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Virtual Reality Basics

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Presence

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The feeling of being 'present' in a virtual environment, often associated with the level of immersion and realism a VR system provides.

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VR Immersion

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The perception of being physically present in a non-physical world, created through sensory engagement in a VR environment.

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Haptic Feedback

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The use of touch sensation to recreate the experience of interacting with virtual objects in a VR environment.

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Chaperone System

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A safety feature in room-scale VR that shows virtual boundaries when a user approaches the physical limits of the play area.

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Foveated Rendering

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A graphics rendering technique that reduces the rendering workload by decreasing the image quality in the peripheral vision.

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Tracking Systems

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Systems used to monitor the position and orientation of a user's head and body movements within a VR environment.

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Positional Audio

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Audio in VR that changes based on the user's position and orientation, mimicking how sounds are heard in real life.

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Standalone VR

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A self-contained VR system with all the necessary hardware built into the headset, not requiring a connection to an external device.

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Mixed Reality (MR)

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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.

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Virtual Reality (VR)

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A simulated experience that can be similar to or completely different from the real world.

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Augmented Reality (AR) vs. Virtual Reality (VR)

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AR overlays digital content onto the real-world environment, while VR creates a fully immersive digital environment that replaces the real world.

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VR Game Engines

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Software platforms used for developing VR content, providing tools for creating, rendering, and managing game elements.

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Head-Mounted Display (HMD)

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A wearable device that allows users to experience virtual reality, typically with a screen in front of the eyes and sound through headphones.

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Six Degrees of Freedom (6DoF)

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The freedom of movement in a 3D space that includes forward/backward, up/down, left/right, roll, pitch, and yaw.

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VR Software Development Kit (SDK)

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A collection of software tools and libraries that developers use to create applications for VR hardware.

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Room-Scale VR

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A VR setup that allows users to move around in a physical space that has been mapped out in the virtual environment.

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Latency

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The delay from when a user performs an action to when they see it reflected in the virtual environment.

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Motion Sickness in VR

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A discomfort caused by a disconnect between what the eyes see and what the body feels, often occurring in virtual environments.

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Tethered VR

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A VR system that requires a connection to a separate computer or console to operate, providing power and processing capabilities.

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Eye Tracking

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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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