From: "J. Fred Henderson" <ijvr@usa.net>
Newsgroups: sci.virtual-worlds
Subject: PUB: IEEE VR Glossary
Date: 17 Aug 1995 14:37:32 GMT
Organization: Internet Express (800-592-1240 customer service)
Message-ID: <40vk7c$dja@shiva.usa.net>

To: Moderator, Sci.Virtual-Worlds
From: Richard Blade, r.blade@ieee.org
Subject: Glossary of VR Terminology

     The following is a public domain contribution to the VR Glossary Project
of IEEE Standards.  It is not a standard, and it is not a draft standard. 
Comments, discussion, and additional contributions are invited.  Please 
respond to me at r.blade@ieee.org. My phone is 719-471-4476, FAX: 
719-630-1427, Mail: Richard Blade, THE INTERNATIONAL JOURNAL OF VIRTUAL 
REALITY, 2608 N. Cascade, Colorado Springs, CO 80907.

                    GLOSSARY OF VR TERMINOLOGY

absolute values: Position and orientation within a virtual 
  space as measured from a single, constant point of origin.   
  If a real or virtual object is moved, its previous coordinates 
  are ignored, and new position and orientation 
  measurements are taken.
accelerator: Specialized hardware that increases the speed of 
  graphics calculations.
accommodation: Change in the focal length of the eye's lens 
  to maintain focus on a moving close object.
actuator: Usually mechanical (hydraulic) or electric means 
  used to provide force or tactile feedback to a user.
ambient light: Naturally occurring illumination arising from 
  outside the apparatus. 
articulation: Objects composed of several parts that are 
  separately moveable.
artificial reality:  Simulated spaces created from a  
  combination of computer and video systems. 
aspect ratio: Ratio of width to height of the field of view. 
assistive agents: Artificial intelligence algorithms developed 
  to guide users through a VR world, and to coach the user 
  on available choices within the world.
augmented reality: The use of transparent glasses on which 
  a computer displays data so that the viewer can 
  simultaneously view computer generated and real world 
  scenes.
avatar:  A user's graphical persona inside a virtual world. 
  back clipping plane: A distance beyond which objects are 
  not shown.
backdrop: The stationary background in a virtual world.  
  The boundary of the world which cannot be moved or 
  broken into smaller elements.
backface removal: The elimination of those portions of a 
  displayed object that are facing away from the viewer.
bi-ocular: Displaying the same image to each eye.  
  Sometimes done to conserve computing resources when 
  depth perception is not critical.  See also: stereoscopic.
biosensors: Sensor devices that monitor the body's electrical 
  activity for the purpose of computer input. 
Binocular Omni-Orientation Monitor (BOOM):  A 3-D 
  display device suspended from a weighted boom that can 
  swivel freely so the viewer can use the device by bringing 
  the device up to the eyes and viewing the 3-D environment 
  while holding it.  The boom's position and orientation 
  communicates the user's point of view to the computer. 
browser: Overviews, such as indexes, lists or animated maps, 
  to provide a means of navigating through the physical, 
  temporal, and conceptual elements of a virtual world.
CAVE: VR world projected on the walls and ceiling of a 
  room to give the illusion of immersion.
  clue conflict: A kind of motion sickness caused when the 
  body tries to interpret conflicting clues being received by 
  the senses.  This is usually attributed to faulty calibration of 
  eye devices or delay between the sensory inputs and output 
  display. 
computer graphics: (1) The branch of computer science 
  concerned with methods of creating, modifying,  or 
  analyzing pictorial data.  (2) The use of a computer in any 
  discipline to create, modify, or analyze images.
concept map: Terms, definitions, or icons arranged in 
  semantic proximity.
convergence: Occurs in stereoscopic viewing when the left 
  and right eye images become fused into a single image.
convolve: To filter and intertwine signals (e.g., sounds) and 
  render them three-dimensional.  Used in VR applications to 
  recreate sounds that give directional cues.
