Alternate Reality Travel Guide

In the context of new media and gaming experiences, Alternate Reality is an expanding universe. Each year brings new ways to explore regions previously unheard of – novel perceptions of our actual world represented within a vast digital cosmos. Today, alternate methods of experiencing new media are also appearing in retail, and real estate.

Alternate Reality bases in two-dimensional experiences, reaching into variations of three-dimensional visualizations with full volumetric depth - just as we see the world every day. 4D experiences in themed entertainment reach even further, with sensory effects wrapping back into actual reality - again, the world we live in every day.

The following guide chart brings the essence of Alternate Reality into focus. GPG navigates the Alternate Reality universe on a daily basis so we encourage your questions. Appropriate applications of Alternate Reality technology are important to effectively communicate a story in the most compelling and memorable way. After browsing this guide you'll hold valuable knowledge to apply in your next communication endeavor.

Tracking enables a media experience to follow a participant in their Alternate Reality travels. Some Alternate Reality visuals are referred to as “3D”, even though they lack true Z-axis depth. High Resolution delivers better believability within an …

Tracking enables a media experience to follow a participant in their Alternate Reality travels. Some Alternate Reality visuals are referred to as “3D”, even though they lack true Z-axis depth. High Resolution delivers better believability within an alternate experience. To be believable, elements of Tracking, Dimension and Resolution must be high quality.

COMMON TERMS

(Click titles in this section to see examples)

Virtual Reality (VR)

Platforms: Oculus Rift, Sony PlayStation VR, HTC Vive, Samsung Gear VR, Google Daydream

Viewed on a digital screen and heard on speakers or through headphones

Immersive simulation of three-dimensional environments and characters

Created through sensor-interpreting interactive software and hardware

Experienced and often controlled by participant body movement

Realism is established through the design and style of pre-made media

Three-dimensional visual impression may not present true Z-axis depth

Participant physical movements are electronically tracked to match the environment

Augmented Reality (AR)

Platforms: any standard computing/display device (smartphone, pad, laptop, desktop display)

Viewed on a digital screen and heard on speakers or through headphones

An improved, enhanced or expanded visual representation of a real-world space

Overlay of synthetic elements on the real world which anchors to and interacts with the real world

Elements may be sound, video, graphics or combination thereof

Physical and computer elements are often controlled through GPS data

Live data may influence the computer-generated elements (i.e. weather)

Three-dimensional visual impression may not present true Z-axis depth

Participant physical movements are electronically tracked to match the environment

Mixed Reality (MxR)

Platforms: Microsoft HoloLens, Canon MReal, VOID, HoloViz, Magic Leap (retinal display)

aka: Hybrid Reality, holographic computing

Variation of Augmented Reality

Viewed on a digital screen and heard on speakers or through headphones

Overlay of anchored synthetic elements on the real world which a viewer may interact with

Elements may be sound, video, graphics or an ever-changing combination thereof

Physical and computer elements are often controlled via GPS data

Live data may influence the computer-generated elements (i.e. weather information)

Three-dimensional electronic media impression may not present true Z-axis depth

Participant physical movements are electronically tracked to match the environment

Video/Image Mapping

Platforms: architectural manipulation, theme park attraction settings and characters

aka: projection mapping, architectural activation, 3D video mapping

Viewed without a personal delivery device

Solid, stationary objects become fluid; a result of precisely -cropped, projection-animated imagery

Changeable object color, texture and perspective somewhat dependent on viewer’s position

Media may be pre-rendered or manipulated live by a viewer and/or data stream

Dimensionality is produced by the target architecture, not the mapped media

Generally no participant tracking

Telepresence

Platforms: corporate conference rooms, medical procedure rooms

aka: remote presence (prior technology: videoconferencing, teleconference)

Viewed without a personal delivery device

Combines flat two, or three-dimensional video with stereo sound and matched lighting at each location

Telerobotic communication enabling participants to sense others are present in the same space

To a lesser degree Zoom, Skype, Google Meet, Microsoft Teams, Facebook Messenger, Imo, FaceTime and other web apps represent telepresence

No participant tracking

Hologram (in modern context)

Platforms: live stage performance, theme park attraction settings, retail and museum displays

aka: Pepper’s Ghost, although this technique does not produce a three-dimensional image, only a two-dimensional motion picture image within a three dimensional physical space

Viewed without a personal delivery device

Generally two-dimensional video imagery visually placed within a three-dimensional space

Holographic subjects may be three-dimensional by applying more complex setups

Subjects may be pre-recorded or live, and fully responsive to an audience

Computer-manipulated subjects may be audience-interactive via sensors and software

In some cases deceased actors may be 'brought back to life' to interact with live performers

No participant tracking

(NOTE: A true hologram reconstructs a three-dimensional object or scene, and is limited in display size due to the method the image capture process requires: laser light, special film and optics, and a 100% vibration-free environment

360-degree video

(Click & drag your cursor in video window as it plays)

Platforms: Oculus Rift, Sony PlayStation, HTC Vive, Samsung Gear VR, Google Daydream

aka: immersive video, hemispherical/ spherical video (180 x 180 / 360 x 360-degree), omnidirectional

Viewed on a digital screen and heard on speakers or through headphones

Viewer can see still or motion picture imagery in any horizontal direction at any time (180 x 360-degree)

Viewer can see still or motion picture imagery in any direction at any time (360 x 360-degree)

Displays two-dimensional media viewable through special hardware such as a head-mounted device

Optical stitching combines multiple, synchronized video camera feeds into a seamless 360-degree display

Participant physical movements are electronically tracked to match the environment

LESS COMMON TERMS

(Titles in this section are not linked to outside content)

Extended Reality (XR)

aka: Alternate Realty: Virtual Reality (VR), Augmented Reality (AR), and Augmented Virtuality (AV)

