Across
- 1. Semi-immersive VR environment used for simulations
- 3. Hardware limitation affecting AR and VR performance
- 4. Document explaining how multimedia elements are used
- 6. Process of blending virtual objects into real-world view
- 8. Immersive technology that replaces the real world with a fully simulated digital environment
- 9. AR type that works without physical markers using sensors or GPS
- 10. Technology that overlays digital content onto the real world
- 12. Camera position and orientation detected in AR
- 14. Popular AR game that uses GPS and real-world mapping
- 16. AR type that uses QR codes or fiducial markers
- 18. Technology that combines elements of both VR and AR
- 20. Desktop-based VR system with the lowest level of immersion
- 21. Sensors that capture and transmit user movement in VR
- 22. VR input device worn on hands to detect gestures
- 23. Software used to create interactive multimedia or VR/AR applications
- 24. Stage where objectives and requirements are defined
Down
- 1. Feature that changes content based on user choice
- 2. Visual reference used by AR systems to determine position
- 5. Stage where flowcharts and project scripts are prepared
- 7. Risk related to unauthorized access to personal data in AR
- 11. VR system that balances immersion and cost using simulators or CAVE
- 13. VR system with the highest level of immersion using HMD and tracking devices
- 15. Head-mounted display used in immersive VR experiences
- 17. Multimedia element that enhances realism in VR and AR
- 19. Stage where the VR or AR application is developed
