Immersive Reality

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eXt e nd ed Re a l i t y

A brief history of [X]R and adaptations of immersive technologies. Looking at the history and individual qualities of VR, AR and MR. Arik Spaulding

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Book 1

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11-29-21


Synopsis Seeking a more comprehensive understanding of what [X]R is and how it has grown as a medium over the years. This first booklet works to further define and investigating what [X]R is as a media and a recourse within industries and as a recreational tool. Within this document I refer to immersive reality as IR. I do this to encapsulate the wide variety of emerging technologies within one term that would better include technology out side of visual display headsets. Therefor IR is not only a visual tool, it allows for the inclusion of other sensations and tactile experiences to be combined with the [X]R experience. IR is a system that can be engaging and changing within the context of a static environment. Using the information gathered in book 1 I would first like to define what the variety of [X]R options that are currently being used and the ways they have been implemented. This would help to determine the effectiveness of each technologies used. In future booklets I plan to investigate case studies of surrounding [X]R environments. Also looking into possible social effects (both positive and negative) that may occur to determine how necessary guidelines would help to govern a better user experience as well as how those guidelines should be implemented in a responsible way. Next, I would like to understand how to experience the digital landscape and how it can effectively become a resource for community engagement. Lastly, I would like to make a proposal for a thesis project surrounding this topic of how digital immersive technologies be used to help enhance a user’s experience within public spaces.

“What interests me is the opportunity for all of us to become something different from what we are, by constructing spaces that contribute something to the experience of who we are.” - Richard Serra 1


Index

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5-8

Section 1:Time line

9-15

Section 2: Modern, resent, and existing technology and programs

17-24

Section 3: VR, AR, MR, and IR

25-26

Section 4: Metaverse

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Bibliography


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PERCEPTION Perceived reality is something independent from person to person. “Clearly, perception and reality have very different meanings. The former occurs entirely in the mind in which mental gymnastics can turn any belief into reality. The other exists completely outside of the mind and can’t be easily manipulated. To conflate perception with reality is to reject the Enlightenment and harken back to the Middle Ages. Perception is not reality, but, admittedly, perception can become a person’s reality (there is a difference) because perception has a potent influence on how we look at reality. Think of it this way. Perception acts as a lens through which we view reality.” - Jim Taylor Ph.D.

CONNECTION Artist Nancy Baker Cahill in 2018 during a TEDx Talk, spoke to the audience about her efforts to connect her works out into nature and other public spaces. It was a form of tactical urbanism using augmented reality and its ability to change to fit a space and to interact with the artwork outside of a studio or gallery. Her work became available for free to download through a phone application. Soon her work started to show up on subways, in classrooms and even through the US and Mexico boarder wall. Ultimately creating dynamic unique messages within each context of the individual site. Individuals now were taking smartphone photoes and videos and taking art outside it normal realm. The best part of IR technology are there ability to alter a space to the individual while still allowing for collaboration, connectivity, and exploration to happen all from the same environment. Nancy Baker Cahil was able to take her 3D virtual reality drawings and offer them up for the public to appropriate her work and create new works from her content. Individuals were able to place, move through, or record the drawing anywhere on the planet.

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SECTION 1

TIME LINE “To see is to think, and to think is to see.”- Richard Serra

4th Century BC - CAMERA OBSCURA: Creates a reflected image of the world and allows the viewer to trace and sketch the inverted image.

1838 - Stereoscope: Invented by Charles Wheatstone FRS, the stereoscope allows 2D images to appear as 3D images

September 27th 1922 - First 3D movie: The Power of Love, which premiered at the Ambassador Hotel Theater in Los Angeles. The camera rig was a product of the film’s producer, Harry K. Fairall, and cinematographer Robert F. Elder.

1935 - Pygmalion’s Spectacles by Stanley G. Weinbaum: Through this science fiction story a vision of VR told of a goggle-based contraption that offered users a holistic holographic experience that went as far as to include touch and olfactory elements.

1957 - Sensorama: “Morton Heilig invented the first virtual reality device with his invention “Sensorama” . This multimedia device is considered one of the earliest VR systems. However, the term Virtual Reality was coined much later by Jaron Lanier in 1987 during his intense research on the evolving technology.”- Simplilearn Apr 3, 2020

1968 - The Sword of Damocles: The first AR head-mounted display (HMD) system, The Sword of Damocles, was invented in 1968 by computer scientist Ivan Sutherland and his student Bob Sproull.

