Library · Primer
XR glossary
Community definitions for VR, AR, MR, XR, presence, embodiment, immersion, and related terms.
Updated
XR glossary (community)
Terms used across the WE ARE VR site and library. Expanded from the immersion primer and community copy.
- VR — Virtual reality: fully immersive digital environments, typically via headset.
- AR — Augmented reality: digital overlays on the physical world (phones, smartglasses).
- MR — Mixed reality: blending real and virtual so they interact.
- XR — Extended reality: umbrella for VR/AR/MR and related experiential tech.
- eXtended Reality — Same as XR; common industry spelling emphasizing “extended.”
- Spatial computing — Computing that understands and uses 3D space as the interface.
- Experiential media / experiential technologies — Tools and designed experiences that produce immersion (VR, AR, smartglasses, spatial audio, projection mapping, FPV drones, MR, and related).
- Immersive media — Media experienced as sensation and place, not only as content on a flat screen.
- Presence — The felt sense of “being there” in an immersive experience.
- Embodiment — The felt sense of being the agent acting in the experience.
- Simulation — Objective recreation of a place/object/scenario for practice or science without full real-world cost.
- Immersion — Sensation of being somewhere; engagement rises with sensory fidelity.
- Metaverse — Shared social/cultural virtual spaces people visit for art, music, theatre, community, gaming, learning, and more.
- Brain-computer interface (BCI) — Interfaces that connect neural signals to computing; researched for deeper immersion.
- Spatial audio — Sound that conveys direction and distance in 3D space.
- Smartglasses — Wearables that deliver AR/MR in everyday form factors.
- Spatial anchor — A fixed reference point that ties digital content to a real-world location in AR/MR.
- Haptics — Touch feedback devices and techniques that reinforce presence and embodiment.
- Location-based experience (LBE) — Immersive experiences designed for a physical venue rather than only at-home headsets.
- 360 video — Spherical video for headset or interactive viewing; related to but distinct from interactive VR.
