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Virtual Reality Basics
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Presence
The feeling of being 'present' in a virtual environment, often associated with the level of immersion and realism a VR system provides.
VR Immersion
The perception of being physically present in a non-physical world, created through sensory engagement in a VR environment.
Haptic Feedback
The use of touch sensation to recreate the experience of interacting with virtual objects in a VR environment.
Chaperone System
A safety feature in room-scale VR that shows virtual boundaries when a user approaches the physical limits of the play area.
Foveated Rendering
A graphics rendering technique that reduces the rendering workload by decreasing the image quality in the peripheral vision.
Tracking Systems
Systems used to monitor the position and orientation of a user's head and body movements within a VR environment.
Positional Audio
Audio in VR that changes based on the user's position and orientation, mimicking how sounds are heard in real life.
Standalone VR
A self-contained VR system with all the necessary hardware built into the headset, not requiring a connection to an external device.
Mixed Reality (MR)
A hybrid reality that merges real and virtual worlds to produce new environments where physical and digital objects co-exist and interact in real-time.
Virtual Reality (VR)
A simulated experience that can be similar to or completely different from the real world.
Augmented Reality (AR) vs. Virtual Reality (VR)
AR overlays digital content onto the real-world environment, while VR creates a fully immersive digital environment that replaces the real world.
VR Game Engines
Software platforms used for developing VR content, providing tools for creating, rendering, and managing game elements.
Head-Mounted Display (HMD)
A wearable device that allows users to experience virtual reality, typically with a screen in front of the eyes and sound through headphones.
Six Degrees of Freedom (6DoF)
The freedom of movement in a 3D space that includes forward/backward, up/down, left/right, roll, pitch, and yaw.
VR Software Development Kit (SDK)
A collection of software tools and libraries that developers use to create applications for VR hardware.
Room-Scale VR
A VR setup that allows users to move around in a physical space that has been mapped out in the virtual environment.
Latency
The delay from when a user performs an action to when they see it reflected in the virtual environment.
Motion Sickness in VR
A discomfort caused by a disconnect between what the eyes see and what the body feels, often occurring in virtual environments.
Tethered VR
A VR system that requires a connection to a separate computer or console to operate, providing power and processing capabilities.
Eye Tracking
A VR technology feature that tracks the movement of the user's eyes to provide more realistic interactions and improve rendering performance.
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