Deck 8: XR: Inside of Media, Inside the Mind

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Question
Virtual media draw upon visual arts, literature, music, videogames, film, and more.
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Question
The visual component of VR is crucial to VR, but the audio component isn't really important.
Question
The idea behind flight simulators is key to the development of VR: that media can simulate an experience.
Question
When considering VR, presence is the same as immersion.
Question
Haptic technology in VR is touch/force/motion-based.
Question
The inventor of Pokémon Go ran a successful Kickstarter campaign for funding.
Question
Google (Google Cardboard) and Samsung (Samsung Gear) were early players in the drive to bring VR/AR technology to the masses.
Question
The Oculus Quest uses camera tracking to allow users to have the option of using no controllers whatsoever.
Question
Google Glass is a prime example of early full VR.
Question
Several big MR companies are counting on users who want to have a destination experience, and do something they could never do at home.
Question
VR "nerve tracking" technology tests how far users are able to push past their fears to enter virtual dangerous situations.
Question
XR is being used for training, education, and healthcare.
Question
Facebook has announced plans to virtually recreate the world for users of its new technology by datamining geographic phototagged data.
Question
VR is able to fully model multifaceted sensory experiences such as handling guns, feeling textures, and sensing temperatures.
Question
XR is unlikely to generate any ethical or legal concerns.
Question
Which of these is the blanket term for technologies involving a combination of computer-generated and real-world environments?

A)AR (augmented reality)
B)AV (augmented virtuality)
C)MR (mixed reality)
D)XR (extended reality, or cross reality)
Question
HMD stands for

A)hand/mano detail
B)head mounted displays
C)human machine diffusion
D)home made devices
Question
Morton Heilig's Sensorama incorporated _____ into the user's experience.

A)smell
B)vibration
C)wind
D)all of the above
Question
Ivan E.Sutherland's "Ultimate Display" theorized:

A)a device to create stereoscopic sound
B)a computer that can control matter itself
C)a 3D video projector
D)a small, portable, realistic display
Question
Because of "homuncular flexibility,":

A)users of virtual reality can experience motion sickness
B)humans can become addicted to virtual reality
C)humans can adapt to the control of nonhuman bodies in virtual reality
D)all of the above
Question
The "________" refers to a period from about 2000-2012, when there was relatively little commercial development in virtuality.

A)millennial lull
B)VR winter
C)hiatus
D)freeze
Question
______ is a facsimile created by a computer.

A)interactivity
B)presence
C)simulation
D)immersion
Question
One component of ______ includes the individual subjectivity of the user.

A)interactivity
B)presence
C)haptics
D)simulation
Question
Presence, interactivity, and ________ are fundamental components of mixed reality.

A)haptics
B)subjectivity
C)simulation
D)immersion
Question
Which of these is the best way to understand full virtual reality?

A)being inside the frame
B)being outside the frame
C)obliteration of the frame
D)replacing the frame
Question
Room-scale tracking:
-------------------------------

A)registers users' movements
B)allows broad freedom of movement
C)was introduced to the iPhone with the release of iOS 12
D)both A & B
Question
VR content distributors include:

A)Valve's Steam
B)Sony's PlayStation Store
C)YouTube
D)all of the above
Question
"_____" controllers allow naturalistic movements along axes including left/right, yaw, roll, up/down, forward/back, and pitch.

A)steamer
B)6DoF
C)axillary
D)immersive
Question
Microsoft's HoloLens allows users to view and move freely in the real world while interacting with virtual images and sounds.The HoloLens is

A)an example of mixed reality
B)intended for consumer applications
C)meant to prevent proprioception
D)all of the above
Question
Companies hoping to capitalize on MR include

A)The Void, with access to Disney intellectual property
B)Dreamscape Immersive, with access to DreamWorks intellectual property
C)Be There Now, with access to Marvel and Warner Brothers intellectual property
D)Both A & B
Question
Which of the following are applications of XR technologies?

A)military
B)scientific
C)educational
D)all of the above
Question
The human faculty making XR therapy so compelling is:

A)neuroplasticity
B)immersive magnetism
C)proprioception
D)phobias
Question
Virtual reality therapy is promising in the treatment of:

A)PTSD
B)neurological damage from strokes
C)Both A & B
D)none of the above
Question
CineVR, or cinematic virtual reality, is also known as:

A)full view video
B)360° video
C)HMD video
D)none of the above
Question
Potential ethical challenges of VR include

