01 — Concept & theory

Beyond the
Metaverse myth

"The Augmentiverse is not a product or a platform — it is a conceptual framework for building the next layer of the internet on top of physical reality, not in replacement of it."

Elmqaddem, iJET vol. 21 no. 01, 2026

The term Augmentiverse was introduced in January 2026 by researcher N. Elmqaddem in the International Journal of Emerging Technologies in Learning (iJET, Vol. 21 No. 01, pp. 59–72). The paper offers a rigorous reframing of where immersive computing is genuinely heading, as distinct from the over-hyped Metaverse narrative of the early 2020s.

Where the Metaverse implied a totalising virtual replacement for reality — popularised by Meta's 2021 rebrand and billions of dollars in investment that ultimately disappointed — the Augmentiverse proposes something far more achievable and more consequential: a persistent, standards-compliant layer of digital content anchored to and aware of the physical world.

Primary source

Three defining commitments

01 · AR-first design

Digital content is built from the ground up to coexist with the physical environment, not replace it. The real world is the canvas, not an obstacle to be overcome.

02 · Open standards compliance

Interoperability is non-negotiable. Content, identity, and assets must travel freely across devices and platforms via ratified, royalty-free protocols — never proprietary APIs that create platform lock-in.

03 · Persistent spatial presence

Digital objects remain where they are placed in physical space. Discoverable and consistent for all users, over time, on any conformant device. The opposite of ephemeral, app-siloed AR filters.

Theoretical foundations

The framework builds on two foundational intellectual pillars:

Reality–Virtuality Continuum
Milgram & Kishino · 1994

The definitive taxonomy of immersive environments from physical to virtual. The Augmentiverse sits in the AR/MR zone. doi ↗

Spatial Computing
Greenwold · MIT, 2003

Computing that "retains and manipulates referents to real objects and spaces." Later adopted by Apple (2023). thesis ↗

$120B
AR market 2025
$85.6B
Spatial computing by 2030
33%
CAGR — spatial computing
+40%
Industrial XR growth 2025
02 — Technologies

The reality–virtuality
continuum

Based on Milgram & Kishino (1994). The Augmentiverse occupies the AR and MR zones — reality-anchored, not reality-replacing.

Real world
AR
MR
VR
Virtual
← Augmentiverse zone →
Augmented Reality

Digital overlaid on physical reality

Digital information is overlaid on the user's view of the real world via a camera or transparent display. The real world is not replaced — it is annotated. AR content does not necessarily understand or deeply interact with its physical surroundings; it annotates rather than responds to reality.

Augmentiverse relevance: AR is the foundational layer. The Augmentiverse extends current AR by requiring spatial anchoring and open standards — moving from ephemeral overlays to persistent, discoverable spatial content.

Key characteristics

Immersion Low — the real world remains primary
Hardware Smartphone, smart glasses, tablet — no headset required
Anchoring Weak — content often resets between sessions
Standards WebXR AR Module, ARCore, ARKit
Examples Pokémon Go, Google Maps AR, IKEA Place, Snapchat filters
Virtual Reality

Full immersion in synthetic environments

A fully immersive, computer-generated environment that replaces the user's view of the real world entirely. VR occupies the far virtual end of Milgram's continuum. Users have no visual awareness of their physical surroundings while immersed.

Augmentiverse relevance: VR is the opposite of the Augmentiverse's philosophy. However, VR training environments and simulation tools feed skills and content back into the physical-world-first Augmentiverse stack.

Key characteristics

Immersion Total — the real world is invisible
Hardware Head-mounted display (HMD) required
Anchoring None — environments are fully synthetic
Standards OpenXR 1.1, WebXR
Examples VR training simulators, Horizon Worlds, Beat Saber, VR therapy
Mixed Reality ★ Augmentiverse Core

Spatial computing at its fullest

Digital objects are spatially anchored to and deeply aware of the physical world. MR systems map their environment — holograms stay fixed in space as you move, can be occluded behind real surfaces, and interact with real objects. This is the Augmentiverse's primary mode of experience.

Why MR is the Augmentiverse's home: It satisfies all three commitments — AR-first, spatially persistent, and the target of OpenXR and WebXR AR module standards.

