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Term Definition
Eye tracking

Data collected to track the direction of a user’s gaze.

Eyeball in the hand

A metaphor for tracking inside of a virtual environment when the tracker itself is held in a user’s hand and controls the motion of the camera in the virtual environment.


The communication of virtual sensations of pressure, force, or vibrations to a user’s body through an output device, particularly in relation to weight or movement. This is different from tactile feedback, which transmits simulated sensory information to a user’s skin.

Field of view (FOV)

The angle of one’s visual field, measured in degrees. With a standard, overlapping FOV of 140 degrees between their two eyes, most humans have a binocular FOV of approximately 180 degrees. An illusion of immersion is created when the FOV is greater than 60 to 90 degrees.

First-Party AR Ad Delivery

A marketing-driven Augmented Reality experience which is accessible through a brand's proprietary application.

Fish tank VR

When a user is able to look through a digital display (e.g., a computer screen) into an outside, 3D virtual environment with the assistance of a stereoscopic device. The user imagines themselves to be inside of a fish tank when looking through the stereoscopic device into the outside virtual surroundings.

Fourth Industrial Revolution

Term used to describe the next, or fourth, phase of industrial development since the Industrial Revolution in the 18th century. Refers to an era in which digital, physical, and biological systems are combined to work in unison and improve workplace outcomes. Related to Industry 4.0


A graphical pattern which repeats itself in a self-similar manner on an infinitely smaller scale.

Frame rate

The frame rate (expressed in frames per second or FPS) is the frequency rate at which consecutive images (frames) are displayed. The higher the fram rate, the more natural virtual objects look like. If the fram rate is too low, users have the feeling of shaking holograms. The perfect fram rate is at 60 frames per second.

Front-Facing Camera Orientation

An Augemented Reality set-up in which the camera is oriented toward a user's face in order to alter or augment their face (e.g., face filters). Opposite of back-facing camera orientation.

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