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Presence
The psychological feeling of being “there” in a virtual environment.
Immersion
The extent to which a system provides sensory information that surrounds the user.
Presence vs. Immersion
Immersion is a system property; presence is the user's psychological experience.
Place Illusion
The feeling that you are physically located in the virtual environment.
Plausibility Illusion
The feeling that events occurring in the virtual environment are actually happening.
Self-Presence
The feeling that your virtual representation is your own body.
Attention
The process of selectively focusing on particular information or stimuli.
Top-Down Perception
The brain uses expectations, prior knowledge, and context to interpret sensory information.
Intention-Action Model
Presence is supported when intended actions produce expected virtual results.
Embodiment
The feeling that a virtual body is your own body.
Self-Location
The feeling that you are located within or at your virtual body.
Agency
The feeling that you control your virtual body's movements.
Body Ownership
The feeling that a virtual body belongs to you.
Embodiment Components
Self-location, agency, and body ownership.
Avatar
A virtual representation of the user in a virtual environment.
Avatar Control
How accurately and responsively the virtual body follows the user's movements.
Avatar Appearance
The visual characteristics of a user's virtual body.
Avatar Design Priority
Control and accurate tracking should generally be prioritized over appearance.
Proteus Effect
The tendency for a person's behavior to change based on their virtual avatar.
Midas Touch Problem
Unintentional movements are interpreted as deliberate inputs.
Clutch
A deliberate action that separates intentional input from normal movement.
Hand Tracking
Using cameras or sensors to detect and reproduce the user's hand movements.
Controller
An input device providing buttons, sticks, triggers, and often haptic feedback.
Hand Tracking Advantage
Hands can be represented naturally without holding a physical controller.
Hand Tracking Disadvantage
Tracking can fail and there is little physical feedback from buttons.
Tracking Failure
When the system loses accurate information about a user's body or hands.
Occlusion
When one object or body part blocks another from the tracking system.
Three-Point Tracking
Tracking the head and both hands while estimating other body parts.
Inverse Kinematics (IK)
Estimating body joint positions from known positions of other body parts.
Proprioception
The sense of where your body and limbs are positioned without looking.
Locomotion
Movement of the user through a virtual environment.
Artificial Locomotion
Virtual movement produced by an input rather than physical walking.
Partial Gait
Locomotion that reproduces only part of natural walking.
Gait Negation
Physical walking-like movement occurs while technology prevents actual displacement.
Real Walking
The user physically walks through the virtual environment.
Teleportation
Instantly moving the user to a selected location in the virtual environment.
Teleportation Advantage
It generally reduces cybersickness and works well in limited physical spaces.
Teleportation Disadvantage
It can reduce continuous movement cues and spatial updating.
Continuous Locomotion
Continuous virtual movement controlled by an input such as a joystick.
Continuous Locomotion Advantage
It provides continuous and precise virtual movement.
Continuous Locomotion Disadvantage
It can increase the risk of cybersickness.
Room-Scale VR
VR in which the user physically moves around a tracked real-world space.
Locomotion Selection
Choose locomotion based on application goals, users, space, comfort, and presence.
Cybersickness
A form of motion sickness associated with virtual reality experiences.
Sensory Conflict
Cybersickness can occur when sensory systems provide conflicting information about movement.
Visual-Vestibular Conflict
Visual motion indicates movement while the vestibular system indicates little or no movement.
Vestibular System
The sensory system that detects head movement, acceleration, and balance.
Semicircular Canals
Inner-ear organs that detect angular acceleration and rotational movement.
Otolith Organs
Inner-ear organs that detect linear acceleration and gravity.
Snap Turning
Instantly rotating the virtual viewpoint to reduce continuous visual rotation.
Vignette
A visual technique that reduces peripheral vision during movement to help reduce cybersickness.
Stable Visual Reference
A stationary visual element that can help reduce sensory conflict during movement.
Sensory Conflict Reduction
Reducing disagreement between visual, vestibular, and physical movement cues.
Interaction Affordance
A feature that communicates or enables what actions a user can perform.
Manipulation
Interacting with virtual objects by actions such as grabbing, rotating, moving, or throwing.
Navigation
Moving through a virtual environment.
System Control
Interacting with the system through functions such as menus, settings, and tools.
Signifier
A cue that communicates how or where an interaction can be performed.
False Affordance
An interface feature that appears interactive but does not support the expected action.
Effectiveness
How successfully an interaction accomplishes the user's goal.
Ease of Learning
How quickly a new user can understand and learn an interaction.
Ease of Use
How easily an interaction can be performed after it has been learned.
Comfort
How physically and cognitively comfortable an interaction is over time.
Interaction Realism
How closely an interaction resembles its real-world counterpart.
Realism vs. Usability
A realistic interaction is not always the most effective or usable interaction.
Feedback
Information provided to the user about the state or result of an interaction.
Hover Feedback
Feedback indicating that an object is available or being targeted.
Selection Feedback
Feedback indicating that an object or option has been selected.
Result Feedback
Feedback indicating that an action produced an effect.
Visual Feedback
Information communicated through changes in appearance or visuals.
Audio Feedback
Information communicated through sounds.
Haptic Feedback
Information communicated through physical sensations or vibrations.
Basin of Attraction
A larger target region that allows an object to snap into a desired position.
Snapping
Automatically aligning an object with a nearby intended position.
Degrees of Freedom (DOF)
The independent dimensions in which an object or body can move.
6 Degrees of Freedom
Three positional axes plus three rotational axes.
Position
X, Y, and Z movement through space.
Rotation
Pitch, yaw, and roll movement around axes.
Remapping
Mapping physical movements or inputs to a different virtual movement or action.
World-Space UI
A user interface positioned within the virtual environment.
Head-Locked UI
A UI element that remains attached to the user's viewpoint.
Hand-Anchored UI
A UI element positioned relative to the user's hand.
Object-Anchored UI
A UI element positioned relative to a specific virtual object.
UI Accessibility
Designing interfaces so users with different abilities can effectively interact with them.
Cognitive Map
A mental representation of spatial relationships within an environment.
Landmark Knowledge
Knowing the locations of important objects or landmarks.
Route Knowledge
Knowing how to travel between locations.
Survey Knowledge
Understanding the overall spatial layout and relationships between locations.
Spatial Updating
Updating your understanding of your location as you move through an environment.
Internal Spatial Cues
Spatial information from proprioception and the vestibular system.
External Spatial Cues
Spatial information from visual landmarks, optical flow, and environmental cues.
Real Walking and Spatial Updating
Real walking provides strong physical and sensory cues for updating spatial position.
Teleportation and Spatial Updating
Teleportation provides fewer continuous movement cues for updating spatial position.
Agency and Locomotion
Natural correspondence between physical and virtual movement can increase agency.
Locomotion and Embodiment
Movement that matches the user's physical actions can strengthen embodiment.
Locomotion and Presence
Consistent, responsive movement can strengthen the feeling of being present.
Locomotion and Cybersickness
Visual and physical movement mismatches can increase cybersickness.
Locomotion and Spatial Knowledge
Continuous physical movement generally provides stronger spatial updating than teleportation.
User Population
An important factor when selecting a locomotion or interaction technique.
Application Goals
What the user needs to accomplish should guide interaction and locomotion design.