Chapter 1 Flashcards
Definition of Virtual Reality
induce a target behavior in an organism by using artificial sensory stimulation while organism has little or no awareness of interference
four components of VR
targeted behavior, organism, artificial sensory stimulation, awareness
targeted behavior
an organism having an experience designed by the creator
an organism
life form
artificial sensory stimulation
one or more senses of organism hijacked and ordinary inputs are replaced by artificial stimulation
awareness
organism seems unaware of interference - fooled into feeling present in virtual world and accepted as being natural
when exploring an environment, what neural structures (cells) are formed (even when having VR experience)
place cells and grid cells
place cells
encode spatial information about surroundings. is activated when organism returns to a particular location
grid cells
encode locations similar to cartesian coordinates
oldest instance of being fooled
allegory of the cave from plato
two types of perceived environments in vr
captured real world and synthetic
augmented reality refers to
systems where most visual stimuli are propagated directly through glass and additional structures appear to be superimpose on the user world
mixed reality
entire spectrum of vr, ar, and normal reality
telepresence
systems that enable users to feel like they are somewhere else in the real world
teleoperation
if users are able to control anything
perceptual engineering
perception of reality has been altered through engineering rather than environment makes them believe they are in seems more real or virtual
closed loop versus open loop interaction
closed allows actions taken by organism (partial control) but open loop does not
synthetic world
invented from geometric primitives and siimulated physics (video games)
captured world
world is captured using modern imaging techniques. to much info can be lost when projecting real world on to camera sensor. use depth sensors and SLAM
simultaneous localization and mapping techniques
3d representation of surrounding world that is captured and maintained over time but is not accurate and realible
avatar
synthetic representation of self
uncanney valley
when avatar achieves a high degree of realism so appearance makes users feel uneasy
vr sickness influenced by two main factors
human phsyiology and perceptual psychology
fatigue arises because
brain works harder to integrate unsual stimuli or interface that requires large amounts of muscular effort (gorilla arms) and inconsistencies can create nausea and dizziness