a general term applied to a variety of display technologies capable of overlaying or combining alphanumeric, symbolic, or graphical information with a user’s view of the real world.
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Reflector or Reflex Sight
An invention of Sir Howard Grubb, using a series of optical elements to overlay a targeting reticle, focused at optical infinity, on a distant target.
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Heads-Up Display
a transparent display mounted in front of the pilot that enables viewing with the head positioned “up” and looking forward, instead of angled down, looking at instruments lower in the cockpit
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projector unit, combiner, and video generation computer
Components of a Heads-Up Display
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Blackburn Buccaneer
The first aircraft to employ an HMD.
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Optical See-Through
An AR device which overlays information on the user’s real world view.
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Video See-Through
An AR device which overlays information on a video feed of the world in front of the user.
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Virtual Reality
display technologies, both worn and fixed placement, that provide the user a highly compelling visual sensation of presence, or immersion, within a 3D computer model or simulation
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Telesphere Mask
The first Head-Mounted display.
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Sensorama by Morton Heilig
An arcade-style theatre cabinet designed to stimulate all human senses
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Sword of Damocles
The first VR/ AR HMD to be connected to a computer and not a camera.
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Physical space
A boundless, three-dimensional extent within which objects and events occur and have relative position and direction
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Visual space
the perceived space, or visual scene, of the virtual environment being experienced by a user or participant.
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Virtual object space
An area in which the location and shape of entities in the 3D model can be precisely defined using one of multiple coordinate systems and simple geometry
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Cartesian Coordinates
A system in which each point is uniquely specified using three numerical coordinates (x,y,z) representing specific distances (measured in the same unit of length) from three mutually perpendicular planes.
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6 DOF
X, Y, Z, Roll, Pitch, and Yaw
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Euler Angles
A movement system based on combinations of single rotations by a given angle about a fixed axis, although gimbal lock and jerky motion become issues
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Quaternions
A normalized 4-coordinate system that provides a way to interpolate smoothly between orientations in space and is faster than combining rotations expressed in matrix form.
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Cornea
a transparent, dome-shaped structure, the surface which is composed of highly organized cells and proteins.
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Pupil
a hole located in the center of the iris, which allows the light to strike the retina
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Crystalline Lens
an almost perfectly transparent, flexible structure and is composed of concentrically arranged shells of fiber cells
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Accommodation
The variable process by which the optical power of the eye is changed to allow an observer to rapidly switch focus between objects at different depths of field
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Retina
a multilayered sensory tissue that covers about 65 percent of its interior surface of the eye and serves a similar function as the film in a camera
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Pigment Epithelium
the outermost, deepest layer of the retina
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Isomerization
A chemical reaction which causes changes in the electrical properties of the photoreceptors and the release of neurotransmitters, causing impulses to be passed on.
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Iodopsin and Rhodopsin
The two chemicals involved in isomerization
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1. Cones, 2. Rods
most 1. are concentrated in the fovea, while 2. are absent there but dense elsewhere.
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Fovea
The center of the retina, to where the eye focuses light.
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Vergence
which is the pointing of the fovea of both eyes at an object in the near field. The only process in which the eyes move in opposite directions.
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Stereopsis
The primary depth cue for binocular vision, with each eye capturing the scene from a slightly different angle
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Motion Paralax
a strong, relative motion cue within which objects that are closer to a moving observer appear themselves to move faster than objects that are farther away
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Occlusion
when one object blocks an observer’s view of another object
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Deletion and Accretion
The two parts of occlusion.
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Linear Perspective
the monocular depth cue provided by the convergence of lines toward a single point in the distance
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Kinetic Depth Effect
perception of an object’s complex, 3D structure from that object’s motion
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Familiar Size
if we know how large an object is at a distant location, our brain can use that understanding to estimate absolute distances
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Relative Size
If two objects are similar in size but offset in terms of their distances from the position of the observer, we perceive the one that casts a smaller image on the retina as being farther away, and the one with the larger image as being closer.
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Aerial Perspective
the effect of light being scattered by particles in the atmosphere, such as water vapor and smoke between an observer and a distant object or scene.
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Texture gradient
a strong depth cue within which there is a gradual change in the appearance of textures and patterns of objects from coarse to fine (or less distinct) as distance from the observer increases.
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Perspective Gradient
An aspect of texture gradient. Separation of texture elements perpendicular to the surface slant or angle of viewing appears to decrease with distance
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Compression gradient
An aspect of texture gradient. The apparent height of texture elements decreases with increasing distance.
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Density gradient
An aspect of texture gradient. Density, or number of elements per unit area, increases with increasing distance.
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Optical Expansion
allows an observer to perceive an object as moving, and the distance of the object as well
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Relative Height
Objects shorter than your eye will appear lower in your vision, and objects taller than your eye appear higher.