Convolvotron: An output system for controlling binaural 
  sound production in a VR world.
coordinates: A set of data values that determine the location 
  of a point in a space.  The number of coordinates 
  corresponds to the dimensionality of the space.
culling: Removing invisible pieces of geometry and only 
  sending potentially visible geometry to the graphics 
  subsystem.  Simple culling rejects entire objects not in the 
  view. More complex systems take into account occlusion of 
  some objects by others, e.g. a building hiding trees behind 
  it.
cyberspace: A computer synthesized reality.  Often a 
  computer synthesized 3-D space. See also: virtual reality.
cyborg: A robotic humanoid modeled directly from digital 
  readings of a real human and transformed into a photo 
  realistic, animated character produced via illusionary 
  metamorphosis. 
data sonification: Assignment of sounds to digitized data 
  which may involve filtering to give illusion of localized 
  sound. 
data spacialization: Assignment of orientation (yaw, pitch) 
  and position coordinates (x,y,z) to digital sounds assigned 
  to data. 
DataGlove: A glove wired with sensors and connected to a 
  computer system for gesture recognition and navigation 
  through a virtual environment. Known generically as a 
  "wired glove". 
depth cueing: Use of shading, texture, color, interposition, or 
  other visual characteristics to provide a cue for the distance 
  of an object from the observer.
Doppler effect: An apparent increase in the frequency of 
  sound or light as its source approaches an observer or a 
  decrease if it moves away.
Deformable Object Technology (DOT): Virtual objects 
  which bend and deform appropriately when touched.
  dynamic lighting:  Changes in lighting effects as objects or 
  the observer move.
dynamics: The rules that govern all actions and behaviors 
  within the environment. 
effectors: Interfacing devices used in virtual environments 
  for input/output, tactile sensation and tracking.  Examples 
  are  gloves, head mounted displays, headphones, and 
  trackers.
egocenter: The sense of one's own location in a virtual 
  environment. 
environment: In VR terms, this is a computer-generated 
  model that can be experienced by an observer as if it were a 
  place.
exoskeleton: mechanically linked structure for control of and 
  feedback from an application.
eye clearance: The most accurate figure of merit used to 
  describe the HMD positioning relative to the eye.
eye tracking: Measurement of the direction of gaze. 
  eyeball in the hand: A metaphor for visualized tracking 
  where the tracker is held in the hand and is connected to 
  motion of the projection point of the display.
  field of view (FOV): The angle in degrees of the visual field.  
  Since a human's two eyes have overlapping 140 degree 
FOV, binocular or total FOV is roughly 180 degrees in 
  most people.  A feeling of immersion arises with FOV 
  greater than roughly 60 to 90 degrees.
fish tank VR: The egocenter of an observer looking 
  "through" a computer monitor to a virtual outside world 
  using a stereoscopic display system.  That is, to a person 
  looking through a stereo "window" to a virtual "outside", 
  the person imagines him/herself to be in a fish tank.
force feedback: An output device that transmits pressure, 
  force or vibration to provide the VR participant with the 
  sense of resisting force, typically to weight or inertia. This 
  is in contrast to tactile feedback, which simulates sensation 
  applied to the skin.
fractal: A self-similar graphical pattern generated by using 
  the same rules at various levels of detail.  That is, a 
  graphical pattern that repeats itself on a smaller and 
  smaller scale.
frustum of vision: Three-dimensional field of view in which 
  all modeled objects are visible.
gesture: Hand motion that can be interpreted as a sign, 
  signal, or symbol.
Gouraud shading: The shading of polygons smoothly with 
  bilinear interpolation. 
haptic interfaces: Use of physical sensors to provide users 
  with a sense of touch at the skin level, and force feedback 
  information from muscles and joints. {{photo 1}}
head tracking: Monitoring the position and orientation of the 
  head through various tracking devices.
head-coupled: Displays or robotic actions that are activated 
  by head motion through a head tracking device.
head-related transfer function: A mathematical trans-
  formation of sound spectrum that modifies the amplitude 
  and phase of acoustic signals to take into account the shape 
  effects of the listener's head.
heads-up display: A display device that allows users see 
  graphics superimposed on their view of the real world. 
