cityReal World

Real World

The unique, physical world we inhabit as both human or robots. We construct and maintain a digital layer of the real world by capturing physical data. All phenomenal zones present in the physical world, some may not have absolute coordinates, some maybe moving. And not all places on earth are phenomenal.

Phenomenal Zone

A contiguous area of physical space (e.g., a room, a street) for which we have collected data, enabling localization and discovery only inside this given zone. Usually it's referred as "zone" for short in context.

This zone is anchor-able to the virtual worlds with the nearby location, and phenomenal to all agents within the virtual worlds. There are different types of phenomenal zones depending on their coordinate origins.

Type-I Zone (or Anchored Zone)

  • This type of zones is not tied to absolute Earth coordinates, but a given anchor. Location is determined relative to a known origin, often accessed or shared via a QR code. Agents and virtual worlds do not care where they are on physical earth. Consider it's a dungeon space in an open world game, they get created, shared, persisted for a period of time, and get destroyed after consumed.

  • Ideal for indoor or tabletop session based AR experience.

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Tabletop Party

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Digital Mate

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DYI Battlefield

Type-II Zone (or Global Zone)

  • This type of zones is geo-referenced with Earth-centered coordinates (e.g., ECEF). Technically it's also Type-I Anchored Zone but the anchor is always the earth center. So all Type-II Zones are known to each other as they all use the same coordinates. They get created and persisted as long as the physical environment does not change. They can be merged or grouped into a larger zone and at the end covering the entire globe. Consider it's the main world in an open world game.

  • Ideal for large-scale AR like navigation or outdoor games.

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Plaza Party

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Street Decoration

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Treasure Hunting

Type-III Zone (or Moving Zone)

  • A moving zone that the virtual worlds are traversing across the physical world. This is less common. For example a user in the shuttle can interact with a stationed virtual world anchored to the moving container interior while both user and virtual world are moving in outer space.

  • Ideal for some special AR experiences within moving shuttle, that with virtual world inside the shuttle and another virtual world on the street.

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