Viewed on a digital screen

Experience extension relating to one’s sense of existence (VR) and cognitive acquisition (AR)

A participant’s experience within a Blended Space (see below)

Participant physical movements are electronically tracked to match the environment

Augmented Virtuality (AV)

Platforms: Oculus Rift, Sony PlayStation, HTC Vive, Samsung Gear VR, Google Daydream

Viewed on a digital screen

A blend of Augmented Reality and Virtual Reality (see above)

Merges real world objects and elements into a computer-generated virtual world

Real world objects/elements can be manipulated as functional objects in a virtual environment

Viewer can see their own hands, arms, feet and legs in the virtual environment

Participant physical movements are electronically tracked to match the environment

Mediated Virtuality (MV)

Platform: in beta within R&D labs

Viewed on a digital screen

A participant-manipulated virtual world beyond normal real world conventions

Participant stands in a real world setting holding a virtual object while affecting other virtual objects

Equivalent to stepping into and interacting with virtual objects in an augmented reality world

Participant physical movements are electronically tracked to match the environment

Mediated Reality (MR)

Platform: in beta within R&D labsViewed on a digital screen

A superset above Augmented RealityParticipant can enhance or reduce objects/elements

Equivalent to a real-time matte painting where a synthetic element enhances the overall space or…

Diminishes the overall space due to seamless integration of synthetic and real world environment

Participant physical movements are electronically tracked to match the environment

Modulated Reality

Platform: in beta within R&D labsViewed on a digital screen

A subset within Mediated Reality, sharing similarities with Mixed Reality

Multiple identical virtual objects/elements observed in the same environment

Objects/elements may or may not act in tandem with each other or be the same size or color

Participant physical movements are electronically tracked to match the environment

Diminished Reality (DR)

Platform: any computing device with DR softwareViewed on a digital screen

Replaces real world elements with virtual, and vice versa, or simply removes elements from the space

Web browser ad blocking is an example of Diminished Reality (removed ad diminishes page graphics)

Participant physical movements are electronically tracked to match the environment

Blended Space

Platforms: theme park attraction, museum gallery

Viewed without a personal delivery device

An extended presence from participant’s physical location into digital worlds

Seamless integration of a digital system within a physical environment to create a holistic space

Example: Digital media portraying a landscape as seen through a physical window in a real world room

Generally no participant tracking

DIMENSIONS

2D

Two-dimensional

Comprising X (horizontal) and Y (vertical) axes

A normal photographic image is 2D even though its subject may present perspective

3D

Three-dimensional

Comprising X (horizontal), Y (vertical) and Z (depth) axes

Real life is observed in 3D when an observer’s eyes simultaneously see two separate views

The brain combines the two views into a volumetric sensation conveying true depth

This abbreviation is also applied to flat 2D imagery representing perspective

3DS

Three-dimensional stereoscopic

aka: S3D (stereoscopic 3D)

Comprising X (horizontal), Y (vertical) and Z (depth) axes

Synthetic representation of 3D elements and settings conveying a full volumetric visual sensation

3D cinema is 3DS, reconstructed by passive, active or chroma-separating eyewear

An old-fashioned stereoscope or mid-20th century Viewmaster® produce 3DS still images

After a 3DS theater wall blows apart, Geoff, at the podium, asks the chef of a Silicon Valley Grow! Awards banquet what will be served. Geoff has designed and led numerous Alternate Reality projects around the world.

After a 3DS theater wall blows apart, Geoff, at the podium, asks the chef of a Silicon Valley Grow! Awards banquet what will be served. Geoff has designed and led numerous Alternate Reality projects around the world.

3D CG

Three-dimensional computer graphic

Comprising only the X (horizontal) and Y (vertical) axes

A flat, 2D representation of three-dimensional settings and objects

Dimension is represented via light, shadow, reflection and other visual clues, though not true 3DS

4D

Three-dimensional environment with added physical effects

Tactile stimulation combined with three-dimensional media within a physically 3D environment

Includes water spray, water droplets, seat/floor vibration, blowing air, vapor, smoke, confetti, scent

Commonly represented within an entertainment venue or theme park attraction

DELIVERY DEVICES

Head-mounted display (HMD)

Very close proximity-viewed digital screen with integral magnifying optics.

aka: headset, head frame, goggles

May be tethered by a physical cable (most common), or wireless

Wireless HMD tends to be heavy and bulky due to signal receiver and image processing equipment

Participant tracking is often integral to the hardware

Automatic Virtual Environment (CAVE)

An immersive cubic physical space interfacing stitched, projected imagery in real-time

Computer-generated or photorealistic motion imagery is displayed projectors or flat panel monitors

Participant generally wears a tethered head-mounted device (HMD) or non-tethered eyewear

Can be 2D or 3DS and may include a treadmill conveyance allowing participant the freedom to walk

May include 4D effects such as air movement, floor vibration and/or smoke

Eyewear

Conventional glasses frames holding filters (polarizing, dichroic, liquid crystal [LCD], color)

aka: glasses, passive or active.

Interfaces with the computer technology to materialize an alternate reality

Generally no participant tracking

Dome (hemispherical)

A planetarium is a classic example. Some permanent dome displays are tilted together with audience seating, while other domes are inflated vinyl, with beanbag seating on the floor.


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Geoff Puckett

An avid international traveler, Geoff brings diverse perspectives into the projects he creates. Fascinated with light, visual images, photography and projection, his work often incorporates such elements. Music listening, musician/band research, and song collecting is a primary hobby. As a daily hiker, outdoors in nature is his preferred idea-creation locale, bringing story notes back to the studio to emerge as physical spaces in unique places.

https://geoffpuckett.com
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