Digital Realities Flashcards

1
Q

Algorithm

A

finite sequence of well-defined, computer-implementable instructions, typically to
solve a class of problems or to perform a computation.

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2
Q

Anticipatory Technology Ethics

A

an emerging branch of technology ethics which seeks to
highlight ethical challenges in emerging technology and encourage conversations about ethics
during design. Analyzing the processes technologies bring about can determine whether those
processes are good or bad, right or wrong. In other words, designers should be proactive in
anticipating the ethical dilemmas a given technology might create.

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3
Q

Artificial Intelligence (AI)

A

refers to systems or machines that mimic human intelligence to
perform tasks and can iteratively improve themselves based on the information they collect. For
many years, artificial intelligence (AI) has been used for applications such as facial recognition,
faster registration, procedure arrangement, driving directions, etc. AI manifests in a number of
forms. A few examples are:
● Chatbots use AI to understand customer problems faster and provide more efficient
answers
● Intelligent assistants use AI to parse critical information from large free-text datasets to
improve scheduling
● Recommendation engines can provide automated recommendations for TV shows
based on users’ viewing habits

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4
Q

Augmented Reality (AR)

A

a technology that superimposes a computer-generated image on
a user's view of the real world, thus providing a composite view. Unlike virtual reality which tries
to recreate and replace an entire real-life environment with a virtual one, augmented reality is
about enriching an image of the real world with computer-generated images and digital
information. It seeks to change perception by adding video, infographics, images, sound, and
other details. Virtual reality headsets attempt to completely immerse users into simulated
worlds; AR glasses do not. A user using the AR glasses can see the real object or environment
around them but enriched with the virtual image.

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5
Q

Avatar

A

An icon or figure representing a particular person in video games, internet forums, etc.

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6
Q

Behavioral biometrics

A

the field of study related to the measure of uniquely identifying and
measurable patterns in human activities. The term contrasts with physical biometrics, which
involves innate human characteristics such as fingerprints or iris pattern.

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7
Q

Bias

A

AI isn’t neutral; it’s kind of imbued with the biases of the people who have programmed it.

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8
Q

Blockchain

A

a digital database containing information (such as records of financial transactions)
that can be simultaneously used and shared within a large decentralized, publicly accessible
network

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9
Q

Biofeedback

A

A type of therapy that uses sensors attached to your body to measure key body
functions. Biofeedback is intended to help you learn more about how your body works.

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10
Q

Biomechanics

A

the study of mechanical laws that relate to the movement or structure of living
things and how they interact with their surroundings.

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11
Q

Bionic Contact Lenses

A

devices that could provide a virtual display that could have a variety of
uses from assisting the visually impaired to video gaming.

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12
Q

Brain-Computer Interaction

A

Recent advances in cognitive neuroscience and brain imaging
technologies are providing us with the ability to interface computers directly with the human
brain. This ability is made possible through the use of sensors that monitor physical processes
within the brain which correspond with certain forms of thought.

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13
Q

Computer Generated Imagery (CGI)

A

the use of computer graphics in art and media. CGI may
be used to animate locations, characters, and/or environments.

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14
Q

Cryptocurrency

A

a digital currency in which transactions are verified and records maintained by
a decentralized system using cryptography rather than by a centralized authority.

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15
Q

Cybersickness

A

a cluster of symptoms that occur in the absence of physical motion, similar to
motion sickness. These symptoms fall into three categories: nausea, oculomotor issues and
general disorientation. Oculomotor symptoms, like eye strain, fatigue and headaches, involve
overworking the nerve that controls eye movement.

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16
Q

Digital Currency

A

a form of currency that exists only in digital or electronic form and that can
operate independently of a central bank.

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17
Q

Epidermal VR

A

Thin, flexible skin-interfaced system that has applications in social interactions,
prosthetics, telemedicine, and entertainment. The skin-interface communicates touch through
a fast, programmable array of miniature vibrating actuators embedded into a thin, soft, flexible
material. It will allow one to share physical experiences such as a hand touch even if people are
on other sides of the continent.

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18
Q

Extended Reality (XR):

A

a general term that encompasses all immersive technologies, including
present-day technologies, such as the aforementioned augmented reality (AR), VR, or mixed
reality (MR), plus future technologies that are still to be created.

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19
Q

Ergonomics

A

the application of psychological and physiological principles to the design of
products, processes, and systems. The field is a combination of numerous disciplines, such as
psychology, engineering, biomechanics, industrial design, physiology, interaction design, visual
design, user experience, and user interface design.
There are several types of ergonomics:
● Physical ergonomics - Designing interaction with equipment and workplaces (and
playspaces) to fit the user.
● Cognitive ergonomics - Designing products and services while keeping mental
processes, such as memory, reasoning, and decision making in mind.
● Organizational ergonomics - Design and optimization of business systems, including
their organizational structures, policies, and processes.

