Virtual Reality Glossary | Pole to Win

Virtual Reality Glossary

What to expect from virtual reality in 2016?

Virtual reality is undoubtedly one of the hottest topics when it comes to technology. It has widely been heralded that 2016 will be THE year for this. Now, there are some murmurings that augmented reality will pack a bigger punch. But what does it all mean? We have put together a VR glossary to help guide you through the terminology and let you make up your own mind.

Acclimatization: the time it takes for the user to get used to the sensory changes.

Augmented reality: using technology to enhance the perception of reality in real-time. It overlays the real world with digital information or media.

Augmented virtuality: merging physical elements into virtual spaces

Computer mediated reality: using technology to manipulate what is seen in reality. The manipulated image is what is presented to the eyes.

Cybersickness: when a VR environment causes symptoms similar to motion sickness by disorientation

Field of view: how much of the observable world is seen at a given time

Google Cardboard: low cost head mount for use will mobile phones designed to encourage interest in VR. Viewers cost from $14.99.

Google Daydream: high quality mobile virtual reality with headset and controller. Due to launch in Fall 2016.

Haptics: a form of interaction involving touch. Haptic devices sense the body’s movement.

HDK 2 dev: Created by Razer in conjunction with Open Source Virtual Reality (OSVR). Costs $400 and set to ship in July 2016.

Head mounted display (HMD): technology which is worn on the head and presents visuals to your eyes and peripheral vision.

Head tracking: technology which tracks where the users head is. Can be used with hand tracking.

HoloLens: Microsoft’s self-contained holographic computer. Development edition is available first.

Immersion: the perception of being present in a virtual environment.

Latency: time delay between movement and response.

Mixed reality: physical and digital objects co-exist and interact in real time. Mix of augmented reality and augmented virtuality.

Play area: the area size in which the experience can occur in relation to the technology. If the user exits this area, the experience will halt.

Oculus Rift: Oculus, now property of Facebook, developed its own hardware. Costs $600 and requires a compatible PC to use it with.

Playstation VR (aka Project Morpheus): will launch on October 13 2016 and will cost $399. Need to have a PS4 to use it with.

Samsung Gear VR: works with Galaxy smartphones. Costs $99.99.

Social screen: a separate screen which allows an audience to see some of what the user sees.

Virtual reality: using technology to send information to the brain and senses to create the illusion of presence in a virtual environment

Vive: developed in partnership by HTC and Valve costs $799. Requires a PC running the Steam Client and a free Steam user account.