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Virtual Reality (VR) Basics

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HMD

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Head-Mounted Display: A device worn on the head with a small display in front of the eyes to provide immersive virtual experiences. Example: Oculus Rift used for gaming and simulations.

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Six Degrees of Freedom (6DoF)

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Refers to the freedom of movement in three-dimensional space: up/down, left/right, forward/backward, pitch, yaw, and roll. Example: HTC Vive allowing users to walk around a room-scale VR environment.

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Haptic Feedback

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Tactile feedback technology that recreates the sense of touch by applying forces, vibrations, or motions. Example: Glove-based systems that simulate texture and resistance while interacting with virtual objects.

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Room-Scale VR

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A VR setup that allows users to move in a 3D space that corresponds to a physical area, tracked by sensors. Example: Valve Index VR allowing users to walk around their physical room as part of the VR experience.

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VRML (Virtual Reality Modeling Language)

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A standard file format for representing 3-dimensional interactive vector graphics, designed particularly with the World Wide Web in mind. Example: Web3D Consortium's architectural and product visualization projects.

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Latency

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The time delay between a user's action and the system's response in VR, which can affect the feeling of immersion. Example: Low-latency VR headsets like the Oculus Quest 2 provide more responsive and immersive experiences.

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Eye Tracking

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Technology within VR headsets that tracks the user's eye movements, enabling features like foveated rendering and more realistic interaction. Example: The Tobii eye-tracking system used in HTC Vive Pro Eye.

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Presence

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The feeling or illusion of 'being there' inside a virtual environment, largely influenced by the system's responsiveness and immersion. Example: The use of realistic avatars and physics in social VR applications to enhance the sense of presence.

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Foveated Rendering

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A graphics rendering technique that reduces the workload on the GPU by focusing on the sharpness of the area where the user's gaze is directed. Example: PlayStation VR implementing foveated rendering to improve performance without noticeable loss of image quality.

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Asynchronous Timewarp (ATW)

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A technique used in VR to compensate for motion judder in applications with varying frame rates, improving the smoothness of VR experiences. Example: Oculus Rift utilizing ATW to provide a more comfortable visual experience even when frame rates drop.

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