Tag Archives: mixed reality

Is there a mixed-reality dress code?

Not to derail us, but how should MR devs dress?


My feeling is we shouldn’t be wearing the standard enterprise / consultant software dev uniform of a golf shirt and khaki pants with dog walker shoes. That isn’t really who we are. ORMs are not the highlight of our day and our job doesn’t end when the code compiles. We actually care how it works and even if everything works we care if it is easy for the user to understand our app. We even occasionally open up Photoshop and Cinema4D.


    We aren’t web devs. Hoodie,  jeans and Converse aren’t appropriate either. We don’t chase after the latest javascript framework every six weeks. We worry pathologically about memory allocation and performance. Our world isn’t obsessively flat. It’s obsessively three dimensional. Our uniform should reflect this, also.


      This is the hard part, but here’s the start of a suggestion of the general style (subdued expensive) for men (because I have no clue about women’s fashion): faded black polo shirt buttoned to the top, slightly linty black velveteen jacket, black jeans, Hermès pocket square, leather dress shoes. It signals concern with UI but not excessive concern. Comfort is also important (UX) as is the quality of the materials (the underlying code and software architecture).

      Finally, MR/VR/AR/XR development is premium work and deserves premium rates. The clothes we wear should reflect this fundamental rate, indicating that if what we are paid doesn’t support our clothing habit (real or imagined), we will walk away (the ability to walk away from a contract being the biggest determiner of pricing).


        Black, of course, suggests the underlying 70’s punk mentality that drives innovation. MR devs are definitely not grunge rockers. The pocket handkerchief suggests flair.

        [This post was excerpted from a discussion on the Microsoft MVP Mixed Reality list.]

        A User’s Guide to the terms VR, AR, MR and XR – with a tangent about pork


        Virtual reality, augmented reality, mixed reality and XR (or xR) are terms floating around that seem to describe the same things – but maybe not – and sometimes people get very angry if you use the terms incorrectly (or at least they say they do).

        The difficulty is that these terms come from different sources and for different reasons, yet the mind naturally seeks to find order and logic in the world it confronts. A great English historical example is the way Anglo-Saxon words for animals have complementary Norman words for the cooked versions of those beasts: cow and beef (boeuf), pig and pork (porc), sheep and mutton (mouton). It is how the mind deals with a superfluity of words – we try to find a reason to keep them all.


        So as an experiment and a public service, here’s a guide to using these terms in a consistent way. My premise is that these terms are a part of natural language and describe real things rather than marketing terms meant to either boost products or boost personal agendas (such as the desire to be the person who coined a new term). Those constraints actually make it pretty easy to fit all these phrases into a common framework and uses grammar to enforce semantic distinctions:

        1) Virtual reality is a noun for a 3D simulated reality that you move through by moving your body. A sense of space is an essential component of VR. VR includes 360 videos as well as immersive 3D games on devices like the Oculus Rift, HTC Vive and Microsoft Immersive headsets.

        2) Augmented reality is a noun for an experience that combines digital objects and the real world, typically by overlaying digital content on top of a video of a real world (e.g. Pokémon Go) or by overlaying digital content on top of a transparent display (e.g. HoloLens, Meta, Magic Leap, Daqri).

        3) Mixed reality is an adjective that modifies nouns in order to describe both virtual and augmented reality experiences. For instance:

        a. A mixed reality headset enables virtual reality to be experienced.

        b. The Magic Leap device will let us have mixed reality experiences.

        4) xR is an umbrella term for the nouns virtual reality and augmented reality. You use xR generically when you are talking about broad trends or ambiguously when you are talking in a way that includes both VR and AR (for instance, I went to an event about xR where different MR experiences were on display). xR may, optionally, also cover AI and ML (aren’t they the same thing?).

        This isn’t necessarily how anyone has consistently used these terms in 2017, but I feel like there is a trend towards these usages. I’m going to try to use them in this way in 2018 and see how it goes.


        On Saturday, October 29th, Dennis Vroegop and I will be running a Mixed Reality Workshop as part of the DEVintersection conference in Las Vegas. Dennis is both a promoter and trainer in Mixed Reality and has made frequent appearances on European TV talking about this emerging technology as well as consulting on and leading several high-profile mixed reality projects. I’ve worked as a developer on several commercial mixed reality experiences while also studying and writing about the various implications and scenarios for using mixed reality in entertainment and productivity apps.