Key characteristics

Immersion Partial — real world visible and primary
Hardware Spatial computing headset required
Anchoring Strong — holograms persist and occlude correctly
Standards OpenXR, WebXR AR, OpenUSD
Examples HoloLens surgery, Vision Pro spatial apps, MR design tools
Extended Reality

The umbrella term for all immersive tech

XR is not itself a technology — it is a collective label used in standards documents, policy frameworks, and enterprise strategy to refer to AR, VR, and MR without enumerating each. The term appears in OpenXR's name, in W3C's Immersive Web Working Group, and in ETSI's infrastructure standards.

Relationship to Augmentiverse: The Augmentiverse uses XR standards (especially OpenXR and WebXR) as its runtime foundation but specifically prioritises the AR/MR end of the XR spectrum.

XR vs Augmentiverse

Key distinction

XR is a definitional umbrella encompassing all immersive technologies. The Augmentiverse is a normative framework — it specifies how immersive technologies should be built (AR-first, open standards, persistent) rather than simply categorising them.

The Augmentiverse uses XR's standards infrastructure while taking a strong architectural position: digital content should enrich the physical world, not replace it. This is a philosophical commitment that XR as a category does not impose.

03 — Technical standards

The open standards
that make it possible

The Augmentiverse is not a product — it is an ecosystem whose viability depends entirely on cross-industry coordination around open, ratified protocols. Without interoperability, persistent spatial content fragments into proprietary silos. Six foundational standards form its technical architecture.

XR Runtime
OpenXR 1.1

OpenXR — Khronos Group

A royalty-free, open standard providing a common API for XR hardware and software. OpenXR 1.1 consolidates multiple extensions into the core specification, dramatically reducing fragmentation. Where previously developers had to target each headset separately via proprietary APIs, OpenXR enables a single codebase to run across devices from Meta, Microsoft, Valve, Sony, HTC, and Pico. The fundamental runtime layer of the Augmentiverse.

Web Standard
W3C CRD

WebXR Device API — W3C

A W3C Candidate Recommendation enabling AR and VR experiences directly in web browsers without app installation. Developed by the W3C Immersive Web Working Group; shipped in Chrome, Edge, Firefox, and Samsung Internet. The WebXR AR Module specifically enables immersive-ar sessions. Critical for the Augmentiverse: a shared AR layer must be accessible via URL, not locked to an app store.

3D Format
ISO/IEC 12113

glTF 2.0 — Khronos Group

The "JPEG of 3D" — a royalty-free specification for efficient transmission and loading of 3D scenes and models. Recognised as ISO/IEC 12113:2022. Supports physically-based rendering (PBR) and is the primary format for web-based and real-time 3D content. glTF minimises asset size and runtime processing. Essential for authoring Augmentiverse content once and deploying it everywhere.

3D Scene
AOUSD Core 1.0

OpenUSD — Alliance for OpenUSD

Universal Scene Description — originally developed by Pixar, now governed by AOUSD (Apple, Nvidia, Pixar, Adobe, Epic Games, IKEA, Unity, Meta). OpenUSD is a high-performance format for composing large-scale 3D scenes. AOUSD and Khronos have a formal liaison to align OpenUSD and glTF. OpenUSD Core Spec 1.0 is now available.

Identity
W3C CR — Mar 2026

DIDs & Verifiable Credentials — W3C

Decentralised Identifiers (DIDs v1.1) and Verifiable Credentials (VC Data Model 2.0) enable portable, self-sovereign digital identity. Users carry persistent identity across spatial environments without platform lock-in. DIDs are cryptographically verifiable without any central authority. Essential for Augmentiverse content authorship, access control, and persistent user presence.

Infrastructure
ETSI MEC ISG

Mobile Edge Computing — ETSI

Real-time AR requires sub-20ms latency for spatial tracking and rendering. Mobile edge computing places compute nodes physically close to the user — at base stations or local data centres — eliminating round-trip latency to centralised cloud infrastructure. Persistent spatial content that responds to the world in real time cannot tolerate high-latency connections. Standardised by ETSI's MEC Industry Specification Group.

04 — Real-world applications

Where the Augmentiverse
is already emerging

The Augmentiverse is not a future state — its constituent technologies are already deployed across critical sectors. The following applications illustrate what persistent, standards-aligned AR enables today.

Healthcare

Surgical planning & medical training

AR overlays provide surgeons with real-time anatomical data during procedures. VR simulations train clinicians in high-fidelity environments. XR-enabled digital twins allow personalised treatment planning. A 2025 systematic review confirmed XR effectiveness in medical education and surgical planning across 21 peer-reviewed studies.

