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INTRODUCTION to Mixed Reality

01

Alpana A. Borse

X-reality Technologies and Applications

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MR

  • Mixed Reality
  • As immersive technology is advancing how we can interact with digital immersive spaces and objects is changing so another important term to learn is Mixed Reality or MR
  • It is easiest to think of MR as AR but with advanced digital-physical interaction that narrows the gap between the real and the virtual

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Digital immersive spaces

  • Refers to digitally created environments that deeply engage users by stimulating multiple senses and creating a feeling of presence—as if the user is “inside” the digital world rather than just observing it
  • Technology-enabled environments where users interact with virtual or augmented content in real time using devices like VR headsets, AR-enabled mobiles, XR systems, large projection rooms, or interactive displays.

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Core Technologies Involveds

  • Virtual Reality (VR): Fully virtual environments (e.g., VR labs, virtual campuses)�Augmented Reality (AR): Digital overlays on the real world (e.g., AR labs, markers, image tracking)�Mixed Reality (MR): Real and virtual objects interact together�Extended Reality (XR): Umbrella term covering AR, VR, MR�Spatial Computing: 3D interaction with digital objects in physical space�AI & Sensors: Gesture tracking, eye tracking, voice interaction

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3. Key Characteristics

�Immersion: Sense of presence and engagement

Interactivity: User actions influence the environment

  • Real-time Response: Immediate system feedback
  • Multi-sensory Experience: Visual, audio, haptics (sometimes smell)�Context Awareness: Adapts to user location or actions

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Types of Digital Immersive Spaces

�Immersion: 4. VR-based Immersive Spaces�

    • Virtual classrooms�
    • Virtual labs and simulations�
  • AR-based Immersive Spaces�
    • Smart classrooms�
    • Museum guides�
    • Industrial maintenance�
  • Projection-based Spaces�
    • CAVE systems�
    • Dome theatres�
    • Immersive classrooms with wall/floor projections�
  • Metaverse Spaces�
    • Persistent virtual worlds�
    • Social and collaborative environments�
  • Hybrid Physical–Digital Spaces�
    • Smart labs�
    • Interactive learning rooms

Adapts to user location or actions

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6. Advantages

Enhanced learning retention�

  • Safe simulation of risky scenarios�
  • Cost-effective long-term training�
  • Accessibility and remote collaboration

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MR - Term: Anchoring

  • Anchoring means fixing or attaching a digital object to a specific position in the real world, so that it stays in the same place relative to real objects even when you move.
  • Anchoring is the process of locking a virtual object to a real-world location
  • https://www.youtube.com/watch?v=QZi9DcGW9iU

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Real vs Digital

  • Real: Table, room, walls�Digital: Book, anchor data�Anchor: The link between real space and digital object

What Anchoring Does

  • Anchoring Keeps digital objects stable
  • Maintains real–digital alignment
  • Allows persistent Mixed Reality experiences

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Anchoring: Example

  • A digital book is anchored to your bedside table
  • If you walk around the room or remove and wear the headset again
  • The book appears in the same spot on the table
  • This happens because its position is stored using a spatial anchor

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1. World Anchoring (Spatial Anchoring)

  • Virtual objects are fixed to a real-world location
  • Objects stay in place even when the user moves
  • Uses SLAM, spatial mapping, planes, and depth data

Example:

  • A virtual chair placed on the floor using ARCore/ARKit
  • HoloLens world anchors

Used in: AR, MR�Tools: ARKit, ARCore, HoloLens, Vuforia

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1. Spatial

  • In AR, VR, XR, and digital immersive spaces, spatial describes how digital objects:
    • Exist in 3D space
    • Maintain position and orientation
    • Respond to user movement
    • Interact with the real environment

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Spatial Examples:

  • Spatial mapping: Understanding room geometry
  • Spatial tracking: Tracking user movement
  • Spatial audio: Sound that changes based on position
  • Spatial anchors: Fixing virtual objects in real-world locations

