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Comprehensive flashcards covering the definitions, distinct types of reality (VR/AR/MR/XR), historical milestones, key pioneers, technological failures of the 1990s, and modern applications.
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Virtual Reality (VR)
A computer-generated 3D environment that people can explore and interact with through their senses, typically using a specialized device like a headset to replace the real world with a digital one.
Augmented Reality (AR)
A technology that overlays digital elements onto the real world using a phone, tablet, or glasses, where the real environment remains visible but is enhanced with digital objects.
Mixed Reality (MR)
A blend of VR and AR where virtual objects interact with and are anchored to the real world in real time, requiring advanced hardware like Microsoft HoloLens.
Extended Reality (XR)
An umbrella term that covers Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), including any technology that merges digital and physical experiences.
Sensorama
A prototype of an immersive, multi-sensory mechanical multimodal theater built by Morton Heilig in 1962 to display five short films.
Morton Heilig
The American cinematographer and inventor who wrote the paper "The Cinema of the Future" in 1955 and created the Sensorama, one of the earliest efforts in virtual reality.
Jaron Lanier
An American computer scientist and founder of VPL Research who popularized the term "virtual reality熟 and led the development of early hand-mounted displays and avatars.
VPL Research
The first company to sell VR products, founded in the early 1980s by Jaron Lanier.
Virtuality Group (1991–1995)
A company that produced VR arcade machines which often caused motion sickness due to low frame rates.
Nintendo Virtual Boy (1995)
A consumer VR device that failed due to eye strain, limited graphics, and an uncomfortable design.
Stereoscopic Displays
Displays in VR headsets that create a 3D effect by showing each eye a slightly different image.
Haptic Feedback
Tactile feedback provided by suits and gloves to enhance immersion by allowing users to feel touch in a virtual environment.
Social VR
Platforms like VRChat that allow users to interact with others within virtual worlds.
Tracking Systems
Sensors that track head and hand movements to create a seamless experience within a virtual environment.
VR Health Issues
Common physical and psychological side effects including anxiety, dizziness, eye strain, and headaches.
Oculus Rift
A notable VR headset released in the 2010s that contributed to the re-emergence of the technology.
Google Expeditions
An educational VR application that allows students to explore historical sites or the human body in 3D.
The EyePhone
An early head-mounted display developed by VPL Research in the late 1980s, predating modern smartphones.