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1987 - : First VR google headset by Ivan Sutherland and his student, Bob Sproullwhile the Term Virtual Reality - was first coined by Jaron Lanier in 1987

1989 - ATARI releases the first VR video game with 3D technology to the public

1994 - : Quick Time VR: Created by apple as a viewing of VR photography, photographically-captured panoramas, and the exploration of objects through images taken at multiple viewing angles.

1995 - Nintendo “Virtual Boy” was released with its 32-bit, with a multiple video games.

2010 - Google releases stereoscopic 3D version allowing users to view 3D views of the street.

2012 - Oculus Rift prototype by Palmer Luckey: This brings a brighter spotlight onto what VR is currently bing used for in todays society as a gaming and training device.

2014 - Zuckerberg purchasing Oculus VR for $2 billion - “Project Morpheusfor” for Sony’s PS4 - “Google Cardboard” by goolge was released

2015 Pokemon Go : AR gaming app

Between 2014 and 2017, the market progressed from PC-tethered headsets (e.g. the HTC Vive) to console-tethered headsets (e.g. Sony’s PSVR) and mobile-tethered headsets (e.g. Samsung GearVR and Google Cardboard). Untethered headsets (e.g. Oculus Go, Lenovo Mirage Solo, and HTC Vive Focus) arrived in 2018, making VR an independent platform.

2019 - HoloLens 2 is released for industrial uses within MR

2020 - Oculus 2 is released during Covid 19 as an affordable VR house hold gaming and connection using FaceBook

2021 - FaceBook announces its plan to develop the Metaverse

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EARLY INVENTIONS STEREOSCOPE - 1938 Invented by Charles Wheatstone FRS, the stereoscope allows 2D images to appear as 3D images

SENSORAMA - 1957 “Morton Heilig invented the first virtual reality device with his invention “Sensorama” . This multimedia device is considered one of the earliest VR systems. However, the term Virtual Reality was coined much later by Jaron Lanier in 1987 during his intense research on the evolving technology.”- Simplilearn Apr 3, 2020

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EARLY INVENTIONS TELEVISION EYEGLASSES - 1963 Hugo Gernsback an inventor, created television eyeglasses which weighed about 140 grams. Designed around small cathode-ray tubes that ran on low-voltage current from tiny batteries. this headset is similar to today’s VR headsets as each eye has its own screen to view displaying stereoscopic images to the viewer.

PORTABLE LIVING ROOM - 1967 TV-Helmet (Portable living room), 1967 Prototypes, a series of sculptures made in the ’60s by Walter Pichler, explore the overlap of architecture/design/sculpture. The materials (polyester, Plexiglas, PVC, aluminum, inflatable elements) used by the Austrian artist were new at the time.

SWORD OF DAMOCLES - 1968 The first AR experience where wire frames were projected onto real world environments.

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FIRST MODERN VR HEAD SET - 1987

SECTION 2

MODERN INVENTIONS

1987 - : First VR google headset by Ivan Sutherland and his student, Bob Sproull: Term Virtual Reality - first coined by Jaron Lanier in 1987

QUICK TIME VR - 1994 One of the earliest rendering software used to produce VR movies. Developed by Apple Inc. it allowed for the production and viewing of panoramic views. it is no longer used along with the program Quick Time 7.

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MODERN INVENTIONS VIRTYUAL BOY- 1995 Developed by Nintendo as a house hold video game headset. it ultimately failed as it was linkes to causing seizures through its display.

OCULUS RIFT - 2012 The first VR headset produced and sold to consumers by Palmer Luckey late baught out by Facebook for $2 billion in 2014.

PROJECT MORPHEUS - 2014 PlayStation’s first attempts at a VR headset that connected to a gaming conceal (the PlayStation 4)

GOOGLE CARDBOARD - 2014 Utilizing your cell phone the Google Cardboard allows for a cost effective VR experience. It places the phone at a specific distance away from your eyes while focusing them through lenses to create a 3D environment.

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RESENT ADVANCEMENTS POKEMON GO - 2015 In 2015 Pokemon Go managed to bring AR into the hands of users of all ages as for most their first AR experience. It had major health benefits by promoting outdoor play and discovery. Players would venture outside to catch pokemon, battle, and interact with others. It became a way of bringing families together. The placement of Gyms meant a way for other businesses to get involved and which helped the economy in some places.