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Spatial Examples:

  • Spatial mapping: Understanding room geometry
  • Spatial tracking: Tracking user movement
  • Spatial audio: Sound that changes based on position
  • Spatial anchors: Fixing virtual objects in real-world locations

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2. User Anchoring (Body / Head Anchoring)

  • Virtual content is anchored relative to the user
  • Moves with the user’s head, body, or hand

Example:

  • HUD (speed, score) fixed to the user’s view
  • Wrist-mounted AR menus

Used in: AR, VR

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3. Object Anchoring (Target-Based Anchoring)

  • Virtual objects are anchored to real-world objects�Requires a known reference�a) Image Anchoring
  • Uses images as targets�Example: 3D model appearing on a book cover�b) Object Anchoring
  • Uses 3D objects as targets�Example: AR model attached to a machine part�Tools: Vuforia Image Targets, Object Targets

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4. Marker-Based Anchoring

  • Uses fiducial markers (QR codes, AR markers)�High accuracy, simple implementation�Example:
  • AR cube on a printed marker�Used in: AR (education, labs)

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5. Markerless Anchoring

  • No physical markers required�Uses environment understanding

Example:

  • Pokémon GO placing objects on flat surfaces

Used in: Modern AR systems

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6. Surface / Plane Anchoring

  • Anchors objects to detected horizontal or vertical planes�Example:
  • Placing a sofa on the floor�Hanging a painting on a wall�Used in: AR interior design apps

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7. Persistent Anchoring (Cloud Anchors)

  • Anchors objects Anchors remain persistent across sessions and users�Stored in the cloud�Example:
  • Same AR object visible to multiple users in the same place�Tools:
  • ARCore Cloud Anchors�Azure Spatial Anchors

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8. Virtual Anchoring (VR Anchoring)

  • Anchors Anchoring within a fully virtual environment�Objects are fixed relative to the virtual world�Example:
  • VR furniture in a virtual room�Used in: VR only

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9. Geo Anchoring (Location-Based Anchoring)

  • Uses GPS, compass, and location data

Example:

  • AR navigation overlays
  • Location-based AR games�Used in: Outdoor AR

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Anchoring Type

Reference Point

World / Spatial

Real-world environment

User

Head / body / hand

Object

Real-world object

Marker-based

Printed marker

Markerless

Environment features

Plane

Floor / wall

Persistent

Cloud-stored location

Virtual

Virtual world

Geo

GPS location

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MR Examples: Book

  • Mixed Reality Book Reading Experience
  • Example of Mixed Reality Interaction
  • Mixed Reality in Everyday Life
  • Interacting with a Digital Book in a Mixed Reality Environment
  • Anchoring and Manipulating Digital Objects Using Mixed Reality
  • A Step-by-Step Example of Mixed Reality Using Hand Tracking

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MR Examples: Book

  • Mixed Reality Example: Real–Digital Interaction Using Hand Tracking
  • Mixed Reality Application: Digital Object Anchoring and Natural Interaction
  • Mixed Reality Experience with Real-World Anchored Digital Content
  • “Mixed Reality Example: Real–Digital Interaction Using Hand Tracking”

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Step 1: Real World Environment

  • What is real:
    • Your bedroom
    • Bedside table
    • Your hands and fingers
  • Role:
    • Provides the physical space where the digital content will exist.

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Step 2: Digital Object Creation

  • What is digital:
    • A virtual book (not physically real)
  • Role:
    • The book exists only as computer-generated content.

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Step 3: Anchoring Digital to Real World

  • What happens:
    • The digital book is anchored to a real location (the bedside table).
  • What is real:
    • Bedside table.
  • What is digital:
    • Virtual book.
  • Why Mixed Reality:
    • The digital object stays fixed in a real-world position..

