Augmented, Virtual and Mixed Reality change the way people interact with the physical world, bringing users’ experience to a higher level.

These technologies are re-shaping both the interactions between people and the way in which IT devices are used, thus becoming a crucial factor in the relationship between men and the information coming from the world around them.

The user experience becomes an “environmental” one, guided by inputs deriving from the user’s actions and gestures, from sensors and historical/statistical data.

Augmented Reality

It uses textual, graphic and multimedia information, which is superimposed in real time to the world observed by the user, usually through a mobile device. This overlap of virtual elements on a real background, is one of the factors that differentiates AR from VR. Augmented Reality aims to improve the users’ interaction with the “real” physical environment.

Virtual Reality

It provides a computer-generated 3D environment, which surrounds users and allows them to interact in a natural way. This is made possible thanks to a Head-mounted display (such as Microsoft HoloLens, for example), which surrounds the entire user’s field of view. Interaction can take place through gestures, that is tracking of body movements, or through manual controllers, which may even provide a touch-sensitive feedback.

Mixed Reality

It enhances the potential offered by the above “realities”, by including elements belonging to a variety of immersive technologies, which allow even greater incorporation of the physical world. The main component in this experience is the visual one, which, in this case, is enhanced by other sensory models, such as touch (haptic feedback) and sound (spatial audio). As a result the user, despite being in the real world, will be able to interact both with it and with the virtual one.

The integration of three types of “Reality” here detailed with more complex environments defined by the use of IoT devices, sensors, wearable, conversational platforms and other mobile devices, is increasing the potential of immersive applications by aiming at a less isolated and more collaborative space.

Fields of use

Business

These solutions are usually developed with internal-facing purposes, such as maintenance, training, display of components, support to the sales force and to the prototyping process. Internal-facing solutions are therefore regarded as tools helping the resources to improve their daily work or to execute it in safer conditions.

Consumer

These solutions are usually developed to be used with external-facing purposes, that is by the final customer. This would be the case of fields such as marketing, advertising, video games, education and others, which are aimed at attracting and loyalizing customers.