was claimed that mixed-reality environments like STE could reduce training costs, such as reducing the amount of ammunition expended during training. In 2018, it was reported that STE would include representation of any part of the world's terrain for training purposes. STE would offer a variety of training opportunities for squad brigade and combat teams, including Stryker, armory, and infantry teams. Blended spaces 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. The idea of blending comes from the ideas of conceptual integration, or conceptual blending introduced by Gilles Fauconnier and Mark Turner. Manuel Imaz and David Benyon introduced blending theory to look at concepts in software engineering and human-computer interaction. 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. There are two main components to any space. They are: Objects – The actual distinct objects which make up the medium/space. The objects thus effectively describe the space. Agents – Correspondents/users inside the space who interact with it through the objects. 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