CPSC-4110 Exam 1: User Experience

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Last updated 11:47 PM on 10/5/26
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102 Terms

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Presence

The psychological feeling of being “there” in a virtual environment.

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Immersion

The extent to which a system provides sensory information that surrounds the user.

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Presence vs. Immersion

Immersion is a system property; presence is the user's psychological experience.

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Place Illusion

The feeling that you are physically located in the virtual environment.

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Plausibility Illusion

The feeling that events occurring in the virtual environment are actually happening.

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Self-Presence

The feeling that your virtual representation is your own body.

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Attention

The process of selectively focusing on particular information or stimuli.

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Top-Down Perception

The brain uses expectations, prior knowledge, and context to interpret sensory information.

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Intention-Action Model

Presence is supported when intended actions produce expected virtual results.

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Embodiment

The feeling that a virtual body is your own body.

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Self-Location

The feeling that you are located within or at your virtual body.

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Agency

The feeling that you control your virtual body's movements.

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Body Ownership

The feeling that a virtual body belongs to you.

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Embodiment Components

Self-location, agency, and body ownership.

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Avatar

A virtual representation of the user in a virtual environment.

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Avatar Control

How accurately and responsively the virtual body follows the user's movements.

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Avatar Appearance

The visual characteristics of a user's virtual body.

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Avatar Design Priority

Control and accurate tracking should generally be prioritized over appearance.

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Proteus Effect

The tendency for a person's behavior to change based on their virtual avatar.

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Midas Touch Problem

Unintentional movements are interpreted as deliberate inputs.

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Clutch

A deliberate action that separates intentional input from normal movement.

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Hand Tracking

Using cameras or sensors to detect and reproduce the user's hand movements.

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Controller

An input device providing buttons, sticks, triggers, and often haptic feedback.

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Hand Tracking Advantage

Hands can be represented naturally without holding a physical controller.

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Hand Tracking Disadvantage

Tracking can fail and there is little physical feedback from buttons.

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Tracking Failure

When the system loses accurate information about a user's body or hands.

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Occlusion

When one object or body part blocks another from the tracking system.

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Three-Point Tracking

Tracking the head and both hands while estimating other body parts.

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Inverse Kinematics (IK)

Estimating body joint positions from known positions of other body parts.

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Proprioception

The sense of where your body and limbs are positioned without looking.

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Locomotion

Movement of the user through a virtual environment.

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Artificial Locomotion

Virtual movement produced by an input rather than physical walking.

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Partial Gait

Locomotion that reproduces only part of natural walking.

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Gait Negation

Physical walking-like movement occurs while technology prevents actual displacement.

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Real Walking

The user physically walks through the virtual environment.

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Teleportation

Instantly moving the user to a selected location in the virtual environment.

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Teleportation Advantage

It generally reduces cybersickness and works well in limited physical spaces.

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Teleportation Disadvantage

It can reduce continuous movement cues and spatial updating.

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Continuous Locomotion

Continuous virtual movement controlled by an input such as a joystick.

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Continuous Locomotion Advantage

It provides continuous and precise virtual movement.

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Continuous Locomotion Disadvantage

It can increase the risk of cybersickness.

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Room-Scale VR

VR in which the user physically moves around a tracked real-world space.

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Locomotion Selection

Choose locomotion based on application goals, users, space, comfort, and presence.

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Cybersickness

A form of motion sickness associated with virtual reality experiences.

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Sensory Conflict

Cybersickness can occur when sensory systems provide conflicting information about movement.

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Visual-Vestibular Conflict

Visual motion indicates movement while the vestibular system indicates little or no movement.

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Vestibular System

The sensory system that detects head movement, acceleration, and balance.

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Semicircular Canals

Inner-ear organs that detect angular acceleration and rotational movement.

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Otolith Organs

Inner-ear organs that detect linear acceleration and gravity.

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Snap Turning

Instantly rotating the virtual viewpoint to reduce continuous visual rotation.

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Vignette

A visual technique that reduces peripheral vision during movement to help reduce cybersickness.

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Stable Visual Reference

A stationary visual element that can help reduce sensory conflict during movement.

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Sensory Conflict Reduction

Reducing disagreement between visual, vestibular, and physical movement cues.

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Interaction Affordance

A feature that communicates or enables what actions a user can perform.

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Manipulation

Interacting with virtual objects by actions such as grabbing, rotating, moving, or throwing.

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Navigation

Moving through a virtual environment.

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System Control

Interacting with the system through functions such as menus, settings, and tools.

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Signifier

A cue that communicates how or where an interaction can be performed.

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False Affordance

An interface feature that appears interactive but does not support the expected action.

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Effectiveness

How successfully an interaction accomplishes the user's goal.

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Ease of Learning

How quickly a new user can understand and learn an interaction.

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Ease of Use

How easily an interaction can be performed after it has been learned.

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Comfort

How physically and cognitively comfortable an interaction is over time.

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Interaction Realism

How closely an interaction resembles its real-world counterpart.

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Realism vs. Usability

A realistic interaction is not always the most effective or usable interaction.

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Feedback

Information provided to the user about the state or result of an interaction.

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Hover Feedback

Feedback indicating that an object is available or being targeted.

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Selection Feedback

Feedback indicating that an object or option has been selected.

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Result Feedback

Feedback indicating that an action produced an effect.

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Visual Feedback

Information communicated through changes in appearance or visuals.

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Audio Feedback

Information communicated through sounds.

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Haptic Feedback

Information communicated through physical sensations or vibrations.

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Basin of Attraction

A larger target region that allows an object to snap into a desired position.

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Snapping

Automatically aligning an object with a nearby intended position.

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Degrees of Freedom (DOF)

The independent dimensions in which an object or body can move.

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6 Degrees of Freedom

Three positional axes plus three rotational axes.

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Position

X, Y, and Z movement through space.

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Rotation

Pitch, yaw, and roll movement around axes.

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Remapping

Mapping physical movements or inputs to a different virtual movement or action.

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World-Space UI

A user interface positioned within the virtual environment.

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Head-Locked UI

A UI element that remains attached to the user's viewpoint.

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Hand-Anchored UI

A UI element positioned relative to the user's hand.

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Object-Anchored UI

A UI element positioned relative to a specific virtual object.

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UI Accessibility

Designing interfaces so users with different abilities can effectively interact with them.

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Cognitive Map

A mental representation of spatial relationships within an environment.

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Landmark Knowledge

Knowing the locations of important objects or landmarks.

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Route Knowledge

Knowing how to travel between locations.

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Survey Knowledge

Understanding the overall spatial layout and relationships between locations.

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Spatial Updating

Updating your understanding of your location as you move through an environment.

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Internal Spatial Cues

Spatial information from proprioception and the vestibular system.

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External Spatial Cues

Spatial information from visual landmarks, optical flow, and environmental cues.

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Real Walking and Spatial Updating

Real walking provides strong physical and sensory cues for updating spatial position.

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Teleportation and Spatial Updating

Teleportation provides fewer continuous movement cues for updating spatial position.

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Agency and Locomotion

Natural correspondence between physical and virtual movement can increase agency.

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Locomotion and Embodiment

Movement that matches the user's physical actions can strengthen embodiment.

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Locomotion and Presence

Consistent, responsive movement can strengthen the feeling of being present.

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Locomotion and Cybersickness

Visual and physical movement mismatches can increase cybersickness.

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Locomotion and Spatial Knowledge

Continuous physical movement generally provides stronger spatial updating than teleportation.

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User Population

An important factor when selecting a locomotion or interaction technique.

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Application Goals

What the user needs to accomplish should guide interaction and locomotion design.