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Virtual Reality (VR) Basics
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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