CORE IMMERSIVE TECHNOLOGY CONCEPTS
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1. Virtual Reality (VR)
A fully immersive digital environment that replaces the physical world. Users experience VR through
headsets that track head and body movement. VR is widely used for training, education, simulation,
and entertainment.
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2. Augmented Reality (AR)
Technology that overlays digital elements onto the real world. AR enhances physical environments
rather than replacing them. Common devices include smartphones, tablets, and AR glasses.
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3. Mixed Reality (MR)
A blend of physical and digital environments where virtual objects interact with real-world surfaces.
MR allows digital content to respond to lighting, space, and user actions.
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4. Extended Reality (XR)
An umbrella term that includes VR, AR, and MR. XR refers to all immersive technologies that extend
human perception beyond physical reality.
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5. Spatial Computing
Technology that enables computers to understand and interact with three-dimensional space. It
allows digital objects to exist and behave naturally within physical environments.
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HARDWARE & DEVICES
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6. Head-Mounted Display (HMD)
A wearable device that places visual displays in front of the user’s eyes. HMDs are used for VR, AR,
and MR experiences.
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7. Optical See-Through Display
A transparent display that overlays digital content onto the real world. Users can still see their
surroundings directly through the lenses.
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8. Video See-Through Display
Uses cameras to capture the real world and display it digitally. Virtual elements are layered onto the
video feed inside the headset.
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9. Motion Controllers
Handheld devices that track movement and input. They allow users to interact with virtual objects
and environments.
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10. Haptics
Technology that provides tactile feedback such as vibration or force. Haptics improve realism by
simulating physical sensations.
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11. Force Feedback
A haptic technique that applies resistance or pressure. It is often used in training simulators to mimic
real-world forces.
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12. Tactile Feedback
Vibration-based feedback used to signal interaction or impact. Commonly found in controllers and
wearable devices.
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AUDIO & SENSORY SYSTEMS
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13. Spatial Audio
Audio that appears to come from specific directions in 3D space. It enhances realism and situational
awareness.
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14. Binaural Audio
Audio recorded or processed to simulate human hearing. It creates realistic depth and direction
when listened to with headphones.
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TRACKING & MOVEMENT
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15. Inside-Out Tracking
Tracking that uses cameras built into the headset. It allows movement tracking without external
sensors.
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16. Outside-In Tracking
Tracking that relies on external cameras or base stations. It often provides higher precision but
requires more setup.
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17. SLAM
Simultaneous Localisation and Mapping. A technique that allows devices to map environments
while tracking their position.
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18. Field of View (FOV)
The visible area of the virtual environment. Wider FOV increases immersion and realism.
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19. Refresh Rate
The number of times the display updates per second. Higher refresh rates reduce motion sickness.
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20. Latency
The delay between user action and system response. Low latency is critical for comfort in immersive
experiences.
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21. Motion-to-Photon Latency
The time between physical movement and visual update. Reducing this improves realism and
comfort.
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22. Eye Tracking
Technology that detects where the user is looking. It enables interaction, analytics, and rendering
optimisation.
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23. Foveated Rendering
Rendering technique that focuses detail where the user is looking. It improves performance without
reducing perceived quality.
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24. Hand Tracking
Allows interaction using natural hand movements without controllers. Cameras track finger and
hand position.
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25. Gesture Recognition
Interprets hand or body movements as commands. Gestures must be intuitive and consistent.
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26. 6DoF
Six Degrees of Freedom. Allows movement and rotation in all directions within a 3D space.
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27. 3DoF
Three Degrees of Freedom. Allows rotation only without positional movement.
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28. Passthrough
A feature that shows the real world inside a headset using cameras. Used for safety and mixed
reality.
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29. Guardian System
A virtual boundary that prevents users from colliding with real-world objects. It improves safety in
VR.
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SOFTWARE & DEVELOPMENT
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30. Game Engine
Software used to create interactive 3D experiences. It handles graphics, physics, and input.
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31. Unity
A popular real-time engine for VR, AR, and mobile applications. Widely used in education and
industry.
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32. Unreal Engine
A high-fidelity engine known for realistic visuals. Used in games, film, and immersive experiences.
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33. SDK
Software Development Kit containing tools for building applications. XR SDKs include tracking and
input features.
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34. API
Application Programming Interface that allows software systems to communicate. APIs enable
integration and automation.
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35. Plugin
An add-on that extends software functionality. Plugins add features without modifying core software.
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36. Script
Code that controls logic and behaviour within immersive environments. Scripts manage interaction
and events.
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37. Shader
A program that controls how surfaces are rendered. Shaders define lighting, colour, and effects.
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38. Material
Defines how a surface looks in a 3D environment. Materials combine shaders and textures.
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3D CONTENT CREATION
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39. Mesh
A 3D object made up of vertices and polygons. Mesh complexity affects performance.
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40. Polygon
A flat shape that forms part of a 3D model. Models are typically built from triangles or quads.
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41. Vertex
A point in 3D space that defines geometry. Vertices connect to form polygons.
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42. UV Mapping
The process of applying 2D textures to 3D models. Proper UV mapping prevents distortion.