        Our workshop will cover the fundamentals of building for mixed reality through the first half of the day. Through the rest of the day, we will work with you to build your own mixed reality application of your choice—so come with ideas of what you’d like to make. And if you aren’t sure what you want to create in mixed reality, we’ll help you with that, too.

        Here’s an outline of what we plan to cover in the workshop:

        1. Hardware: an overview of the leading mixed reality devices and how they work.
        2. Tools: an introduction to the toolchain used for mixed reality development emphasizing Unity and Visual Studio.
        3. Hello Unity: hands-on development of an MR app using gestures and voice commands.
        4. SDK: we’ll go over the libraries used in MR development, what they provide and how to use them.
        5. Raycasting – covering some things you never have to worry about in 2D programming.
        6. Spatial Mapping and Spatial Understanding – how MR devices recognize the world around them.
        7. World Anchors – fixing virtual objects in the real world.

        Break for lunch

            8.  Dennis and I will help you realize your mixed reality project. At the end of the workshop, we’ll do a show and tell to share what you’ve built and go over next steps if you want to publish your work.

        We are extremely excited to be doing this workshop at DEVintersection. Mixed Reality is forecasted to be a multi-billion dollar industry by 2020. This is your opportunity to get in at the ground floor with some real hands-on experience.

        (Be sure to use the promo code ASHLEY for a discount on your registration.)

        Virtual Names for Augmented Reality (Or Why “Mixed-Reality” is a Bad Moniker)


        It’s taken about a year but now everyone who’s interested can easily distinguish between augmented reality and virtual reality. Augmented reality experiences like the one provided by HoloLens combine digital and actual content. Virtual reality experiences like that provided by Oculus Rift are purely digital experiences. Both have commonalities such as stereoscopy, head tracking and object positioning to create the illusion that the digital objects introduced into a user’s field of view have a physical presence and can be walked around.

        Sticklers may point out that there is a third kind of experience called a head-up display in which informatics are displayed at the top corner of a user’s field of view to provide digital content and text. Because head-up display devices like the now passe Google Glass do not overlay digital content on top of real world content, but instead displays them more or less side-by-side, it is not considered augmented reality.

        Even with augmented reality, however, a distinction can be drawn between informational content and digital content made up of 3D models. The informational type of augmented reality, as in the picture of my dog Marcie above, is often called the Terminator view, after the first-person (first-cyborg?) camera perspective used as a story telling device in the eponymous movie. The other type of augmented reality content has variously been described inaccurately as holography by marketers or, more recently, mixed reality.

        The distinction is being drawn largely to distinguish what might be called hard AR from the more typical 2D overlays on smart phones that help you find a pizza restaurant. Mixed reality is a term intended to emphasize the point that not all AR is created equal.

        Abandoning the term “augmented reality” in favor of “mixed reality” to describe HoloLens and Magic Leap, however, seems a bit drastic and recalls Gresham’s Law, the observation that bad money drives out good money. When the principle is generalized, as Albert Jay Knock did in his brilliant autobiography Memoirs of a Superfluous Man, it simply means that counterfeit and derivative concepts will drive out the authentic ones.

        This is what appears to be happening here. Before the advent of the iPhone, researchers were already working on augmented reality. The augmented reality experiences they were building, in turn, were not Terminator vision style. Early AR projects like KARMA from 1992 were like the type of experiences that are now being made possible in Redmond and Hollywood, Florida. Terminator vision apps only came later with the mass distribution of smart phones and the fact that flat AR experiences are the only type of AR those devices can support.

        I prefer the term augmented reality because it contains within itself a longer perspective on these technologies. Ultimately, the combination of digital and real content is intended to uplift us and enhance our lives. If done right, it has the ability to re-enchant everyday life. Compared to those aspirations, the term “mixed reality” seems overly prosaic and fatally underwhelming.

        I will personally continue to use the moniker “mixed reality” as a generic term when I want to talk about both virtual reality and augmented reality as a single concept. Unless the marketing juggernaut overtakes me, however, I will give preference to the more precise and aspirational term “augmented reality” when talking about HoloLens, Magic Leap and cool projects like RoomAlive.