Glossary
XR, AI, VR, and AR Glossary
Welcome to our comprehensive glossary designed to help you navigate the complex world of Extended Reality (XR), Artificial Intelligence (AI), Virtual Reality (VR), and Augmented Reality (AR). Below you will find clear, concise definitions of key technical terms used across these emerging technologies and their products.
A
- Accelerometer
- A sensor in XR devices that measures acceleration forces to track device movement and orientation.
- Adaptive Bitrate Streaming
- A technique that adjusts video quality dynamically based on network conditions for smooth XR streaming.
- AI (Artificial Intelligence)
- Computer systems capable of performing tasks that require human intelligence, such as perception, learning, and decision-making.
- AI Assistant
- Software that uses AI to provide voice or gesture-based assistance within XR environments.
- Ambient Occlusion
- Rendering method that simulates soft shadows where surfaces meet to enhance 3D realism.
- AR (Augmented Reality)
- Technology that overlays digital content onto the real world through devices like glasses or smartphones.
- AR Cloud
- Persistent, shared 3D spatial map enabling multi-user AR experiences anchored to real-world locations.
- Avatar
- Digital representation of a user in virtual or augmented environments.
B
- Binaural Audio
- 3D spatial sound technology mimicking human hearing to create immersive audio experiences.
- Bounding Box
- Virtual frame defining the interactive area or boundaries of objects in 3D space.
- Brightness (Nits)
- Unit measuring display luminance; higher values improve visibility in bright environments.
C
- CAD (Computer-Aided Design)
- Software used to create precise 3D models for XR content development.
- Chromatic Aberration
- Optical distortion causing color fringes around objects in XR displays.
- Computer Vision
- AI technology enabling devices to interpret and process visual data for object recognition and tracking.
- Convergence
- Eye movement focusing on a 3D object, important for comfortable XR viewing.
- Cylindrical Lens
- Curved lens used in AR glasses to widen the horizontal field of view.
D
- Depth Sensor
- Hardware that measures distances to objects for 3D mapping and spatial awareness.
- Digital Twin
- Virtual replica of a physical object or system used for simulation and monitoring.
- Diopter Adjustment
- Optical correction in XR devices for users with vision impairments.
- DLSS (Deep Learning Super Sampling)
- AI-powered rendering technique that improves image quality while reducing GPU load.
- Degrees of Freedom (DoF)
- Tracking axes: 3DoF tracks rotation; 6DoF tracks rotation and position.
E
- Edge Computing
- Local data processing near the device to reduce latency in XR applications.
- EMG (Electromyography)
- Sensors detecting muscle electrical activity used for gesture control.
- Eye Tracking
- Technology that monitors gaze direction to enable foveated rendering and intuitive interaction.
F
- Field of View (FoV)
- Angular extent of the visible scene through XR displays, measured in degrees.
- Foveated Rendering
- Rendering technique that sharpens detail where the user is looking to optimize performance.
- Fresnel Lens
- Lightweight lens with concentric grooves used in VR optics to focus light efficiently.
G
- GPU (Graphics Processing Unit)
- Hardware responsible for rendering high-quality XR visuals.
- Guardian System
- Virtual boundary system in VR that alerts users when approaching physical obstacles.
- Gesture Recognition
- AI technology interpreting hand or body movements for XR control.
H
- Haptic Feedback
- Tactile sensations such as vibrations that simulate touch in XR devices.
- HDR (High Dynamic Range)
- Display technology enhancing contrast and color range for realistic visuals.
- HMD (Head-Mounted Display)
- Wearable device that displays XR content directly in front of the userβs eyes.
I
- IMU (Inertial Measurement Unit)
- Sensor combining accelerometer and gyroscope to track motion and orientation.
- Inside-Out Tracking
- Tracking method using cameras on the headset to determine position without external sensors.
- Interpupillary Distance (IPD)
- Adjustable distance between lenses to match the userβs pupil spacing for visual comfort.
K
- Keyframe Animation
- Predefined animation frames used to create smooth motion in XR content.
