Immersive technologies are transforming the way we learn, work, and play. Whether it’s exploring ancient ruins in Virtual Reality (VR), overlaying digital instructions on a real machine using Augmented Reality (AR), or manipulating 3D models with Mixed Reality (MR), these innovations are redefining our interaction with the world. Collectively, these technologies are often referred to under the umbrella term Extended Reality (XR).
In this article, we will explore how these technologies work, how they differ, their degree of immersion, real-world applications, hardware used, and their growing role in the education sector.
First, it is important to note that these terms (often presented in abbreviations VR, AR, MR, and XR) cannot be used interchangeably (which is often the case), and despite their relative similarity (due, among other things, to the equipment used in working with each technology) we are talking about different technologies, with different applications and characterized by different levels of immersion.
Extended Reality (XR) is a broad term encompassing all immersive technologies: VR, AR, and MR. XR is not a specific technology but rather a conceptual framework that includes any environment that encompasses all forms of computer-altered reality, often combining the digital and physical worlds in various ways.
Think of XR as a spectrum:
This term is particularly useful in industry, education, and business contexts when referring to immersive experiences in general without specifying a single modality. As the technologies converge and evolve, XR represents the seamless continuum between fully virtual and real environments.
Now, let’s explore each technology in more detail.
Virtual Reality completely immerses users in a computer-generated environment, blocking out the real world. By wearing a VR headset equipped with stereoscopic displays and a set of motion-tracking sensors, users can look around and interact with a simulated environment that responds to their movements in real-time.
How VR Works
The vast majority of VR solutions are based on HMD (head-mounted display) technology, which implies the use of specialized goggles or a helmet that displays the content of the virtual world directly in front of our eyes, simulating being in a completely different environment than we are in reality.
We will focus in the article on HMD solutions, as they are effectively the only choice for most schools and training institutions, given the prohibitive cost of free-standing simulators, or room-scale simulators.
Considering the above, VR relies on a few core components:
VR Applications & Equipment
The obvious application of VR technology is gaming and entertainment – we intentionally omit this aspect from the content of the article, but we encourage you to try the entertainment side of VR, which is capable of creating absolutely unforgettable experiences.
In terms of more utilitarian applications, on the other hand, here are some examples (real-life cases) of using VR in various fields:
Examples of VR devices
Augmented Reality overlays digital information—such as images, sounds, or text—on top of the real-world environment. Unlike VR, AR doesn’t replace the physical world but enhances it by adding contextual information.
How AR Works
AR typically uses:
Most mobile devices accommodate all three of these functions. It should be noted that some AR apps may require additional elements to function properly – such as markers that will be read by AR apps to display overlays.
For instance, pointing a smartphone camera at a museum exhibit might display additional facts or a 3D reconstruction. Popular AR platforms include ARKit (Apple), ARCore (Google), and Snap Lens Studio.
AR Applications & Equipment
Examples of AR Equipment
Mixed Reality combines the immersive nature of VR with the contextual integration of AR. MR not only overlays digital elements on the real world but also allows interaction between real and virtual objects in real-time. Basically – it’s something between VR and AR. Consider the following example: in AR, we can display a virtual object in a physical space – imagine: a six-sided cube on the desk you are currently sitting at. In an MR experience, the device would scan said desk and take into account its location and dimensions when processing input, such as your hand movement or use of a controller. This would allow you, for example, to pick up the aforementioned cube (which is, we remind you, a virtual object) and then drop it on the desk. In doing so, you would be able to see both your surroundings – including the surface of your desk, as well as the virtual cube – being picked up, dropped and rolling on your actual desk.
How MR Works
MR systems integrate:
Devices like the Microsoft HoloLens 2 and Magic Leap 2 represent the forefront of MR technology, allowing users to interact with floating 3D models, virtual dashboards, and digital avatars in a shared physical space. MR functionalities are an important selling point of modern VR sets (e.g. Meta Quest 3, Apple Vision Pro).
MR Applications & Equipment
Examples of MR Equipment
Immersive technologies are rapidly transforming education, offering new ways to engage students, provide practical training, and enhance learning outcomes.
Learning with VR promotes memorization and participant engagement, due to the strong emotional charge associated with the experience. For hands-on learning, using VR simulations reduces costs, due to the lack of need for consumables, components, etc. For learning related to the use of power tools and equipment, VR allows for a significant reduction in costs (e.g. electricity, or fuel). This is one of the key reasons for training pilots or heavy equipment operators using simulators. Another is – of course – the issue of safety.
Imagine being able to observe cellular processes from a first-person perspective during a biology lesson, or swimming inside a circulatory system. Aternatively, imagine being able to take your students inside the pyramids of Giza, or into the trenches of World War I, without having to leave the classroom – these are just examples of the immersive experiences that VR can provide.
Benefits: Fully immersive experiences help learners focus, understand complex subjects (like space, history, or anatomy), and practice skills in safe environments.
Examples of VR tools to support learning processes
A very big advantage of AR technology in the context of training processes, is its accessibility and ease of use. AR experiences can be operated using most mobile devices – such as smartphones and tablets – without the need to invest in additional hardware. This also solves several organizational and logistical problems typical of a training process using VR, such as the required gameplay space and user safety considerations, which is particularly important for school-aged students (AR does not cut the user off from the outside world, leaving them in full control of their environment, and the entire process of operating an AR application can be accomplished without the need to get up from the school desk).
Benefits: Accessible through mobile devices, AR makes it easy to overlay information and interact with 3D models during lectures, homework, or fieldwork.
Examples of AR tools to support learning processes
Benefits: Offers the best of both worlds—engagement of VR with context of AR—enabling real-time interaction with educational content in shared spaces.
Examples of MR tools to support learning processes
Immersive technologies—VR, AR, and MR—are reshaping how we interact with information, communicate, and learn. Each technology offers unique capabilities:
Together, under the banner of Extended Reality (XR), these technologies promise a future where the boundaries between physical and digital realms are increasingly blurred. As hardware becomes more accessible and content creation tools more sophisticated, XR is set to become a foundational pillar in industries like education, healthcare, engineering, and beyond.
For educators, XR offers powerful tools to visualize abstract concepts, increase student engagement, and democratize access to hands-on experiences. As adoption grows, we can expect learning environments to become more interactive, inclusive, and effective—ushering in a new era of immersive education.