• Digital Realities Glossary

     

     

     

    The list is not finished and most likely never will be. Email tim@digitalrealities.io if you think of something that should be added or if you spot any errors.

    3D Depth of presence ||| The visual ability to perceive the world in 3 dimensions.

    Conversational interface ||| "Okay Google", "Hey Siri" and whatever the Microsoft Cortana phrase is are all examples of conversational interfaces. These can be used within VR to help users navigate menu sand interact with the virtual environment using only speech.

    CV1 ||| The first consumer version of the Oculus Rift (Consumer Version 1) which was released in March 2016.

    DK1 (Oculus Rift) |||The first Rift development kit released by Oculus, which was funded by Kickstarter (Raising $2.5 million)

    DK2 (Oculus Rift) ||| The second Rift development kit released by Oculus, which was more powerful than its original (DK1). Released in July 2014

    Game Physics ||| Game physics are the introduction of the laws of physics in a virtual space. These can be as complex as the amount of aero dynamical drag certain cars have in a racing simulator or as simple as the angle at which the ball in Pong bounces off a paddle.

    Gear VR ||| Samsung’s answer to mobile virtual reality. With the support of Oculus, Samsung has created a mobile VR headset that can be used with some of its flagship phones.

    Global agency ||| Global agency is where you control the outcomes of your own experience in VR and these actions impact the overall outcome of the story. Think a choose your own adventure book or in some ways, a game such as Fall Out 4.

    Google Daydream ||| The VR platform developed by Google which focuses on mobile VR. Google Daydream ready phones will have higher sensor specifications which allow for a more immersive VR experience.

    Google Tango |||Google's Augmented Reality platform

    HMD ||| Head Mounted Display – Examples of these include the HTC Vive and Oculus Rift

    HTC Vive ||| One of the market leaders in VR technology, paired with the online gaming platform Steam.

    Latency ||| Could be described as 'lag'. It is the time delay between your movement and what you see in the viewer.

    Local agency ||| Local agency is where you control the outcomes of your own experience in VR in small ways, but these small actions have no real impact on the overall outcome of the story.

    Mobile VR ||| Virtual reality that is enabled by your mobile phone and a simple mobile viewer, such as Google Cardboard.

    Oculus Rift ||| Virtual Reality headset which started the most recent surge in VR development back in 2012 thanks to a very successful Kickstarter campaign.

    OSVR ||| Open Source VR (OSVR) is an open source project for both VR software and hardware.

    Peripherals ||| Within the VR domain peripherals include controllers and accessories that help the user control the virtual environment.

    Presence ||| The act of feeling within a game in such a realistic way your brain cannot discern reality from virtual reality.

    Sensors ||| Part of the VR hardware that allows the device to detect or measure the user's position in the real world, which is then translated to the virtual world.

    Simulator sickness ||| Simulation sickness, like motion sickness, varies a lot depending on the person. It occurs when the what the eyes see and what the body feels does not match.

    Spatial Medium ||| A medium in which you can engage in the space provided. Unlike a standard visual medium in which your participation is passive, such as film or television. Virtual Reality is a Spacial Medium.

    Spatial memory ||| Spatial memory is a part of memory that is responsible for recording information about one's environment and spatial orientation. Studies have shown that people have been able to improve their spatial memory of a physical environment in virtual reality.

    UI / UX ||| User Interface / User Experience. This is how the user interacts with the virtual world. Virtual Reality developers are experimenting with new designs that best suit its users.

    Uncanny Valley ||| A common way to reference the unsettling feeling some people get when viewing a computer generated character within VR who has a near identical appearance to a human.

    Volumetric Capture ||| Volumetric capture is a filmmaking technique that is different from the 360 spherical video technique which is most common today. It has the possibility to allow its viewers to position themselves in the scene and walk amongst the characters.

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