In some examples, an xR experience may differ based on location, and may merge the physical and virtual worlds into a single, seamless experience. An xR experience may be based on a current location, a past location, or an anticipated or hypothetical location.
The location the xR experience is based on can be a physical place or a virtual place (of the combination of both). The xR experience may use location and orientation to replace a physical environment (as in the case of VR), or to augment the physical environment (as in the cases of AR and MR). The xR experience may utilize physical details of the environment to create this combined experience.
An xR location may work at a range of angles and on a variety of devices (to allow interaction of many users at the same time). Therefore, a location may not only include a mechanism for determining current physical location (e.g., using data from the Localizer Service), but may also incorporate time and orientation (including viewing angle, proximity, occlusion, etc.). Location may also include information regarding the social aspects of the xR experience (i.e., who else is in the experience, where are they, etc.).
Examples of specific physical locations and spaces include geographic-based coordinates, regions (country, state, county, city, portion of city, block, complex), buildings (home, office building, school) or group of buildings (mall, government complex, multiple builds of a school), building perimeters, and interior sections of buildings and locations (including depending direction of gaze and proximity). Location identifiers may include coordinates, cross streets, and location data based on maps and floor plans.