The Milgram Continuum at a glance In 1994 Paul Milgram conceived for the first time the , also called in a scientific paper where he (among with other colleagues) tried to describe all possible combinations of reality and computer-generated images in HUDs. Reality Virtuality Continuum Milgram’s Continuum At the far left, there is the , unmodified as our eyes see it. At the opposite side of the continuum, we can find the where all that wee see has been generated by a computer. This is the case for VR headsets like Oculus Rift, Samsung Gear VR, HTC Vive, etc. real environment virtual environment The area between the real environment and the virtual environment represents the , with various degrees of overlapping between reality and virtuality. mixed reality Devices like Vuzix, Epson Moverio or fall into the case, where the virutality the reality (i.e. the virtuality is less relevant than the reality), whereas the is represented by devices like Microsoft Hololens or Daqri helmets. Glassup F4 Augmented Reality augments Augmented Virtuality Now, imagine you are in a club and you see a very nice boy (or girl — hey, we embrace diversity here!) but you don’t know what is the perfect first approach: now you know the MIlgram’s Continuum. You are welcome.