L
- Laser Beam Scanning (LBS)
- Projection technology using lasers for bright, high-resolution AR displays.
- LCoS (Liquid Crystal on Silicon)
- Reflective display technology used in compact XR optics.
- LiDAR (Light Detection and Ranging)
- Laser-based depth sensing technology for accurate 3D environment mapping.
- Level of Detail (LOD)
- Technique adjusting 3D model complexity based on distance to optimize rendering performance.
M
- Machine Learning (ML)
- Subset of AI focused on training models to recognize patterns and make predictions.
- Marker-Based AR
- AR experiences triggered by recognizing visual markers such as QR codes.
- Metaverse
- Interconnected network of 3D virtual worlds enabling social and economic activities.
- Micro OLED
- High-resolution, self-emissive display technology used in XR devices.
- Mixed Reality (MR)
- Blending of physical and digital worlds with interactive digital content anchored in real environments.
- Multimodal Interaction
- Use of multiple input methods (voice, gesture, gaze) to control XR applications.
N
- Neural Network
- AI architecture inspired by the human brain for complex data processing.
- Natural Language Processing (NLP)
- AI technology enabling machines to understand and respond to human language.
O
- Occlusion
- Rendering technique ensuring virtual objects appear correctly behind real-world objects.
- OpenXR
- Open standard API for cross-platform XR application development.
- Optical Waveguide
- Transparent component in AR glasses that guides light from microdisplays to the eye.
- Outside-In Tracking
- Tracking method using external sensors or cameras to determine headset position.
P
- Passthrough Camera
- Real-time video feed inside VR headsets that overlays virtual content onto the physical world.
- Photogrammetry
- Technique creating 3D models from multiple photographs for realistic XR assets.
- Point Cloud
- Set of data points representing 3D shapes or environments captured by depth sensors.
Q
- Quantum Dot Display
- Display technology using quantum dots to enhance color accuracy and brightness.
R
- Ray Tracing
- Rendering technique simulating realistic lighting, shadows, and reflections.
- Refresh Rate
- Number of times per second a display updates its image (measured in Hz).
- RGB-D Camera
- Camera capturing both color (RGB) and depth (D) information for 3D mapping.
S
- SLAM (Simultaneous Localization and Mapping)
- Algorithm enabling devices to map environments and track their location simultaneously.
- Spatial Audio
- 3D sound technology that simulates direction and distance for immersive audio.
- Spatial Computing
- Computing paradigm where digital content is anchored and interacted with in physical space.
- Standalone Headset
- Wireless XR device with onboard processing, requiring no external PC or smartphone.
- SteamVR
- Platform for VR content distribution and hardware support.
T
- Time-of-Flight (ToF)
- Depth sensing method measuring light pulse return times to calculate distance.
- Tracking Volume
- Physical area within which XR devices can accurately track user movement.
- Teleportation
- VR locomotion technique allowing instant movement between points to reduce motion sickness.
U
- Unity
- Popular game engine used for creating XR applications.
- Unreal Engine
- High-fidelity 3D engine widely used in XR content development.
- User Experience (UX)
- Design discipline focused on optimizing user interaction and satisfaction.
V
- Varifocal Display
- Display that dynamically adjusts focus to simulate realistic depth perception.
- Volumetric Capture
- Technique recording 3D representations of real-world objects or people for XR use.
W
- Waveguide
- Optical component that directs light from a projector to the userβs eye in AR glasses.
- WebXR
- API enabling XR experiences directly in web browsers without additional software.
- Wide Field of View
- Displays offering a horizontal FoV greater than 90Β°, enhancing immersion.
- Wireless XR
- XR devices that operate without physical cables, improving mobility.
X
- XR (Extended Reality)
- Umbrella term covering AR, VR, and MR technologies.
Z
- Z-Buffer
- Depth buffer storing distance information to render 3D scenes correctly.
- Zero Latency
- Ideal state where system response to user input is instantaneous, critical for immersion.