ISCC Chapter 5

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Across
  1. 5. Technology using interactive graphics to create computer generated simulations[cite: 2]
  2. 8. Head mounted display device used as a component in immersive VR[cite: 2]
  3. 9. Medical simulation application of virtual reality for training[cite: 2]
  4. 10. Second phase where flowcharts screens and project scripts are produced[cite: 2]
  5. 12. Moving visual effects combined in multimedia and 3D VR environments[cite: 2]
  6. 14. Camera feed state used during marker detection to speed up processing time[cite: 2]
  7. 15. Cave automatic virtual environment used as a semi immersive VR system[cite: 2]
  8. 20. Popular mobile game tracking location via GPS as a markerless AR example[cite: 2]
  9. 21. Written document explaining how various media will be used in production[cite: 2]
  10. 22. Challenge area for wearable AR regarding the power needed for 3D graphics[cite: 2]
  11. 26. Technology merging physical and virtual worlds where digital and real objects interact[cite: 2]
  12. 27. An interactivity feature in authoring tools that can be simple or conditional[cite: 2]
  13. 28. Input devices containing tracking sensors worn in fully immersive VR[cite: 2]
  14. 29. AR type using image recognition to identify preprogrammed objects[cite: 2]
  15. 31. The mathematical position and orientation of an AR device camera[cite: 2]
  16. 34. AR type requiring recognition algorithms to recognize items on the fly[cite: 2]
  17. 35. VR category providing high immersion while utilizing a physical model[cite: 2]
  18. 36. A major market sector for AR application alongside gaming and design[cite: 2]
  19. 37. Clothing components that record user movements and transmit data to a computer[cite: 2]
  20. 38. Computer based application integrating text graphics animation audio and video[cite: 2]
  21. 39. An advocacy area seeing danger in smart glasses accessing data without consent[cite: 2]
Down
  1. 1. First phase of multimedia development involving planning objectives and requirements[cite: 2]
  2. 2. Sound element used in marketing education and multimedia presentations[cite: 2]
  3. 3. An alternative name for multimedia authoring software[cite: 2]
  4. 4. Third phase where the multimedia application is actually created[cite: 2]
  5. 6. Visual media element integrated with text animation audio and video[cite: 2]
  6. 7. Point of reference markers used by an AR device to determine camera pose[cite: 2]
  7. 8. An interactivity tool supported by multimedia authoring software features[cite: 2]
  8. 11. The important feature of virtual reality used to classify its systems[cite: 2]
  9. 13. Interactive software used to organize edit and create multimedia projects[cite: 2]
  10. 16. Technology enhancing visualization by merging virtual imagery onto the real world[cite: 2]
  11. 17. Web based training providing distance learning opportunities[cite: 2]
  12. 18. A business sector expected to be highly impacted by AR commerce[cite: 2]
  13. 19. Computer based training used as an educational application of multimedia[cite: 2]
  14. 23. VR category also called desktop VR or window on world system[cite: 2]
  15. 24. The least expensive VR system type requiring a stereo display and glasses[cite: 2]
  16. 25. Motion film clips combined with other media in authorware frameworks[cite: 2]
  17. 30. An information terminal application utilizing interactive multimedia[cite: 2]
  18. 32. VR category giving the highest level of immersion using headgear and data gloves[cite: 2]
  19. 33. A driving or flight application example of a semi immersive VR system[cite: 2]