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Virtual Reality (VR) Basics
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Latency
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.
Asynchronous Timewarp (ATW)
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.
Room-Scale VR
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.
VRML (Virtual Reality Modeling Language)
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.
Foveated Rendering
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.
Haptic Feedback
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.
Eye Tracking
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.
Six Degrees of Freedom (6DoF)
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.
Presence
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.
HMD
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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