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Step 4: Wearing the Headset

  • When headset is used:
    • When you want to see and interact with the digital book
  • Why headset is needed:
    • To display the digital book in your real environment.
    • To track:
      • Your hands
      • Your finger movements
      • Furniture around you

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Step 5: Interaction with the Digital Object

  • What you interact with:
    • Digital book
  • How you interact:
    • Pick up the book using your real hand
    • Turn pages using real fingers
  • What is real
    • Your hands and gestures.
  • What is digital:
    • Book pages reacting to gestures

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Step 5: Interaction with the Digital Object

  • What you interact with:
    • Digital book
  • How you interact:
    • Pick up the book using your real hand
    • Turn pages using real fingers
  • What is real
    • Your hands and gestures.
  • What is digital:
    • Book pages reacting to gestures

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Step 6: No Touch Screen Involved

  • Interaction method:
    • Natural hand tracking and gestures
  • Technology used:
    • Sensors and cameras in the headset
  • Why this matters:
    • Creates a more natural and immersive experience.

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Step 7: Placing the Book Back

  • What happens:
    • You place the digital book back on the bedside table
  • What is real:
    • Physical table
  • What is digital:
    • Virtual book remains anchored
  • Key feature:
    • The book stays in the same real-world location even after you stop using it.

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Step 8: Ending the Experience

  • When you remove the headset:
    • The book is no longer visible
  • But:
    • The digital book still “exists” at that location.
  • Next time:
    • Wear the headset again → the book appears exactly where you left it.

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Summary

Aspect

Real

Digital

Environment

Bedroom, table

Object

Virtual book

Interaction

Hands, fingers

Page turning

Device

Headset (real)

Tracking & rendering

Input method

Hand gestures

No touchscreen

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Existence of digital data

  • Even after removing the headset, the digital book does not physically exist but remains stored as digital data with a fixed spatial anchor.
  • When the headset is worn again, the object reappears at the same location.
  • To remove the digital object, the user must explicitly delete it using gestures, voice commands, virtual menus, or by resetting the environment or application.

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How to remove the digital book?

  • Digital objects in Mixed Reality exist as data and spatial anchors
  • not as physical objects
  • Removing the headset only hides them;
  • deleting the anchor or deleting the object data permanently removes them

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How to remove the digital book?

  • Method 1: Gesture-Based Removal (Most Natural)
    • Wear the headset
    • Look at the digital book
    • Perform a delete gesture (e.g., pinch and hold, grab and throw, long press in air)
    • The system removes the digital object

✔ Common in advanced MR systems

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How to remove the digital book?

  • Method 2: Voice Command
    • Say a command like:
    • “Remove book”
    • “Delete this object”
    • Voice recognition triggers deletion

✔ Hands-free and intuitive

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How to remove the digital book?

  • Method 3: Virtual Menu / UI
    • Wear the headset
    • Open a floating digital menu
    • Select the book
    • Choose Delete / Remove

✔ Used when precise control is needed

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How to remove the digital book?

  • Method 4: Reset the Environment
    • System option like:
      • “Clear room”
      • “Reset anchors”
    • All anchored digital objects are removed

✔ ✔ Useful when changing rooms or users

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How to remove the digital book?

  • Method 4: Method 5: App-Level Removal
    • The digital book belongs to an MR app:
    • Closing or uninstalling the app removes all its digital objects

✔ ✔✔ Simplest method

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Frameworks That Actually Perform Anchoring

Platform

Framework / Engine

Language

HoloLens / Mixed Reality

MRTK + Unity

C#

Android AR

ARCore

Java / Kotlin

iOS AR

ARKit

Swift

Cross-platform (AR/MR/VR)

Unity

C#

Cross-platform (AR/MR/VR)

Unreal Engine

C++ / Blueprints

Web-based AR/MR

WebXR

JavaScript

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Frameworks That Actually Perform Anchoring

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References

https://www.zappar.com/mixed-reality/

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THANK YOU!

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