hidden surface: A surface of a graphics object that is 
  occluded from view by intervening objects.
head mounted display (HMD): A set of goggles or a helmet 
  with tiny monitors in front of each eye to generate images 
  seen by the wearer as three-dimensional.  Often the HMD is 
  combined with a head tracker so that the images displayed 
  in the HMD changes as the head moves.
immersion: The observer's emotional reaction to the virtual 
  world as being part of it.
interaural amplitude: Differences between a person's two 
  ears in the intensity of a sound, typically due to the location 
  of the sound.
interaural time: Differences between a person's two ears in 
  the phase of a sound, typically due to the location of the 
  sound.
interface: A set of devices, software, and techniques that 
  connect computers with people to perform tasks.
Internet: A world wide digital network capable of supporting 
  shared virtual worlds.
inverse kinematics: A specification of the motion of dynamic 
  systems from properties of their joints and extensions. 
joystick: An input device that consists of a short lever 
  gripped with one hand to be moved from side to side or 
  towards and away from the person.  Frequently it is used to 
  navigate in a virtual space.
kinesthesis: Sensations derived from muscles, tendons and 
  joints and stimulated by movement and tension.
kinesthetic dissonance: Mismatch between feedback or its 
  absence from touch or motion during VR experiences.
latency: Lag between user motion and tracker system 
  response, sometimes measured in frames. Delay between 
  actual change in position and reflection by the program.  
  Delayed response time.
Liquid Crystal Display (LCD): Display devices that use 
  bipolar films sandwiched between thin panes of glass.  
  They are lightweight and transmissive or reflective, and are 
  often used in HMDs.
level of detail (LOD): A model of a particular resolution 
  among a series of models of the same object.  Greater 
  graphic performance can be obtained by using a lower LOD 
  when the object occupies fewer pixels on the screen or is 
  not in a region of significant interest.
magic wand: A three-dimensional  input device used for 
  pointing and interaction.  A kind of three-dimensional 
  mouse.
metaball: A surface defined about a point specified by a 
  location, a radius, and an "intensity".  When two metaballs 
  come in contact, their shapes blend together.
metallic distortion: Noise interference or degraded 
  performance in electromagnetic trackers when used near 
  large metallic objects.
model: A computer-generated simulation of something real.
motion parallax: A means whereby the eyes can judge 
  distance by noticing how closer objects appear to move 
  more than distant ones when the observer moves.
motion platform: A controlled physical system that provides 
  real motion to simulate the displayed motion in a VR 
  world.
navigation: Purposeful motion through virtual space. 
objects: Discrete 3-D shapes within the virtual world that a 
  user can interact with.  
  occipital cortex: The back of the brain receiving retinotopic 
  projections of visual displays.
occlusion: Hiding an object or a portion of an object from 
  sight by interposition of other objects.
pan: The angular displacement of a view along any axis or 
  direction in a three-dimensional world.
parallax: The difference in viewing angle created by having 
  two eyes looking at the same scene from slightly different 
  positions, thereby creating a sense of depth.
parietal cortex: An area of the brain adjacent and above the 
occipital cortex, thought to process spatial location and 
  direction information. 
perspective: The rules that determine the relative size of 
  objects on a flat viewing surface to give the perception of 
  depth. 
phong shading: A method for calculating the brightness of a 
  surface pixel by linearly interpolating points on a polygon 
  and using the cosine of the viewing angle.  Produces 
  realistic shading. 
photo realism: An attempt to create realistic appearing 
  images with great detail and texture.
pitch: The angular displacement of the lateral axis about a 
  horizontal axis perpendicular to the lateral axis.
pixel: The smallest element of a display that can be adjusted 
  in intensity.
platform VR: Individual or shared VR displays built into 
  physical mockups of vehicles and other physical settings.
polygon: A display element that consists of an area enclosed 
  by a set of broken straight lines.
portal: Polygons or icon that a user can pass through in a 
  virtual space to automatically load a new world or execute a 
user-defined function. A three-dimensional version of an 
  interactive icon in multimedia. 
position sensor: A tracking device that provides information 
  about its location and/or orientation. 