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20
Q

Extended Reality (XR)

A

a general term that encompasses all immersive technologies, including
present-day technologies, such as the aforementioned augmented reality (AR), VR, or mixed
reality (MR), plus future technologies that are still to be created. The application of such
advanced technologies in the context of health emergencies deserves further consideration as
this will create opportunities for effective non-human interaction.

21
Q

Fitts’ Law

A

In 1954, a psychologist named Paul Fitts created a predictive model that describes
how quickly people can select a target. This model is commonly used in human-computer
interaction. Fitts’ Law is used in user interface design to decide the proper sizes of interactive
elements, the best location for them, and to notice potential usability issues. Fitts’s Law brings
safety, convenience, and usability into UI design.

22
Q

Gamify

A

apply typical elements of game playing (e.g. point scoring, competition with others,
rules of play) to (an activity), typically as an online marketing technique to encourage
engagement with a product or service:

23
Q

Haptic Technology

A

the use of tactile sensations to stimulate the sense of touch in a user
experience. For example, direct applications of haptic solutions frequently include phone and
game controller vibrations. Haptic science also involves any tactile feedback such as air
pressure or sound waves. Also known as 3D touch or kinaesthetic communication, this
technology creates experiences using vibrations, motions, and other forces.

24
Q

5-G Technology

A

An upgraded mobile network that uses a combination of frequencies from
multiple bands to maximize throughput. In addition to traditional macro cell towers, 5G will also
use a large number of much smaller micro cells for new millimeter wave spectrum bands to
create a blanket of ultrahigh-speed network coverage. The availability of broadband made it
possible to move movies, TV, and gaming to the cloud. Now, 5G promises to bring even richer
media experiences to any screen, anywhere. End users will be able to enjoy immersive virtual
reality (VR) experiences, and highly responsive gameplay on devices connected to a 5G
network, leading to greater revenue opportunities for content creators, cloud service providers,
and communications service providers.

25
Q

HCI (Human-Computer Interaction)

A

HCI deals with the design, execution and assessment of
computer systems and related phenomena that are for human use.

26
Q

Holograph

A

three-dimensional image

27
Q

Immersive Technologies

A

technology that replaces or expands the physical world by the
creation of 360 space, allowing users to look in any direction and see content.

28
Q

Internet of Things (IoT)

A

the interconnection via the internet of computing devices embedded
in everyday objects, enabling them to send and receive data. For virtual work, the IoT is a
framework that takes things from the real world and connects them to internet-enabled devices
that can send and receive data naturally. IoT works well with voice-activated speakers, indoor
regulators, clinical devices, and other similar devices.

29
Q

Machine Learning

A

the use and development of computer systems that are able to learn and
adapt without following explicit instructions, by using algorithms and statistical models to
analyze and draw inferences from patterns in data

30
Q

Motion Programming

A

Also called path planning,the navigation problem. or the piano mover's
problem is a computational problem to find a sequence of valid configurations that moves the
object from the source to destination. The term is used in computational geometry, computer
animation, robotics and computer games

31
Q

Metaverse

A

iteration of the Internet as a single, universal and immersive virtual world that is
facilitated by the use of virtual reality (VR) and augmented reality (AR) headset. The metaverse
is the digital realm where internet users’ avatars can meet up in a virtual, multi-dimensional
space as people do in the real world. The metaverse is most prominently displayed in Steven
Spielberg’s film, Ready Player One, where users wear advanced virtual reality suits and
headsets to allow one to interact with the virtual world in any way they like.

32
Q

Metaverse tokens

A

a unit of virtual currency used to make digital transactions within the
metaverse. Since metaverses are built on the blockchain, transactions on underlying networks
are near-instant.

33
Q

Mixed Reality

A

a medium consisting of immersive computer-generated environments in which
elements of a physical and virtual environment are combined, The term "mixed reality" was
introduced in a 1994 paper by Paul Milgram and Fumio Kishino, A Taxonomy of Mixed Reality
Visual Displays. Unlike virtual reality (VR) which immerses the end user in a completely digital
environment, or augmented reality (AR) which layers digital content on top of a physical
environment, mixed reality blends digital and real world settings. Mixed reality is sometimes also
referred to as hybrid reality or extended reality (XR).
The experiences that can transition between augmented and virtual realities form mixed reality,
where you can:
● Place a digital object, such as a hologram, in the physical world as if it were physically
present.
● Be personally and digitally present in the physical world, in the form of an avatar, to
asynchronously collaborate with others at different points in time.

34
Q

Neuroforecasting

A

the practice of using evidence-backed methods and technology from the
field of neuroscience to forecast the choices and behavior of large groups of people. This can
be done by measuring the brain activity of small groups of individuals, usually using fMRI
technology. At the same time, they are engaged in specific behaviors such as viewing specific
content or using a specific product. Typically, while this is done, subjects will also be asked
questions about the content or product to gauge their conscious thoughts and feelings.
Two key points are worth noting here: First, neuroforecasting makes it possible to predict the
behaviors of large groups of people, even entire populations, by studying a small group of
participants. The data collected from the small group can be used quite accurately to predict the
behavior of the broader population. This is more efficient and less prone to error than traditional
research methods such as surveys and interviews in which large, diverse samples need to be
studied.