Eventually the craze wore off until a slight resurgence during Covid 19. The lessons that Pokemon go has provided is an understanding of how quickly a technology can take off, as of July 2021 the daily users of Pokemon Go is reportedly over 800,000 people according to an article on Slate by Allegra Frank JULY 20, 2021 https://slate.com/ culture/2021/07/pokemon-go-fest-2021-still-great.html

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RESENT ADVANCEMENTS HOLOLENSE 2 - 2019 The Hololense 2 is typically for industrial use. It is an MR technology that overlays virtual information on top of real world instances utilizing a head mounted display with translucent viewing display. Developed by Microsoft.

OCULUS QUEST - 2020 Oculus was purchased by Facebook. The Oculus 2 is the most recent iteration released. It is a VR gaming system that utilizes controllers to navigate virtual spaces.

PLAYSTATION VR - 2021 Headset includes audio, and connects to the conceal of the PlayStation 5 with a 360 view and microphone built in. https://www.playstation.com/en-us/psvr/?smcid=other%3Aen-us%3Ablank%3Aprimary%20 nav%3Amsg-hardware%3Aps-vr

VIVE PRO- 2021 Vive Pro meets the needs of high performance PC-VR gaming and can be scaled up to business as well. https://www.vive.com/us/product/#pro%20series

VIVE FLOW - 2021 Used to help promote mindfulness, and meditation. This series of immersive glasses is different in that it is a personal wellness companion. The VIVE Flow supports peerless graphics with a wide field of view up to 100° , sharp 3.2K resolution, and fluid 75Hz refresh rate. https://www.vive.com/us/product/vive-flow/overview/

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WHAT ARE HAPTICS? What are haptics? As defined by Oxford Dictionary. “The use of technology that stimulates the senses of touch and motion, especially to reproduce in remote operation or computer simulation the sensations that would be felt by a user interacting directly with physical objects.” Other names for haptics are kinaesthetic communication, or 3D touch. Wether you know it or not you have been experiencing haptics in your everyday life for quit some time now. Smart phones use haptics to help signal when you have touched a button on your smart phone digital screen. Slight vibration simulates that your command has been registered. Allowing the user to know that the input has been completed and that another input can made. Using haptic gear helps to Immerse the users even more so into the digital environment which they then mentally begin to connect that what they are seeing also is physical and responsive to touch or stimulation. Forms of haptic feedback technologies include force, vibrotactile, electrotactile, ultrasound, and thermal feedback

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EXISTING PRODUCTS

HARDLIGHT SUITE “In early 2017 virtual reality (VR) startup Nullspace VR launched a Kickstarter crowd-funding campaign for an upper body haptic device called the Hardlight Suit.”

HAPTX GLOVES DK2

133 points of tactile feedback per hand creates a realistic feel that gives shape and form to virtual objects. Haptx Gloves DK2 utilizing Microfluidic skin, Force feedback exoskeleton, Magnetic motion tracking

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BCI (BRAIN COMPUTER INTERFACE)

EMOTIV INSIGHT 5-channel mobile EEG boasts advanced electronics that are fully optimized to produce clean, robust signals anytime, anywhere. This technology enables users to access the mind to blend the users thought to the actions to create, or interact with [X]R technology to free up the hands and create an optimal experience.

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EXISTING PROGRAMS

UNITY This platform is used for development within gaming, Automotive and transportation manufacturing, film and animation, as well as within Architecture, Engineering and Construction. Unity is used by, Microsoft, Hololense, Oculose, Plastation, Xbox, Nentendo

Twinmotion A real time rendering platform, that allows for developing high-quality graphics for architecture, construction, urban planning, landscaping. This is a useful tool for creating spaces within a virtual world. It produces light, shadow and utilizes texture mapping.

Unreal Unreal offers the ability to create realistic Virtual Reality real-time rendered within its complete suite for gaming, design and architecture and world building. Used by Microsoft, playStation, Xbox, Apple, IOS, Oculus...

