NS 484 Virtual Reality Final Review

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57 Terms

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Virtual Reality (VR)

Inducing targeted behavior in an organism by using artificial sensory stimulation, while the organism has little or no awareness of the interference.

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Open-loop system

Sensory stimulation does NOT depend on actions taken by the organism.

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Closed-loop system

Sensory stimulation depends on actions taken by the organism.

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VR Sickness

Adverse symptoms from VR usage, caused by discomfort due to problems in the VR hardware and low-level software.

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Virtual World Generator (VWG)

Runs on a computer and produces "another world" for VR experiences.

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Ponzo Illusion

Causes the upper line segment to appear larger than the lower one, revealing visual system shortcomings.

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Degrees of Freedom (DOFs)

Rigid object movements in space, with 3 DOFs for position and 3 for rotation.

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Sense Organ

Serves as a sensor converting energy into neural impulses, crucial in VR experiences.

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Look-at

Description of the eye's position, central looking direction, and up direction.

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Visible Light Spectrum

Range of electromagnetic waves visible to humans, important for perceiving colors.

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Lenses

Prisms, convex, and concave lenses bend light rays in different ways, affecting vision in VR.

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Ciliary muscles

Muscles that alter the optical power of the lens in the eye.

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Fovea

The central part of the retina responsible for the highest visual acuity.

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Optic disc

A small hole in the retina through which neural pulses are transmitted via the optic nerve.

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Photoreceptors

Cells in the retina that capture light and convert it into neural signals.

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Cones

Photoreceptor cells in the retina responsible for high acuity vision.

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Rods

Photoreceptor cells in the retina used in low light conditions.

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Visual pathway

The route light takes through the eye, hitting photoreceptors, passing through the optic nerve to the brain.

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Binocular disparity

The difference in the images seen by each eye, providing depth perception.

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Monocular vision

Vision using one eye only.

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Stereo cues

Depth cues that require input from both eyes.

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Motion parallax

Nearby objects appear to move faster than distant objects as the observer moves.

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Optical flow

The pattern of apparent motion of objects, dependent on the observer's viewpoint.

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Frame rate

The number of frames displayed per second, important for smooth motion perception.

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Visibility problem

The challenge in computer graphics of determining which objects are visible in a 3D scene.

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Ray tracing

A rendering technique simulating light rays to create realistic images.

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Culling

The process of eliminating unnecessary objects before rendering to improve performance.

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Ray casting

Calculating the intersection of viewing rays with objects in a virtual world.

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Surface normal

A vector perpendicular to a surface, important for shading in rendering.

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Latency

The delay between an action and its visual feedback, crucial in virtual reality experiences.

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Bump mapping

Technique to create the appearance of surface roughness in computer graphics.

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Degrees of freedom (DOF)

The number of independent parameters needed to describe the position of a rigid body in space.

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Gyroscope

Device measuring angular velocity along three orthogonal axes.

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Vestibular system

Organs in the inner ear that sense head motion and acceleration.

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Semicircular canals

Structures in the inner ear that measure angular acceleration.

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Cupula

A flexible structure in the semicircular canals that contains hair cells and blocks a small section of the canal.

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Vestibulo-ocular reflex (VOR)

A reflex that stabilizes images on the retina during head movement by coordinating eye movements.

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Vection

Visually induced sensation of self-motion, playing a role in VR sickness.

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Inside-out tracking

Tracking system where sensors are placed on the headset.

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Outside-in tracking

Tracking system where sensors (like IR cameras) are located outside the headset.

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Sensor fusion

Process of combining information from multiple sensors to improve tracking accuracy.

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Redirected walking

Technique in VR where users are made to think they are walking in straight lines while walking in circles.

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Teleportation

Technique in VR where users are instantly transported to another location.

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Hand tracking

Interaction technique in VR that tracks hand movements without controllers.

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Voice interaction

Interaction technique in VR where users can interact using voice commands.

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Hair cells

Cells in the inner ear that transduce sound vibrations into neural impulses.

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Cone of confusion

Geometrically defined area where sounds from different locations produce the same interaural time difference and interaural level difference.

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Binaural auditory cues

Auditory cues that rely on differences in sound arrival time and intensity at the two ears for localization.

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Interaural time difference (ITD)

Sounds arriving at the two ears at different times.

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Interaural loudness difference (ILD)

Difference in loudness at the two ears, often due to acoustic shadowing.

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Auditory Virtual World Generator (VWG)

Provides information on surface location and reflectance, emphasizing low spatial and high temporal details.

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VR Sickness Symptoms

Nausea, dizziness, drowsiness.

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Psychophysics

Measurement of psychological or physical responses to stimuli.

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Psychometric function

Mathematical tool in psychophysics modeling the relationship between a physical stimulus and a subject's response.

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Maximum Likelihood Model of Cue Integration Predictions

Optimal estimate is a weighted linear combination of cues based on their reliabilities, resulting in a less variable combined estimate.

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Brain-Machine Interface

Connects humans and animals to mechanical systems and VR experiences through their thoughts.

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Haptic, Tactile, Proprioceptive, Somatosensory Sensations

Different types of sensory information related to touch, muscle tension, and skin sensations.