Market data

Healthcare AR: $610M (2018) → projected $4.2B (2026) · CAGR 33.9%

Manufacturing

Assembly guidance & remote assistance

AR overlays real-time work instructions onto assembly tasks, reducing errors. Remote experts guide field workers via shared spatial views. Digital twins of factory floors allow simulation before physical changes. XR device shipments for industrial use grew over 40% year-over-year in 2025.

Market data

AR IoT in manufacturing: projected $90–110B by 2030

Education

Immersive learning environments

AR overlays contextual information on physical materials. VR classrooms provide gamified, adaptive learning. VR training delivers up to 78% better learning outcomes than traditional methods. 30% of universities worldwide offered VR-based courses as of 2024, with 69.4% deployment growth in 2024.

Outcome data

Up to 78% better learning outcomes vs. traditional methods

Architecture

Spatial design & building visualisation

Architects overlay proposed structures onto physical sites. Stakeholders experience buildings before construction. AR allows real-time comparison of design options in situ, with multiple users sharing the same spatial view. A core Augmentiverse application: persistent content anchored to specific physical coordinates.

Retail

Product visualisation & virtual try-on

AR allows consumers to place furniture at home (IKEA Place), try on eyewear or clothing virtually, or inspect product details in 3D. glTF and WebXR make experiences accessible via browser without app download. IKEA is an AOUSD member — reflecting strategic importance of 3D asset standards to retail.

Growth signal

Smart glasses CAGR: 38%+ expected 2026–2033

Heritage

Site reconstruction & museum augmentation

AR overlays reconstructed historical structures onto archaeological sites. Visitors activate contextual information by pointing devices at exhibits. Spatial anchoring ensures content is geographically tied to the correct physical location — exemplifying the Augmentiverse's persistent-presence principle in a public, open-access context.

05 — Historical timeline

The road to
spatial computing

Key intellectual and technological milestones in the emergence of the Augmentiverse framework — from foundational theory to current standards ratification.

60+
Years of intellectual history behind the concept
1965
Foundational theory
Sutherland — "The Ultimate Display"
Envisions a display room where computers control the existence of matter. Plants the conceptual seed for immersive computing. Read the paper ↗
1991
Ubiquitous computing
Weiser — "The Computer for the 21st Century"
The most profound technology disappears into everyday life — the intellectual ancestor of the Augmentiverse's physical-world-first philosophy. Full text ↗
1994
Core taxonomy
Milgram & Kishino — Reality–Virtuality Continuum
The definitive taxonomy of immersive environments. The Augmentiverse's theoretical home is in the AR/MR zone. doi:10.1117/12.197321 ↗
2003
Spatial computing defined
Greenwold — Spatial Computing (MIT thesis)
Defines spatial computing as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces." MIT thesis ↗
2016
Consumer breakthrough
Pokémon Go · HoloLens launch
Consumer AR reaches mass awareness (1 billion downloads). HoloLens demonstrates persistent spatial holograms professionally for the first time.
2019
Standards milestone
OpenXR 1.0 ratified by Khronos
The first stable, cross-platform XR API — the runtime interoperability foundation on which the Augmentiverse depends. Announcement ↗
2021
Hype & limits
The Metaverse moment — and its stall
Meta's rebrand and billions invested. Enthusiasm peaks, then stalls as hardware, content, and standards lag the vision. The Metaverse becomes a cautionary case for concept without infrastructure.
2022
Dual milestone
W3C DID v1.0 Recommendation · glTF → ISO standard
Two critical Augmentiverse pillars reach formal standardisation in the same year. DID press release ↗
2023
Spatial computing reframe
Apple Vision Pro · AOUSD launches · Khronos–AOUSD liaison
Apple reframes the category as "spatial computing." AOUSD launched with 12 new major members. Khronos and AOUSD form a formal liaison to align OpenUSD and glTF. AOUSD ↗
2026
Framework published
Augmentiverse paper · OpenXR 1.1 · DID v1.1
Elmqaddem introduces the Augmentiverse in iJET. OpenXR 1.1 consolidates extensions. W3C DID v1.1 reaches Candidate Recommendation. Paper ↗
→ future
Hardware inflection
Mass-market AR glasses
Lightweight, all-day wearable AR — the hardware milestone on which the Augmentiverse's full potential depends. Eyewear market projected at 15M units by 2030, 85%+ featuring displays.
06 — Key people & organisations

The intellectual
lineage

Theorist · 1994
Paul Milgram & Fumio Kishino
University of Toronto / ATR Labs

Co-authors of the Reality–Virtuality Continuum (1994). The continuum remains the definitive theoretical framework for classifying immersive technologies, and is the foundational scaffold on which the Augmentiverse positions itself along the spectrum from real to virtual.

