Lecture 5: Augmented & Virtual Reality

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A set of vocabulary flashcards summarising the principal terms, technologies and interaction concepts covered in the Augmented & Virtual Reality lecture.

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38 Terms

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Virtual Reality (VR)

A fully computer-generated, immersive environment that replaces the real world and lets users look, move and interact inside the simulation.

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Augmented Reality (AR)

Technology that superimposes digital content onto the live physical world, in real time, registered in 3-D and interactive.

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Mixed Reality (MR)

Umbrella concept for experiences that blend real and virtual elements, covering both AR and Augmented Virtuality.

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Reality-Virtuality Continuum

Milgram’s scale running from the real environment through AR and AV to a completely virtual environment.

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Augmented Virtuality (AV)

Primarily virtual environments that incorporate live elements from the real world.

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Head-Mounted Display (HMD)

Wearable device that positions small screens or optics in front of the eyes to present VR or AR imagery.

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Sword of Damocles

Ivan Sutherland’s 1968 tethered HMD prototype, regarded as the first true head-mounted display.

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Sensorama

Morton Heilig’s 1950s multi-sensory arcade cabinet that delivered early VR-like experiences with visuals, sound, vibration and scent.

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LEEP Optics

Eric Howlett’s wide-angle stereoscopic lens system (≈90°–140° FOV) that influenced modern VR headsets.

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CAVE (Cave Automatic Virtual Environment)

Room-sized VR system using stereo projection on 3–6 walls with head tracking to immerse users.

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Google Cardboard

Low-cost smartphone viewer introduced in 2014 that popularised consumer VR.

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Oculus Rift

Crowd-funded 2012 VR HMD that revived consumer interest; later acquired by Facebook.

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VPL Research

First commercial VR company (mid-1980s) that sold HMDs, gloves and software.

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KinectFusion

Microsoft algorithm that reconstructs and tracks 3-D environments in real time using depth cameras.

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Microsoft HoloLens

Optical see-through AR headset that maps surroundings with KinectFusion-like tracking to anchor holograms.

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ARCore

Google’s software platform (2017) for phone-based AR tracking and environmental understanding.

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Pokemon GO Effect

2016 mass adoption of mobile AR through Niantic’s game, driving public awareness and downloads (>500 M).

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Autonomy (AIP Cube)

Property of VR where users and virtual entities can act independently in response to events.

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Interaction (AIP Cube)

Dimension describing the user’s ability to manipulate objects and environment within VR.

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Presence (AIP Cube)

Feeling of ‘being there’ in a virtual space, fostered by realistic sensory input.

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Interaction Gap (Hand-held AR)

Mismatch between 3-D virtual content and 2-D touchscreen input that complicates object manipulation.

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Browsing Techniques (AR)

Simple AR interaction style where users inspect overlaid information mainly by changing viewpoint or tapping 2-D UI elements.

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Ray Casting

Selection method that projects a virtual line from camera or pointer to choose 3-D objects via their 2-D screen positions.

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SlidAR

Hand-held AR technique that lets users slide the phone to accurately position virtual objects in 3-D space.

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HOMER-S

One-handed AR technique combining ray casting for selection with scaled hand movement for 3-D manipulation.

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3-D Gestures

Mid-air hand or body motions used to select, move or control virtual elements directly in 3-D.

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Midas-Touch Problem

Unintended activation of commands when every gesture is interpreted as input in AR/VR systems.

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Transitional Interface

UI that lets users smoothly switch along the Reality-Virtuality Continuum, e.g., from map to AR to full VR.

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AR Sandbox

Projective AR installation using depth sensing to overlay real-time topographic visuals onto reshaped sand for education.

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Redirected Walking

VR locomotion technique that subtly manipulates visuals or body cues so users walk in circles while perceiving a larger virtual path.

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Teleportation (VR Navigation)

Locomotion method where users point to a target location and instantly reappear there to reduce motion sickness.

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Handle Bar Metaphor

Bimanual mid-air interaction technique that treats two tracked hands as endpoints of a virtual bar for object manipulation.

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Tactile Augmented Reality

AR experiences that enhance or alter the sense of touch on real surfaces or objects.

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Tacttoo

Thin, feel-through on-skin device that delivers high-resolution vibrotactile patterns for tactile AR and VR feedback.

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Haptic Feedback

Artificial touch sensations (vibration, force, texture, temperature, weight) provided to increase realism in VR/AR.

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Simulator Sickness

Discomfort (nausea, dizziness) arising from sensory conflicts in VR, a subset of motion sickness.

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Affordance

Perceived action possibilities of an object; in VR, virtual objects suggest uses that may not match physical reality.

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Constraint

Limitations that restrict how an object can be used; virtual and real constraints may conflict in VR experiences.