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Concept

Reality–virtuality continuum

A scale running from a fully real environment to a fully virtual one. In between is mixed reality: augmented reality, closer to the real, and augmented virtuality, closer to the virtual.

In Spanish
Continuo realidad–virtualidad
Origin
Milgram and Kishino (1994)

What problem it addresses

It sorts out terms that get used interchangeably, such as augmented, mixed or virtual reality, so you know which experience you are designing.

An example

An illustrative example: two ways to see a sofa before buying it.

Augmented reality
The virtual sofa appears in your real living room, seen through your phone. The real, with something virtual.
Virtual reality
With a headset you enter an invented store where everything, the sofa included, is digital. All virtual.

They are two points on the same line: what changes is how much of the real world remains in view, and with it, what has to be designed.

Why it happens

  1. You start from the real environment.

  2. You add more and more virtual content.

  3. Until you reach a fully virtual world.

Applications in design

  • Use it like this

    Before designing, place your experience on the line: how much of the real world the person will see and what you will have to respect in it.

  • Avoid

    Using “mixed reality” as a trendy label without saying what the person sees and does.

  • Don’t fall for it

    The closer to the real, the more the environment rules: design for light, space and people you don't control.

6 classes

What the research says

Milgram and Kishino sorted mixed reality displays into six classes and proposed describing them with three questions: how much the system knows about the world, how faithfully it shows it, and how much it makes the person feel inside it.

Solid evidence. It is a classification, not an experiment: it helps name and compare technologies, not measure their effect.

Authors and works

  1. 1994

    Paul Milgram and Fumio Kishino

    Proposed the continuum and called mixed reality everything that combines the real and the virtual on the same display.

  2. 1994

    Paul Milgram, Haruo Takemura, Akira Utsumi and Fumio Kishino

    Placed augmented reality on the continuum, as a real environment to which virtual objects are added.

Sources

Original sources

Last reviewed: