Want to know more about virtual reality? Whether you regularly enjoy VR shooting or VR escape game experiences at Omescape, London, or are looking to book your first VR experience with Omescape. Here, you’ll find a comprehensive list of terms related to our virtual reality experiences, designed to help you navigate and understand the exciting world of VR.
Virtual Reality Glossary Terms
3D design
The creation of three-dimensional, known as 3D digital models or environments, often using software tools, for use in virtual reality (VR) gaming experiences.
Ambisonics
A technique for capturing and reproducing audio in 360 degrees around a listener, this enhances the immersion in virtual reality experiences for users.
Cave automatic virtual environment (CAVE)
A virtual reality environment or experience consisting of multiple large screens surrounding the user to create an immersive VR experience.
Character design
The process of creating and deciding on the appearance, personality, and abilities of each character within a virtual reality experience. The character design brings the VR experience to life for a user.
Degrees of freedom
The number of independent movements a user can make in a virtual experience, including the number of rotations a user can make in a three-dimensional space.
Dollhouse view
A virtual reality perspective that allows users to see a scaled-down, bird’s-eye view of a VR environment or experience. The name dollhouse view comes from the view looking similar to a miniature model.
Eye tracking
Technology that tracks the movement of a user’s eyes to determine where they are looking, often used to enhance interaction and immersive experience within a VR environment.
Field of view (FOV)
The observable world or experience that can be seen at any given moment by a user through wearing a VR headset.
Frame rate
The number of individual images (frames) displayed per second in a virtual reality experience. A fast frame rate is crucial for a smooth and realistic motion for the user within a VR experience setting.
Head-mounted display (HMD)
A wearable device that houses a display to present virtual reality content directly to the user’s eyes.
Head tracking
The capability of tracking the movement of a user’s head to adjust the virtual perspective accordingly, enhancing the immersive experience and user interaction within a VR environment.
Haptics
Technology that provides tactile feedback to users in a virtual reality setting, enhancing immersion by simulating touch sensations. Haptics within a VR experience can include sensations including vibration and force feedback.
Immersion
The sense of being deeply engaged or absorbed in a virtual experience, often achieved through realistic visuals, audio, and interaction.
Java
A programming language often used in VR experience development, creating interactive applications and experiences.
Latency
The delay between an action or movement by the user and the corresponding response in the virtual environment, which can affect the immersive experience and comfort of a user within a VR experience.
Metaverse
A giant virtual world made by combining real things with virtual things, combining all the virtual worlds, augmented reality, and the internet together.
Metaverse gaming
Gaming experiences that take place within the metaverse, often offering vast, interconnected virtual worlds and user social interactions.
Mixed reality (MR)
A spectrum between the real world and the virtual world, where physical and digital objects coexist and interact in real-time.
Point-of-view (POV)
The perspective from which a virtual reality experience is presented, typically through the eyes of the user, which is where the term point-of-view comes from.
Positional audio
Audio that changes depending on the user’s position in a virtual environment, enhancing a users spatial awareness and the VR experience created.
Virtual reality (VR)
An artificial environment created with computer software and presented to the user in a way that simulates reality, allowing for immersive experiences.
Virtual reality (VR) sickness
Discomfort or nausea experienced by some users when experiencing some virtual reality environments and experiences.