Augma

Lesson 01 · What XR is

Four words, one idea: computing in the space around you.

AR, VR, MR, XR, spatial computing. The labels change with every product launch, but the idea underneath is simple. This lesson sorts the words, walks through the devices on sale today and shows how many people actually own them, because who has the device decides what you can build for them.

The words

From a layer on your view to a world that replaces it.

Think of one line. At one end the real world stays and a little digital is added; at the other the real world is gone. Most business projects sit near the start of that line.

ARAugmented reality

Your real view stays; graphics are laid over it, usually through a phone camera. A sofa in your living room, a filter on your face.

MRMixed reality

Digital objects understand the room: they sit on your table, hide behind your sofa and respond to your hands.

VRVirtual reality

A headset replaces what you see completely. Good for practice, rehearsal and places you can't easily go.

XRXR and spatial computing

XR is the umbrella for all three. 'Spatial computing' is the newer name for apps that live in the space around you rather than on a flat screen.

The devices

Seven kinds of screen, and one of them is already in your pocket.

We describe device types rather than brands, because the lineup changes every year. Where a figure belongs to one maker's product, the source names it.

How many people own them

Glasses are growing. Headsets are a smaller, steadier base.

The bars share one scale, so the gap is the point: phone AR reaches hundreds of millions, headsets reach millions. Shipments count devices sold in a period, not devices in use.

Side by side

What each screen is good at.

Phone ARGlassesVR/MR headsetSpatial computer
Who already has oneNearly everyoneA growing minorityGamers, trainers, venuesProfessionals, few units
ImmersionA window onto the sceneLight, glanceableFullFull, very sharp
HandsOne holds the phoneFreeControllers or hand trackingEyes and hands
Best forReach, try-on, campaignsHands-free help, captureTraining, events, simulationDesign review, showrooms

Start with who has the device, then decide what to build.

Next, the companies behind these devices and tools, and where the market is moving.