Augmentation of the ‘real’
The project ‘living-room2’ intends to explore different realities that have emerged as a result of digital technologies. ‘living-room2’ takes the concept of augmented reality, or augmented space as a starting point. Media theorist Lev Manovich describes augmented space as overlaying layers of data over the physical space. Coined around 1990, the concept of “augmented reality” is opposed to “virtual reality” (VR). With a typical VR system, all the work is done in a virtual space; physical space becomes unnecessary and its vision is completely blocked. In contrast, AR system helps the user to do the work in a physical space by augmenting this space with additional information. (Lev Manovich, Poetics of augmented space. Learning from prada, 2002)
The augmented reality system allows the user to see virtual objects, which are embedded in the physical environment. While "virtual reality" completely immerses the user in an illusionary synthetic world, "augmented reality" adds synthetic elements to the user’s perception of the real world.
Integrating different realities, Augmented Reality could also be interpreted as ‘mixed’ or ‘hybrid’ reality.

Perceiving plural realities
Augmented, mixed or hybrid realities require a new way of perception, one that is based on simultaneous experience of the ‘real’, ‘the mediated’ and the ‘virtual’. Perception of these different realities has become unified. Thus, mixed reality triggers a new extended vision, a polymorphous way of looking that includes a multiple perspective on realities.
On the other hand, sensory perception based on one reality (touch for example), emphasizes the border between the different spaces, supporting a distributed perception.
For the purpose of user experience, mixed reality raises several questions. How to ‘synchronize’ these different realities in terms of aesthetics and human-computer interaction?  How to establish a new experience design for users of augmented spaces?

Transparent interfaces
The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.
(Mark Weiser, Computer for the 21st century, 1991)

According to Mark Weiser, Human Computer Interaction should be natural and seamlessly fit into our daily life activities and gestures. In an era of ubiquitous computing, interfaces are becoming more transparent and embedded in daily life objects, supporting the users' acceptance of digital technologies embedded in our daily life.
In an augmented reality environment transparent interfaces are equally important to support the user experience. In mixed reality, objects and space have become the interface. ‘living-room2’ introduces several transparent interfaces to immerse the user within  the hybrid  reality space.

Wearable vision
The immersive system proposes a ‘wearable vision’, an interface as an extension of our visual perception. The HMD presents the ‘polymorphous look’ as our natural way of seeing. 

Tangible interfaces
Objects in / elements of the physical space are used as interfaces. Thus, touch is used to synchronize physical and virtual space.