Theorist · 1991
Mark Weiser
Xerox PARC (1952–1999)

Inventor of ubiquitous computing — the idea that the most profound technology disappears into everyday life. His 1991 paper is a direct intellectual antecedent of the Augmentiverse's physical-world-first philosophy: computing as environment, not device.

Theorist · 2003
Simon Greenwold
MIT Media Lab

Defined "spatial computing" in his 2003 MIT thesis as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces." This definition, later adopted by Apple in 2023, is central to the Augmentiverse's machine-understood physical world.

Framework author · 2026
N. Elmqaddem
iJET — International Journal of Emerging Technologies in Learning

Author of the paper introducing the Augmentiverse concept, synthesising developments in AR smart glasses, XR standards, decentralised identity, and edge computing into a coherent framework for the AR-first path to shared spatial reality.

Standards leader
Neil Trevett
VP Developer Ecosystems, NVIDIA · President, Khronos Group

Leads Khronos Group's work on OpenXR and glTF; a leading advocate for open interoperability standards as the foundation for the spatial internet. Active in the Metaverse Standards Forum and the Open Metaverse Browser Initiative (launched 2026).

Industry theorist
Matthew Ball
Author, The Metaverse (2022)

Influential analyst who has extensively studied the competing terminology around spatial computing. His 2024 essay provides essential context for understanding why the Augmentiverse is a distinct and deliberate framing rather than a synonym for "spatial computing" or "metaverse."

Key organisations
Standards body

Khronos Group

Consortium of 150+ companies developing OpenXR, glTF, Vulkan, WebGL. The runtime and 3D format heart of the Augmentiverse.

khronos.org
Standards body

W3C — World Wide Web Consortium

Develops WebXR, DIDs, and Verifiable Credentials — ensuring the Augmentiverse is web-accessible and identity-portable.

w3.org
Standards body

Alliance for OpenUSD (AOUSD)

Governs OpenUSD with Apple, Nvidia, Pixar, Adobe, IKEA, Epic, Unity. Formal Khronos liaison for glTF alignment.

aousd.org
Industry forum

Metaverse Standards Forum

Broad industry coordination on XR standards, including the 3D asset interoperability working group and Open Metaverse Browser Initiative (2026).

metaverse-standards.org
Academic publisher

iJET — Int'l Journal of Emerging Technologies in Learning

Peer-reviewed journal publishing the Augmentiverse framework (Jan 2026, Vol. 21 No. 01). Indexed in EBSCO, DBLP; archived in Portico.

online-journals.org
Infrastructure

ETSI — European Telecommunications Standards Institute

Develops the Multi-Access Edge Computing (MEC) standards providing the low-latency network infrastructure essential for real-time AR.

