XR headset on table

Glossary

Key Terms in Emerging Technology

XR = eXtended Reality (syn. X Reality, Cross Reality)
XR is an umbrella term that includes VR, AR, and MR. Thus, XR represents everything between our reality to full virtual reality, and all mixtures of reality and virtuality in between.

VR = Virtual Reality
Virtual reality is a computer-generated three-dimensional simulation that can mimic reality or be something totally different. Virtual reality is usually experienced through a VR headset as a visual environment.

AR = Augmented Reality
Augmented reality refers to adding computer-generated virtual elements and data to a real environment, for example, through a smartphone screen or AR-glasses.

MR = Mixed Reality
Mixed reality is between VR and AR, where reality and computer-generated virtuality exist together in different proportions.

Soft Skills
Interpersonal and behavioral skills that help you work well with other people, like communication, collaboration, and leadership.

Bodyswaps
A VR platform that brings realistic simulations and AI-enabled feedback to soft skills training. soft skills training platform on which students can practice and develop their communication, teamwork, and leadership skills.

AI = Artificial Intelligence
Artificial intelligence is the ability of machines to work like human intelligence, for example, by searching and analyzing data and developing solutions from it without being strictly coded to the task.

Avatar
Avatar is a profile character or picture that visually represents the creator of the profile on the internet.
Three virtual reality avatars in AltspaceVR

Cybersickness
Cybersickness refers to a nauseous feeling after using a VR headset. Usually, it is caused by motion sickness, where human senses conflict with each other. A person sees they move in VR, but their physical body stays in place. Cybersickness can also be caused by low resolution, low frames per second, or an unfocused view.

Immersion
Immersion refers to something unreal that feels real. In virtual reality, it is the perception of being physically in the virtual environment.

Play area
Before using a VR headset, a physical area is determined in which the headset works. If a person with the VR headset goes outside the area, the headset informs them with a virtual safety net, or they stop the ongoing activity.

Social VR platforms
Social VR platforms are designed for people to meet each other and have fun, like playing games or watching movies. It is characteristic of social platforms to have a lot of choices and abilities to modify the environment. People come to these VR platforms mostly in their free time. However, some of these platforms are also possible to categorize as collaboration platforms. Examples: AltspaceVR, Mozilla Hubs, VRChat, Rec Room, Bigscreen.

VR collaboration platforms
VR collaboration platforms are designed for work environments, for example, to workshops, meetings, and conferences. Modifying and experimenting is at a minimum, but easy access to things like screen share and drawing is provided. Part of these platforms is also possible to categorize as social platforms. Examples: AltspaceVR, Glue, Mozilla Hubs, Engage, Spatial, MeetinVR, Rumii.

360-image / 360-video
360-image or -video is an image or a video from 360 degrees, thus it depicts everything around one point in an image or a video.

*Adapted from the Helsinki XR Center

Contact Information

For more information or to inquire about partnerships, contact:

Dr. Marcus Davis, Program Lead (marcus.davis@wne.edu)

Paul Desmarais, OIT Lead (paul.desmarais@wne.edu)