Final Flashcards

1
Q

A reality that is almost reality, creating a world that tricks the brain into perceiving it as reality (oymoron)

A

virtual reality

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2
Q

Allows digital elements to combine and interact with the real world

A

Augmented reality

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3
Q

Allows real world elements to combine and interact with a mostly virtual world

A

Augmented Vitality

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4
Q

Combine elements of the real world with elements of the virtual one

A

Mixed Reality

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5
Q

Often understood as a matter of consensus

A

Reality or Actuality

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6
Q

Who created the Sensorama? (considered first VR system)

A

Morton Heilig (1950’s)

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7
Q

Who created the first HMD and what was it called?

A

Ivan Sutherland- The Sword of Damocles

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8
Q

A point in virtual technology where computers can control matter. Ex. A chair in the virtual world would be solid enough to literally sit in

A

The Ultimate Display

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9
Q

First one of these was The Sword of Damocles

A

Head Mounted Display (HMD)

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10
Q

The hardware and software that full sensory experiences are built on

A

Reality Systems

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11
Q

List the components of a reality system

A

Visual displays, audio, haptics, motion platforms, treadmills

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12
Q

The transfer of information between two or more people, animals, entities, or machines

A

Communication

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13
Q

The direct transfer of energy with no interpretation

A

Direct communication

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14
Q

Making sense of direct communication, thinking, writing, language interpretation

A

Indirect communication

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15
Q

The theory that nearly humanoid figures make people uncomfortable (Mashiro Moir). Psychologically based on a fear of death

A

The Uncanny Valley

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16
Q

Quantifiable way to determine how lost in the world of media the user is

A

Immersion

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17
Q

The feeling of being inside a space even when not located there

A

Presence

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18
Q

Real object and events in the world (objective reality): Intractable objects

A

Distal Stimuli

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19
Q

Energy from distal stimuli that affect our senses (sounds, sights, smells, feels)

A

Proximal Stimuli

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20
Q

Our ability to see, hear, or become aware or something through the senses

A

Perception

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21
Q

A physical feeling or perception resulting from something that happens to or comes into contact with the body

A

Sensation

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22
Q

Nerve cells send out electrochemical signals about: Pressure, temperature, texture, shape, and vibration

A

Transduction

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23
Q

The space immediately surrounding our bodies

A

Peripersonal space

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24
Q

List Adverse health effects of VR

A

Motion sickness, eye strain, fatigue, hardware, injury

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25
Q

Illusion of self-motion wherein the body is not moving in the direction it appears to be

A

Motion Sickness

26
Q

Delay or lag time (very problematic with the concept of immersion)

27
Q

When someone feels like their body is moving when no movement is taking place

28
Q

Often also called VR video, immersive video, or spherical vide

29
Q

The smallest psychological unit of time that a human can sense

A

Perceptual Moment

30
Q

A segment of time at a particular location that is perceived to give a beginning and an end in a series of perceptual moments that unfold over time

31
Q

Our perception of stimuli takes time, so everything we see is in the past

32
Q

The ability to control the force you output on an object

A

Proprioception

33
Q

The illusion of being inside a sound field (surround sound)

A

Stereoscopy or spatial audio

34
Q

Different sounds for each ear (important for immersion)

A

Binaural sound

35
Q

A pressure wave that moves through a material medium (air, water, etc.) created by rapid vibrations

36
Q

A science that fixes the exact dimensions and positions of objects in space, also an art of illusion

A

Perspective

37
Q

Provides input for balance and sensing physical motion

A

The Vestibular system

38
Q

Any form of interaction involving touch

39
Q

All senses together

A

The sensorium

40
Q

A perceptual phenomenon in which stimulation of one sensory or cognitive pathway leads to automatic, involuntary experiences in a second sensory or cognitive pathway (ex. people seeing sounds)

A

Synesthesia

41
Q

Brain binds together different sensory stimuli

A

Multimodal perception

42
Q

Comes with unsteadiness, often results in motion sickness

A

Sensory mismatches

43
Q

The brain forms synapses to recognize sensory experiences

A

Neuroplaticity

44
Q

Position of an object appears from different lines of sight (ex. look at an object with one eye and switch to the other one; object appears to move)

45
Q

Images of distal stimuli appear to move at different rates depending on speed of movement and the objects’ distance from our bodies

A

Motion Parallax

46
Q

the phenomenon whereby the 3D structural form of an object can be perceived when the object is moving

A

Kinetic depth effect

47
Q

Relative movements on the retina

A

Motion cues

48
Q

Provide 2D images for the real objects we see

A

Pictorial depth cues

49
Q

Difference in image location of stimuli between left and right eyes

A

Binocular disparity

50
Q

Forms a sense of depth (binocular fusion)

A

Stereopsis

51
Q

Focus state of eyes lenses

A

Accomodation

52
Q

Relative rotation of eyeballs in sockets

53
Q

Different images for each eye

A

Disaparity

54
Q

What type of HMD: One image for one single eye

A

Monocular HMD

55
Q

What type of HMD: Two Identical images, one for each eye

A

Biocular HMD

56
Q

What type of HMD: Two distinct images, one for each eye (provides a sense of stereopsis)

A

Binocular HMD

57
Q

Roughly 3% to 5% of the population has this; unable to perceive depth when cued soley by disparity differences in modern 3D displays

A

Stereoblindess

58
Q

How much can be seen without moving from a fixed position

A

Field of view

59
Q

Total area that can be captured by a movable sensor

A

Field of regard

60
Q

The philosophical idea that human beings are at the center of everything, that they are central to existence itself

A

Anthropocentrism

61
Q

Giving human qualities to inanimate objects

A

Anthropomorphism