Exam 8: XR: Inside of Media, Inside the Mind
Exam 1: Opting Into Now Media35 Questions
Exam 2: From Marconi to Mobile Listening35 Questions
Exam 3: Television: From Analog to Digital to 8K34 Questions
Exam 4: Radio and Television Programs and Programming35 Questions
Exam 5: Interconnected by the Internet33 Questions
Exam 6: Social Media: Private Conversations in Public Places35 Questions
Exam 7: Digital Devices: UP Close, Personal, and Customizable35 Questions
Exam 8: XR: Inside of Media, Inside the Mind35 Questions
Exam 9: Advertising: From Clay Tablets to Digital Tablets35 Questions
Exam 10: Audience Measurement: Whos Listening, Whos Watching, Whos Surfing35 Questions
Exam 11: The Business of Entertainment and Media Ownership35 Questions
Exam 12: Working Behind the Scenes in Media35 Questions
Exam 13: Feature Films: The Movies35 Questions
Exam 14: Personal and Social Influence of Media35 Questions
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The idea behind flight simulators is key to the development of VR: that media can simulate an experience.
Free
(True/False)
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Correct Answer:
True
XR is unlikely to generate any ethical or legal concerns.
Free
(True/False)
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Correct Answer:
False
Which of these is the blanket term for technologies involving a combination of computer-generated and real-world environments?
(Multiple Choice)
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Several big MR companies are counting on users who want to have a destination experience, and do something they could never do at home.
(True/False)
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Facebook has announced plans to virtually recreate the world for users of its new technology by datamining geographic phototagged data.
(True/False)
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Morton Heilig's Sensorama incorporated _____ into the user's experience.
(Multiple Choice)
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The "________" refers to a period from about 2000-2012, when there was relatively little commercial development in virtuality.
(Multiple Choice)
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The Oculus Quest uses camera tracking to allow users to have the option of using no controllers whatsoever.
(True/False)
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One component of ______ includes the individual subjectivity of the user.
(Multiple Choice)
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Virtual media draw upon visual arts, literature, music, videogames, film, and more.
(True/False)
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Which of these is the best way to understand full virtual reality?
(Multiple Choice)
4.7/5
(42)
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