**2.1 Virtual verses real environments**

Milgram's Reality-Virtuality Continuum defined in 1994 describes a continuum that spans space from the real environment into a pure virtual environment. In between those end points there are spaces of augmented reality that are closer to the real environment and /or augmented virtuality that are closer to the fully virtual environment (Milgram & Kishino, 1994). From the virtual reality perspective an environment is presented to the end user that can either contain totally virtual (computer-generated) content or be somewhere in between thereby containing relative levels of realism or actual existent artefacts not computer generated.

There is a natural merging (see Figure 1) of the two concepts where the purely virtual environment meets the natural or real environment. In essence, virtual reality evolves from systematically-generated environmental content that is presented to the end-user and gradually adds real world content while augmented reality (from an opposing perspective) evolves from the real world and gradually infuses digital content into the end-users presentation.

Fig. 1. Converging Realities: Real vs. Virtual

In a real environment we might have a live meeting with all the participants in the room in the same place at the same time to discuss or work on some kind of business problem. Of course this has become more and more impractical as people are geographically farther and farther apart because of workforce globalization and decentralization. To respond to the need to communicate across geographic boundaries we saw the introduction of technologies like Skype, live meetings online, instant message usage or even some kinds of social networking that involved either synchronous or asynchronous communications. The use of these tools has now become ubiquitous in the workplace as businesses find one or more combinations of these communications tools, which can be used to smooth and speed up communication and business processes.

We have rapidly developed beyond even these latest technologies now and are seeing rapidly evolving; newer ones emerge that include virtual reality and augmentation tools. While these new virtual reality and augmentation tools, allow for more depth and

and/or augmented reality use then is to better understand the characteristics between the two extremes of 3D virtual reality and real world reality with augmented reality spanning

Milgram's Reality-Virtuality Continuum defined in 1994 describes a continuum that spans space from the real environment into a pure virtual environment. In between those end points there are spaces of augmented reality that are closer to the real environment and /or augmented virtuality that are closer to the fully virtual environment (Milgram & Kishino, 1994). From the virtual reality perspective an environment is presented to the end user that can either contain totally virtual (computer-generated) content or be somewhere in between thereby containing relative levels of realism or actual existent artefacts not computer

There is a natural merging (see Figure 1) of the two concepts where the purely virtual environment meets the natural or real environment. In essence, virtual reality evolves from systematically-generated environmental content that is presented to the end-user and gradually adds real world content while augmented reality (from an opposing perspective) evolves from the real world and gradually infuses digital content into the end-users

In a real environment we might have a live meeting with all the participants in the room in the same place at the same time to discuss or work on some kind of business problem. Of course this has become more and more impractical as people are geographically farther and farther apart because of workforce globalization and decentralization. To respond to the need to communicate across geographic boundaries we saw the introduction of technologies like Skype, live meetings online, instant message usage or even some kinds of social networking that involved either synchronous or asynchronous communications. The use of these tools has now become ubiquitous in the workplace as businesses find one or more combinations of these communications tools, which can be used to smooth and speed up

We have rapidly developed beyond even these latest technologies now and are seeing rapidly evolving; newer ones emerge that include virtual reality and augmentation tools. While these new virtual reality and augmentation tools, allow for more depth and

the spectrum in between.

generated.

presentation.

**2.1 Virtual verses real environments** 

Fig. 1. Converging Realities: Real vs. Virtual

communication and business processes.

expression in communication thereby facilitating increasingly effective communication processes like training programs and client communications, users are finding that they are often costly to implement and fraught with more risk factors than the earlier technologies like Skype and instant messaging (IM). For example, there is a steeper learning curve for use in VR technologies and there are risks associated with storage of information that may be considered meeting or business communications required by law to be housed and accessible. Additionally there may be significant upfront costs for software development or implementation that businesses don't anticipate. This does not mean that use of VR technologies should be avoided by businesses as effective implementation can have far more advantages then disadvantages when they are properly planned and implemented.

We are now beginning to see more extensive adoption by Universities, hospitals and medical companies as well as industry of these VR environments and augmented reality technologies. However, there seems to be little consideration given to the actual choice and implementation of the technologies with regard to their place on the continuum, their longterm viability and evolution, and the requisite return on investment (ROI) of implementation and use. By placing technologies on the proposed ROTATOR continuum and evaluating the goals and needs of an organization, companies can better plan and more efficiently use limited resources for implementation and adoption of VR and augmented technologies in business applications. Additionally, use of the ROTATOR model should aid in illuminating any potential risks associated with their implementation depending on the company and application. Use of the ROTATOR model can also shed light on possible risks associated with use and maintenance of VR and should help minimize risks based on planned and appropriate implementation policies and procedures.
