XR

Mixed Reality (MR)

Mixed Reality (MR) is an advanced form of spatial computing where physical and digital elements coexist and interact in real time, so virtual objects can sit on real surfaces, hide behind real furniture and respond to the room around them. For a fuller explanation of how MR works and where it is used, see What is mixed reality?

A clinician wearing a HoloLens mixed-reality headset facing a translucent holographic figure in a hospital room
A clinician wearing a HoloLens headset facing a holographic patient in a hospital room.
Key takeaway

Mixed Reality (MR) blends real and virtual content so they can affect each other in real time: a digital object can rest on a real table, disappear behind a real wall, or stay anchored to a specific spot in a room between sessions. PTR builds mixed reality alongside its virtual and augmented reality work, including headset-based MR that anchors holographic people and objects in a real room.

People Tech Revolution builds mixed reality alongside its virtual and augmented reality work, describing itself as building "Virtual, augmented and mixed reality for realistic practice." MR sits inside the same practice-based approach PTR uses for VR: a safe environment, real pressure, the learner's own choice, and a debrief afterwards. The difference is where the practice happens. In VR the learner is taken somewhere else; in MR the scenario is anchored in the room they are already standing in, so a holographic patient can be met at a real bedside and a procedure can be rehearsed against real equipment. Most of the case material PTR has published in detail describes its VR work, which is the larger body of delivery.

Fully real Fully virtual Real environment Augmented reality (AR) Augmented virtuality (AV) Virtual environment (VR) Mixed reality (MR) Milgram and Kishino, 1994

In general terms, MR goes further than standard AR by building a working 3D understanding of a room, so digital content can be occluded by real furniture, collide with real surfaces, or stay anchored to a specific wall between sessions. That deeper spatial integration is what typically separates MR headsets and software from simpler AR overlays, though the line between the two is not always sharp in commercial hardware, and modern standalone headsets increasingly support both.

Guidance anchored to the machine, not floating on a screen. A rendered illustration of the pattern.

Practical considerations

Mixed reality headsets are more expensive and less common than phone-based AR or standalone VR devices, and most need to build a live map of the room before content can anchor convincingly, which raises its own privacy and consent questions when a headset is scanning someone else's space. Occlusion, letting a real object hide a virtual one, is not perfect on every device or in every lighting condition, and a room's map can drift or need rescanning after furniture moves. Researchers themselves do not agree on a single, precise definition of MR: a 2019 CHI paper surveying the field found six partially competing notions among academics and industry experts. An MR proposal is therefore worth scoping on its own terms rather than treating it as an off-the-shelf swap for an existing VR build.

Sources and further reading

To compare MR with virtual and augmented reality directly, see VR vs AR vs MR: Understanding the Differences. If you would like to talk through an MR idea, the Contact Form is one tap away in the site menu, and in the footer of every page.

Related PTR work

XR overview · PTR's virtual reality work · PTR's augmented reality page