Submission declined on 26 April 2024 by Shadow311 (talk). This submission reads more like an essay than an encyclopedia article. Submissions should summarise information in secondary, reliable sources and not contain opinions or original research. Please write about the topic from a neutral point of view in an encyclopedic manner.
Where to get help
How to improve a draft
You can also browse Wikipedia:Featured articles and Wikipedia:Good articles to find examples of Wikipedia's best writing on topics similar to your proposed article. Improving your odds of a speedy review To improve your odds of a faster review, tag your draft with relevant WikiProject tags using the button below. This will let reviewers know a new draft has been submitted in their area of interest. For instance, if you wrote about a female astronomer, you would want to add the Biography, Astronomy, and Women scientists tags. Editor resources
|
This article duplicates the scope of other articles, specifically Extended reality. |
Cross-reality is a subclass of extended reality (xR) that enables transitions between different manifestations of the reality-virtuality continuum[1]: reality, augmented reality (AR), augmented virtuality (AV), or virtual reality (VR).
Cross-reality systems enable users to different manifestations in various ways, since they enable users to transition between manifestations to according to the user needs [2]. For instance, in multi-user cross-reality systems one user might experience a virtual environment through augmented reality (AR) while another through virtual reality (VR). Another example could be a user first interacting with an cross-reality system through virtual reality using a head-mounted display, and then switching to interact through augmented reality in a mobile phone.
Cross-reality systems are leaning towards ubiquitous computing, since they enable more constant and flexible use, as they can be accessed through a variety of devices from different manifestations[3]. Therefore, researchers assume that in the future, extended reality (xR) will see an increase in cross-reality applications[4].
References
edit- ^ Auda, Jonas; Gruenefeld, Uwe; Faltaous, Sarah; Mayer, Sven; Schneegass, Stefan (October 21, 2023). "A Scoping Survey on Cross-reality Systems". ACM Computing Surveys. 56 (4): 83:1–83:38. doi:10.1145/3616536. ISSN 0360-0300.
- ^ Schröder, Jan-Henrik; Schacht, Daniel; Peper, Niklas; Hamurculu, Anita Marie; Jetter, Hans-Christian (April 19, 2023). "Collaborating Across Realities: Analytical Lenses for Understanding Dyadic Collaboration in Transitional Interfaces". Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. CHI '23. New York, NY, USA: Association for Computing Machinery. pp. 1–16. doi:10.1145/3544548.3580879. ISBN 978-1-4503-9421-5.
- ^ Johnstone, Ross; McDonnell, Neil; Williamson, Julie R. (April 28, 2022). "When Virtuality Surpasses Reality: Possible Futures of Ubiquitous XR". CHI Conference on Human Factors in Computing Systems Extended Abstracts. CHI EA '22. New York, NY, USA: Association for Computing Machinery. pp. 1–8. doi:10.1145/3491101.3516396. ISBN 978-1-4503-9156-6.
- ^ Jetter, Hans-Christian; Schröder, Jan-Henrik; Gugenheimer, Jan; Billinghurst, Mark; Anthes, Christoph; Khamis, Mohamed; Feuchtner, Tiare (November 14, 2021). "Transitional Interfaces in Mixed and Cross-Reality: A new frontier?". Interactive Surfaces and Spaces. ISS '21. New York, NY, USA: Association for Computing Machinery. pp. 46–49. doi:10.1145/3447932.3487940. ISBN 978-1-4503-8340-0.