A)privacy concerns
B)virtual crime and bullying
C)both A & B
D)none of the above
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Deck 8: XR: Inside of Media, Inside the Mind
1
Virtual media draw upon visual arts, literature, music, videogames, film, and more.
True
2
The visual component of VR is crucial to VR, but the audio component isn't really important.
False
3
The idea behind flight simulators is key to the development of VR: that media can simulate an experience.
True
4
When considering VR, presence is the same as immersion.
Unlock Deck
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k this deck
5
Haptic technology in VR is touch/force/motion-based.
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k this deck
6
The inventor of Pokémon Go ran a successful Kickstarter campaign for funding.
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
7
Google (Google Cardboard) and Samsung (Samsung Gear) were early players in the drive to bring VR/AR technology to the masses.
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Unlock Deck
k this deck
8
The Oculus Quest uses camera tracking to allow users to have the option of using no controllers whatsoever.
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k this deck
9
Google Glass is a prime example of early full VR.
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k this deck
10
Several big MR companies are counting on users who want to have a destination experience, and do something they could never do at home.
Unlock Deck
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Unlock Deck
k this deck
11
VR "nerve tracking" technology tests how far users are able to push past their fears to enter virtual dangerous situations.
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
12
XR is being used for training, education, and healthcare.
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
13
Facebook has announced plans to virtually recreate the world for users of its new technology by datamining geographic phototagged data.
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
14
VR is able to fully model multifaceted sensory experiences such as handling guns, feeling textures, and sensing temperatures.
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
15
XR is unlikely to generate any ethical or legal concerns.
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
16
Which of these is the blanket term for technologies involving a combination of computer-generated and real-world environments?

A)AR (augmented reality)
B)AV (augmented virtuality)
C)MR (mixed reality)
D)XR (extended reality, or cross reality)
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
17
HMD stands for

A)hand/mano detail
B)head mounted displays
C)human machine diffusion
D)home made devices
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
18
Morton Heilig's Sensorama incorporated _____ into the user's experience.

A)smell
B)vibration
C)wind
D)all of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
19
Ivan E.Sutherland's "Ultimate Display" theorized:

A)a device to create stereoscopic sound
B)a computer that can control matter itself
C)a 3D video projector
D)a small, portable, realistic display
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
20
Because of "homuncular flexibility,":

A)users of virtual reality can experience motion sickness
B)humans can become addicted to virtual reality
C)humans can adapt to the control of nonhuman bodies in virtual reality
D)all of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
21
The "________" refers to a period from about 2000-2012, when there was relatively little commercial development in virtuality.

A)millennial lull
B)VR winter
C)hiatus
D)freeze
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
22
______ is a facsimile created by a computer.

A)interactivity
B)presence
C)simulation
D)immersion
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
23
One component of ______ includes the individual subjectivity of the user.

A)interactivity
B)presence
C)haptics
D)simulation
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
24
Presence, interactivity, and ________ are fundamental components of mixed reality.

A)haptics
B)subjectivity
C)simulation
D)immersion
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
25
Which of these is the best way to understand full virtual reality?

A)being inside the frame
B)being outside the frame
C)obliteration of the frame
D)replacing the frame
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
26
Room-scale tracking:
-------------------------------

A)registers users' movements
B)allows broad freedom of movement
C)was introduced to the iPhone with the release of iOS 12
D)both A & B
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
27
VR content distributors include:

A)Valve's Steam
B)Sony's PlayStation Store
C)YouTube
D)all of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
28
"_____" controllers allow naturalistic movements along axes including left/right, yaw, roll, up/down, forward/back, and pitch.

A)steamer
B)6DoF
C)axillary
D)immersive
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
29
Microsoft's HoloLens allows users to view and move freely in the real world while interacting with virtual images and sounds.The HoloLens is

A)an example of mixed reality
B)intended for consumer applications
C)meant to prevent proprioception
D)all of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
30
Companies hoping to capitalize on MR include

A)The Void, with access to Disney intellectual property
B)Dreamscape Immersive, with access to DreamWorks intellectual property
C)Be There Now, with access to Marvel and Warner Brothers intellectual property
D)Both A & B
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
31
Which of the following are applications of XR technologies?

A)military
B)scientific
C)educational
D)all of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
32
The human faculty making XR therapy so compelling is:

A)neuroplasticity
B)immersive magnetism
C)proprioception
D)phobias
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
33
Virtual reality therapy is promising in the treatment of:

A)PTSD
B)neurological damage from strokes
C)Both A & B
D)none of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
34
CineVR, or cinematic virtual reality, is also known as:

A)full view video
B)360° video
C)HMD video
D)none of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
35
Potential ethical challenges of VR include

A)privacy concerns
B)virtual crime and bullying
C)both A & B
D)none of the above
Unlock Deck
Unlock for access to all 35 flashcards in this deck.
Unlock Deck
k this deck
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Unlock Deck
Unlock for access to all 35 flashcards in this deck.