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