The term ‘Mediated Reality’ was coined by wearable computing pioneer Steve Mann, it refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through computer devices such as wearable (e.g. immersive Headsets) or hand-held devices (e.g. Smartphones). Mediated Reality is a superset of Virtual, Augmented & Mixed Reality as well as Augmented Virtuality (AV), Diminished Reality (DR), Modulated Reality(ModR) and Modified Reality(MfR):
Many movies have portrayed uses of mediated reality devices, some as big as eyeglasses and some as small as contact lenses, there was this episode of Black Mirror that involved kids being fitted with mediated devices when born, and parents having control over what they could see, the particular episode portrayed the mother removing what she perceived as dangerous from the kids visual and auditory view, she blurred out of the view of her child things like dangerous animals, blood, swear words and more… though this is an extreme case, it fully portrays what the functioning of a mediated reality device, in this particular episode case it involved diminished Reality (DV) which simply is using computer-mediated reality to reduce perception by removing or masked ‘visual’ information.
Mediated Realities typically involve coming between ‘mediating’ a user’s perception of reality, adding, removing, augmenting, enhancing or changing their perception of it, as with many technologies, there are upsides and downsides. Computer-mediated Reality has been used to enhance visual perception as an aid to the visually impaired, as has also been evident in recent years, mediated realities like Virtual, Augmented and Mixed Realities continue to play big roles in many industries such as gaming, medical, engineering and so on. There are many aspects to the mediated reality framework, and we will be exploring some of them together to form a better understanding of the potential variants and combinations of real and virtual objects and things in between.
Real World/Environment: This is defined as the unaltered reality, the reality we observe without mediation.
Virtuality: All realities that add computer-generated graphics to the real world are considered virtual. Virtuality encompasses Virtual Reality and Mixed reality (MR) subtypes such as Augmented Reality (AR) and Augmented Virtuality (AV).
Modularity: Modularity refers to many forms of mediated realities that add or subtract parts from the real world. Modularity encompasses less well-known and less advanced varieties of modulated reality (ModR), such as modified reality (MfR), diminished reality (DR), and severely diminished reality (SDR).
Augmented Reality (AR): First along the virtuality axis is Augmented Reality, it is an interactive experience that involves augmenting the real world with computer-generated (virtual) objects, the augmentation could happen through Head Mounted displays (HMD), eye wears, handheld devices such as mobile phones which are currently the most popular.
Augmented Virtuality (AV): Next on the Virtuality axis is Augmented Virtuality which describes the classes of realities that involves enhancing purely virtual experiences with elements of the real world, unlike AR that augments the real world with virtual objects.
Virtual Reality (VR): Last on the Virtuality axis, VR is defined as a computer-generated simulation of a three-dimensional image or environment that may be interacted with by a person wearing specialized electronic equipment, such as an HMDs with an internal screen or gloves with sensors to fully immerse the user.
Modified Reality (MfR): MfR is first along the Modularity axis where the user’s perception is altered through the filtering and modification of real elements. We could have Mediated Reality, Mediated Virtuality or any combination of both.
Diminished Reality (DR): This is defined as the use of technology to conceal or obscure real objects from a user's perceptions, as illustrated in the Black Mirror episode above. The term was coined by Steve Mann to describe a reality that can remove, at will, certain undesired aspects of regular reality. Similar to cropping an object out of a picture in Photoshop, but using a head-mounted display or similar devices that updates in real-time.
Applications of Computer-mediated Reality
Computer-mediated Reality has been and continues to be useful in many areas, such as:
1) Healthcare and Medicine: the use of Mediated reality in healthcare cannot be underestimated, either in the form of virtual or Augmented realities, it is useful in devices to improve vision, telemedicine, real-time operations across long distances… etc.
2) Gaming: When it comes to gaming, the most common form of computer-mediated reality is virtual reality headsets, such as the Meta Quest. These are devices that attach to the user's head and immerse their field of vision solely within the game world.
3) Manufacturing: Manufacturing assembly makes heavy use of Computer-mediated reality. For instance, the world's largest manufacturer of commercial aircraft, Boeing, employs augmented reality to simplify the intricate wiring of its 787-8 aircraft (AKA Dreamliner) to make the wiring procedure easier. Boeing particularly stated that by implementing AR, the corporation was able to save wiring time by around 25% and cut mistake rates almost in half.
5) Trainings and much more: With the use of Computer-mediated reality such as Virtual reality for training many advantages have been studied and recorded over traditional or classroom training, for example, learners are more confident in applying what they’re taught, and they are also more focused and emotionally connected to the content amongst many other advantages.
Relevant links:
Steve Mann: https://en.wikipedia.org/wiki/Steve_Mann_(inventor)
Mediated Reality info: See Here
Top comments (1)
Great review!!! Mediated reality really opens up amazing possibilities for expanding our perception of the world through virtual reality, AR and MR. Looking forward to seeing what this brings in the future!