Across
- 2. This technology sits between augmented reality (AR) and virtual reality (VR), where the two technologies begin to overlap; allows a user to interact with the digital objects overlayed onto the physical environment, such as pressing a button or moving an object; the technology must recognize the user's environment to build an awareness of the space and recognize how the user is interacting with objects. (H)
- 4. A useful way to talk about several other “different-but-related” technologies
- 6. Allow users to travel long distances in a VR environment by either blurring peripheral imagery as a user moves, or by using a teleport feature that allows users to jump ahead to a specified point; provide an interface for interacting with the VR environment and helps track and improve position and orientation accuracy. (H)
- 13. Technology that tracks eye movement to improve the image quality at the center of a user's vision while reducing it in the periphery. (H)
- 15. Created the term “metaverse” as a fictional virtual reality world in his 1992 book, Snow Crash. (W)
- 16. Used to improve positional tracking in a physical space, increasing the level of accuracy in room-scale Virtual Reality. (H)
- 17. A series of physical sensations provided by the controller to improve the sense of realism and presence in a VR environment. (H)
- 18. Allows for VR headsets to be smaller and lighter because the screens can be smaller and closer to a user's eyes. (H)
- 19. Provide an interface for interacting with the VR environment and helps track and improve position and orientation accuracy. (H)
- 20. The two common movement options in a VR experience. (H)
- 21. A function of a VR headset that brings physical objects into the virtual space and help keep users oriented and grounded. (A)
Down
- 1. This type of headset requires a physical connection to a computer to function properly. (H)
- 3. A collection of technologies with some similarities, but without a single cohesive application, interface, or owner. (W)
- 5. A strategy that allows employees to use their own devices if they prefer them for work applications. (A)
- 7. Description of a boundary that is set in the VR environment, designed to prevent users from accidentally bumping into objects in their physical space.
- 8. Using a modern virtual reality (VR) headset, but the view is seen through a mesh screen. (H)
- 9. This type of headset does not require connection to a computer, but has limited space and processing capabilities that make it is less powerful. (H)
- 10. Overlaying graphics on a live video feed. (H)
- 11. Superimposes or overlays digital objects on a user's current physical environment. (W)
- 12. Scans a room and creates a mesh computer representation of the room that allows users to overlay effects onto the room. (W)
- 14. The lag time between the movement of the headset and updating the image that the user sees. The lower the latency, the more fluid and natural the VR experience becomes. (H)
