The definitive AR & VR glossary of terms you need to know before implementation into your business
The AR & VR World glossary allows you to find the keywords that will help you understand technological Augmented Reality & Virtual Reality terms
AR & VR Glossary # - H
Video filmed around 360 degrees where the viewer is typically in a fixed location. Different to virtual reality and usually less immersive.
Augmented Reality (AR)
Allows the user to augment the real world environment with superimposed computer-generated graphics or images.
The reverse of AR. Real objects are augmented into a virtual, computer-generated world by the user.
Boxes such as beacons that reflect non-visible light that serve as reference points for HMD's and other devices.
Tracks where the user is looking. This can be used instead of a control or need for full head movement e.g. focusing on an area of the display just using sight.
Field of View (FOV)
The degree of sight available in the display with the great field of view allows the user to be more immersed in a fully realistic and engaging experience.
The number of images or frames consecutively viewed by the user per second e.g. the speed of images that are viewed such as video content
A feeling that is given when an action is experienced, within virtual reality, for example, this could allow for a sense of engagement with an item that is virtual.
Head-Mounted Display (HMD)
A device that is worn on the head, such as glasses or a helmet, with an optical display that allows the users to engage with a virtual or augmented experience.
AR & VR Glossary H - S
Devices sense and track head movement allowing the user to affect the images seen on the display by moving their head.
A throbbing or vibrating that occurs during an immersive experience often related to an incorrect action or to build suspense.
A lag that is experienced when a movement is taken i.e. the display image responds slower than the related movement.
A shared virtual space that can be interacted with by users which is built from all virtual worlds, augmented reality, and the internet.
Minimum Frame Rate
The least amount of frames per second that a user can view without noticing a stutter or experiencing sickness from the experience. The quicker the frame rate, the more realistic the experience.
The amalgamation of real and virtual worlds to create a world in which digital objects and environments engage with the real world.
The acceptance from the user that they are completely immersed and involved in a virtual world which they are actively involved in. This is achieved through the use of high-level content and hardware.
Refresh rate refers to how quickly the images are refreshing on your display that makes up the content/experience the users is engaged with. A minimum of 60 frames per second is needed for a realistic VR experience and reduce lag.
Sickness felt from the contrast between the brain experience an activity and your body not e.g. a virtual reality simulation of a test drive in a car - your brain thinks you are moving but your body isn't can cause sickness.
AUGMENTED AND VIRTUAL REALITY REPORTS, ARTICLES AND STORIES
The home of on trend news stories, articles, and reports focused around Virtual and Augmented Reality in the Enterprise.
AR & VR World Glossary S - Z
Assembling and synchronising footage taken through 360° of video, which can be recorded on numerous cameras across a rig, and stitching them into one single image that is viewed by the user.
A shared virtual reality that can be accessed by users and where users can engage with each other in this virtual world. Facebook see Social VR as a key area for their VR development.
A realistic experience of a virtual environment that allows users to feel like they are present within this reality and that they can engage with this virtual world and effect it.
An environment simulated by computer-generated 3D objects that can be engaged with by users and interacted with. These virtual worlds can be based on reality or fantasy.
X Reality (XR or Cross Reality)
The umbrella term for all types of realities such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) and so on. Including all software, hardware, apps, sensory applications, and infrastructures.