How To Project VR: In Words

VR Industry Glossary

General Terms

  1. Virtual Reality (VR): A simulated experience that can be similar to or completely different from the real world.

  2. Augmented Reality (AR): Technology that overlays digital information on the real world.

  3. Mixed Reality (MR): A blend of physical and digital worlds, where digital and physical objects co-exist and interact in real-time.

  4. Extended Reality (XR): An umbrella term that encompasses VR, AR, and MR.

  5. Immersive Technology: Technology that creates or enhances the sense of reality for the user, often including VR, AR, and MR.

Hardware

  1. Head-Mounted Display (HMD): A device worn on the head that displays virtual environments.

  2. VR Headset: A device that covers the eyes and sometimes ears to immerse the user in a virtual environment.

  3. Tethered VR: VR systems that require a physical connection to a computer or console.

  4. Wireless VR: VR systems that operate without a physical connection to a computer or console.

  5. Motion Controllers: Handheld devices used to interact with VR environments, often tracked by the VR system.

  6. Haptic Feedback: Technology that provides tactile sensations to simulate touch and interaction.

  7. Eye-Tracking: Technology that tracks where the user is looking, often used to enhance interaction and realism in VR.

Software and Development

  1. VR Software Development Kit (SDK): Tools and libraries provided by VR hardware manufacturers to help developers create VR applications.

  2. Game Engine: Software used to create and develop video games, often used for VR development (e.g., Unity, Unreal Engine).

  3. 3D Modeling: The process of creating a digital representation of an object or character in three dimensions.

  4. 360-Degree Video: Video that captures a complete 360-degree view of a scene, allowing viewers to look in any direction.

  5. Spatial Audio: Audio that gives the impression of sound coming from specific locations in a 3D space.

User Experience

  1. Presence: The feeling of being physically present in a non-physical world.

  2. Immersion: The degree to which a user feels enveloped by and involved in the VR environment.

  3. Locomotion: Methods for moving within a VR environment (e.g., teleportation, smooth movement).

  4. Field of View (FOV): The extent of the observable environment seen at any given moment in VR.

  5. Latency: The delay between a user’s action and the VR system’s response.

  6. Simulator Sickness: A form of motion sickness resulting from the disconnect between visual and physical movement in VR.

Applications

  1. Training Simulation: VR applications used to train individuals in various fields, such as medicine, aviation, and military.

  2. Virtual Tours: Immersive tours of real-world locations, often used in real estate, tourism, and education.

  3. Therapeutic VR: VR applications designed for health and therapeutic purposes, such as pain management or PTSD treatment.

  4. VR Gaming: Video games that use VR technology to create an immersive gaming experience.

Projection Mapping

  1. Projection Mapping: The process of projecting images or video onto an object or surface to create a 3D visual experience.

  2. Surface Mapping: Mapping the contours and features of an object to align projected images correctly.

  3. Blend Mapping: Blending multiple projected images to create a seamless visual experience.

  4. Keystone Correction: Adjusting distorted images caused by projecting onto non-flat surfaces.

  5. Masking: Blocking parts of an image that should not be projected.

  6. Edge Blending: Blending the edges of multiple projections to create a seamless display.

  7. Warping: Adjusting the shape of a projected image to align with a surface.

  8. Video Mapping: Using video as a source for projection mapping.

  9. Interactive Projection Mapping: Creating interactive experiences where the audience can engage with the visual display.

  10. Dynamic Projection Mapping: Using projection mapping for interactive experiences that respond to changes in the environment.

    Got a question- we bet you do, REX is specially produced to solve many of the issues found throughout highly expensive, projection or simulation displays- come and see for yourself- drop us an email at makespacework@holospatial.co.uk

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