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Within a relatively short time, Augmented and Virtual Reality have emerged centre stage in architecture and the arts as novel means for exploring how their creative output is produced, mediated and experienced. Feeding the continuous spectrum between the "fully real" and the "fully virtual," the underlying technology of these media present machine-generated sensorial input where to date the image-based dominate. With these inputs, corporeal existence see "virtual" experiences thrown on the scale with "real" ones as the concepts and models for how we understand perceptional dynamics are shifting. While teasing the disciplines with creative opportunities, the use of the media presents a staggering number of acute questions, not the least with respect to corporeal experience, the human-machine interface and what constitutes the "real." Augmented and Virtual Reality invite to re-examine established ways of thinking and making within architecture and the arts and open onto an uncharted terr
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