Blended space
A blended space is a space in which a physical environment and a virtual environment are deliberately integrated in a close knit way. The aim of blended space design is to provide people with the experience of feeling a sense of presence in the blended space, acting directly on the content of the blended space. Examples of blended spaces include augmented reality devices such as the Microsoft HoloLens and games such as "Pokémon Go" in addition to many smartphone tourism apps, smart meeting rooms and applications such as bus tracker systems. History. The idea of blending comes from  the ideas of conceptual integration, or conceptual blending introduced by Gilles Fauconnier and Mark Turner. Originally focused on understanding linguistic expressions, the simple but powerful ideas of blending have been applied to many areas as detailed on Turner's website. Creative thought arises from bringing together concepts from two input spaces. These spaces have some correspondences with each other and share a structure with a more generic space. The blended space takes a partial mapping of the concepts and structure of the two input spaces to provide a new structure that demonstrates properties not possessed by either of the input  spaces. Fauconnier and Turner provide many examples of blends in their book along with descriptions of different types of blend (reflecting different types of projections from the two input spaces). They also provide guidance for creating blends that are effective "at the human scale". Manuel Imaz and David Benyon introduced blending theory to look at concepts in software engineering and human-computer interaction. Describing spaces. There are two main components to any space. They are: For presence in a blended space, there must be a physical space and a digital space. In the context of blended space, the higher the  communication between the physical and digital spaces, the richer the experience. This communication happens through the medium of correspondents which relay the state and nature of objects.For the purpose of looking at blended spaces, the nature and characteristics of any space can be represented by these factors: Physical Space – Physical spaces are spaces which afford spatial interaction. This kind of spatial interaction greatly impacts the user's cognitive model. Digital Space – Digital space (also called the information space) consists of all the information content. This content can be in any form. Structure. The simplest implementation of a blended space  requires two features. The first required feature is input. The input can range from tactile, to changes in the environment. The next required feature is notifications received from the digital spaces. The correspondences between the physical and digital space have to be abstracted and exploited by the design of the blended space. Seamless integration of both the spaces is rare. Blended spaces need anchoring points or technologies to link the spaces.A well designed blended space advertises and conveys the digital content in a subtle and unobtrusive way. Presence can be measured using physiological, behavioral, and subjective measures derived from  the space.