In some examples, virtual objects may represent physical counterparts. In other cases, digital or virtual objects may exist that do not have a physical counterpart. The experiences related to a physical or virtual object may also depend on a time component, and on the relationships between parties (e.g., if multiple users are sharing an experience). In some cases, the xR registry may provide for pre-arranged relationships between objects or users, and allow for definition and filtering of rights and rules based on such relationships and location and proximity between such objects and users. For example, the xR experience my adapt for one spouse if the other spouse joins the same xR experience; or the xR experience my adapt to a child-friendly experience if children join the experience; or a new or different game play might render if a user's friends join the xR experience. The registry may allow for business rules and algorithms to be applied to such relationships and categories of relationships to tailor the xR experience.
The xR registry may also include measures to protect people against misuse of xR experiences. These measures may be represented in rules related to the objects and experiences. In some cases, the system may include mechanisms for detecting when such misuse situations are occurring, if someone is bypassing or not adhering to system, and notification/reporting of such. Additional use cases are described in more detail below.