35
Q

Neuroreality

A

it is the act of altering the perception of reality through a direct interface with the
human brain. Neuroreality is the act of altering the perception of reality through a direct interface

11
with the human brain. This is known as brain-computer interfacing (BCI). Virtual and
augmented reality typically rely on the manipulation of visual, auditory, and tactile senses. BCI
simply requires access to your brain signals. There are currently two different approaches to
accomplishing this: non-invasive and invasive.
Both methods allow for our brains to basically communicate with machines directly. The main
differences between the two revolve around the level of involvement needed to do so and the
efficiency in communication.

36
Q

Open Source ‘Software

A

software with source code that anyone can inspect, modify, and
enhance. "Source code" is the part of software that most computer users don't ever see; it's the
code computer programmers can manipulate to change how a piece of software or application works.

37
Q

Open Source Virtual Reality ( OSVR)

A

is an open-source software project that aims to enable
headsets and game controllers from all vendors to be used with any games developed by Razer
and Sensics

38
Q

Photogrammetry

A

the use of photography in surveying and mapping to measure distances
between objects. Photogrammetry is a computer graphics technique that allows highly detailed
3D models to be generated from hundreds or even thousands of photographs. The results are
valuable for digitizing historical heritage, for example, and the 3D models generated can be
used for developing immersive experiences.

39
Q

Presence

A

the feeling that you’re actually in the virtual world. Presence will cause the user to
suspend disbelief and believe they are in the virtual environment, reacting to stimuli as if they
were in the real world. It’s the holy grail, the purpose of VR.

40
Q

Prototype

A

a first, typical or preliminary model of something, especially a machine, from which
other forms are developed or copied:

41
Q

The Right to be Forgotten (RTBF)

A

is the right to have private information about a person be
removed from Internet searches and other directories under some circumstances. The concept
has been discussed and put into practice in several jurisdictions, including Argentina, the
European Union, and the Philippines. In 2018, the EU adopted the General Data Protection
Regulation (the GDPR). Article 17 of the GDPR sets out a ‘right to erasure’ similar to the right
the European Court of Justice had recognized under the older law that the GDPR replaced.

42
Q

Sensory Conflict Theory

A

It means that the visual, auditory, and somatic sensors are at odds
while in an immersive, virtual environment.

43
Q

Sentiment Analysis

A

the process of computationally identifying and categorizing opinions
expressed in a piece of text, especially to determine whether the writer's attitude towards a
particular topic, product, etc. is positive, negative, or neutral

44
Q

Sensors

A

a device which detects or measures a physical property and records, indicates, or
otherwise responds to it. In the VR information collection system, sensors play a key role, and a
wide variety of sensors are needed, including gesture sensors, finger bending sensors, motion
tracking sensors, tactile sensors, eye tracking, MIC / array mic, photosensitive sensors, optical
fiber sensors, laser sensors, infrared sensors, vertical cameras, positioning sensors Head
image recognition sensor, inertial sensor, olfactory sensor, etc.

45
Q

Simulations

A

the production of a computer model of something, especially for the purpose of
study.

46
Q

Surveillance in the Virtual World

A

Virtual Realities include eye-tracking technology,
platforms that can recognize the emotions flickering across your face even if you don’t
realize that that’s what or how you’re feeling - they’re already being used to tailor
advertising to whoever is around them for example, whatever gender they are and
whatever age they might be. Individuals can do remote sensing of your deep
physiological responses to things. AI will understand exactly how we’re feeling, what
our responses to a movie or an advert or a virtual world or a virtual store might be.
Every store is going to be our favorite store. It will be tailored to us.

47
Q

Uncanny Valley

A

used in reference to the phenomenon whereby a computer-generated figure
or humanoid robot bearing a near-identical resemblance to a human being arouses a sense of
unease or revulsion in the person viewing it

48
Q

User Experience (UX)

A

How the user experiences digital realities. User experience isn’t limited
to just apps and websites, but it is also used in various other products and services. User
experience is about solving the user’s problems and creating a memorable experience.

49
Q

Virtual Reality

A

Virtual reality is an experience that mimics our natural surroundings through
computer programming. In virtual reality, lifelike representations of humans react with virtual
objects via mobiles or VR headsets to perform everyday tasks.
● Virtual reality places a user in a virtual dimension through computer graphics, AI
sensors, head, and body trackers. Combining VR hardware and software components
creates an immersive experience for the end user. Objects like walls, tables, or sofas,
act as a demarcation in the virtual world to prevent bumping into any obstacle.