User:Justinl284/Mixed reality

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality.

In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart. A 2007 paper describes an interreality system comprising a real physical pendulum coupled to a pendulum that only exists in virtual reality. This system has two stable states of motion: a "dual reality" state in which the motion of the two pendula are uncorrelated, and a "mixed reality" state in which the pendula exhibit stable phase-locked motion, which is highly correlated. The use of the terms "mixed reality" and "interreality" is clearly defined in the context of physics and may be slightly different in other fields, however, it is generally seen as, "bridging the physical and virtual world".

Applications
Mixed reality has been used in applications across fields including design, education, entertainment, military training, healthcare, product content management, and human-in-the-loop operation of robots.

Education
Simulation-based learning includes VR and AR based training and interactive, experiential learning. There are many potential use cases for mixed reality in both educational settings and professional training settings. In education, AR has been used to simulate historical battles, providing an unparalleled immersive experience for students and potentially enhanced learning experiences. In addition, AR has shown effectiveness in university education for health science and medical students within disciplines that benefit from 3D representations of models, such as physiology and anatomy.

There are a variety of studies demonstrating increased learning results when utilizing mixed and augmented reality tools, most commonly focusing on education in the classroom.  AR and MR afford new opportunities for students to view rare or unobservable occurrences that would otherwise be impossible to experience in a classroom, such as the weather cycle or the rotation of the Earth. Additionally, a 2006 study developed an interactive AR game for medical students to simulate a hospital influenza outbreak and discovered that AR learning environments ground students in a particular experience, further immersing them into their environment and promoting positive learning outcomes that more closely align to real-world situations.

Specifically, AR has been found to boost language learning in the classroom; a 2009 study developed a (AR)-supported English learning tool to examine language learning effects on high schoolers. The device, called HELLO (Handheld English Language Learning Organization) measured a significant increase in assessment grades from participants using the AR learning tool compared to those without the tool. Furthermore, evidence for positive language learning has been documented through a multitude of additional studies as well. In a 2021 literature review, increased motivation, engagement, and participation were the primary group of benefits from using these tools, even stating that additional research found higher levels of engagement compared to conventional teaching methods.