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43. 3D Modelling
Creating digital objects using specialist software. Models are used in immersive environments.
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44. Texturing
Adding colour and detail to 3D models. Textures improve realism and visual quality.
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45. Rigging
Adding a digital skeleton to a 3D model. Rigging allows animation and movement.
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46. Animation
The process of creating movement for characters or objects. Used to bring environments to life.
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47. Inverse Kinematics
A technique that calculates realistic joint movement. Commonly used for hands and arms.
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48. Motion Capture
Recording real human movement for use in animation. Provides natural motion.
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49. Volumetric Capture
Capturing real people or objects in 3D. Used in immersive storytelling and training.
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50. 360° Video
Video recorded in all directions. Allows users to look around freely in VR.
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UX, UI & INTERACTION DESIGN
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51. UX Design
Focuses on usability, comfort, and flow. Good UX reduces fatigue and confusion.
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52. UI Design
Design of visual interface elements. In XR, UI often exists in three-dimensional space.
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53. Spatial UI
User interfaces placed within 3D environments. Enables natural interaction.
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54. HUD
Heads-Up Display that shows information over the scene. Often used for guidance.
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55. User Flow
The path users follow through an experience. Clear flows improve usability.
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56. Accessibility
Designing experiences usable by everyone. Includes comfort, subtitles, and control options.
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57. Simulator Sickness
Discomfort caused by mismatched motion cues. Reduced through good design.
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58. Teleport Locomotion
Movement method that instantly moves the user. Helps reduce motion sickness.
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59. Smooth Locomotion
Continuous movement similar to traditional games. Requires comfort options.
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60. Snap Turning
Turning in fixed angles rather than smoothly. Reduces disorientation.
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61. Vignette
Darkening the edges of vision during movement. Helps reduce motion sickness.
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PRODUCTION, WORKFLOW & INDUSTRY
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62. Prototype
An early version of a product used for testing ideas. Prototypes are often incomplete.
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63. MVP
Minimum Viable Product with essential features. Used for early feedback.
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64. Agile Development
An iterative approach to software development. Encourages frequent testing.
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65. Sprint
A short development cycle within agile workflows. Typically lasts 1–2 weeks.
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66. Build
A compiled version of an application. Builds are used for testing and release.
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67. Deployment
The process of releasing an application to users. Includes testing and packaging.
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68. Optimization
Improving performance and efficiency. Critical for immersive applications.
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69. Frame Rate
Number of frames displayed per second. Higher rates improve comfort.
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70. Occlusion
Blocking of objects by others in a scene. Improves realism.
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71. Collision Detection
Detects when objects touch or overlap. Enables physical interaction.
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72. Physics Engine
Simulates real-world forces such as gravity. Adds realism to interactions.
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73. Multiplayer Networking
Connects multiple users in a shared environment. Enables collaboration.
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PRESENCE, CONTENT & ETHICS
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74. Avatar
A digital representation of the user. Supports identity and presence.
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75. Embodiment
The feeling that a virtual body belongs to the user. Increases immersion.
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76. Presence
The sensation of being inside a virtual environment. Central to XR experiences.
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77. Immersion
The depth of engagement a user feels. Influenced by visuals and interaction.
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78. Diegetic UI
Interface elements that exist naturally in the environment. Enhances immersion.
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79. Non-Diegetic UI
UI elements separate from the environment. Includes menus and overlays.
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80. Spatial Anchors
Fixed points that lock digital objects to physical space. Used in AR.
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81. Cloud Anchors
Shared spatial anchors stored online. Enable multi-user AR.
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82. Digital Twin
A virtual replica of a physical object or system. Used for simulation.
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83. Data Visualization
Presenting data using immersive visuals. Helps reveal complex patterns.
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84. AI Agents
Autonomous virtual characters or systems. Respond to user actions.
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85. Procedural Generation
Algorithmic creation of content. Used to build large environments.
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86. Storyboarding
Visual planning of scenes and interactions. Helps structure experiences.
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87. Narrative Design
Crafting story and pacing in interactive media. Guides user engagement.
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88. World-Building
Creating believable environments and rules. Enhances immersion.
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89. Environmental Design
Designing lighting, atmosphere, and layout. Shapes user experience.
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90. Level Design
Structuring spaces and challenges. Guides user movement.
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91. Interaction Design
Defining how users interact with objects. Must feel natural and intuitive.
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92. HCI
Human-Computer Interaction. Studies how people use technology.
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93. Ethical Design
Designing technology responsibly. Considers user wellbeing and privacy.
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94. Data Privacy
Protecting user data. Especially important in tracked environments.
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95. Safety Boundaries
Virtual limits to protect users. Prevent physical collisions.
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96. Learning Objectives
Clear goals for educational experiences. Guide content design.
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97. Assessment
Measuring user understanding or performance. Used in training.
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98. Content Pipeline
Workflow from concept to deployment. Improves efficiency.
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99. Quality Assurance
Testing for bugs and usability issues. Ensures reliability.
100. Deployment Platform
The system used to distribute applications. Includes app stores and enterprise systems.