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SECTION 3

VR Virtual Reality Virtual reality as defined by dictionary.com is “a realistic and immersive computer simulation of a three-dimensional environment created using interactive software and hardware, and experienced or controlled by movement of the body.” Today it is most used with a headset that blocks the viewers sight lines of the outside world. It is a fully immersive experience as it takes the viewer out of the physical space they are currently inhabiting and allows them to enter a fully rendered digital world unique to itself without constraining the users to one place. It allows for endless experiences to be had through this viewing device most often a phone or digital screen placed directly in front of the viewers eyes. It is help in place by a headset to allow for hands free applications or to enable the hands to navigate through the space.

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CURRENT EVENTS VR is currently being developed by major companies such as Google, Microsoft, Apple, Sony, Facebook, Amazon, Oculus, Intel, Snapchat, HTC, Autodesk… all are spending billions of dollars to better develop this medium not only for gaming which has a huge market for VR. Also, for other industries like healthcare, travel, communication, construction, and web applications. A good example of how VR works it the Stephen Spielberg’s adaptation of the movie Ready Player One. Where in 2045 the world has become engrossed in this technology and it has become more than every plaything. It has become a way of life for all generations and has even become a means to an economic structure on a global scale. This movies depiction of a somewhat dystopia world on the precipice of turmoil and collapse. Individuals have found refuge in this technology that allows them to live alternative lives and live out seemingly unbelievable alternative lives where anything is possible.

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VR

PROS • Completely immersive • Independent of location, can work anywhere • Works with smart phone CONS • Limited mobility • Can cause dizziness or nausea • 100% blocks out sightliness • Needs a head mount device

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AR Augmented Reality AR is a “technology that projects computer-generated augmentations on top of reality. Helping us perform task better and more efficiently. AR which falls between virtual reality and reality is a method to render real-world data and present it intuitively so that virtual elements resemble the present reality to an extent.” - Simplilearn Apr 3, 2020. Sword of Democles developed by Ivan Sutherland in 1968 is the first AR device to utilize augmented reality where users were shown digital graphics of simple wire frame over real-world environments.

HISTORY In an article from Interaction Design Foundation they give more background into the history of AR “Augmented reality has science-fiction roots dating to 1901. However, Thomas Caudell described the term as a technology only in 1990 while designing to help Boeing workers visualize intricate aircraft systems. A major advance came in 1992 with Louis Rosenberg’s complex Virtual Fixtures AR system for the US Air Force. AR releases followed in the consumer world, most notably the ARQuake game (2000) and the design tool ARToolkit (2009). The 2010s witnessed a technological explosion— for example, with Microsoft’s HoloLens in 2015—that stretched beyond AR in the classical sense, while AR software itself became increasingly sophisticated, popular and affordable.”

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CURRENT EVENTS Most commonly this application of technology is used with smart phones. Some of the most common applications of AR in our everyday lives is with Google Maps. Digital displays or pop ups help to navigate the built environment and provides information about locations, streets and businesses all through the placement of digital forms over what the viewer sees displayed on the smartphone. We are already utilizing AR for recreation and navigation. This technology is very useful in that it is so easily accessible. Exposure and availability of smart phones and smart technology is constantly increasing. Younger generations are becoming more and more exposed to technology earlier and earlier on.

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AR

Pros • • • • •

Most accessible Utilizes smartphone. Held in hand Nothing is mounted to your head Vision isn’t blocked Cons • Not fully immersive

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There will be a time not far off from now where generations of people would have never experienced the early ages of dialup and the beginning of the internet. It simply would have always been rattly at their fingertips at a young age. With this Covid-19 pandemic only increasing those numbers and forcing youths as young as kindergartners to attend school virtually. Augmented reality is a tool that can enhance the education experience by taking the learning environment off of the screen and into the spaces individuals are in to engage learning.


MR Mixed Reality So as “Augmented reality adds digital elements to a live environment whereas virtual reality implies a completely immersive experience that shuts out the physical world. Whereas mix reality combined elements from both AR and VR where you can interact with both the physical world and the digital elements.” – Simplilearn Apr 3, 2020

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CURRENT EVENTS MR has not yet been fully integrated into the field of architecture as of yet. However, technology and innovations have been increasing within the field in most recent years as companies compete to produce lighter, faster, more efficient products that can look more and more realistic. It is closer than ever as the technology develops, it is already evolving to become apart of our everyday esthetic as designers are working to shamelessly incorporate MR glasses, and screens into our everyday products. This technology is able to show what is not yet physically built, construct, and maintain buildings and the support systems that keep them running. It also has the power to become how we entertain and communicate with other.

