Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Mixed realityMixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality. In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.
Immersion (virtual reality)Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
Augmented realityAugmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.
Extended realityExtended reality (XR) is a catch-all term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it. The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of areas such as entertainment, marketing, real estate, training, maintenance and remote work.
Computer-mediated realityComputer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone. Mediated reality is a proper superset of mixed reality, augmented reality, and virtual reality, as it also includes, for example, diminished reality. Typically, it is the user's visual perception of the environment that is mediated.
Virtual reality headsetA virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.
Spatial memoryIn cognitive psychology and neuroscience, spatial memory is a form of memory responsible for the recording and recovery of information needed to plan a course to a location and to recall the location of an object or the occurrence of an event. Spatial memory is necessary for orientation in space. Spatial memory can also be divided into egocentric and allocentric spatial memory. A person's spatial memory is required to navigate around a familiar city. A rat's spatial memory is needed to learn the location of food at the end of a maze.
LearningLearning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.
Spatial cognitionSpatial cognition is the acquisition, organization, utilization, and revision of knowledge about spatial environments. It is most about how animals including humans behave within space and the knowledge they built around it, rather than space itself. These capabilities enable individuals to manage basic and high-level cognitive tasks in everyday life. Numerous disciplines (such as cognitive psychology, neuroscience, artificial intelligence, geographic information science, cartography, etc.
Lifelong learningLifelong learning is the "ongoing, voluntary, and self-motivated" pursuit of knowledge for either personal or professional reasons. It is important for an individual's competitiveness and employability, but also enhances social inclusion, active citizenship, and personal development. In some contexts, the term "lifelong learning" evolved from the term "life-long learners", created by Leslie Watkins and used by Clint Taylor, professor at CSULA and Superintendent for the Temple City Unified School District, in the district's mission statement in 1993, the term recognizes that learning is not confined to childhood or the classroom but takes place throughout life and in a range of situations.
Project-based learningProject-based learning (PBL) is a student-centered pedagogy that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems. Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem. It is a style of active learning and inquiry-based learning.
Experiential learningExperiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.
Problem-based learningProblem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication. The PBL process was developed for medical education and has since been broadened in applications for other programs of learning.
Inquiry-based learningInquiry-based learning (also spelled as enquiry-based learning in British English) is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teacher presenting facts and their knowledge about the subject. Inquiry-based learning is often assisted by a facilitator rather than a lecturer. Inquirers will identify and research issues and questions to develop knowledge or solutions.
Virtual worldA virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.
Quaternion groupIn group theory, the quaternion group Q8 (sometimes just denoted by Q) is a non-abelian group of order eight, isomorphic to the eight-element subset of the quaternions under multiplication. It is given by the group presentation where e is the identity element and commutes with the other elements of the group. Another presentation of Q8 is The quaternion group Q8 has the same order as the dihedral group D4, but a different structure, as shown by their Cayley and cycle graphs: In the diagrams for D4, the group elements are marked with their action on a letter F in the defining representation R2.
Solvable groupIn mathematics, more specifically in the field of group theory, a solvable group or soluble group is a group that can be constructed from abelian groups using extensions. Equivalently, a solvable group is a group whose derived series terminates in the trivial subgroup. Historically, the word "solvable" arose from Galois theory and the proof of the general unsolvability of quintic equation. Specifically, a polynomial equation is solvable in radicals if and only if the corresponding Galois group is solvable (note this theorem holds only in characteristic 0).
P-groupIn mathematics, specifically group theory, given a prime number p, a p-group is a group in which the order of every element is a power of p. That is, for each element g of a p-group G, there exists a nonnegative integer n such that the product of pn copies of g, and not fewer, is equal to the identity element. The orders of different elements may be different powers of p. Abelian p-groups are also called p-primary or simply primary. A finite group is a p-group if and only if its order (the number of its elements) is a power of p.
Reductive groupIn mathematics, a reductive group is a type of linear algebraic group over a field. One definition is that a connected linear algebraic group G over a perfect field is reductive if it has a representation that has a finite kernel and is a direct sum of irreducible representations. Reductive groups include some of the most important groups in mathematics, such as the general linear group GL(n) of invertible matrices, the special orthogonal group SO(n), and the symplectic group Sp(2n).