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VR HMDs and VR History quiz, Introduction to Virtual Reality

VR HMDs and VR History TOTAL POINTS 15 1. Question 1 We define VR as the experience "in which the user is effectively immersed in a responsive virtual world. This implies user dynamic control of viewpoint." Who gave this definition in which year? 1 point

Ivan Sutherland, 1968

Jaron Lanier, 1989

@ Fred Brooks, 1999

Luckey Palmer, 2012 2. Question 2 Which of the following feature is NOT part of the difference between immersive VR and other media? 1 point

User dynamic control of viewpoint via head-tracking

3D stereo vision

Surrounding

@ Resolution

Question 3 What does VR (for instance, in an Oculus HMD) add to the experience in comparison to a 3D cinema experience? (Select all that apply) 1 point

@ 3D stereovision

@ In a 3D cinema, everybody sees the same thing on display. In HMD VR, the images are updated in real time according to the user's viewpoint.

@ HMD VR provides a surrounding experience where there is no escape. 4. Question 4 Generally speaking, what is the difference between the CAVE and the HMD? 1 point

The CAVE is a multiple user device while the HMD is for one single user.

The HMD provides 3D stereovision, the CAVE doesn't.

@ The CAVE takes a large space and is normally setup in research labs. The HMD is more portable.

Question 5 Generally speaking, which of the statement is true about mobile VR? 1 point

Mobile VR has lower resolution

Mobile VR has no rotation tracking

@ Mobile VR is less equipped at supporting 3D interaction

Question 6 Which of the following is NOT always part of items to consider when purchasing VR headsets?

1 point

Resolution

Tracking

@ GPU (graphics processing unit)

Comfort

Question 7 Who built the first digital VR system, and in which year? 1 point

@ Ivan Sutherland, 1968

Jaron Lanier, 1989

Fred Brooks, 1999

Question 8 Not all VR devices come with position tracking - some has rotation tracking only. Why is position tracking beneficial? (Select all that apply) 1 point

It allows you to rotate your head and look around in VR.

@ It allows you to move your body in a naturalistic way to observe an object up close, or look at table from underneath.

@ It allows you to explore the environment with your body naturally, for instance you can walk around the environment and see things from different angles.

Question 9 We often use VR controllers to: (Select all that apply) 1 point

@ Interact with objects

@ Gesture in a social communication

@ Navigate the environment

Question 10 If you would like to develop a VR game aiming for the mass market, which device should you choose? 1 point

High-end HMDs

@ Mobile VR

The CAVE

Question 11 What's the difference between the refreshrate of a VR device and the framerate of the experience it delivers? 1 point

They are the same

@ Refreshrate could be a lot higher than the framerate you end up having in your application.

Refreshrate could be a lot lower than the framerate you end up having in your application.

Question 12 Which of the followings statement is true about the weight and comfort of VR HMDs? 1 point

The lighter the more comfortable.

Mobile VR is always lighter than high-end HMDs

@ High-end HMDs can be lighter than mobile VR

Question 13 Which of the following technical features are true when comparing the CAVE and the HMD? (Select all that apply) 1 point

@ In the CAVE you can have lower framerate.

@ The CAVE has a bigger field-of-view

The HMD provides a better surrounding experience than the CAVE 14. Question 14 The CAVE was invented by: 1 point

@ Carolina Cruz-Neira, 1992

Jaron Lanier, 1989

David Swapp, 2004 15. Question 15 How could we track position of the head without external camera/sensors? 1 point

@ Use inside-out tracking.

We cannot do that.

@ussefabdelaty
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question 11 the answer is "Refreshrate could be a lot higher than the framerate you end up having in your application."

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