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MR

Pros • • • • •

Combines VR and AR in one Can physical interact with digital elements Still connected to the environment Hands free Vision isn’t blocked Cons • Costly • Not within the mainstream users grasp

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IR Key terms: • What is immersive reality? Looking at each word individually Merriam Webster defines immersive as “providing, involving, or characterized by deep absorption or immersion in something”. • What is the definition of reality? “The quality or state of being real” – Merriam Webster. • As described in a video by Simplilearn (The Rise Of Technology-Augmented Reality(AR), Virtual Reality(VR) And Mixed Reality(MR) |Simplilearn, Apr 3, 2020) “Immersive technologies create or extend reality, and this is done by immersing the user in the digital environment having application in different domains.”

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Immersive Reality Definition: Developing this term to encompass all forms of digital reality augmentations. Terminology will help me to communicate the many applications that immersive technology can include. For it to be considered Immersive the senses must be stimulated and the line of reality and digital must become bleared. Immersive reality: A physical space where digital system(s) encapsulates a users with virtual forms that interact and respond within an environment with real time reactions. Producing a sense that the physical space is actually that of the virtual information being displayed. Without utilizing a head mount display, the physical space can use physical and virtual forms to produce a space that feels realistic. Immersive spaces are limited to the physical boundaries. However the users don’t require headsets to take in this environment. Though the experiance can use other forms of [X]R technologies, it is not dependent on them. Digital projections, LED screens and mirrors among other forms and mediums combine to transform spaces. Immersive Reality is different then VR, AR, and MR. however the outcome can be just as insightful. The spaces created are often exhibits within museums or at events. There is no size requirement, as long as those experiencing the space feel fully immersed.

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Recent conversations around the Facebook’s use of term metaverse has reintroduced the larger conversation of immersive spaces into the public conversation. A lot of concerns focused on how such a large expanse could be governed and who monitors the social aspects within the virtual spaces. Neal Stephenson is credited with coining the phrase “metaverse” in his 1992 sciens fiction novel “Snow Crash”.

There is difficulty in defining the metaverse. In an article by Mike Snider, and Brett Molina of USA TODAY they state that “It’s a combination of multiple elements of technology, including virtual reality, augmented reality and video where users “live” within a digital universe. Supporters of the metaverse envision its users working, playing and staying connected with friends through everything from concerts and conferences to virtual trips around to the world.” While Oxford Languages defines it as “a virtual-reality space in which users can interact with a computer-generated environment and other users.” the difficulty in defining what it is stems from the fact that it doesn’t exist as of right now.

SECTION 4

METAVERS

Several companies are working to develop there version of the metaverse. However without a full understanding of what goes into it or what the experiences all include. we wont have a final definition like we do for the other forms of [X]R experiences. The list below was provided by Matthew Ball in his article The Metaverse: What It Is, Where to Find it, and Who Will Build It, Jan 13, 2020. This list focuses on some key attribute and features that will help to define what should be present within a metaverse environment. 1. 2.

3.

4.

5. 6.

7.

Be persistent – which is to say, it never “resets” or “pauses” or “ends”, it just continues indefinitely Be synchronous and live – even though pre-scheduled and self-contained events will happen, just as they do in “real life”, the Metaverse will be a living experience that exists consistently for everyone and in real-time Be without any cap to concurrent users, while also providing each user with an individual sense of “presence” – everyone can be a part of the Metaverse and participate in a specific event/place/activity together, at the same time and with individual agency Be a fully functioning economy – individuals and businesses will be able to create, own, invest, sell, and be rewarded for an incredibly wide range of “work” that produces “value” that is recognized by others Be an experience that spans both the digital and physical worlds, private and public networks/experiences, and open and closed platforms Offer unprecedented interoperability of data, digital items/assets, content, and so on across each of these experiences – your Counter-Strike gun skin, for example, could also be used to decorate a gun in Fortnite, or be gifted to a friend on/through Facebook. Similarly, a car designed for Rocket League (or even for Porsche’s website) could be brought over to work in Roblox. Today, the digital world basically acts as though it were a mall where every store used its own currency, required proprietary ID cards, had proprietary units of measurement for things like shoes or calories, and different dress codes, etc. Be populated by “content” and “experiences” created and operated by an incredibly wide range of contributors, some of whom are independent individuals, while others might be informally organized groups or commercially-focused enterprises

