Immersive Technology Flashcards

1
Q

Immersion

A

How engaged the user is in the experience

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Presence

A

Psychological state which may be mediated by technology

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Extensiveness

A

Sensory channels used (and their range)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Matching

A

Congruence between sensory modalities and user behaviour

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Surroundess

A

Spatialisation of sensory cues

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Vividness

A

Quality of digitally simulated cues

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Interactability

A

Capability to make changes to the world

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Break-in presence

A

When the user becomes aware of where they really are

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Representational fidelity

A

Degree to which the VR experience conveys a place that is, or could be, on Earth

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Interaction fidelity

A

Degree to which actions for the virtual task correspond to physical actions for the real world task

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Uncanny valley

A

Increasing the fidelity of an avatar does not necessarily make it more believable, especially when there is a mismatch between the visual, audio and behavioural or tracking fidelity.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Design factors

A
Locus of control (control of POV)
Vection without motion
Rest frames
Standing interaction
Height above ground
VR transition
How well did you know this?
1
Not at all
2
3
4
5
Perfectly