etsi.org/mec
07 — Glossary

Key terms defined

Augmentiverse 2026
An AR-first, standards-aligned framework for building a persistent, interoperable layer of digital content anchored to the physical world. Coined by Elmqaddem (2026) as a realistic precursor to the Metaverse. Source ↗
Augmented Reality (AR)
Technology overlaying digital information on the user's view of the real world, via a camera or transparent display. Content does not necessarily understand its physical surroundings at a deep level.
Virtual Reality (VR)
A fully immersive, computer-generated environment replacing the user's view of the real world entirely. Requires a head-mounted display. Occupies the far virtual end of Milgram's Reality–Virtuality Continuum.
Mixed Reality (MR)
Environments where digital objects are spatially anchored to and aware of the physical world, able to occlude behind real surfaces and interact with real objects. Requires spatial mapping.
Extended Reality (XR)
An umbrella term encompassing AR, VR, and MR. Not itself a technology — a collective label used in standards, policy, and enterprise contexts. Appears in OpenXR, W3C Immersive Web WG, and ETSI documentation.
Spatial Computing
Computing that understands and operates in three-dimensional physical space. Defined by Greenwold (2003) as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces." Popularised by Apple (2023). Source ↗
Reality–Virtuality Continuum Milgram 1994
A taxonomy by Milgram & Kishino (1994) describing the spectrum from fully real to fully virtual environments, with Mixed Reality in between. The foundational theoretical framework for classifying immersive technologies. doi ↗
OpenXR Khronos
A royalty-free, open API standard enabling XR applications to run across hardware from different manufacturers without rewriting code. Version 1.1 released 2024. Spec ↗
WebXR W3C
A W3C Candidate Recommendation enabling AR and VR experiences in web browsers via JavaScript API, without native app installation. Spec ↗
glTF Khronos · ISO 2022
GL Transmission Format — a royalty-free specification for efficient transmission and loading of 3D scenes and models; the "JPEG of 3D." ISO/IEC 12113:2022. Overview ↗
OpenUSD AOUSD
Universal Scene Description — high-performance format for authoring and composing large-scale 3D scenes. Created by Pixar, now governed by AOUSD. Complementary to glTF for complex authoring pipelines. AOUSD ↗
Decentralised Identifier (DID) W3C
A W3C standard for cryptographically verifiable digital identity not dependent on any central registry or authority. Enables portable identity across spatial environments. DID v1.1: Candidate Recommendation (March 2026). Spec ↗
Verifiable Credential (VC) W3C
A cryptographically secure, tamper-evident digital credential compliant with the W3C VC Data Model. Claims can be verified without exposing personal data. Spec v2.0 ↗
Spatial Anchoring
The technical process of binding a digital object to a specific physical location, so it remains in place as the user moves. Fundamental to persistent AR presence. Implemented via ARCore, ARKit, HoloLens spatial mapping.
Mobile Edge Computing (MEC) ETSI
A network architecture placing compute nodes physically close to end users to achieve sub-20ms latency. Essential for real-time spatial AR. Standardised by ETSI's MEC Industry Specification Group. ETSI ↗
Interoperability
The ability of systems, devices, and content to work together without proprietary adapters. The Augmentiverse's defining commitment: content authored once must be discoverable and renderable on any conformant device.
Digital Twin
A real-time digital model of a physical object, process, or environment, synchronised with its physical counterpart via sensors and data feeds. A key Augmentiverse application in healthcare, manufacturing, and urban planning.
Metaverse
A contested term for a persistent, shared, interconnected virtual world. Popularised by Neal Stephenson's 1992 novel Snow Crash and Meta's 2021 rebrand. The Augmentiverse proposes a more grounded, AR-first alternative trajectory.
Persistent Spatial Presence
The property of digital content that remains in a fixed physical location across time and between sessions — discoverable by multiple users, consistent across devices. One of the three core commitments of the Augmentiverse.
PBR (Physically-Based Rendering)
A rendering approach where materials are defined by physical properties (metallicity, roughness, reflectance) rather than arbitrary shaders. Standardised in glTF 2.0; essential for consistent visual appearance across Augmentiverse devices.
08 — FAQ

Frequently asked questions

The Augmentiverse is an academic framework — not a product, platform, or company — introduced in a January 2026 paper by N. Elmqaddem in iJET. It describes the path to a shared, persistent layer of AR content anchored to the physical world, built on open interoperability standards. It positions itself as a more realistic and achievable alternative to the VR-centric Metaverse narrative. Think of it as the conceptual blueprint for the next layer of the internet — one built on top of reality, not as a replacement for it.
The Metaverse, as popularised by Meta and others in 2021, implied a fully immersive, largely VR-based digital world intended to replace or parallel physical reality. It proved premature: the hardware, content standards, and identity infrastructure were not ready. The Augmentiverse takes the opposite approach — it is AR-first (the physical world remains primary), it is standards-first (OpenXR, WebXR, glTF, OpenUSD rather than proprietary platforms), and it is persistence-first (digital content anchored to specific physical locations, not floating in disconnected virtual spaces). Metaverse was a destination; Augmentiverse is an architecture.
Mixed Reality (MR) is the primary technology mode of the Augmentiverse, but they are not identical. MR describes a technical category — environments where digital objects are spatially anchored to and aware of the physical world. The Augmentiverse is a broader framework that uses MR as its core mode but additionally specifies how that MR content should be built: via open standards, with persistent spatial presence, and with portable identity. You can have MR without the Augmentiverse's commitments; the Augmentiverse cannot exist without MR as its foundation.
Without interoperability, spatial content fragments into proprietary silos — an AR experience on Apple Vision Pro cannot be seen on a HoloLens; a 3D asset in one format cannot be loaded in another app. This is exactly what happened with the early social web before HTML standardisation, and with mobile apps today (fragmented across iOS and Android ecosystems). The Augmentiverse insists on open standards (OpenXR for runtimes, WebXR for the web, glTF for assets, DIDs for identity) precisely to prevent the spatial layer of the internet from becoming a collection of walled gardens. Interoperability is what turns individual AR experiences into a shared layer of reality.
The Augmentiverse exists on a spectrum of hardware readiness today. At the basic level, any WebXR-capable smartphone or browser (Chrome, Edge) can experience web-based AR — no headset required. At the intermediate level, devices like the Apple Vision Pro and Microsoft HoloLens 2 offer true spatial MR experiences with strong anchoring. At the frontier, lightweight AR smart glasses (Meta Ray-Ban, early-stage products from Google and others) point toward the eventual all-day, low-friction wearable form factor the Augmentiverse requires at scale. Mass-market AR eyewear — the key hardware inflection point — is projected to reach 15 million units per year by 2030.
Not yet — it is an academic coinage (January 2026) and has not crossed into mainstream industry usage. The dominant industry term for similar concepts is "spatial computing" (Apple's framing) or simply "XR." However, the concept the Augmentiverse describes — an AR-first, open-standards, persistent digital layer over physical reality — is increasingly the direction that major technology companies are taking, even if under different labels. The term may gain traction as the underlying framework becomes more widely understood, particularly in research and standards contexts where its precise commitments offer analytical value.
The primary citation is:

