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Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.
The analysis highlights Applications and Art as prominent areas in the source structure around Computer-mediated reality.
Source areas are shown by the number of related topics found in each part of the analysis. Use smaller areas too: they can reveal specialized angles and content gaps.
Smaller areas are not necessarily less important. They contain fewer connections in this analysis and can be useful for finding specialized angles or coverage gaps.
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The extracted context around Computer-mediated reality shows recurring relationship patterns in the source. For example, Computer-mediated reality → Applications, Common, Loose, Mediated, One, Parkinson's, Sketchy, Virtual. Use these groups to spot repeated connection types before inspecting the individual relationships.
Use these terms to understand the vocabulary surrounding the topic, not as a checklist for keyword stuffing.
reality used mediated also virtual computer-mediated applications augmented example use perception visual user's aid games research computer altering eyetap devices
TTTA extracted 20 structured relationships around Computer-mediated reality. Examples in this analysis include a smartphone.Mediated reality is a proper superset of mixed reality → instance of → or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device and Snapchat → instance of → which was developed by the same developer behind Pokémon Go.Augmented reality technology has similarly been applied with social media applications. The table shows each extracted connection, where it came from and its confidence.
| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| a smartphone.Mediated reality is a proper superset of mixed reality | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| augmented reality | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| and virtual reality | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| as it also includes | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| for example | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| diminished reality.Typically | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| it is the user's visual perception of the environment that is mediated | instance of | or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device | 0.80 | text |
| Snapchat | instance of | which was developed by the same developer behind Pokémon Go.Augmented reality technology has similarly been applied with social media applications | 0.80 | text |
| augmented reality | instance of | Related conceptsMediated reality is related to other concepts | 0.80 | text |
| virtual reality | instance of | Related conceptsMediated reality is related to other concepts | 0.80 | text |
| mixed reality | instance of | Related conceptsMediated reality is related to other concepts | 0.80 | text |
| etc | instance of | Related conceptsMediated reality is related to other concepts | 0.80 | text |
The concept neighborhoods around Computer-mediated reality bring nearby vocabulary together. In this analysis, examples include Perception, Research and Mediated. Use the clusters to find adjacent concepts and terminology that may deserve separate research.
For Computer-mediated reality, one of the stronger structural bridges in this analysis connects Computer-mediated reality with Applications. Bridges highlight paths between different parts of the map and can reveal research angles that are easy to miss in a flat list.
TTTA analyzes the structure around Computer-mediated reality to surface related topics, entities, relationships, concept neighborhoods and bridge connections. Use the map to explore areas such as Applications & Art, including less central topics that may reveal useful research gaps. Automatically extracted connections are research leads rather than rewritten encyclopedia content.
Source: Wikipedia — Computer-mediated reality · EN edition · Analysis: TopicsToTalkAbout