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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.
Open-loop system
Sensory stimulation does NOT depend on actions taken by the organism.
Closed-loop system
Sensory stimulation depends on actions taken by the organism.
VR Sickness
Adverse symptoms from VR usage, caused by discomfort due to problems in the VR hardware and low-level software.
Virtual World Generator (VWG)
Runs on a computer and produces "another world" for VR experiences.
Ponzo Illusion
Causes the upper line segment to appear larger than the lower one, revealing visual system shortcomings.
Degrees of Freedom (DOFs)
Rigid object movements in space, with 3 DOFs for position and 3 for rotation.
Sense Organ
Serves as a sensor converting energy into neural impulses, crucial in VR experiences.
Look-at
Description of the eye's position, central looking direction, and up direction.
Visible Light Spectrum
Range of electromagnetic waves visible to humans, important for perceiving colors.
Lenses
Prisms, convex, and concave lenses bend light rays in different ways, affecting vision in VR.
Ciliary muscles
Muscles that alter the optical power of the lens in the eye.
Fovea
The central part of the retina responsible for the highest visual acuity.
Optic disc
A small hole in the retina through which neural pulses are transmitted via the optic nerve.
Photoreceptors
Cells in the retina that capture light and convert it into neural signals.
Cones
Photoreceptor cells in the retina responsible for high acuity vision.
Rods
Photoreceptor cells in the retina used in low light conditions.
Visual pathway
The route light takes through the eye, hitting photoreceptors, passing through the optic nerve to the brain.
Binocular disparity
The difference in the images seen by each eye, providing depth perception.
Monocular vision
Vision using one eye only.
Stereo cues
Depth cues that require input from both eyes.
Motion parallax
Nearby objects appear to move faster than distant objects as the observer moves.
Optical flow
The pattern of apparent motion of objects, dependent on the observer's viewpoint.
Frame rate
The number of frames displayed per second, important for smooth motion perception.
Visibility problem
The challenge in computer graphics of determining which objects are visible in a 3D scene.
Ray tracing
A rendering technique simulating light rays to create realistic images.
Culling
The process of eliminating unnecessary objects before rendering to improve performance.
Ray casting
Calculating the intersection of viewing rays with objects in a virtual world.
Surface normal
A vector perpendicular to a surface, important for shading in rendering.
Latency
The delay between an action and its visual feedback, crucial in virtual reality experiences.
Bump mapping
Technique to create the appearance of surface roughness in computer graphics.
Degrees of freedom (DOF)
The number of independent parameters needed to describe the position of a rigid body in space.
Gyroscope
Device measuring angular velocity along three orthogonal axes.
Vestibular system
Organs in the inner ear that sense head motion and acceleration.
Semicircular canals
Structures in the inner ear that measure angular acceleration.
Cupula
A flexible structure in the semicircular canals that contains hair cells and blocks a small section of the canal.
Vestibulo-ocular reflex (VOR)
A reflex that stabilizes images on the retina during head movement by coordinating eye movements.
Vection
Visually induced sensation of self-motion, playing a role in VR sickness.
Inside-out tracking
Tracking system where sensors are placed on the headset.
Outside-in tracking
Tracking system where sensors (like IR cameras) are located outside the headset.
Sensor fusion
Process of combining information from multiple sensors to improve tracking accuracy.
Redirected walking
Technique in VR where users are made to think they are walking in straight lines while walking in circles.
Teleportation
Technique in VR where users are instantly transported to another location.
Hand tracking
Interaction technique in VR that tracks hand movements without controllers.
Voice interaction
Interaction technique in VR where users can interact using voice commands.
Hair cells
Cells in the inner ear that transduce sound vibrations into neural impulses.
Cone of confusion
Geometrically defined area where sounds from different locations produce the same interaural time difference and interaural level difference.
Binaural auditory cues
Auditory cues that rely on differences in sound arrival time and intensity at the two ears for localization.
Interaural time difference (ITD)
Sounds arriving at the two ears at different times.
Interaural loudness difference (ILD)
Difference in loudness at the two ears, often due to acoustic shadowing.
Auditory Virtual World Generator (VWG)
Provides information on surface location and reflectance, emphasizing low spatial and high temporal details.
VR Sickness Symptoms
Nausea, dizziness, drowsiness.
Psychophysics
Measurement of psychological or physical responses to stimuli.
Psychometric function
Mathematical tool in psychophysics modeling the relationship between a physical stimulus and a subject's response.
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.
Brain-Machine Interface
Connects humans and animals to mechanical systems and VR experiences through their thoughts.
Haptic, Tactile, Proprioceptive, Somatosensory Sensations
Different types of sensory information related to touch, muscle tension, and skin sensations.