Chapter 1 Flashcards

1
Q

Definition of Virtual Reality

A

induce a target behavior in an organism by using artificial sensory stimulation while organism has little or no awareness of interference

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2
Q

four components of VR

A

targeted behavior, organism, artificial sensory stimulation, awareness

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3
Q

targeted behavior

A

an organism having an experience designed by the creator

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4
Q

an organism

A

life form

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5
Q

artificial sensory stimulation

A

one or more senses of organism hijacked and ordinary inputs are replaced by artificial stimulation

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6
Q

awareness

A

organism seems unaware of interference - fooled into feeling present in virtual world and accepted as being natural

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7
Q

when exploring an environment, what neural structures (cells) are formed (even when having VR experience)

A

place cells and grid cells

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8
Q

place cells

A

encode spatial information about surroundings. is activated when organism returns to a particular location

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9
Q

grid cells

A

encode locations similar to cartesian coordinates

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10
Q

oldest instance of being fooled

A

allegory of the cave from plato

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11
Q

two types of perceived environments in vr

A

captured real world and synthetic

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12
Q

augmented reality refers to

A

systems where most visual stimuli are propagated directly through glass and additional structures appear to be superimpose on the user world

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13
Q

mixed reality

A

entire spectrum of vr, ar, and normal reality

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14
Q

telepresence

A

systems that enable users to feel like they are somewhere else in the real world

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15
Q

teleoperation

A

if users are able to control anything

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16
Q

perceptual engineering

A

perception of reality has been altered through engineering rather than environment makes them believe they are in seems more real or virtual

17
Q

closed loop versus open loop interaction

A

closed allows actions taken by organism (partial control) but open loop does not

18
Q

synthetic world

A

invented from geometric primitives and siimulated physics (video games)

19
Q

captured world

A

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

20
Q

simultaneous localization and mapping techniques

A

3d representation of surrounding world that is captured and maintained over time but is not accurate and realible

21
Q

avatar

A

synthetic representation of self

22
Q

uncanney valley

A

when avatar achieves a high degree of realism so appearance makes users feel uneasy

23
Q

vr sickness influenced by two main factors

A

human phsyiology and perceptual psychology

24
Q

fatigue arises because

A

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

25
Q

modern vr experiences appear in (9)

A

video games, immersive cinema, telecommuting to work, virtual societies, empathy, education, museum tours, vr prototyping, health care

26
Q

uses of augmented and mixed reality in real world

A

factory environment where workers see labels for parts to assemble,

27
Q

seethorugh display versus pass through

A

see through: users see most real world by looking through trasnparaent material while virtual objects appear on display to disrupt part of view (hololens). pass through (sned image from outward facing camera to standard screen inside headset

28
Q

problems pass through display suffers

A

latency, optical distortion, colordistortion ,limited dynamic range

29
Q

problems with see through dipslay

A

achieving hgih reoslution, wide field of view, ability to block incoming light

30
Q

basis for what we call movies or motion pictures

A

stroboscopic apparent motion

31
Q

how many pictures per second appear continuous

A

10

32
Q

progression of convenience

A

having somewhere to go to watch it, watch it in your home, carry it anywhere

33
Q

stereopsis

A

brains infer the distance of objects from our eyes (difference betwen their images on retina yield cues)

34
Q

sensorama

A

add motion pictures sound virbbration and smells to experience but viewpoint is fixed with respect to the picture

35
Q

one way to increase the sense of immersion and depth

A

increase field of view

36
Q

CAVE system

A

stereoscopic viewing by presenting different images to each eye using polarized light and special glasses

37
Q

ivan sutherlands sword of damocles

A

first vr headset, images presented on screen are adjusted to compensate so virtual objects appear to be fixed in space (perception of stationarity)

38
Q

perception of stationarity

A

make an object appear stationary while you move a sense organ , must change output to compensate for the mtoion, require sensors and tracking systems