Week 4 Flashcards

1
Q

What is Virtual Reality (VR)? How does it differ from Augmented Reality (AR)?

A

Answer: VR is a fully immersive digital experience where users are transported into a simulated 3D environment, typically using a headset. AR, on the other hand, overlays digital content onto the real world, blending virtual elements with the physical surroundings through devices like smartphones or AR glasses.

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2
Q

What are the main purposes of VR and AR?

A

VR: Simulates realistic or fantastical environments for gaming, training, education, and simulations.
AR: Enhances the real world by adding interactive digital elements for navigation, gaming, retail, and education.

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3
Q

Who created the first VR/AR head-mounted display, and what was it called?

A

Answer: Ivan Sutherland and Bob Sproull developed the “Sword of Damocles” in 1968.

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4
Q

When was the term “Augmented Reality” coined, and by whom?

A

Answer: The term was coined in 1990 by Boeing researcher Tom Caudell.

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5
Q

Name two popular applications of AR and VR in the current world.

A

AR: Pokémon GO (gaming) and IKEA Place app (retail visualization).
VR: Oculus Rift for gaming and virtual tourism platforms.

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6
Q

How is VR used in professional training?

A

Answer: VR is used in simulations for healthcare, aviation, and military training, providing immersive and controlled environments for learning.

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7
Q

What are the key features of AR compared to VR?

A

AR: Maintains real-world visibility with added digital overlays; accessible on smartphones and AR glasses.
VR: Requires complete immersion with a headset that blocks out the real world.

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8
Q

What are some distinctive features of the Oculus Quest 2 headset?

A

All-in-one VR functionality (standalone operation).
High-resolution display with fast refresh rates.
Inside-out tracking using built-in cameras.
Wireless freedom for enhanced mobility.

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8
Q

What device popularized VR gaming in the 1990s, and why did it fail to sustain?

A

Companies like Sega and Nintendo attempted VR gaming, but early systems were limited and uncomfortable.

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9
Q

What major event revived interest in VR in 2012?

A

Answer: The Oculus Rift Kickstarter campaign introduced an affordable and user-friendly VR headset.

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10
Q

What is the HTC VIVE designed for, and what are its key components?

A

The HTC VIVE is a high-end VR system designed for immersive room-scale experiences. Its key components include a VR headset, motion-tracked controllers, base stations, an interface box, a VR-capable computer, and a tracked workspace.

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11
Q

What feature distinguishes the Oculus Quest 2 from traditional VR systems like the Oculus Rift?

A

The Quest 2 is a standalone headset requiring no external sensors or PC to operate, offering wireless freedom.

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12
Q

What are some future possibilities for VR?

A

Answer: More realistic and accessible headsets, widespread use in training and therapy, and integration with AI for adaptive virtual environments.

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13
Q

How might AR integrate with the Internet of Things (IoT)?

A

AR could enhance smart city applications by overlaying real-time data, improving navigation, and creating personalized interactions with IoT devices.

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14
Q

How has AR changed the retail experience?

A

AR allows users to visualize products in their real space, improving purchasing decisions (e.g., IKEA Place app).

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15
Q

Why is VR significant for virtual tourism?

A

VR enables users to “visit” places remotely, offering an immersive and interactive travel experience without physical travel.

15
Q

What are some industries where both AR and VR are becoming increasingly essential?

A

Gaming, healthcare, education, retail, and military training.

16
Q

What does “inside-out tracking” mean in the context of VR headsets?

A

It refers to tracking head and hand movements using built-in cameras on the headset, eliminating the need for external sensors.