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LCD (liquid crystal display)
an electronically modulated transmissive display device composed of two sheets of polarizing material, the axes of which are aligned perpendicular to each other. Between the polarizing sheets is an array of cells arranged in rows and columns containing liquid crystal molecules.
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OLED
a solid-state display technology based on organic (carbon and hydrogen bonded) materials that will emit light when electric current is applied (electroluminescence)
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DLP or DMD
a class of micro-electro-mechanical systems (MEMS) known as spatial light modulators. On the surface of this chip is an array of up to two million individually controlled micromirrors, each of which can be used to represent a single pixel in a projected image
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LCoS
a cross between LCD and DLP technologies. Constructed on a silicon wafer overlaid with a highly reflective coating, it uses nematic or ferroelectric liquid crystal to modulate field sequential colored light reflected off this backplane.
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Lumen
the unit of measure for quantifying luminous flux
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Luminous flux
quantitative expression of light energy per unit of time radiated from a source over wavelengths to which the human eye is sensitive
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Luminous intensity
the luminous flux per solid angle emitted or reflected from a point.
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Candela
the unit of measure for quantifying luminous power per unit solid angle emitted by a point light source in a particular direction. (measure of luminous intensity)
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Luminance
the measure of luminous intensity per unit area projected in a given direction
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Illuminance
the luminous flux incident on a surface per unit area
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Brightness
a subjective attribute or property used to express the luminance of a display
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Spatial resolution
the number of individual pixel elements of a display and is presented as numerical values
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Pixel Pitch
the distance from the center of one pixel to the center of the next pixel
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Fill Factor
the amount of black space between individual pixel elements
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Persistence
the length of time a pixel remains illuminated
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Latency
the elapsed time between the movement of a head-mounted display and the actual display elements updating
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Response time
the measure of time a pixel takes to change
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Color gamut
a specific range of colors a device is capable of producing
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Contrast
the relative difference between light and dark areas of a display
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Collimation, Magnification, and Relay
The three purposes of optics
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Collimation
an image source appears at a distance greater than its physical distance from the wearer’s eyes
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Magnification
an image appears larger than the actual source
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Relay
transfer of light patterns from an image source, sometimes located off axis, to the wearer’s eyes
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Field of View
the total angular size of the virtual image visible to both eyes, expressed in degrees
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Binocular overlap
that part of the total visual field within which the monocular FOV for our two eyes overlap
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Interpupillary Distance (IPD)
the distance between the centers of the pupils of the two eyes
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Eye Relief
the distance from the cornea of the eye to the surface of the first optical element
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Exit Pupil
the diameter of light transmitted to your eye by an optical system
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Eye Box
the volume within which users can place their pupils and experience the full performance of the device
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Frequency
the rate of movement of molecules set into motion as a result of the vibration of an object and is measured in hertz
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Amplitude
the measurement of the maximum displacement of air molecules in a sound wave
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Echo
a separated reflection of sound
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Reverberation
reflected waves combine with the original sound waves to form what is perceived to be a single, elongated sound
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Diffraction
a change in direction of waves as they pass through an opening or interact with a barrier in their path
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Refraction
a change in the direction of waves as they pass between mediums
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Pinna
the external portion of our ear
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Eardrum
a thin, semi-transparent, oval-shaped membrane approximately 10 mm in diameter
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Mallus, Incus, and Stapes
3 bones which carry out transduction
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Cochlea
a spiral-shaped cavity in the temporal bone making 2.75 turns around its axis
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Oval and Round Window
Small membranes which compensate for the movement of air in the inner ear
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Organ of Corti
composed of four rows of hair cells, it detects pressure
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The Auditory Nerve
responsible for transferring electrical signals from hair cells in the Organ of Corti to the auditory centers of the brain for processing
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Binaural
of, relating to, or involving two ears
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Interaural Time Difference
the difference in the arrival time of a sound between the two ears
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Interaural Intensity Difference
the difference in the intensity of a sound between the two ears
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Monoaural Sound
a basic sound reproduction format within which all audio signals are combined into a single channel and fed to a single speaker
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Stereo Sound
an audio recording or reproduction format within which multiple audio signals are combined into two independent audio channels.
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Surround Sound
an enhanced audio system within which a semi-immersive soundscape is created using a combination of digital signal processing techniques as well as four or more independent audio channels routed to an array of speakers strategically situated around a central listening position
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Binaural recording
a method of capturing a soundscape—be it in a studio, a concert hall, or in a natural outdoor setting—in a manner similar to the way in which a healthy individual actually hears one’s real-world surroundings
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WAV and AIFF
Uncompressed file formats best for AR and VR audio applications