Term | Main definition |
---|---|
CAVE (cave automatic virtual environment) | A virtual environment projected onto the walls and ceiling of a room to create the illusion of a fully immersive virtual reality. |
Computer graphics | The branch of computer science focused on making, manipulating, or analyzing visual data. Can also refer to using computers to create, alter, or evaluate images in any industry or setting. |
Connected Worker | A worker who utilizes smart technology to connect to the Internet of Things (IoT), making information necessary for their job more easily and quickly available. Can be used in a variety of industries—from manufacturing, to natural resources, to healthcare—to improve output and employee performance. |
Controllers | Devices which a user holds in their hands and utilizes to interact with a virtual environment. Controllers make it possible to move about in or engage with various aspects of a virtual world. Can also provide haptic feedback to a user in order to increase the level of immersion. |
Coordinates | Data points which specify where an object is in space. The amount of coordinates is dependent upon the dimensions of a space. |
Cue conflict | A theory which seeks to explain a type of motion sickness which can be caused by one’s body receiving contradictory sensory information. In Augmented Reality, can be caused by inadequately calibrated devices or a disconnect between sensory and visual perception. |
Cyberspace | A computer-based reality, often a 3D environment. See also: virtual reality. |
DAQRI Smart Glasses | DAQRI Smart Glasses are portable AR glasses designed for industrial utilization. These professional smart glasses are lightweight wearables for professional users. |
Data glove | A sensor-enabled glove which allows a user to interact with a virtual environment through gestures and motion controls. Also known as a wired glove. |
Doppler effect (VR) | The perception that sound or light increases in frequency as it approaches and decreases as it recedes. |