position trigger: A hotspot, sensitive spot, or button that 
  causes a change in the computer program when touched in 
  some way.
presence: A feeling of being immersed in an environment, 
  able to interact with objects there. A defining characteristic 
  of a VR system.
radiosity: A diffuse illumination calculation system for 
  graphics based on energy balancing that takes into account 
  multiple reflections off many walls.
ray tracing: A technique for displaying a three-dimensional 
  object with shading and shadows by tracing light rays 
  backward from the viewing position to the light source.
real time: Action taking place with no perceptible or 
  significant delay after the input that initiates the action.
real-time imaging: Graphics or images synchronized with 
  real-world time and events.
reality engine: A computer system for generating virtual 
  objects and environments in response to user input, usually 
  in real time. 
refresh rate: The frequency with which an image is 
  regenerated on a display surface.
resolution: Usually the number of or pixels in a VR display. 
roll: Angular displacement about the lateral axis.
scene view: Virtual display viewed on a large screen or 
  through a terminal window rather than with immersive 
  devices.
shared worlds: Virtual environments that are shared by 
  multiple participants.
shutter glasses: Glasses that alternately block out the left and 
  right eye views in synchrony with the computer display of 
  left and right eye images to provide stereoscopic images on 
  the computer screen.
simulator sickness: Various disturbances, ranging in degree 
  from a feeling of unpleasantness, disorientation, and 
  headaches to extreme nausea, caused by various aspects of a 
  simulator.  Possible factors include sensory distortions such 
  as abnormal movement of arms and heads because of the   
  weight of equipment; long delays or lags in feedback, and 
  missing visual cues from convergence and accommodation.
six degrees of freedom (6DOF): Ability to move in three 
  spatial directions and orient about three axes passing 
  through the center of the body.  Thus the location and 
  orientation are specified by six coordinates.
spatial navigation: Self orientation and locomotion in virtual 
  worlds.
  stereopsis: Binocular vision of images with different views by 
  the two eyes to distinguish depth.
tactile displays: Devices that provide tactile and kinesthetic 
  sensations. 
Techsplanation: Use of VR technology and other 
  communication technology to explain or teach.
tele-existence: Virtual reality experienced from remote 
  locations.
telemanipulation: Robotic control of distant objects. 
TELEOS*: A tool to create Silicon Graphics computer-
  based real-time interactive environments with 'life-like' 
  deformable objects.
telepresence:  Remote control with adequate sensory data to 
  give the illusion of being at that remote location.
  terrain: Geographical information and models that can be 
  either randomly generated or based on actual data.
texture mapping: A bitmap pattern added to an object to 
  increase realism.
three-dimensional graphics: The presentation of data on a 
  two-dimensional display surface so that it appears to 
  represent a  three dimensional model.
tracker: A device that provides numeric coordinates to 
  identify the current position and/or orientation of an object 
  or user in real space.
universe: The collection of all entities and the space they are 
  embedded in for a VR world. 
viewpoints: Points from which raytracing and geometry 
  creation occurs. The geometric eye point of the simulation. 
virtual environments: Realistic simulations of interactive 
  scenes.
Virtual MIS: Use of computer models and specialized 
  interaction devices that mimic surgical tools to allow 
medical personnel to practice Minimally Invasive Surgery 
  procedures. 
virtual prototype: Simulation of an intended design or 
  product to illustrate the characteristics before actual 
  construction.  Usually used as an exploratory tool for 
  developers or as a communications prop for persons 
  reviewing proposed designs. 
virtual reality: A computer system used to create an artificial 
  world in which the user has the impression of being in that 
  world with the ability to navigate through the world and 
  manipulate objects in the world.
virtual world: Whole virtual environment or universe within 
  a given simulation. 
visualization: The ability to graphically represent abstract 
  data that would normally appear as text and numbers on a 
  computer.
voxel: A cubic volume pixel for quantizing three-dimensional 
  space. 
world in the hand: A metaphor for visualized tracking where 
  a tracker is held in the hand and is connected to the motion 
  of an object in a display.
yaw: The angular displacement about the vertical axis.