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With so many possible definitions it seams most likely the definition is found somewhere between what writer Mattew Ball and the narrative Facebook is leading with. “The Metaverse is an expansive network of persistent, real-time rendered 3D worlds and simulations that support continuity of identity, objects, history, payments, and entitlements, and can be experienced synchronously by an effectively unlimited number of users, each with an individual sense of presence.”-Matthew Ball writer of “Metaverse Primer” Facebook on the other hand has a shorter definition. “The ‘metaverse’ is a set of virtual spaces where you can create and explore with other people who aren’t in the same physical space as you.” Leaders in this industry includes • Facebook Inc. (MVRS) • Microsoft Corp. (MSFT) • Unity Software Inc. (U) • Roblox Corp. (RBLX) • Amazon.com Inc. (AMZN) • Autodesk Inc. (ADSK) • Nvidia Corp. (NVDA)

Its not quite known where the metaverse will go and who will be leading the this theoretical space into a fully functioning immersive reality experience. However most conversations taking place now are discussing, the social and legal implications of such a venture.

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BIBLIOGRAPHY Book • How to Study Public Life, Author: Jan Gehl, Birgitte Svarre, Publication Information: Washington, DC : Island Press. 2013, • Augmented Reality & Public Space in the 21st Century City, Published on Jun 29, 2017 by Hanna Green, https://issuu.com/hannahsegreen/docs/thesis_for_issuu Website • Definition of immersive: https://www.merriam-webster.com/dictionary/immersive (pg 23) • Definition of reality: https://www.merriam-webster.com/dictionary/reality (pg 23) • Definition of augmented reality: https://www.dictionary.com/browse/augmented-reality (pg 19) • https://www.interaction-design.org/literature/topics/augmented-reality • https://www.dictionary.com/browse/virtual-reality (pg17) • https://www.forbes.com/sites/quora/2018/02/02/the-difference-between-virtual-reality-augmentedreality-and-mixed-reality/?sh=67460ca42d07 • Augmented reality (AR) - statistics & facts Published by Thomas Alsop: Research expert covering the global hardware industry, Mar 22, 2021 https://www.statista.com/topics/3286/augmented-reality-ar/ • Written by The Editors of Encyclopaedia Britannica, https://www.britannica.com/technology/cameraobscura-photography • History of virtual reality: Timeline , July 15th, 2020 16:13 https://www.verdict.co.uk/history-virtualreality-timeline/ (pg 5-10) • https://www.haptic.ro/haptic-suit-first-fully-immersive-haptic-feedback-suit-virtual-reality/ • https://www.vrfocus.com/2018/01/hardlight-suit-gets-permanent-base-price-reduction-to-299-99/ • https://www.pebblestudios.co.uk/2017/08/17/when-was-virtual-reality-invented/ • The Metaverse: What It Is, Where to Find it, and Who Will Build It, Jan 13, 2020, Written By Matthew Ball https://www.matthewball.vc/all/themetaverse (pg 25-26) • MARK IN THE METAVERSE Facebook’s CEO on why the social network is becoming ‘a metaverse company By Casey Newton Jul 22, 2021, 10:00am EDT ,https://www.theverge.com/22588022/markzuckerberg-facebook-ceo-metaverse-interview (pg 25-26) • WHAT IS THE METAVERSE, AND DO I HAVE TO CARE? One part definition, one part aspiration, one part hype By Adi Robertson and Jay Peters Oct 4, 2021,8:40am EDT https://www.theverge. com/22701104/metaverse-explained-fortnite-roblox-facebook-horizon (pg 26) • Everyone wants to own the metaverse including Facebook and Microsoft. But what exactly is it? by Mike Snider, and Brett Molina of USA TODAY updated 11-15-2021 https://www.usatoday.com/story/ tech/2021/11/10/metaverse-what-is-it-explained-facebook-microsoft-meta-vr/6337635001/ (pg25) Video: • Augmented Reality (AR) as an Artist’s Tool for Equity and Access | Nancy Baker Cahill | TEDxPasadena, Nov 1, 2018, https://www.youtube.com/watch?v=qomqvLGgcgs (pg4) • The Rise Of Technology-Augmented Reality(AR), Virtual Reality(VR) And Mixed Reality(MR) |Simplilearn, Apr 3, 2020 https://www.youtube.com/watch?v=XLP4YTpUpBI (pg19-20)

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