currently under development internally. AR refers to technology that 'augments' the user's perception and recognition by overlaying graphics on real-world objects. For example, displaying graphics on a car window to show directions or mobile games like 'Pok?mon GO' developed by the U.S. game developer Niantic are examples of AR.
Navigation implemented on car windows is also a type of augmented reality (AR) / Photo by Yonhap News
According to Bloomberg, Apple's xrOS under development can run both VR and AR content simultaneously. Using Apple's headset, users will not only enjoy simple VR games but also use useful everyday functions such as displaying messages or maps on the display. While previous VR technology creates a virtual environment and exchanges various information within it, XR projects virtual space into reality, expanding the virtual space within the real world.
MR, Interacting with the Virtual
MR refers to technology that goes beyond 'seeing' virtual reality to a level where virtual reality graphics and reality interact. In other words, it is technology that overlays another layer of digital graphics on reality and allows changes in the position and shape of the graphics through various 'input methods' such as hand gestures. If MR can be realized, it can be very useful when designing complex precision machinery or structures.
The company actively developing MR technology is Microsoft (MS). In particular, MS has established itself as a leader in this market by successfully launching the first MR devices, HoloLens and HoloLens 2. However, MR technology is not yet as mature as VR. For example, the price of HoloLens 2 is $3,500 (about 4.5 million KRW), nearly ten times the 400,000 to 500,000 KRW price range of typical VR devices, and the level of graphics it can display is not very high.
Why is MR development slower than VR? MR requires a more complex software stack than VR because it must enable interaction with objects displayed on the screen based on input. While VR's main challenge is more precise graphics, MR must separately support wearer tracking, graphic position adjustment, environmental recognition, and input processing.
SR, Injecting 'Virtual Memories' into the Brain for Psychological Therapy
Elon Musk standing in front of Neuralink's brain surgery machine for chip implantation / Photo by Neuralink official website capture
Substitutional Reality (SR) is a technology that distorts human cognitive processes to make people perceive events that never happened as real. Unlike VR, XR, and MR, which create virtual worlds felt through the eyes or touch, SR injects virtual memories, making it closer to neuroscience than technology. Unlike VR, XR, and MR, which have already been commercialized or are near realization, SR still remains in the realm of science fiction.
However, the commercialization of SR is not entirely far-fetched. The startup Neuralink, founded by U.S. tech entrepreneur Elon Musk, has developed a brain-implantable computer interface and succeeded in animal experiments using monkeys in April last year. If events occurring in virtual space can be injected into people via a 'brain terminal,' completely new opportunities could open in psychological therapy and education.
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