Elmqaddem, N. (2026). From Metaverse Myth to Augmentiverse Reality: AR Smart Glasses and Standards-Led Convergence for Interoperability and Spatial Computing. International Journal of Emerging Technologies in Learning (iJET), 21(01), pp. 59–72. doi:10.3991/ijet.v21i01.59733

For the foundational theoretical framework: Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, 2351. doi:10.1117/12.197321
09 — Bibliography

Primary sources &
further reading

"From Metaverse Myth to Augmentiverse Reality: AR Smart Glasses and Standards-Led Convergence for Interoperability and Spatial Computing."

Elmqaddem, N. (2026) — International Journal of Emerging Technologies in Learning (iJET), Vol. 21, No. 01, pp. 59–72.  doi:10.3991/ijet.v21i01.59733

[1]
Augmented reality: A class of displays on the reality-virtuality continuum
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F.
Telemanipulator and Telepresence Technologies, SPIE Vol. 2351, 1994
[2]
The computer for the 21st century
Weiser, M.
ACM SIGMOBILE Mobile Computing and Communications Review, 3(3), 3–11, 1999
[3]
Spatial Computing (MIT thesis)
Greenwold, S.
Massachusetts Institute of Technology, Media Lab, 2003
[4]
WebXR Device API — W3C Candidate Recommendation Draft
W3C Immersive Web Working Group
W3C, 2025–2026
[5]
Decentralized Identifiers (DIDs) v1.1
W3C Decentralized Identifier Working Group
W3C Candidate Recommendation Snapshot, March 2026
[6]
Verifiable Credentials Data Model v2.0
W3C Verifiable Credentials Working Group
W3C Recommendation, 2024
[7]
OpenXR 1.1 Specification
Khronos OpenXR Working Group
The Khronos Group, 2024
[8]
glTF 2.0 Specification (ISO/IEC 12113:2022)
Khronos 3D Formats Working Group
The Khronos Group / ISO, 2022
[9]
Integration of AR, VR, and XR in Healthcare and Medical Education: A Systematic Review
Siddiqui, M.F. et al.
Journal of Primary Care & Community Health, SAGE, 2025
[10]
Revisiting Milgram and Kishino's Reality-Virtuality Continuum
Skarbez, R., Smith, M., & Whitton, M.C.
Frontiers in Virtual Reality, Vol. 2, 2021
[11]
What is Diminished Virtuality? A Directional and Layer-Based Taxonomy for the Reality-Virtuality Continuum
JMIR XR and Spatial Computing
JMIR XR Spat Comput, 2024
[12]
AR/VR's Potential in Health Care
ITIF — Information Technology and Innovation Foundation
ITIF Report, June 2025
[13]
On Spatial Computing, Metaverse, the Terms Left Behind and Ideas Renewed
Ball, M.
MatthewBall.co, 2024
[14]
Building Bridges in 3D: AOUSD and Khronos Collaborate on OpenUSD and glTF Interoperability
The Khronos Group
Khronos Blog, December 2023
[15]
A Primer for Decentralized Identifiers
W3C Credentials Community Group
W3C Community Report, 2021

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